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Unity 5 Game Optimization - Chris Dickinson
Table of Contents
Unity 5 Game Optimization
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Detecting Performance Issues
The Unity Profiler
Launching the Profiler
Editor or standalone instances
Editor profiling
The Unity Webplayer connection
Remote connection to an iOS device
Remote connection to an Android device
The Profiler window
Controls
CPU Area
The GPU Area
The Rendering Area
The Memory Area
The Audio Area
The Physics 3D/2D Area
Best approaches to performance analysis
Verifying script presence
Verifying script count
Minimizing ongoing code changes
Minimizing internal distractions
Minimizing external distractions
Targeted profiling of code segments
Profiler script control
Custom CPU Profiling
Saving and loading Profiler data
Saving Profiler data
Loading Profiler data
Final thoughts on Profiling and Analysis
Understanding the Profiler
Reducing noise
Focusing on the issue
Summary
2. Scripting Strategies
Cache Component references
Obtaining Components using the fastest method
Removing empty callback declarations
Avoiding the Find() and SendMessage() methods at runtime
Static classes
Singleton Components
Assigning references to pre-existing objects
A global messaging system
A globally accessible object
Registration
Message processing
Implementing the messaging system
Message queuing and processing
Implementing a custom message
Message registration
Message sending
Message cleanup
Wrapping up the messaging system
Disabling unused scripts and objects
Disabling objects by visibility
Disabling objects by distance
Consider using distance-squared over distance
Avoid retrieving string properties from GameObjects
Update, Coroutines, and InvokeRepeating
Consider caching Transform changes
Faster GameObject null reference checks
Summary
3. The Benefits of Batching
Draw Calls
Materials and Shaders
Dynamic Batching
Vertex attributes
Uniform scaling
Dynamic Batching summary
Static Batching
The Static flag
Memory requirements
Material references
Static Batching caveats
Edit Mode debugging of Static Batching
Avoiding instantiating static meshes at runtime
Visibility and rendering
Static Batching summary
Summary
4. Kickstart Your Art
Audio
Loading audio files
Profiling audio
Additional loading options
Encoding formats and quality levels
Audio performance enhancements
Minimize active Audio Source count
Minimize Audio Clip references
Enable Force to Mono for 3D sounds
Resample to lower frequencies
Consider all encoding formats
Beware of streaming
Apply Filter effects through Mixer groups to reduce duplication
Use WWW.audioClip
responsibly
Consider Audio Module files for background music
Texture files
Compression formats
Texture performance enhancements
Reduce Texture file size
Use Mip Maps wisely
Manage resolution downscaling externally
Adjust Anisotropic Filtering levels
Consider Atlasing
Adjust compression rates for non-square Textures
Sparse Textures
Procedural Materials
Mesh and animation files
Reducing polygon count
Tweaking Mesh Compression
Use Read-Write Enabled appropriately
Import/calculate only what's needed
Consider baked animations
Let Unity optimize meshes
Combine meshes
Summary
5. Faster Physics
Physics Engine internals
Physics and time
The Fixed Update loop
Maximum Allowed Timestep
Physics updates and runtime changes
Static and Dynamic Colliders
Collision detection
Collider types
The Collision Matrix
Rigidbody active and sleeping states
Ray and object casting
Physics performance optimizations
Scene setup
Scaling
Positioning
Mass
Use Static Colliders appropriately
Optimize the Collision Matrix
Prefer discrete collision detection
Modify the FixedUpdate frequency
Adjust the Maximum Allowed Timestep
Minimize cast and bounding-volume checks
Avoid complex Mesh Colliders
Use simpler primitives
Use simpler Mesh Colliders
Avoid complex physics components
Let physics objects sleep
Modify Solver Iteration Count
Optimizing ragdolls
Reduce Joints and Colliders
Avoid inter-ragdoll collisions
Disable or remove inactive ragdolls
Know when to use physics
Consider upgrading to Unity 5
Summary
6. Dynamic Graphics
Profiling rendering issues
GPU profiling
The Frame Debugger
Brute force testing
