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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (17) Chapters Close

Title Page
Credits
About the Author
About the Reviewers
www.PacktPub.com
Customer Feedback
Software and Hardware List
Preface
1. Pursuing Performance Problems 2. Scripting Strategies FREE CHAPTER 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Profiling memory


There are two issues we are concerned about when it comes to memory management: how much we're consuming, and how often we're allocating new blocks. Let's cover each of these topics separately.

Profiling memory consumption

We do not have direct control over what is going on in the Native Domain since we don't have the Unity Engine source code and hence can't add any code that will interact with it directly. We can, however, control it indirectly by means of various script-level functions that serve as interaction points between Managed and Native Code. There are technically a variety of memory allocators available, which are used internally for things such as GameObjects, Graphics objects, and the Profiler, but these are hidden behind the Native-Managed Bridge.

However, we can observe how much memory has been allocated and reserved in this Memory Domain via the Memory Area of the Profiler window. Native memory allocations show up under the values labeled Unity, and we can even...

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