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Unity 5  Game Optimization

You're reading from   Unity 5 Game Optimization Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine

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Product type Paperback
Published in Nov 2015
Publisher Packt
ISBN-13 9781785884580
Length 296 pages
Edition 1st 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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Toc

Table of Contents (10) Chapters Close

Prefab pooling


The previous pooling solution is useful for typical classes, but it won't work for special Unity objects, such as GameObject and MonoBehaviour. These objects tend to consume a large chunk of our runtime memory, can cost us a great deal of CPU usage when they're created and destroyed, and tend to risk a large amount of garbage collection at runtime. In other words, the main goal of Prefab pooling is to push the overwhelming majority of object instantiation to Scene initialization, rather than letting them get created at runtime. This can provide some big runtime CPU savings, and avoids a lot of spikes caused by object creation/destruction and garbage collection, at the expense of Scene loading times, and runtime memory consumption. As a result, there are quite a few pooling solutions available on the Asset Store for handling this task, with varying degrees of simplicity, quality, and feature sets.

Note

It is often recommended that pooling should be implemented in any game that...

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