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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

Memory management performance enhancements

In most game engines, we would have the luxury of being able to port inefficient managed code into faster native code if we were hitting performance issues. This is not an option unless we invest serious cash in obtaining the Unity source code, which is offered as a license separate from the Free/Personal/Pro licensing system, and on a per case, per-title basis. We could also purchase a license of Unity Pro with the hope of using native plugins, but doing so rarely leads to a performance benefit since we must still cross the native-managed bridge to invoke function calls inside of it. Native plugins are normally used to interface with systems and libraries that are not built specifically for C#. This forces the overwhelming majority of us into a position of needing to make our C# script-level code as performant as possible ourselves.

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