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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

Summary


It is clear that the Dynamic Batching and Static Batching systems are not a silver bullet. We cannot blindly apply them to any given Scene and expect improvements. If our application and Scene happen to fit a particular set of parameters, then these methods are very effective at reducing CPU load and rendering bottlenecks. However, if not, then some additional work is required to prepare our Scene to meet batching feature requirements. Ultimately, only a good understanding of these batching systems and how they function can help us determine where and when this feature can be applied, and, hopefully, this chapter has given us all of the information we need to make informed decisions.

You will learn more about the Rendering Pipeline and performance improvement techniques in Chapter 6, Dynamic Graphics. Until then, let's move onto a different topic and look into some of the more subtle performance improvements that we can achieve through managing our art assets in intelligent ways.

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