This is a necessary price we pay for a deep analysis of our code's behavior at runtime, and we should always be aware of its presence.īefore we get ahead of ourselves and start analyzing every line of code in our application, it would be wiser to perform a surface-level measurement of the application. In some cases, the inconsistency is significant enough to cause completely unexpected behavior due to changes in event timings and potential race conditions in asynchronous behavior. ![]() In excessively large projects, it can sometimes cause wildly inconsistent behavior when the Profiler is enabled. This profiling cost is not always negligible. Even worse, if the application is being profiled through the Unity Editor, then even more CPU and memory will be spent, ensuring that the Editor updates its interface, renders additional windows (such as the Scene window), and handles background tasks. Naturally, this will cause additional CPU and memory overhead at runtime due to all of the extraworkload the application takes on. When a Unity application is compiled in Development Mode (determined by the Development Build flag in the Build Settings menu), additional compiler flags are enabled causing the application to generate special events at runtime, which get logged and stored by the Profiler. However, this is normally not an efficient way of starting to find performance problems because profiling of any application comes with a performance cost of its own. Instrumentation typically means taking a close look into the inner workings of the application by observing the behavior of targeted function calls, where/how much memory is being allocated, and, generally getting an accurate picture of what is happening with the hope of finding the root cause of a problem. ![]() There are generally two approaches to make use of a profiling tool: instrumentation and benchmarking (although, admittedly, the two terms are often used interchangeably). Global Illumination statistics (new in Unity 2017).Basic and detailed user interface performance (new in Unity 2017).Runtime memory allocations and overall consumption.Basic and detailed rendering and GPU information.The different subsystems it can gather data for are listed as follows: Tactical Tips and Tricks, closes the book with a multitude of useful techniques used by Unity professionals to improve project workflow and scene management. Masterful Memory Management, examines the inner workings of the Unity Engine, the Mono Framework, and how memory is managed within these components to protect our application from excessive heap allocations and runtime garbage collection. Virtual Velocity and Augmented Acceleration, focuses on the new entertainment mediums of Virtual Reality (VR) and Augmented Reality (AR), and includes several techniques for optimizing performance that are unique to apps built for these platforms. Virtual Velocity and Augmented Acceleration Kickstart Your Art, helps you understand the underlying technology behind art assets and learn how to avoid common pitfalls with importing, compression, and encoding.įaster Physics, is about investigating the nuances of Unity's internal Physics Engines for both 3D and 2D games, and how to properly organize our physics objects for improved performance.ĭynamic Graphics, provides an in-depth exploration of the Rendering Pipeline, and how to improve applications that suffer rendering bottlenecks in the GPU, or CPU, how to optimize graphical effects such as lighting, shadows, and Particle Effects, ways in which to ptimize Shader code, and some specific techniques for mobile devices.ħ. The Benefits of Batching, explores Unity's Dynamic Batching and Static Batching systems, and how they can be utilized to ease the burden on the Rendering Pipeline. Scripting Strategies, deals with the best practices for our Unity C# Script code, minimizing MonoBehaviour callback overhead, improving interobject communication, and more. ![]() Pursuing Performance Problems, provides an exploration of the Unity Profiler and a series of methods to profile our application, detect performance bottlenecks, and perform root cause analysis.
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