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Unity 5  Game Optimization

You're reading from   Unity 5 Game Optimization Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine

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Product type Paperback
Published in Nov 2015
Publisher Packt
ISBN-13 9781785884580
Length 296 pages
Edition 1st Edition
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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

Physics Engine internals

Unity technically features two different Physics Engines: Nvidia PhysX for 3D physics and the Open Source project Box2D for 2D physics. However, their implementation is highly abstracted, and from the perspective of the Unity API, both engines operate in a nearly identical fashion.

In either case, the more we understand about Unity's Physics System, the more sense we can make of possible performance enhancements. So, first we'll cover some theory about Unity's Physics Engines.

Physics and time

Physics Engines generally operate under the assumption that time is iterating in fixed values of time, and both of Unity's Physics Engines operate in this manner. The Physics Engine will only calculate using very specific values of time, independent of how much time it took to render the previous frame. This is known as the Fixed Update Timestep, and it is set to a value of 20 milliseconds by default, or 50 updates per second.

Note

It can be very difficult...

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