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دانلود کتاب Unity game optimization : enhance and extend the performance of all aspects of your Unity games

دانلود کتاب بهینه سازی بازی یونیتی: عملکرد تمام جنبه های بازی های یونیتی خود را افزایش داده و گسترش دهید

Unity game optimization : enhance and extend the performance of all aspects of your Unity games

مشخصات کتاب

Unity game optimization : enhance and extend the performance of all aspects of your Unity games

ویرایش: Third edition. 
نویسندگان: ,   
سری:  
ISBN (شابک) : 9781838552299, 1838552294 
ناشر:  
سال نشر: 2019 
تعداد صفحات: 393 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 12 مگابایت 

قیمت کتاب (تومان) : 31,000



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توجه داشته باشید کتاب بهینه سازی بازی یونیتی: عملکرد تمام جنبه های بازی های یونیتی خود را افزایش داده و گسترش دهید نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب بهینه سازی بازی یونیتی: عملکرد تمام جنبه های بازی های یونیتی خود را افزایش داده و گسترش دهید

یونیتی یک موتور بازی قدرتمند است. با این حال، تولید یک محصول کارآمد نیاز به دانش بیشتری دارد. این کتاب مقدمه ای جامع بر تکنیک های بهینه سازی و بهترین شیوه ها است. در پایان کتاب شما قادر خواهید بود تمام تکنیک های اصلی بهینه سازی را اعمال کنید و بتوانید بازی های سریعتر و با کارایی بالا تولید کنید.


توضیحاتی درمورد کتاب به خارجی

Unity is a powerful game engine. However, producing a performant product requires additional knowledge. This book is a comprehensive introduction to optimization techniques and best practices. By the end of the book you will be able to apply all the major optimization techniques and be able to produce faster and high performant games.