CPU-bound
Multithreaded rendering
GPU Skinning
Front end bottlenecks
Level Of Detail
Disable GPU Skinning
Reduce tessellation
Back end bottlenecks
Fill rate
Overdraw
Occlusion Culling
Shader optimization
Consider using Shaders intended for mobile platforms
Use small data types
Avoid changing precision while swizzling
Use GPU-optimized helper functions
Disable unnecessary features
Remove unnecessary input data
Only expose necessary variables
Reduce mathematical complexity
Reduce texture lookups
Avoid conditional statements
Reduce data dependencies
Surface Shaders
Use Shader-based LOD
Memory bandwidth
Use less texture data
Test different GPU Texture Compression formats
Minimize texture sampling
Organize assets to reduce texture swaps
VRAM limits
Texture preloading
Texture thrashing
Lighting and Shadowing
Forward Rendering
Deferred Shading
Vertex Lit Shading (legacy)
Real-time Shadows
Lighting optimization
Use the appropriate Shading Mode
Use Culling Masks
Use Baked Lightmaps
Optimize Shadows
Optimizing graphics for mobile
Minimize Draw Calls
Minimize the Material count
Minimize texture size and Material count
Make textures square and power of 2
Use the lowest possible precision formats in Shaders
Avoid Alpha Testing
Summary
7. Masterful Memory Management
The Mono platform
The compilation process
Manual JIT compilation
Memory usage optimization
Unity memory domains
Native memory
Managed memory
Garbage collection
Memory fragmentation
Garbage collection at runtime
Threaded garbage collection
Garbage collection tactics
Value types and Reference types
Pass by value and pass by reference
Structs are Value types
Arrays are Reference types
Strings are immutable Reference types
String concatenation
Boxing
The importance of data layout
The Unity API
The foreach loops
Coroutines
Closures
.NET library functions
Temporary work buffers
Object pooling
Prefab pooling
Poolable Components
The Prefab pooling system
Prefab pools
Object spawning
Instance prespawning
Object despawning
Prefab pool testing
Prefab pooling and Scene loading
Prefab pooling summary
The future of Mono and Unity
Summary
8. Tactical Tips and Tricks
Editor hotkey tips
GameObjects
Scene View
Arrays
Interface
Other
Editor interface tips
General
The Inspector View
The Project View
The Hierarchy View
The Scene and Game Views
Play Mode
Scripting tips
General
Attributes
Variable attributes
Class attributes
Logging
Useful links
Custom editors/menus tips
External tips
Other tips
Summary
Index
Unity 5 Game Optimization
Unity 5 Game Optimization
Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: November 2015
Production reference: 1281015
Published by Packt Publishing Ltd.
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ISBN 978-1-78588-458-0
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Credits
Author
Chris Dickinson
Reviewers
Clifford Champion
Dr. Sebastian T. Koenig
Acquisition Editor
Indrajit Das
Content Development Editor
Athira Laji
Technical Editor
Prajakta Mhatre
Copy Editor
Charlotte Carneiro
Project Coordinator
Bijal Patel
Proofreader
Safis Editing
Indexer
Rekha Nair
Graphics
Jason Monteiro
Production Coordinator
Aparna Bhagat
Cover Work
Aparna Bhagat
About the Author
Chris Dickinson grew up in England with a strong passion for science, mathematics, and video games. He received his master's degree in physics with electronics from the University of Leeds in 2005, and immediately traveled to California to work on scientific research in the heart of Silicon Valley. Finding that career path unsuitable, he began working in the software industry.
Over the last decade, he has made a career in software development, becoming a senior software developer. Chris has primarily worked in software automation and internal test tool development, but his passion for video games never fully faded. In 2010, he took the path of discovering the secrets of game development and 3D graphics by completing a second degree—a bachelor's degree in game and simulation programming. He authored a tutorial book on game physics (Learning Game Physics with Bullet Physics and OpenGL by Packt Publishing). He continues to work in software development, creating independent game projects in his spare time with tools such as Unity 3D.
