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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
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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

Using distance-squared over distance

It is safe to say that CPUs are relatively good at multiplying floating-point numbers together, but relatively dreadful at calculating square roots from them. Every time we ask Vector3 to calculate a distance with the magnitude property or with the Distance() method, we're asking it to perform a square root calculation (as per Pythagorean theorem), which can cost a lot of CPU overhead compared to many other types of vector math calculations.

However, the Vector3 class also offers a sqrMagnitude property, which provides the same result as distance, only the value is squared. This means that if we also square the value we wish to compare distance against, then we can perform essentially the same comparison without the cost of an expensive square-root calculation.

For example, consider the following code:

float distance = (transform.position...
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