Documentação

Unity* Optimization Guide for x86 Android* de Unity* Optimization Guide for x86 Android*

Optimization is a job in and of itself for achieving high levels of performance from your graphic intensive game. Combinations of the above techniques can help you gain significant ground. Using these tools in the base- or Pro-level versions of Unity will allow you to dive deeper and make further adjustments.
Última atualização em 03/07/2019 - 19:50
Documentação

Tools de Unity* Optimization Guide for x86 Android*

We will explore three main tools in this guide: Unity Profiler, GPA System Analyzer, and GPA Frame Analyzer. Each tool is powerful in its own right in regards to solid game development.

Última atualização em 03/07/2019 - 19:50
Documentação

Scripting Optimizations de Unity* Optimization Guide for x86 Android*

Script Frustum Culling and Co-routines | Smart Memory Management | Caching Frequent Objects and Components

Última atualização em 03/07/2019 - 19:50
Documentação

Editor Optimizations de Unity* Optimization Guide for x86 Android*

Within Unity there are a good number of options at your disposal that with their proper use can improve your game in a variety of ways.

Última atualização em 03/07/2019 - 19:50
Documentação

Occlusion Culling (Pro Only) de Unity* Optimization Guide for x86 Android*

Occlusion culling is a feature available in the pro version of Unity that enables you to cull out objects that are occluded by other objects with respect to the camera.

Última atualização em 03/07/2019 - 19:50
Documentação

LOD: Level of Detail (Pro Only) de Unity* Optimization Guide for x86 Android*

The level of detail (LOD) component allows game objects to switch out meshes at varying levels of detail depending on the object’s distance from the camera.

Última atualização em 03/07/2019 - 19:50
Documentação

Shadows de Unity* Optimization Guide for x86 Android*

Shadows can be a very significant GPU performance hog. To view just how many system resources your shadows are using, check out the Profiler > GPU > Shadows section.

Última atualização em 03/07/2019 - 19:50
Documentação

Render Ordering de Unity* Optimization Guide for x86 Android*

There is a concept in graphics programming called overdraw that refers to a pixel being unnecessarily overdrawn multiple times, thereby wasting graphics resources.

Última atualização em 03/07/2019 - 19:50
Documentação

Lightmapping de Unity* Optimization Guide for x86 Android*

Lightmapping is the concept of first baking all scene lights into a light map (a texture with pre-calculated lighting data) to be sampled from shaders for objects in your scene instead of dynamical

Última atualização em 03/07/2019 - 19:50
Documentação

Using Simple Colliders Instead of Mesh Colliders for Complex Models de Unity* Optimization Guide for x86 Android*

It’s important to use a combination of primitive colliders for complex objects that can be collided with instead of just throwing mesh colliders on everything.

Última atualização em 03/07/2019 - 19:50