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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

Load scenes additively and asynchronously


Scenes can be loaded either to replace the current Scene or can be loaded additively to add its contents to the current Scene without unloading the preceding one. This can be toggled via the LoadSceneMode argument of the SceneManager.LoadScene() family of functions. 

Another mode of Scene loading is to complete it either synchronously or asynchronously, and there are good reasons to use both. Synchronous loading is the typical means of loading a Scene by calling SceneManager.LoadScene() where the main thread will block until the given Scene completes loading. This normally results in a poor user experience, as the game appears to freeze as the contents are loaded in (whether as a replacement or additively). This is best used if we want to get the player into the action as soon as possible, or we have no time to wait for Scene objects to appear. This would normally be used if we’re loading into the first level of the game or returning to the main menu...

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