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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

Disabling unused scripts and objects

Scenes can get pretty busy sometimes, especially when we're building large, open worlds. The more objects there are invoking code in an Update() callback, the worse it will scale and the slower the game becomes. However, much of what is being processed may be completely unnecessary if it is outside of the player's view or simply too far away to matter. This may not be a possibility in large city-building simulation games, where the entire simulation must be processed at all times, but it is often possible in first-person and racing games since the player is wandering around a large expansive area, where non-visible objects can be temporarily disabled without having any noticeable effect on gameplay.

Disabling objects by visibility

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