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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (10) Chapters Close

Preface 1. Pursuing Performance Problems FREE CHAPTER 2. Scripting Strategies 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Avoid Find() and SendMessage() at runtime


The SendMessage() method and family of GameObject.Find() methods are notoriously expensive and should be avoided at all costs. The SendMessage() method is about 2,000 times slower than a simple function call, and the cost of the Find() method scales very poorly with Scene complexity since it must iterate through every GameObject in the Scene. It is sometimes forgivable to call Find() during initialization of a Scene, such as during an Awake() or Start() callback. Even in this case, it should only be used to acquire objects that we know for certain already exist in the Scene and for scenes that have only a handful of GameObjects in them. Regardless, using either of these methods for interobject communication at runtime is likely to generate a very noticeable overhead and potentially dropped frames.

Relying on Find() and SendMessage() is typically symptomatic of poor design, inexperience in programming with C# and Unity, or just plain laziness during...

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