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Unity Game Optimization

You're reading from   Unity Game Optimization Enhance and extend the performance of all aspects of your Unity games

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Product type Paperback
Published in Nov 2019
Publisher Packt
ISBN-13 9781838556518
Length 404 pages
Edition 3rd Edition
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Authors (2):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Chris Dickinson Chris Dickinson
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Chris Dickinson
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Toc

Table of Contents (15) Chapters Close

Preface 1. Section 1: Base Scripting Optimization
2. Evaluating Performance Problems FREE CHAPTER 3. Scripting Strategies 4. Section 2: Graphical Optimizations
5. The Benefits of Batching 6. Optimizing Your Art Assets 7. Faster Physics 8. Dynamic Graphics 9. Section 3: Advance Optimizations
10. Optimizations for Virtual and Augmented Reality 11. Masterful Memory Management 12. The Data-Oriented Technology Stack 13. Tactical Tips and Tricks 14. Other Books You May Enjoy

Avoid retrieving string properties from GameObjects

Ordinarily, retrieving a string property from an object is the same as retrieving any other reference type property in C#; it should be acquired with no additional memory cost. However, retrieving string properties from GameObjects is another subtle way of accidentally crossing over the Native-Managed Bridge.

The two properties of GameObject affected by this behavior are tag and name. Therefore, it is unwise to use either property during gameplay, and you should only use them in performance-inconsequential areas, such as editor scripts. However, the tag system is commonly used for the runtime identification of objects, which can make this a significant problem for some teams.

For example, the following code would cause an additional memory allocation during every iteration of the loop:

for (int i = 0; i < listOfObjects.Count...
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