位置: 编程技术 - 正文

【转】Unity 3D Best Practices(unity 3d教程)

编辑:rootadmin
原文链接 the CPU time be spent on where it really needs to be.

推荐整理分享【转】Unity 3D Best Practices(unity 3d教程),希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:unitycube,unity 3d webgl,unity mobile3d,unity 3d ui,unity 3d object,unity3d bim,unity 3d object,unity 3d,内容如对您有帮助,希望把文章链接给更多的朋友!

We’ve been developing games with Unity for a while. As most of our games are targeted for mobile devices, one of our main concerns on the development process is having our projects well structured and optimised.

There are a lot of simple tips and tricks we’ve been using which make all the difference on any project’s overall performance.

In order to demonstrate each topic’s usefulness, I’ll be presenting profiling data retrieved from a demo, running on an iPad Mini.

Cache Component References

Always cache references to components you’ll need to use on your scripts.

Accessing a game object world position from its script is easy, all you need to do is call transform.position. The problem is that this comes with a price.

When accessing transform, renderer or other built-in component getter inside a class it’s internally calling a GetComponent<ComponentName>() which is slow.

I’ve created a simple demo where boxes are moving around and bouncing with each other. Their movement is done by directly updating their world position on theUpdate() method.

I’ve added a switch which controls where each box uses either transform.positiondirectly or a previously cached transform variable.

Figure 1 – Caching Components

Without caching components, we get an average of ~ms spent on scripting, as with caching we decrease that value to around ~ms.

You need to add a couple of extra lines on your scripts to cache each one of the components you’ll need to use, but as you can see from the profiling data, it’s totally worth it.

Cache Objects References

Always cache object references when you need to access objects from the scene.GameObject.Find(…) is very tempting to use but is also very, very slow.

Figure 2 – Using GameObject.Find(…) vs Cache Reference

It’s very clear the impact it has on the overall performance just by looking at this image. In the demo each object is communicating with a dummy manager either by using GameObject.Find(…) or a previously cached reference.

The overall script time reduces from an average of ~ms to ~ms just by using a cached reference.

Cache Game Objects

This is something that a lot of people ask online.

No, it’s not necessary to cache game objects; you can use gameObject directly on your script without having to worry about any impact on your performance.

In this next image I switched back and forth between using a cached game object and the gameObject itself, and as you can see, there’s no change at all on the overall script execution time.

Figure 3 – Caching Game Object

Memory Allocation

Always consider creating and using Object Pools instead of always instantiating new objects on the fly.

This will bring a lot of advantages as it will lead to less memory fragmentation and make the Garbage Collector work less.

It’s also important to be aware that the Garbage Collector will become slower as the memory usage increases, because it has more memory to scan in order to find and free unused data.

From Unity’s official documentation, the GC on an iPhone 3 takes about 5ms on a KB heap size as with an heap of 1MB it will take 7ms.

Also when allocating memory from a highly fragmented heap block, you most likely don’t have the amount of contiguous memory needed which leads Unity to allocate a new heap block. This leads to a performance spike as GC is forced to kick in and try to free some memory.

To better exemplify Object Pool vs On the Fly Allocation, I tweaked my previous demo a bit.

Now each time I touch the iPad’s screen, a new box is created by either allocating a new instance or getting it from an Object Pool. Each time a box collides with each other or with the screen boundaries it will be either destroyed or returned to the pool.

Figure 4 – Without pool usage

Figure 5 – With pool usage

It’s pretty clear with both these images to see the memory behaviour I was describing. With a pool usage, although I need to allocate a lot of memory from the start to create the pool itself , I never have to do it again and the GC almost never kicks in. As without a pool, Unity is always in need to allocate new heap blocks, and for each one the GC is activated, creating a sawtooth wave pattern on the allocated memory.

This is a very simple demo on which I could easily use a pool for everything, but on a real situation not everything can be poolable. We can however control a bit when the GC does its job and force it to do some cleanup by calling System.GC.Collect(), usually done when you know you have some CPU time to spare.

Sharing Materials

Unity has a neat operation called batching. What it does is combine objects that share the same material ( among other properties ) and draws them together on a single draw call.

As each draw call represents an increased overhead on the CPU side, decreasing their amount is a guaranteed boost on your game’s performance.

It’s particularly easy to take advantage of this feature when working on UI and on 2D games in general, where you store all your textures in a common atlas using a common material.

To demonstrate the impact on the number of draw calls, I’ve added a new feature on my existing demo where I can change in real time if each of the bouncing boxes are using a shared material or each have its own.

Figure 6 – Own Material (UnityEditor Stats on PC)

Figure 7 – Own Material

Figure 8 – Shared Material (UnityEditor Stats on PC)

Figure 9 – Shared Material

As you can see, not using a shared materials generates draw calls ( for each box, and the others for UI and the screen boundaries ) and runs at ~6fps.

