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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

Texture files

The terms texture and sprite often get confused in game development, so it's worth making the distinction: a texture is simply an image file, a big list of color data telling the interpreting program what color each pixel of the image should be, whereas a sprite can be seen as the 2D equivalent of a mesh—it defines how and where the image will appear in the game scene. Usually, a sprite is just a single quad (a pair of triangles combined to make a rectangular mesh) that renders flat against the current camera.

There are also things called sprite sheets, which are large collections of individual images contained within a larger texture file, commonly used to contain the animations of a 2D character. These files can be split apart by tools, such as Unity's Sprite Atlas tool, to form individual textures for the character's animated frames.

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