Unity 4.3 Essential Training
Illustration by Mark Todd

Testing in the game window using statistics


Unity 4.3 Essential Training

with Adam Crespi

Video: Testing in the game window using statistics

As we've seen through out the course. I'll pull this up a little bit, so I can see my scene, and I'll make This is where stuff gets neat.
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  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps

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Watch the Online Video Course Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
3D + Animation Developer
Unity 3D Unity
Adam Crespi

Testing in the game window using statistics

As we've seen through out the course. Testing, testing, and testing again is highly important in developing the game. There are somethings we simply can't see until we get in and play. Once we're getting everything really together and we finally can see all of our parts coming in, we can get into our game window, and really configure what we're seeing in the statistics and the aspects. I'll start off by configuring the game as I'd like to see it when it's played. Dropping down under Free Aspect, and choosing Stand Alone for example.

I had set this up as a Stand Alone 1280 by 720. So when I make sure that I play, I actually see it at that resolution. I've had on statistics here in my Game window as well. And what these let me do is see what's going on as this game plays. What's going on with the main thread and the renderer. How many draw calls am I dealing with? How many million tries to do I have? And how many megabytes of texture? What's going on with our render textures? And that really decides how much we spend on reflective surfaces. I can see in here, what's happening with my screen and how much RAM I'm using.

And how much is available. I can also deal in, how many possible shadow casters I have, invisible skin meshes. The three Mayama. It'll tell me how many animations I have, and if anybody is networking. We can use these statistics, especially if we're dealing with a platform that has a limit to really calibrate our game, deciding what to optimize and what absolutely has to stay in. I'll try playing again. And what I'll also do in here is show the scene and the game windows side by side so I can see that Occlusion culling. I'll take my game window, and drag it down here next to the console.

I'll pull this up a little bit, so I can see my scene, and I'll make sure here in the scene window, that I've got that occlusion on, choosing Window, and Occlusion Culling. I'll press Play, and see how it looks in Game. I can already see, it looks different when its constrained down to that 16 by 9. It went full screen, and that's because I left maximize on Play checked. I'll stop temporarily, and I'll turn off Max on Play. This is where stuff gets neat. What I'm seeing in here is in the Scene window, the occlusion culling is really working.

As I move around, we can see things coming and going, depending on what we're seeing. I'll move forward in the scene, bump into the column, and go out the doors. And we can definitely see things changing. It's working nicely, and I can really tell what's there and what's not. I can see that batching in action, and watch those draw calls go down depending on how far I'm seeing. Now I'll turn back on Maximize on Play, and take a look at it full screen. It's important to do this, to check out your game in the right size. You may be calibrating for a certain aspect or certain size, and you need to make sure that you're using the frame much as a cinematographer would to frame the action.

Now you may say, wait a sec, it's a navigable place. We can go anywhere. But, how we see that frame, the size of it affects how we perceive our space. If it's taller, more square, wider, whatever it is, we get a different feel as we see it. So we need to consider that as part of testing our play. And we can also look at our statistics, seeing how our draw calls are called down depending on how big that screen is. Now that I've really seen my occlusion culling working, and I can see really how does it look within that frame, I can see if there's anywhere else to optimize this game.

Are there any other textures I can reduce in size, now that I really see them at the right res? Are there any other objects maybe I should replace with a prefab? Again, so I can batch further. Is there anything else in here I can do to reduce down what lights you're seeing? Or if there's anywhere else where I can lessen the shadow quality, and make it just a little bit easier to draw? Using those statistics is really vital. And it takes some time to go through and troubleshoot, and optimize as much as possible. Some of it you should do along the way. Carefully constructing your prefabs, textures, and animations. Making sure that, in as many places as possible, you're using a modular approach to building the game. But sometimes you have to get it all together, play it, and go back and optimize using those statistics to learn what's going on.

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