Index
A
B
C
D
- 2D Colliders
- 3D Colliders
- Deferred Shading
- Dispose() method / Custom CPU Profiling
- distance-squared
- Draw Call
- Dynamic Batching
- Dynamic Colliders
E
- Editor
- empty callback declarations
- Execution Order
- external tips
F
G
- GameObject null reference check
- game programming patterns
- garbage collection, managed memory
- Garbage Collector
- global messaging system
- GPU Profiling / GPU profiling
- greedy methods / CPU Area
H
I
- immutable Reference types
- inter-object communication issue
- interface tips, Editor
- Intermediate Language To C++ (IL2CPP)
- InvokeRepeating
- IsAlive property / Message cleanup
- issue
J
L
- Level Of Detail (LOD)
- Lighting and Shadowing
- lighting optimization
M
- Managed Domain / Unity memory domains
- Managed Heap / Managed memory
- mass values
- Materials
- Maximum Allowed Timestep / Maximum Allowed Timestep
- meaningless data (noise)
- memory bandwidth, back end bottlenecks
- memory usage optimization
- mesh
- Mesh Collider
- mobile graphics optimization
- Mono
- MonoBehaviour Unity documentation
- Mono platform
N
O
P
- pass by reference / Pass by value and pass by reference
- passing by value / Pass by value and pass by reference
- performance-enhancing techniques
- performance analysis
- Physics Engine internals / Physics and time
- physics performance optimizations
- about / Physics performance optimizations
- scene setup / Scene setup
- Static Colliders, using / Use Static Colliders appropriately
- Collision Matrix, optimizing / Optimize the Collision Matrix
- discrete collision detection, preferring / Prefer discrete collision detection
- FixedUpdate frequency, modifying / Modify the FixedUpdate frequency
- Maximum Allowed Timestep, adjusting / Adjust the Maximum Allowed Timestep
- cast and bounding-volume checks, minimizing / Minimize cast and bounding-volume checks
- complex Mesh Colliders, avoiding / Avoid complex Mesh Colliders
- physics objects, allowing to sleep / Let physics objects sleep
- Solver Iteration Count, modifying / Modify Solver Iteration Count
- ragdolls, optimizing / Optimizing ragdolls
- physics, using / Know when to use physics
- upgrading, to Unity 5 / Consider upgrading to Unity 5
- polygon count
- prefab pooling
- Procedural Materials
- Profiler.enableBinaryLog method / Saving and loading Profiler data
- Profiler.enabled method / Saving and loading Profiler data
- Profiler.logFile method / Saving and loading Profiler data
- Profiling and Analysis
R
S
- scene setup
- ScriptableObjects
- scripting tips
- SendMessage() method
- Shader
- Shaders, intended for mobile platforms
- using / Consider using Shaders intended for mobile platforms
- small data types, using / Use small data types
- changing precision, avoiding / Avoid changing precision while swizzling
- swizzling / Avoid changing precision while swizzling
- GPU-optimized helper functions, using / Use GPU-optimized helper functions
- unnecessary features, disabling / Disable unnecessary features
- unnecessary input data, removing / Remove unnecessary input data
- necessary variables, exposing / Only expose necessary variables
- mathematical complexity, reducing / Reduce mathematical complexity, Reduce texture lookups
- conditional statements, avoiding / Avoid conditional statements
- data dependencies, reducing / Reduce data dependencies
- Surface Shaders / Surface Shaders
- Shader-based LOD, using / Use Shader-based LOD
- Shadow Cascades feature
- skinning / GPU Skinning
- Sparse Texturing
- spherical harmonics / Forward Rendering
- stack / Managed memory
- Static Batching
- Static Colliders
T
U
V
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