Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applicationsKey FeaturesOptimize graphically intensive games using the latest features of Unity such as Entity Component System (ECS) and the Burst compilerExplore techniques for solving performance issues with your VR projectsLearn best practices for project organization to save time through an improved workflowBook DescriptionUnity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development from game characters and scripts right through to animations.You’ll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You’ll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity gaining insights into detecting performance issues and performing root cause analysis. As you progress you’ll discover best practices for your Unity C# script code and get to grips with usage patterns. Later you’ll be able to optimize audio resources and texture files along with effectively storing and using resource files. You’ll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this you’ll learn how to optimize the memory and processing unit of Unity. Finally you’ll cover tips and tricks used by Unity professionals to improve the project workflow.By the end of this book you’ll have developed the skills you need to build interactive games using Unity and its components.What you will learnApply the Unity Profiler to find bottlenecks in your app and discover how to resolve themDiscover performance problems that are critical for VR projects and learn how to tackle themEnhance shaders in an accessible way optimizing them with subtle yet effective performance tweaksUse the physics engine to keep scenes as dynamic as possibleOrganize filter and compress art assets to maximize performance while maintaining high qualityUse the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collectionWho this book is forThe book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming. About the Author Dr. Davide Aversa holds a PhD in artificial intelligence and an MSc in artificial intelligence and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in artificial intelligence for the development of interactive virtual agents and procedural content generation. He served as a Program Committee member of video game-related conferences such as the IEEE conference on computational intelligence and games and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.Chris Dickinson grew up in a quiet little corner of England with a strong passion for mathematics science and in particular video games. He loved playing them dissecting their gameplay and trying to figure out how they worked. Watching his dad hack the hex code of a PC game to get around the early days of copy protection completely blew his mind! His passion for science won the battle at the time; however after completing a master's degree in physics with electronics he flew out to California to work in the field of scientific research in the heart of Silicon Valley. Shortly afterward he had to admit to himself that research work was an unsuitable career path for his temperament. After firing resumes in all directions he landed a job that finally set him on the correct course in
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