Acknowledgments
I've managed to grasp an absolutely ridiculous amount of knowledge in just 5 years. None of this would have been possible without the constant motivation from my coworkers, tutors, friends, and family.
Thanks to my comrades in software development for being so understanding of my erratic schedule while I was learning game development at school.
Thanks also to my college tutors for helping accelerate me past the core material and learn so much about game development so quickly.
Thanks to my friends for always being a constant source of harassment and inquisitiveness about what I've been working on.
Thanks to my family for giving me the opportunity to learn, live, and love so much in such a short time.
And of course, thanks to my wonderful wife and best friend, Jamie, for being so caring and supportive of all the late nights and helping me stay creative.
About the Reviewers
Clifford Champion has a broad background in software engineering, with years of experience spanning 3D games, Internet applications, and artificial intelligence. He holds degrees in mathematics and computer science from UCLA and UCSD, respectively. In the past, Clifford worked for video game technology company Havok (now part of Microsoft), and interactive media and design company PlainJoe Studios. Currently, he leads a software team at zSpace (zspace.com), a VR company specializing in 3D for classrooms and industry.
Clifford can be found on Twitter at @duckmaestro and welcomes discussions on any topic.
Dr. Sebastian T. Koenig received his PhD in human interface technology from the University of Canterbury, New Zealand, developing a framework for individualized virtual reality cognitive rehabilitation. He obtained his diploma in psychology from the University of Regensburg, Germany, in the areas of clinical neuropsychology and virtual reality rehabilitation.
Sebastian is the founder and CEO of Katana Simulations, where he oversees the design, development, and evaluation of cognitive assessment and training simulations. His professional experience spans over 10 years of clinical work in cognitive rehabilitation and over 8 years of virtual reality research, development, and user testing. He has extensive experience as a speaker at international conferences and as a reviewer of scientific publications in the areas of rehabilitation, cognitive psychology, neuropsychology, software engineering, game development, game user research, and virtual reality.
Sebastian has developed numerous software applications for cognitive assessment and training. For his work on the virtual memory task, he was awarded the prestigious Laval Virtual Award in 2011, for the Medicine and Health category. Other applications of his include the virtual reality executive function assessment in collaboration with the Kessler Foundation, New Jersey, USA, and the patent-pending Microsoft Kinect-based motor and cognitive training JewelMine/Mystic Isle at the USC Institute for Creative Technologies, California, USA.
He maintains the website at www.virtualgamelab.com, which features his research and his software development projects. His website also contains a comprehensive list of tutorials for the Unity game engine.
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Preface
User experience is a critical component of any game. User experience includes not only our game's story and its gameplay, but also how smoothly the graphics run, how reliably it connects to multiplayer servers, how responsive it is to user input, and even how large the final application file size is due to the prevalence of app stores and cloud downloads. The barrier to entering game development has been lowered considerably thanks to the release of cheap, AAA-industry-level game development tools such as Unity. However, the features and quality of the final product that our players expect us to provide is increasing with every passing day. We should expect that every facet of our game can and will be scrutinized by players and critics alike.
The goals of performance optimization are deeply entwined with user experience. Poorly optimized games can result in low frame rates, freezes, crashes, input lag, long loading times, inconsistent and jittery runtime behavior, physics engine breakdowns, and even excessively high battery power consumption (particularly important in this era of mobile devices). Having just one of these issues can be a game developer's worst nightmare as reviews will tend to focus on the one thing that we did badly, in spite of all the things that we did well.
Performance is all about making the best use of the available resources, which includes the CPU resources such as CPU cycles and main memory space, Graphics Processing Unit (GPU) resources such as memory space (VRAM) and memory bandwidth, and so on. But optimization also means making sure that no single resource causes a bottleneck at an inappropriate time, and that the highest priority tasks get taken care of first. Even small, intermittent hiccups and sluggishness in performance can pull the player out of the experience, breaking immersion and limiting our potential to create the experience we intended.
