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Unity performance optimization reading notes - Introduction (1)
2022-07-04 12:20:00 【Five kernel sesame cake】
The books read here are Chris Dickinson Of Unity 2017 Game Optimization Second edition English original . I will translate the contents of the book according to the translation tools and my own understanding . Try to ensure the accuracy of the content , If there is any mistake, you are welcome to point it out .
At the beginning, it is about the introduction of book content , The contents of different chapters are as follows :
The first 1 Chapter , Explore performance issues , It introduces Unity Profiler The function of . It provides a series of methods to detect the performance of applications , Locate performance bottlenecks , And provide an analysis of the root causes of performance problems .
The first 2 Chapter , Scripting strategies , Provide Unity C# Code writing best practice examples , To minimize the MonoBehaviour Callback cost , Improve the communication efficiency between objects, and so on .
The first 3 Chapter , The benefits of joint approval , discuss Unity Dynamic and static batch system , And how to use them to reduce the burden of rendering pipelines .
The first 4 Chapter , Manage art resources , Help you understand the underlying technology behind art resources , Learn how to avoid falling in the process of resource import , Pitfalls in compression and coding .
The first 5 Chapter , Faster physical systems , Introduced about Unity Of 3D and 2D Nuances of the physics engine , And how to correctly use and organize our physical objects to improve performance .
The first 6 Chapter , Dynamic graphics , The depth introduces the rendering pipeline , And how to solve the application in GPU and CPU Performance bottlenecks encountered on
. Provides information about optimizing lighting 、 shadow , Particle effect method . There is also something about optimization Shader Code method and specific technology for mobile devices .
The first 7 Chapter , Virtual speed and enhanced acceleration , Focus on the new virtual reality (VR) And reality enhancement (AR) Entertainment system , It also includes several performance optimization technologies for these platforms .
The first 8 Chapter , Proficient in memory management , Studied Unity engine ,Mono How the framework works at the bottom , And memory management through some components , To avoid frequent memory requests on the heap and reduce runtime garbage collection .
The first 9 Chapter , Tips and tricks , The end of the book is a lot about Unity Technology used by professionals , Used to improve project workflow and scene management .
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