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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (10) Chapters Close

Preface 1. Pursuing Performance Problems 2. Scripting Strategies FREE CHAPTER 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Preface

User experience is a critical component of any game, and this includes not only our game's story and its Gameplay, but also how smoothly the graphics run, how reliably it connects to multiplayer servers, how responsive it is to user input, and even how large the final application file size is due to the prevalence of mobile devices and cloud downloads. The barrier of entry into game development has been lowered considerably thanks to tools such as Unity that offers an enormous array of useful development features while still being accessible to individual developers. However, due to the amount of competition in the gaming industry, the quality level of the final product that our players expect us to provide is increasing with every passing day. We should expect that every facet of our game can and will be scrutinized by players and critics alike.

The goals of performance optimization are deeply entwined with user experience. Poorly optimized games can result in low frame rates, freezes, crashes, input lag, long loading times, inconsistent and jittery runtime behavior, Physics Engine breakdowns, and even excessively high battery power consumption (an often-neglected metric for mobile devices). Having just one of these issues can be a game developer's worst nightmare as reviews will tend to focus on the one thing that we did badly, in spite of all the things that we did well.

One goal of performance optimization is to make the best use of the available resources, which includes CPU resources such as the number of cycles consumed, how much main memory space we're using (known as RAM) as well as Graphics Processing Unit (GPU) resources, which includes its own memory space (known as VRAM), Fill Rate, Memory Bandwidth, and so on. However, the most important goal of performance optimization is to ensure that no single resource causes a bottleneck at an inappropriate time, and that the highest priority tasks get taken care of first. Even small, intermittent hiccups and sluggishness in performance can pull the player out of the experience, breaking immersion and limiting our potential to create the experience we intended. Another consideration is that the more resources we can save, the more activity we can afford to implement in our games, allowing us to generate more interesting and dynamic gameplay.

It is also important to decide when to take a step back and stop making performance enhancements. In a world with infinite time and resources, there will always be another way to make it better, faster, and more efficient. There must be a point during development where we decide that the product has reached an acceptable level of quality. If not, we risk dooming ourselves to repeatedly implementing changes that result in little or no tangible benefit, while each change also risks the chance that we introduce more bugs.

The best way to decide whether a performance issue is worth fixing is to answer the question "will the user notice it?". If the answer to this questions is "no," then performance optimization will be a wasted effort. There is an old saying in software development:

Premature optimization is the root of all evil.

Premature optimization is the cardinal sin of reworking and refactoring code to enhance performance without any proof that it is necessary. This can mean either making changes without showing that a performance problem even exists, or making changes because we only believe a performance issue might stem from a particular area before it has been proven to be true.

Of course, the original version of this common saying by Donald Knuth goes on to say that we should still write our code to avoid the more straightforward and obvious performance problems. However, the real performance optimization work toward the end of a project can take a lot of time, and we should both plan the time to polish the product properly, while avoiding the desire to implement the more costly and time-consuming changes without verifiable proof. These kinds of mistake have cost software developers, as a collective whole, a depressing number of work hours for nothing.

This book intends to give you the tools, knowledge, and skills you need to both detect and fix performance issues in a Unity application, no matter where they stem from. These bottlenecks can appear within hardware components such as the CPU, GPU, and RAM, or within software subsystems such as Physics, Rendering, and the Unity Engine itself.

Optimizing the performance of our games will give them a much better chance of succeeding and standing out from the crowd in a marketplace that is inundated with new, high-quality games every single day.

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