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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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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

Summary


We've covered a humungous amount of theory and language concepts in this chapter, which have hopefully shed some light on how the internals of the Unity Engine and C# language work. These tools try their best to spare us from the burden of complex memory management, but there is still a whole host of concerns we need to keep in mind as we develop our game. Between the compilation processes, multiple memory domains, the complexities of Value types versus Reference types, passing by value versus passing by reference, boxing, object pooling, and various quirks within the Unity API, we have a lot of things to worry about. But, with enough practice, we will learn to overcome them without needing to keep referring to giant tomes such as this!

This chapter effectively concludes all of the techniques we can bestow that explicitly aim to improve application performance. Workflow optimizations are always useful things to keep in mind, however, as there are a lot of neat little nuances to the...

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