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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Optimizing your code

Another area prone to performance problems and ripe for optimization is your script code. Throughout this book, we have used various coding best practices, without necessarily explaining why. (On the other hand, some examples in this book are not necessarily efficient, in favor of simplicity and explanation.) In Chapter 8, Playing with Physics and Fire, for example, we implemented an object pool memory manager to avoid repeatedly instantiating and destroying game objects that causes memory garbage collection (GC) issues, which in turn slows down your app.

In general, try to avoid code that repeats a lot of computation over and over. Try to pre-compute as much work as you can and store the partial results in variables.

At some point, you may have to use a profiling tool to see how your code is performing under the hood. If the Profiler indicates that a large...

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