O'Reilly logo

Unity 5 Game Optimization by Chris Dickinson

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Mesh and animation files

Finally, let's cover mesh and animation files. These file types are essentially large arrays of vertex and skinned bone data, and there are a variety of techniques we can apply to minimize file size, while keeping a similar, if not identical, appearance. There are also sometimes ways to lower the cost of rendering large groups of these objects through batching techniques. Let's look into a series of performance-enhancing techniques we can apply to such files.

Reducing polygon count

This is the most obvious way to gain performance, but we should never disregard it. In fact, since we cannot batch objects using Skinned Mesh Renderers, it's one of the only good ways of reducing CPU and GPU runtime overhead for animated objects. ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required