Chapter 11. Improving Games with Extra Features and Optimization

In this chapter, we will cover the following topics:

  • Pausing the game
  • Implementing slow motion
  • Preventing your game from running on unknown servers
  • State-driven behavior Do-It-Yourself states
  • State-driven behavior using the State Design pattern
  • Reducing the number of objects by destroying objects at a death time
  • Reducing the number of enabled objects by disabling objects whenever possible
  • Reducing the number of active objects by making objects inactive whenever possible
  • Improving efficiency with delegates and events and avoiding SendMessage!
  • Executing methods regularly but independent of frame rate with coroutines
  • Spreading long computations over several frames with coroutines
  • Evaluating performance ...

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