Who this book is for This book is intended for intermediate and advanced Unity developers who have experience with most of Unity’s feature set, and those who want to maximize the performance of their game or solve particular bottlenecks. Whether the bottleneck is caused by CPU overload, runtime spiking, slow memory access, fragmenta tion, garbage collection, poor GPU fillrate, or memory bandwidth, this book will teach you the techniques you need to identify the source of the problem and help explore multiple ways of reducing their impact on your application. Familiarity with the C# language will be needed for sections involving scripting and memory usage, and a basic understanding of cg will be needed for areas involving Shader optimization. tion, garbage collection, poor GPU fillrate, or memory bandwidth, this book will teach you the techniques you need to identify the source of the problem and help explore multiple ways of reducing their impact on your application. Familiarity with the C# language will be needed for sections involving scripting and memory usage, and a basic understanding of cg will be needed for areas involving Shader optimization.