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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
Languages
Tools
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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

To get the most out of this book

The majority of this book will focus on features and enhancements that apply to Unity 2019 and Unity 2020. Many of the techniques explored within this book can be applied to Unity 2018 projects and older, but some features may be different. These differences will be highlighted, where applicable.

It is worth noting that the code it is supposed to work on Unity 2020 but at the time of writing we could only test it on the alpha version. Additional incompatibilities may arise when Unity 2020 comes out of alpha.

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packtpub.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

  1. Log in or register at www.packt.com.
  2. Select the Support tab.
  3. Click on Code Downloads.
  4. Enter the name of the book in the Search box and follow the onscreen instructions.

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

  • WinRAR/7-Zip for Windows
  • Zipeg/iZip/UnRarX for Mac
  • 7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Unity-Game-Optimization-Third-Edition. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "These can be accessed through the UnityEngine.Profiling.Profiler class through its BeginSample() and EndSample() methods."

A block of code is set as follows:

void DoSomethingCompletelyStupid() { 
Profiler.BeginSample("My Profiler Sample");
List<int> listOfInts = new List<int>();
for(int i = 0; i < 1000000; ++i) {
listOfInts.Add(i);
}
Profiler.EndSample();
}

Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "When a Unity application is compiled in Development Mode."

Warnings or important notes appear like this.
Tips and tricks appear like this.
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