Unity 5 Game Optimization
Resource type: Ressourcentyp: Buch (Online)Book (Online)Language: English Publisher: Birmingham : Packt Publishing, 2015Description: Online-Ressource (296)ISBN:- 9781785888458
- 794.81526
- 794.8
- 794.8'1526
- T55.4-60.8
- QA76.76.C672
Contents:
Summary: 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 segments -- Profiler 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 object -- Registration -- 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.PPN: PPN: 84383823XPackage identifier: Produktsigel: ZDB-30-PQE | ZDB-26-MYL
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
Adjust compression rates for non-square Textures
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