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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Reducing the number of enabled objects by disabling objects whenever possible

Optimization principal 1: Minimize the number of active and enabled objects in a scene.

Sometimes, we may not want to completely remove an object, but we can identify times when a scripted component of an object can be safely disabled. If a MonoBehaviour script is disabled, then Unity no longer needs to send the object messages, such as Update()and FixedUpdate(), for each frame.

For example, if a Non-Player Character (NPC) should only demonstrate some behavior when the player can see that character, then we only need to be executing the behavior logic when the NPC is visible—the rest of the time, we can safely disable the scripted component.

Unity provides the very useful events OnBecameInvisible() and OnBecameVisible(), which inform an object when it moves out of and into the visible area for one or more cameras in the scene.

This recipe illustrates the following rule of thumb: if an object has no reason...

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