In this video, work to improve the application performance in a Unity scene using batching and the other tools discussed in this chapter.
- [Instructor] So what we're gonna do now…is actually try to fix this.…There's a few different things we can do.…So the most obvious is we're going to try to…put a lot of these calls, batch them together.…So the idea of batching is to group similar meshes…together, and you can't do that…unless certain criteria are met, essentially.…So we need things like materials to be shared.…
The meshes need to be the same.…It helps, too, when the textures are the same, too.…So there are objects in our scene here…which definitely meet that profile,…these chairs for instance.…So if I click on a chair,…I'll go into my scene so I can see where that is.…So this chair, and as we can see,…that's the same as this chair…and all the other chairs in this scene…are all the same chair, but if we click on that,…this one, and, ah, here it is, there's one here,…in our frame debugger.…
It is actually being drawn, not only multiple times,…for a single chair, it's been drawn separately.…So all these chairs could actually be batched…into a single pass, which are a lot cheaper for our scene.…
- Mixed reality
- Setting up the camera and scenes
- Gaze in Unity
- Building movement and teleporting
- Setting up audio in Unity
- Conditional compilation in Unity
- Creating simple models using Paint 3D
- Topology and polygon count
- Normal maps, bump maps, and CrazyBump
- Fixing issues using Maya and Visual Studio
- Exploring the frame debugger
- Building an application in Visual Studio
- Submitting an app to the Windows Store
Skill Level Intermediate
App Development for Microsoft HoloLenswith Dennis Vroegop2h 53m Intermediate
1. Introduction to Unity
2. Developing in Unity: Gaze
3. Developing in Unity: Movement
4. Developing in Unity: Speech and Audio
5. Conditional Compilation
Building for UWP5m 5s
6. Designing for MR
7. Optimization and Debugging
8. Deploying with Visual Studio 2017
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