Unity 5 game optimization : master performance optimization for Unity3D applications with tips and techniques that cover every aspect of Unity3D Engine / Chris Dickinson.
Material type:![Text](/opac-tmpl/lib/famfamfam/BK.png)
- text
- computer
- online resource
- 9781785888458
- 1785888455
- 1785884581
- 9781785884580
- Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of Unity3D Engine
- Unity five game optimization
- Unity (Electronic resource)
- Unity (Electronic resource)
- Computer games -- Design
- Computer games -- Programming
- Video games -- Design
- Video games -- Programming
- Jeux d'ordinateur -- Conception
- Jeux d'ordinateur -- Programmation
- Jeux vidéo -- Conception
- Jeux vidéo -- Programmation
- GAMES -- Board
- Computer games -- Design
- Computer games -- Programming
- Video games -- Design
- 794.8 23
- QA76.76.C672
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OPJGU Sonepat- Campus | E-Books EBSCO | Available |
Includes index.
Online resource; title from cover page (Safari, viewed December 1, 2015).
Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Detecting Performance Issues; The Unity Profiler; Launching the Profiler; Editor or standalone instances; Editor profiling; The Unity Webplayer connection; Remote connection to an iOS device; Remote connection to an Android device; The Profiler window; Controls; Best approaches to performance analysis; Verifying script presence; Verifying script count; Minimizing ongoing code changes; Minimizing internal distractions; Minimizing external distractions
Targeted profiling of code segmentsProfiler script control; Custom CPU Profiling; Saving and loading Profiler data; Saving Profiler data; Loading Profiler data; Final thoughts on Profiling and Analysis; Understanding the Profiler; Reducing noise; Focusing on the issue; Summary; Chapter 2: Scripting Strategies; Cache Component references; Obtaining Components using the fastest method; Removing empty callback declarations; Avoiding the Find() and SendMessage() methods at runtime; Static classes; Singleton Components; Assigning references to pre-existing objects; A global messaging system
A globally accessible objectRegistration; Message processing; Implementing the messaging system; Message queuing and processing; Implementing a custom message; Message registration; Message sending; Message cleanup; Wrapping up the messaging system; Disabling unused scripts and objects; Disabling objects by visibility; Disabling objects by distance; Consider using distance-squared over distance; Avoid retrieving string properties from GameObjects; Update, coroutines, and InvokeRepeating; Consider caching Transform changes; Faster GameObject null reference checks; Summary
Chapter 3: The Benefits of BatchingDraw Calls; Materials and Shaders; Dynamic Batching; Vertex attributes; Uniform scaling; Dynamic Batching summary; Static Batching; The Static flag; Memory requirements; Material references; Static Batching caveats; Edit Mode debugging of Static Batching; Avoiding instantiating static meshes at runtime; Visibility and rendering; Static Batching summary; Summary; Chapter 4: Kickstart Your Art; Audio; Loading audio files; Profiling audio; Additional loading options; Encoding formats and quality levels; Audio performance enhancements
Minimize active Audio Source countMinimize Audio Clip references; Enable Force to Mono for 3D sounds; Resample to lower frequencies; Consider all encoding formats; Beware of streaming; Apply Filter effects through Mixer groups to reduce duplication; Use ""WWW.audioClip"" responsibly; Consider Audio Module files for background music; Texture files; Compression formats; Texture performance enhancements; Reduce Texture file size; Use Mip Maps wisely; Manage resolution downscaling externally; Adjust Anisotropic Filtering levels; Consider Atlasing
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