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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

Mesh and animation files

Finally, let's cover mesh and animation files. These file types are essentially large arrays of vertex and skinned bone data, and there are a variety of techniques we can apply to minimize file size, while keeping a similar, if not identical, appearance. There are also sometimes ways to lower the cost of rendering large groups of these objects through batching techniques. Let's look into a series of performance-enhancing techniques we can apply to such files.

Reducing polygon count

This is the most obvious way to gain performance, but we should never disregard it. In fact, since we cannot batch objects using Skinned Mesh Renderers, it's one of the only good ways of reducing CPU and GPU runtime overhead for animated objects.

Reducing the polygon count is simple, straightforward, and provides both CPU and memory cost savings for the time required for artists to clean up the mesh. Much of an object's detail is provided almost entirely by detailed Texturing...

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