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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 re-parenting Transforms at runtime


In earlier versions of Unity (version 5.3 and older), the references to Transform Components would be laid out in memory in a generally random order. This meant that iteration over multiple Transforms was fairly slow due to the likelihood of cache-misses. The upside was that re-parenting a GameObject to another one wouldn't really cause a significant performance hit since the Transforms operated a lot like a Heap data structure which tend to be relatively fast at insertion and deletion. This behaviour wasn't something we could control, and so we simply lived with it.

However, since Unity 5.4 and beyond, the Transform Component's memory layout has changed significantly. Since then, a Transform Component's parent-child relationships have operated more like dynamic arrays, whereby Unity attempts to store all Transforms that share the same parent sequentially in memory inside a pre-allocated memory buffer and are sorted by their depth in the Hierarchy...

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