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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Spreading long computations over several frames with coroutines

Optimization principal 3: Call methods as few times as possible.

Coroutines allow us to write asynchronous code—we can ask a method to go off and calculate something, but the rest of the game can keep on running without having to wait for that calculation to end. Or, we can call a coroutine method for each frame from Update() and organize the method to complete part of a complex calculation each time it is called.

Note that coroutines are not threads, but they are very handy in that each can progress each frame further. It also allows us to write code that does not have to wait for certain methods to complete before another can begin.

When games start requiring complex computations, such as for artificial intelligence reasoning, it may not be possible to maintain acceptable game performance when trying to complete all calculations in a single frame—this is where coroutines can be an excellent solution.

This recipe...

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