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Fixing Performance Problems - 2019.4
Tutorial
·
intermediate
·
+10XP
·
60 mins
·
432
(199)
Unity Technologies
Summary
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English
English
English
1. Optimizing scripts in Unity games
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2. Diagnosing problems with our code
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3. A brief introduction to how Unity builds and runs our game
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4. The build process
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5. The relationship between the code we write and compiled code
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6. Run time communication between Unity Engine code and our script code
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7. The causes of poorly-performing code
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8. Improving the performance of our code
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9. Writing efficient code
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10. Move code out of loops when possible
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11. Only run code when things change
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12. Run code every [x] frames
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13. Use caching
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14. Use the right data structure
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15. Minimize the impact of garbage collection
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16. Use object pooling
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17. Avoiding expensive calls to the Unity API
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18. Other Unity API calls and further optimizations
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19. Running code only when it needs to run
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20. Culling
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21. Level of detail
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22. Optimizing garbage collection in Unity games
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23. Diagnosing problems with garbage collection
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24. A brief introduction to memory management in Unity
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25. What happens during stack allocation and deallocation?
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26. What happens during a heap allocation?
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27. What happens during garbage collection?
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28. When does garbage collection happen?
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29. Problems with garbage collection
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30. Finding heap allocations
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31. What is allocated on the stack and the heap?
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32. Using the Profiler window to find heap allocations
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33. Reducing the impact of garbage collection
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34. Reducing the amount of garbage created
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35. Caching
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36. Don’t allocate in functions that are called frequently
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37. Clearing collections
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38. Object pooling
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39. Common causes of unnecessary heap allocations
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40. Unity function calls
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41. Function references
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42. LINQ and Regular Expressions
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43. Structuring our code to minimize the impact of garbage collection
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44. Timing garbage collection
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45. Optimizing graphics rendering in Unity games
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46. A brief introduction to rendering
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47. Types of rendering problems
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48. Understanding rendering problems
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49. The Profiler window
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50. The Frame Debugger
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51. Finding the cause of performance problems
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52. If our game is CPU bound
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53. Graphics jobs
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54. Finding out which tasks are contributing to problems
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55. Sending commands to the GPU
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56. Reducing the number of times each object must be rendered
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57. Combining objects into fewer batches
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58. Culling, sorting and batching
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59. Skinned meshes
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60. Main thread operations unrelated to rendering
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61. If our game is GPU bound
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62. Fill rate
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63. Memory bandwidth
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64. Vertex processing
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65. Conclusion
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