فهرست مطالب

Cover
Title Page
Copyright and Credits
Dedication
About Packt
Contributors
Table of Contents
Preface
Section 1: Base Scripting Optimization
Chapter 1: Evaluating Performance Problems
	Gathering profiling data using the Unity Profiler
		Launching the Profiler
			Editor or standalone instances
			Connecting to a WebGL instance
			Remote connection to an iOS device
			Remote connection to an Android device
			Editor profiling
		The Profiler window
			Profiler controls
				Add Profiler
				Playmode
				Record
				Deep Profile
				Allocation Callstack
				Clear
				Load
				Save
				Frame Selection
			Timeline View
			Breakdown View Controls
			Breakdown View
				The CPU Usage area
				The GPU Usage area
				The Rendering area
				The Memory area
				The Audio area
				The Physics 3D and Physics 2D areas
				The network messages and network operations areas
				The Video area
				The UI and UI Details areas
				The Global Illumination area
	Best approaches to performance analysis
		Verifying script presence
		Verifying script count
		Verifying the order of events
		Minimizing ongoing code changes
		Minimizing internal distractions
		Minimizing external distractions
		Targeted profiling of code segments
			Profiler script control
			Custom CPU profiling
	Final thoughts on profiling and analysis
		Understanding the Profiler
		Reducing noise
		Focusing on the issue
	Summary
Chapter 2: Scripting Strategies
	Obtaining components using the fastest method
	Removing empty callback definitions
	Caching component references
	Sharing calculation output
	Update, coroutines, and InvokeRepeating
	Faster GameObject null reference checks
	Avoid retrieving string properties from GameObjects
	Using appropriate data structures
	Avoiding re-parenting transforms at runtime
	Considering caching transform changes
	Avoiding Find() and SendMessage() at runtime
		Assigning references to pre-existing objects
		Static classes
		Singleton components
		A global messaging system
			A globally accessible object
			Registration
			Message processing
			Implementing the messaging system
			Message queuing and processing
			Implementing custom messages
			Message sending
			Message registration
			Message cleanup
			Wrapping up the messaging system
	Disabling unused scripts and objects
		Disabling objects by visibility
		Disabling objects by distance
	Using distance-squared over distance
	Minimizing deserialization behavior
		Reducing serialized object size
		Loading serialized objects asynchronously
		Keeping previously loaded serialized objects in memory
		Moving common data into ScriptableObjects
	Loading scenes additively and asynchronously
	Creating a custom Update() layer
	Summary
Section 2: Graphical Optimizations
Chapter 3: The Benefits of Batching
	Draw calls
	Materials and shaders
	The Frame Debugger
	Dynamic batching
		Vertex attributes
		Mesh scaling
		Dynamic batching summary
	Static batching
		The Static flag
		Memory requirements
		Material references
		Static batching caveats
			Edit Mode debugging of static batching
			Instantiating static meshes at runtime
		Static batching summary
	Summary
Chapter 4: Optimizing Your Art Assets
	Audio
		Importing audio files
		Loading audio files
		Encoding formats and quality levels
		Audio performance enhancements
			Minimizing active audio source count
			Enabling Force to Mono for 3D sounds
			Resampling to lower frequencies
			Considering all compression formats
			Being cautious of streaming
			Applying filter effects through mixer groups to reduce duplication
			Using remote content streaming responsibly
			Consider using audio module files for background music
	Texture files
		Texture compression formats
		Texture performance enhancements
			Reducing texture file size
			Using mipmaps wisely
			Managing resolution downscaling externally
			Adjusting anisotropic filtering levels
			Consider atlasing
			Adjusting compression rates for nonsquare textures
			Sparse textures
			Procedural materials
			Asynchronous texture uploading
	Mesh and animation files
		Reducing the polygon count
		Tweaking mesh compression
		Using Read-Write Enabled appropriately
		Considering baked animations
		Combining meshes
	Asset bundles and resources
	Summary
Chapter 5: Faster Physics
	Understanding the physics engine
		Physics and time
			Maximum Allowed Timestep
			Physics updates and runtime changes
		Static colliders and dynamic colliders
		Collision detection
		Collider types
		The Collision Matrix
		Rigidbody active and sleeping states
		Ray and object casting
		Debugging physics
	Physics performance optimizations
		Scene setup
			Scaling
			Positioning
			Mass
		Using static colliders appropriately
		Using trigger volumes responsibly
		Optimizing the Collision Matrix
		Preferring discrete collision detection
		Modifying the fixed update frequency
		Adjusting the Maximum Allowed Timestep
		Minimizing raycasting and bounding-volume checks
		Avoiding complex Mesh Colliders
			Using simpler primitives
			Using simpler Mesh Colliders
		Avoiding complex physics components
		Letting physics objects sleep
		Modifying the solver iteration count
		Optimizing ragdolls
			Reducing joints and colliders
			Avoiding inter-ragdoll collisions
			Replacing, deactivating, or removing inactive ragdolls
		Knowing when to use physics
	Summary
Chapter 6: Dynamic Graphics
	Exploring the Rendering Pipeline
		The GPU frontend
		The GPU backend
			Fill Rate
				Overdraw
			Memory bandwidth
		Lighting and shadowing
			Forward Rendering
			Deferred Shading
			Vertex-Lit shading (legacy)
			Global Illumination
		Multithreaded Rendering
		Low-level rendering APIs
	Detecting performance issues
		Profiling rendering issues
		Brute force testing
	Rendering performance enhancements
		Enabling/disabling GPU skinning
		Reducing geometric complexity
		Reducing tessellation
		Employing GPU instancing
		Using mesh-based LOD
			Culling groups
		Making use of Occlusion Culling
		Optimizing Particle Systems
			Making use of Particle System culling
			Avoiding recursive Particle System calls
		Optimizing Unity UI
			Using more Canvases
			Separating objects between static and dynamic Canvases
			Disabling Raycast Target for non-interactive elements
			Hiding UI elements by disabling the parent Canvas component
			Avoiding Animator components
			Explicitly defining the event camera for World Space Canvases
			Don't use alpha to hide UI elements
			Optimizing ScrollRects
				Make sure to use a RectMask2D
				Disable Pixel Perfect for ScrollRects
				Manually stop ScrollRect motion
			Using empty UIText elements for full-screen interaction
			Checking the Unity UI source code
			Checking the documentation
		Shader optimization
			Consider using shaders intended for mobile platforms
			Using small data types
			Avoiding changing precision while swizzling
			Using GPU-optimized helper functions
			Disabling unnecessary features
			Removing unnecessary input data
			Exposing only necessary variables
			Reducing mathematical complexity
			Reducing texture sampling
			Avoiding conditional statements
			Reducing data dependencies
			Surface Shaders
			Use shader-based LOD
		Using less texture data
		Testing different GPU texture compression formats
		Minimizing texture swapping
		VRAM limits
			Preloading textures with hidden GameObjects
			Avoid texture thrashing
		Lighting optimization
			Using real-time shadows responsibly
			Using culling masks
			Using baked lightmaps
		Optimizing rendering performance for mobile devices
			Avoiding alpha testing
			Minimizing draw calls
			Minimizing Material count
			Minimizing texture size
			Making textures square and the power-of-two
			Using the lowest possible precision formats in shaders
	Summary
Section 3: Advance Optimizations
Chapter 7: Optimizations for Virtual and Augmented Reality
	Overview of XR technology
	Developing XR products
		User comfort
	Performance enhancements in XR
		The kitchen sink
		Single Pass versus Multi Pass Stereo rendering
		Applying antialiasing
		Using forward rendering
		Applying image effects in VR
		Backface culling
		Spatialized audio
		Avoiding camera physics collisions
		Avoiding Euler angles
		Exercise restraint
		Keeping up to date with the latest developments
	Summary
Chapter 8: Masterful Memory Management
	The Mono platform
		Memory domains
			The stack
			The heap
		Garbage collection
			Memory fragmentation
			Garbage collection at runtime
			Threaded garbage collection
	Code compilation
		IL2CPP
	Profiling memory
		Profiling memory consumption
		Profiling memory efficiency
	Memory management performance enhancements
		Garbage collection tactics
		Manual JIT compilation
		Value types and reference types
			Pass by value and by reference
			Structs are value types
			Arrays are reference types
			Strings are immutable reference types
		String concatenation
			StringBuilder
			String formatting
		Boxing
		The importance of data layout
		Arrays from the Unity API
		Using InstanceIDs for dictionary keys
		foreach loops
		Coroutines
		Closures
		The .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
		IL2CPP optimizations
		WebGL optimizations
	Summary
Chapter 9: The Data-Oriented Technology Stack
	The problem of multithreading
		A small example
	The Unity Job System
		A basic job
		A more complex example
	The new ECS
		Mixing ECS and jobs
	The burst compiler
	Summary
Chapter 10: Tactical Tips and Tricks
	Editor hotkey tips
		Working with GameObjects
		Scene window
		Arrays
		Interface
		In-editor documentation
	Editor UI tips
		Script Execution Order
		Editor files
		The Inspector window
		The Project window
		The Hierarchy window
		The Scene and Game windows
		Playmode
	Scripting tips
		General
		Attributes
			Variable attributes
			Class attributes
		Logging
		Useful links
	Custom Editor scripts and menu tips
	External tips
	Other tips
	Summary
Other Books You May Enjoy
Index




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