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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

Code compilation

When we make changes to our C# code, it is automatically compiled when we switch back from our favorite IDE (which is typically either MonoDevelop or the much more feature-rich Visual Studio) to the Unity Editor. However, the C# code is not converted directly into machine code, as we would expect static compilers to do if we are using languages such as C++.

Instead, the code is converted into an intermediate stage called Common Intermediate Language (CIL), which is an abstraction above the native code. This is how .NET can support multiple languages—each uses a different compiler, but they're all converted into CIL, so the output is effectively the same regardless of the language that we pick. CIL is similar to Java bytecode, upon which it is based, and the CIL code is entirely useless on its own, as CPUs have no idea how to run the instructions defined...

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