It is also important to decide when to take a step back and stop making performance enhancements. In a world with infinite time and resources, there would always be another way to make it better, faster, or easier to maintain. There must be a point during development where we decide that the product has reached acceptable levels of quality. If not, we risk dooming ourselves to implementing further changes that result in little or no tangible benefit.
The best way to decide if a performance issue is worth fixing is to answer the question will the user notice it?
. If the answer to this questions is no
, then performance optimization would be a wasted effort. There is an old saying in software development:
Premature optimization is the root of all evil
Premature optimization is the cardinal sin of reworking and refactoring code to enhance performance without any proof that it is necessary. This could mean either making changes without showing that a performance problem even exists (answering the question of whether or not it would be noticeable to the user), or making changes because we only believe a performance issue might stem from a particular area before it has been proven to be true. Making these mistakes has cost software developers, as a collective whole, a depressing number of work hours for nothing.
This book intends to give us the tools, knowledge, and skills we need to both detect and fix performance issues in our application, no matter where they stem from. This could be hardware components such as the CPU, GPU, or RAM, within software subsystems such as Physics, Rendering, or within the Unity Engine itself. In addition, the more resources we save, the more we can do within the Unity Engine with the same hardware system, allowing us to generate more interesting and dynamic gameplay.
This will give our game a better chance of succeeding and standing out from the crowd in a marketplace that is inundated with new, high quality games every single day.
What this book covers
Chapter 1, Detecting Performance Issues, provides an exploration of the Unity Profiler and a series of methods to profile our application, detect performance bottlenecks, and perform root cause analysis.
Chapter 2, Scripting Strategies, deals with the best practices for our Unity C# Script code, minimizing Component overhead, improving inter-object communication, and more.
Chapter 3, The Benefits of Batching, explores Unity's Dynamic and Static Batching systems to ease the burden on the rendering system.
Chapter 4, Kickstart Your Art, helps you understand the underlying technology behind our art assets and learn how to avoid common pitfalls with importing, compression, and encoding.
Chapter 5, Faster Physics, is about investigating the nuances of Unity's physics system for both 3D and 2D games, and how to properly organize our physics objects for improved performance.
Chapter 6, Dynamic Graphics, provides an in-depth exploration of the rendering system, and how to improve applications that suffer rendering bottlenecks in the GPU, or CPU, and specialized techniques for mobile devices.
Chapter 7, 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 heap allocations and runtime garbage collection.
Chapter 8, Tactical Tips and Tricks, deals with a multitude of useful techniques used by professionals to improve project workflow and scene management.
What you need for this book
The majority of this book will focus on features within the context of Unity version 5.x. Most of the techniques can be applied to Unity 4.x projects, but may require an upgrade to Unity 4 Pro Edition in order to access some of them (such as Occlusion Culling, Static Batching, and even the Profiler itself).
Who this book is for
This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature set, and those who want to maximize the performance of their game or solve particular bottlenecks. Whether the bottleneck is caused by CPU overload, runtime spiking, slow memory access, fragmentation, garbage collection, poor GPU fillrate, or memory bandwidth, this book will teach you the techniques you need to identify the source of the problem and help explore multiple ways of reducing their impact on your application.
Familiarity with the C# language will be needed for sections involving scripting and memory usage, and a basic understanding of cg will be needed for areas involving Shader optimization.
Conventions
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: The main Unity callback for application updates is the Update() function.
A block of code is set as follows:
public class TestComponent : MonoBehaviour {
void Update() {
if (Input.GetKeyDown(KeyCode.Space)) {
PerformProfilingTest();
}
}
}
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
public class TestComponent : MonoBehaviour {
void Update() {
if (Input.GetKeyDown(KeyCode.Space)) {
PerformProfilingTest();
}
}
}
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: The threshold value for the sleeping state can be modified under Edit | Project Settings | Physics | Sleep Threshold.
