![]() ![]() On the right is a section from a serialized Tilemap, made up of four tiles. In the above image, you can see a comparison between two serialized Scene files, one that uses Tilemaps (thanks to Pixel Reign for this Scene from their game Robbie Swifthand) and the other recreated using Sprites. See the next section for a comparison of two serialized Scene files. Unity does the serialization internally: whenever it loads a Scene file in the editor and at runtime it takes those saved files and turns them into Unity objects. Then, it’s deserialized.ĭeserialization is the process of transforming data from one format to another–essentially, it restores data and objects from a saved state. Loading Scenes in Unity is a two-part process: first, the data is read from the disk (this is the process that often takes up the most time in your game, especially on Android devices). Scene sizes are reduced because fewer GameObjects and Components results in fewer objects to load from disk, deserialize, and keep in memory at runtime. Understanding optimization in Unity: this is a cross-platform guide with many tips for mobile developers.Includes the practical guide to optimizing mobile applications. The mobile developer checklist from the docs.You might know of these guides already, but just in case, here are a few: Unity provides a wealth of optimization know-how for mobile developers. This ensures your content will run well on a wide range of mobile devices (inexpensive Android phones continue to be the most popular across markets).įinally, remember to take into consideration the different app size limits enforced by each app store. Use the Unity Profiler throughout your project development along with the free profiling tools available for Xcode.ĭon’t use more than ⅓ of the available RAM on your lowest-end target device. Profile on your worst available target device. If these elements are non-performant, there is little you can do later on to optimize your code. Think about the performance of your assets (the data) from the beginning. Use Custom Collider 2D for collision areas with customizable geometry.Before we look at how Tilemaps improve performance, here are a few general tips to remember. Use Composite Collider 2D for merging Box Collider 2Ds and Polygon Collider 2Ds. More info See in Glossary 2D for circular or lozenge-shaped collision areas. Use Capsule Collider A capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs. Use Edge Collider 2D freeform collision areas and areas which aren’t fully enclosed (such as rounded convex corners). Use Polygon Collider 2D for freeform collision areas. More info See in Glossary 2D for square and rectangle collision areas. Use Box Collider A cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes. Use Circle Collider 2D for circular collision areas. ![]() You can use the following Collider 2D types with Rigidbody 2D: Topic You can use this in conjunction with the Buoyancy Effector 2D. More info See in Glossary 2D component, select the Use Auto Mass checkbox to automatically set the Rigidbody 2D’s mass to the same value as the Collider 2D’s mass. Note: On the Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. You can’t use 3D GameObjects with 2D colliders, or 2D GameObjects with 3D colliders. ![]() A collider that doesn’t have 2D in its name can only be used on a 3D GameObject. More info See in Glossary a rough approximation is often more efficient, with no noticeable difference in gameplay.Ĭolliders for 2D GameObjects all have names ending with 2D. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. More info See in Glossary, which is invisible, doesn’t need to be the exact same shape as the GameObject’s mesh The main graphics primitive of Unity. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. A collider An invisible shape that is used to handle physical collisions for an object. More info See in Glossary for the purposes of physical collisions A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. A GameObject’s functionality is defined by the Components attached to it. ![]() Collider 2D components define the shape of a 2D GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]()
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