Summary
In this chapter, we learned about our options for optimization in Unity. We first took a look at the various settings, for the assets used in our games, used to keep their file size down while maintaining quality. Next, we learned about some settings that affect the overall game. After that, we explored options for tracking the performance of the game. We first looked at some tools provided by Unity for tracking that performance. Then, we created a tool of our own for tracking script performance in detail. We then took a look at some options for minimizing lag in our games, including utilizing occlusion culling. Now that we know about all of these tools and options, go through the games we created and optimize them. Make them the best they can be.
In this book we learned a whole lot. We started with learning about Unity, Android, and how to make them work together. Our journey continued with an exploration of Unity's GUI system and the creation of a Tic-tac-toe game. We then...