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Davide Aversa - Unity Game Optimization

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Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applications

Key Features
  • Optimize graphically intensive games using the latest features of Unity such as Entity Component System (ECS) and the Burst compiler
  • Explore techniques for solving performance issues with your VR projects
  • Learn best practices for project organization to save time through an improved workflow
Book Description

Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations.

Youll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. Youll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, youll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, youll be able to optimize audio resources and texture files, along with effectively storing and using resource files. Youll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, youll learn how to optimize the memory and processing unit of Unity. Finally, youll cover tips and tricks used by Unity professionals to improve the project workflow.

By the end of this book, youll have developed the skills you need to build interactive games using Unity and its components.

What you will learn
  • Apply the Unity Profiler to find bottlenecks in your app, and discover how to resolve them
  • Discover performance problems that are critical for VR projects and learn how to tackle them
  • Enhance shaders in an accessible way, optimizing them with subtle yet effective performance tweaks
  • Use the physics engine to keep scenes as dynamic as possible
  • Organize, filter, and compress art assets to maximize performance while maintaining high quality
  • Use the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collection
Who this book is for

The book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming.

Table of Contents
  1. Evaluating Performance Problems
  2. Scripting Strategies
  3. The Benefits of Batching
  4. Optimize Your Art Assets
  5. Faster Physics
  6. Dynamic Graphics
  7. Optimizations for Virtual and Augmented Reality
  8. Masterful Memory Management
  9. The Data-Oriented Technology Stack
  10. Tactical Tips and Tricks

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Unity Game Optimization Third Edition Enhance and extend the performance - photo 1
Unity Game Optimization
Third Edition
Enhance and extend the performance of all aspects of your Unity games
Dr. Davide Aversa
Chris Dickinson

BIRMINGHAM - MUMBAI Unity Game OptimizationThird Edition Copyright 2019 Packt - photo 2

BIRMINGHAM - MUMBAI
Unity Game OptimizationThird Edition

Copyright 2019 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Pavan Ramchandani
Acquisition Editor: Larissa Pinto
Content Development Editor: Keagan Carneiro
Senior Editor: Martin Whittemore
Technical Editor: Suwarna Patil
Copy Editor: Safis Editing
Project Coordinator: Kinjal Bari
Proofreader: Safis Editing
Indexer: Manju Arasan
Production Designer: Joshua Misquitta

First published: November 2015
Second edition: November 2017
Third edition: November 2019

Production reference: 1281119

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-83855-651-8

www.packt.com

To Gioia, with whom I am writing my most important book.
- Davide Aversa
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Contributors
About the authors

Dr. Davide Aversa holds a PhD in artificial intelligence and an MSc in artificial intelligence and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in artificial intelligence for the development of interactive virtual agents and procedural content generation. He served as a Program Committee member of video game-related conferences such as the IEEE conference on computational intelligence and games, and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.

I'd like to thank my family for the stability I needed during this year; the Unity devs on Twitter that helped me clarify the most obscure elements of Unity internals; and, finally, Keagan and the other Packt Publishing editors for helping me during this work and for being understanding of my delays.

Chris Dickinson grew up in a quiet little corner of England with a strong passion for mathematics, science and, in particular, video games. He loved playing them, dissecting their gameplay, and trying to figure out how they worked. Watching his dad hack the hex code of a PC game to get around the early days of copy protection completely blew his mind! His passion for science won the battle at the time; however, after completing a master's degree in physics with electronics, he flew out to California to work in the field of scientific research in the heart of Silicon Valley. Shortly afterward, he had to admit to himself that research work was an unsuitable career path for his temperament. After firing resumes in all directions, he landed a job that finally set him on the correct course in the field of software engineering (this is not uncommon for physics grads, I hear).

His time working as an automated tools developer for IPBX phone systems fit his temperament much better. Now he was figuring out complex chains of devices, helping its developers fix and improve them, and building tools of his own. Chris learned a lot about how to work with big, complex, real-time, event-based, user-input driven state machines (sounds familiar?). Being mostly self-taught at this point, Chris's passion for video games was flaring up again, pushing him to really figure out how video games were built. Once he felt confident enough, he returned to school for a bachelor's degree in game and simulation programming. By the time he was done, he was already hacking together his own (albeit rudimentary) game engines in C++ and regularly making use of those skills during his day job. However, if you want to build games, you should just build games, and not game engines. So, Chris picked his favorite publically available game engine at the timean excellent little tool called Unity 3Dand started hammering out some games.


After a brief stint of indie game development, Chris regretfully decided that the demands of that particular career path weren't for him, but the amount of knowledge he had accumulated in just a few short years was impressive by most standards, and he loved to make use of it in ways that enabled other developers with their creations. Since then, Chris has authored a tutorial book on game physics (Learning Game Physics with Bullet Physics and OpenGL, published by Packt) and two editions of a Unity performance optimization book (which you are currently reading). He has married the love of his life, Jamie, and works with some of the coolest modern technology as a software development engineer in Test (SDET) at Jaunt Inc. in San Mateo, CA, a VR/AR startup that focuses on delivering VR and AR experiences, such as 360 videos (and more!).


Outside of work, Chris continues to fight an addiction to board games (particularly Battlestar: Galactica and Blood Rage), an obsession with Blizzard's Overwatch and Starcraft II, cater to the ever-growing list of demands from a pair of grumpy yet adorable cats, and gazing forlornly at the latest versions of Unity with a bunch of game ideas floating around on paper. Someday soon, when the time is right (and when he stops slacking off), his plans may come to fruition

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