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== Shaders == | == Shaders == | ||
Unity shaders are written in HLSL. | Unity shaders are written in [[HLSL]]. | ||
Unity supports the standard vertex, geometry, fragment shader pipeline.<br> | Unity supports the standard vertex, geometry, fragment shader pipeline.<br> | ||
They also have their own variation of fragment shaders called surface shaders which automatically handle lighting.<br> | They also have their own variation of fragment shaders called surface shaders which automatically handle lighting.<br> | ||
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== Optimization | == Optimization == | ||
=== Loading Files === | === Loading Files === | ||
All loading of streaming assets should be done in a background thread. See [https://wiki.davidl.me/view/C_Sharp#Multithreading | All loading of streaming assets should be done in a background thread. See [https://wiki.davidl.me/view/C_Sharp#Multithreading C# Multithreading] for more details on multithreading.<br> | ||
I've found that Unity's job system doesn't perform as well as C#'s ThreadPool when stressed with thousands of small tasks so I recommend using C# APIs over Unity APIs whenever possible.<br> | I've found that Unity's job system doesn't perform as well as C#'s ThreadPool when stressed with thousands of small tasks so I recommend using C# APIs over Unity APIs whenever possible.<br> | ||
[https://wiki.davidl.me/view/C_Sharp#Multithreading Ciela Spike's Thread Ninja] may be used to run coroutines in the background when you only need a single, but complex, task.<br> | [https://wiki.davidl.me/view/C_Sharp#Multithreading Ciela Spike's Thread Ninja] may be used to run coroutines in the background when you only need a single, but complex, task.<br> | ||
Much of Unity's API such as <code>new Mesh()</code> and <code>new Texture2D()</code> cannot be called from background threads. I suggest caching textures as <code>byte[]</code> or <code>Color32[]</code> which can then be loaded with [https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html <code>Texture2D.LoadRawImageData()</code>]. Similarly, you can cache a Mesh by caching a struct of vertices, triangles, normals, and tangents. | Much of Unity's API such as <code>new Mesh()</code> and <code>new Texture2D()</code> cannot be called from background threads. I suggest caching textures as <code>byte[]</code> or <code>Color32[]</code> which can then be loaded with [https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html <code>Texture2D.LoadRawImageData()</code>]. Similarly, you can cache a Mesh by caching a struct of vertices, triangles, normals, and tangents. | ||
==References== | |||
* [https://docs.unity3d.com/Manual/index.html Unity User Manual] | |||
* [https://www.udemy.com/course/the-ultimate-guide-to-game-development-with-unity/ Basic Game Dev Course (Paid)] |