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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

Asset bundles and resources

We touched upon the topic of resources and serialization in Chapter 2, Scripting Strategies, and it should be fairly clear that the resource system can be a great benefit during prototyping, as well as during the early stages of our project, and can be used relatively effectively in games of limited scope.

However, professional Unity projects should instead favor the asset bundle system. There are a number of reasons for this. Firstly, the resource system is not very scalable when it comes to builds. All resources are merged together into a single massive serialized file binary data blob with an index list of where various assets can be found within it. This can be hard to manage, and take a long time to build as we add more data to the list.

Secondly, the resource system's ability to acquire data from the serialized file scales in an Nlog(N)...

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