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Unity* Optimization Guide for x86 Android* 来自 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.
最后更新时间: 2019/07/03 - 19:50
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Tools 来自 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.

最后更新时间: 2019/07/03 - 19:50
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Scripting Optimizations 来自 Unity* Optimization Guide for x86 Android*

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

最后更新时间: 2019/07/03 - 19:50
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Editor Optimizations 来自 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.

最后更新时间: 2019/07/03 - 19:50
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Occlusion Culling (Pro Only) 来自 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.

最后更新时间: 2019/07/03 - 19:50
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LOD: Level of Detail (Pro Only) 来自 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.

最后更新时间: 2019/07/03 - 19:50
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Shadows 来自 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.

最后更新时间: 2019/07/03 - 19:50
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Render Ordering 来自 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.

最后更新时间: 2019/07/03 - 19:50
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Lightmapping 来自 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

最后更新时间: 2019/07/03 - 19:50
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Using Simple Colliders Instead of Mesh Colliders for Complex Models 来自 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.

最后更新时间: 2019/07/03 - 19:50