The new edition of Unity Game Optimization is finally out! I already announced that in my December monthly update, but I think it is worth to spend a bit more words on it.
During the last months, I curated the third edition of the Unity Game Optimization book, initially written by Chris Dickinson. The book was already pretty good, full of insight and tricks to optimize Unity games.
In this new edition, I updated the images (even if Unity is currently transitioning to a completely renewed UI), removed the outdated tricks and added some new optimization best practice. Moreover, I wrote a full chapter on the new Unity Data-Oriented Technology Stack (DOTS). DOTS is the future of optimization in Unity. It is an architectural revolution that completely changes the approach to Unity programming. If you do not know anything about it, you may want to read the introduction I wrote here.
Anyhow, if you are an intermediate Unity user, I am confident you can learn some interesting tricks in this book. I am quite happy with the final result. If you have any problem, comments, suggestions, or whatever, you know where to find me.
You can buy it here:
Here it is the Table of Contents:
- Part 1: Base Scripting Optimization
- Evaluating Performance Problems
- Scripting Strategies
- Part 2: Graphical Optimizations
- The Benefits of Batching
- Optimizing Your Art Assets
- Faster Physics
- Dynamic Graphics
- Part 3: Advance Optimizations
- Optimizations for Virtual and Augmented Reality
- Masterful Memory Management
- The Data-Oriented Technology Stack
- Tactical Tips and Tricks
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