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
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You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.
Errata
Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.
To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.
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Questions
If you have a problem with any aspect of this book, you can contact us at <questions@packtpub.com>, and we will do our best to address the problem.
Chapter 1. Detecting Performance Issues
Performance evaluation for most software products is a very scientific process: determine the maximum supported performance metrics (number of concurrent users, maximum allowed memory usage, CPU usage, and so on); perform load testing against the application in scenarios that try to simulate real-world behavior; gather instrumentation data from test cases; analyze the data for performance bottlenecks; complete a root-cause analysis; make changes in the configuration or application code to fix the issue; and repeat.
Just because game development is a very artistic process does not mean it should not be treated in equally objective and scientific ways. Our game should have a target audience in mind, who can tell us the hardware limitations our game might be under. We can perform runtime testing of our application, gather data from multiple components (CPU, GPU, memory, physics, rendering, and so on), and compare them against the desired metrics. We can use this data to identify bottlenecks in our application, perform additional instrumentation to determine the root cause of the issue, and approach the problem from a variety of angles.
To give us the tools and knowledge to complete this process, this chapter will introduce a variety of methods that we will use throughout the book to determine whether we have a performance problem, and where the root cause of the performance issue can be found. These skills will give us the techniques we need to detect, analyze, and prove that performance issues are plaguing our Unity application, and where we should begin to make changes. In doing so, you will prepare yourselves for the remaining chapters where you will learn what can be done about the problems you're facing.
We will begin with an exploration of the Unity Profiler and its myriad of features. We will then explore a handful of scripting techniques to narrow-down our search for the elusive bottleneck and conclude with some tips on making the most of both techniques.
The Unity Profiler
The Unity Profiler is built into the Unity Editor itself, and provides an expedient way of narrowing our search for performance bottlenecks by generating usage and statistics reports on a multitude of Unity3D components during runtime:
CPU usage per component of the Unity3D Engine
Rendering statistics
GPU usage on several programmable pipeline steps and stages
Memory usage and statistics
Audio usage and statistics
Physics engine usage and statistics
Note
With the release of Unity 5.0, Unity Technologies has made the Profiler available to all developers running the Personal Edition (the new name for the Free Edition).
Users running the Free Edition of Unity 4 must either upgrade to Unity 5, or purchase a license for Unity 4 Pro Edition.
This additional reporting comes with a price, however. Additional instrumentation flags will be enabled within the compiler, generating runtime logging events and a different level of automated code optimization while the Profiler is in use, which causes some additional CPU and memory overhead at runtime. This profiling cost is not completely negligible, and is likely to cause inconsistent behavior when the Profiler is toggled on and off.
In addition, we should always avoid using Editor Mode for any kind of profiling and benchmarking purposes due to the overhead costs of the Editor; its interface, and additional memory consumption of various objects and components. It is always better to test our application in a standalone format, on the target device, in order to get a more accurate and realistic data sample.
Tip
Users who are already familiar with connecting the Unity Profiler to their applications should skip to the section titled The Profiler window
Launching the Profiler
We will begin with a brief tutorial on how to connect our game to the Unity Profiler within a variety of contexts:
Local instances of the application, either through the Editor or standalone
Profiling the Editor itself
Local instances of the application in Unity Webplayer
Remote instances of the application on an iOS device (the iPad tablet or the iPhone device)
Remote instances of the application on an Android device (a tablet or phone device running Android OS)
We will briefly cover the requirements for setting up the Profiler in each of these contexts.
Editor or standalone instances
The only way to access the Profiler is to launch it through the Unity Editor and connect it to a running instance of our application. This is the case whether we're running our game within the Editor, running a standalone application on the local or remote device, or when we wish to profile the Editor itself.
To open the Profiler, navigate to Window | Profiler within the Editor. If the Editor is already running in Play Mode, then we may see reporting data gathering