Chapter 11. Improving Games with Extra Features and Optimization
In this chapter, we will cover the following topics:
- Pausing the game
- Implementing slow motion
- Preventing your game from running on unknown servers
- State-driven behavior Do-It-Yourself states
- State-driven behavior using the State Design pattern
- Reducing the number of objects by destroying objects at a death time
- Reducing the number of enabled objects by disabling objects whenever possible
- Reducing the number of active objects by making objects inactive whenever possible
- Improving efficiency with delegates and events and avoiding SendMessage!
- Executing methods regularly but independent of frame rate with coroutines
- Spreading long computations over several frames with coroutines
- Evaluating performance by measuring max and min frame rates (FPS)
- Identifying performance bottlenecks with the Unity performance Profiler
- Identifying performance bottlenecks with Do-It-Yourself performance profiling
- Cache GameObject and component references...