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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
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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

Avoiding 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 Transform components was fairly slow due to the likelihood of cache misses. The upside was that re-parenting 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 behavior 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...

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