By switching to a shared material the number of draw calls drops to 3, indicating that all boxes are drawn in a single draw call and increasing the demo frame rate to ~fps.

More to come, stay tuned

That wraps up Part 1. Each of these topics are extremely easy to implement from the start, and as you could see from the profiler data, they will make all the difference. Don’t leave the optimisation process to the end.

Part2:Physics

This second part in our series will be entirely focused on Unity’s Physics engines.

I’ll present, similarly to the previous article, simple topics which are easy to use and will optimise the physics engine usage.

Let’s begin!

Layers and Collision Matrix:

All game objects, if not configured, are created on the Default layer where (by default) everything collides with everything. This is quite inefficient.

【转】Unity 3D Best Practices(unity 3d教程)

Establish what should collide with what. For that you should define different Layers for each type of object.

For each new layer, a new row and column is added on the Collision Matrix. This matrix is responsible for defining interactions between layers.

By default, when adding a new layer, the Collision Matrix is set for that new layer to collide with every other existing one, so it’s the developer’s responsibility to access it and setup its interactions.

By correctly setting layers and setting up your Collision Matrix, you will avoid unnecessary collisions and testing on collision listeners.

For demonstration purposes I’ve created a simple demo where I instantiate objects ( red and green) inside a box container. Green objects should only interact with themselves and the container walls, the same with red objects.

On one of the tests, all the instances belong to the Default layer and the interaction are done by string comparing the game objects tag on the collision listener.

On another test, each object type is set on their own Layer, and I configure each layer’s interaction through the collision matrix. No string testing is needed in this case since only the right collisions occur.

Figure 1 : Collision Matrix config

The image below is taken from the demo itself. It has a simple manager which counts the amount of collisions and automatically pauses after 5 seconds.

It’s quite impressive the amount of unnecessary extra collisions occurring when using a common layer.

Figure 2 : Collisions amount over 5 seconds

For more specific data I also captured profiler data on the physics engine.

Figure 3 : Common vs Separate Layers physics profiler data

There’s quite a difference on the amount of CPU spent on physics, as we can see from the profiler data, from using a single layer ( avg ~.7 ms ) to separate layers ( avg ~.6ms ).

Raycasts:

Raycasting is a very useful and powerful tool available on the physics engine. It allows us to fire a ray on a certain direction with a certain length and it will let us know if it hit something.

This however, is an expensive operation; its performance is highly influenced by the ray’s length and type of colliders on the scene.

Here are a couple of hints that can help on its usage.

This one is obvious, but, use the least amount of rays that gets the job done

Don’t extend the ray’s length more than you need to. The greater the ray, the more objects need to be tested against it.

Don’t use use Raycasts inside a FixedUpdate() function, sometimes even inside anUpdate() may be an overkill.

Beware the type of colliders you are using. Raycasting against a mesh collider is really expensive.

A good solution is creating children with primitive colliders and try to approximate the meshes shape. All the children colliders under a parent Rigidbody behave as a compound collider.

If in dire need of using mesh colliders, then at least make them convex.

Be specific on what the ray should hit and always try to specify a layer mask on the raycast function.

This is well explained on the official documentation but what you specify on the raycast function is not the layer id but a bitmask.

So if you want a ray to hit an object which is on layer which id is , what you should specify is 1<< ( bit shifting ‘1’ to the left x ) and not .

If you want for the ray to hit everything except what is on layer then simply use the bitwise complement operator (~) which reverses each bit on the the bitmask.

I’ve developed a simple demo where an object shoots rays which collide only with green boxes.

Figure 4 : Simple Raycast demo scene

From there I manipulate the number and length of the rays in order to get some profiler data to backup what I’ve written earlier.

We can see from the graphics below the impact on performance that the number of rays and their length can have.

Figure 5 : Number of rays impact on performance

Figure 6 : Rays length impact on performance

Also for demonstration purposes, I decided to make it able to switch from a normal primitive collider into a mesh collider.

Figure 7 : Mesh Colliders scene ( verts per collider )

Figure 8 : Primitive vs Mesh colliders physics profiler data

As you can see from the profile graph, raycasting against mesh colliders makes the physics engine do a bit more work per frame.

Physics 2D vs 3D:

Choose what Physics engine is best for your project.

If you are developing a 2D game or a 2.5D (3D game on a 2D plane), using the 3D Physics engine is an overkill. That extra dimension has unnecessary CPU costs for your project.

You can check the performance differences between both engines on a previous article I wrote specifically on that subject:

Rigidbody component is an essential component when adding physical interactions between objects. Even when working with colliders as triggers we need to add them to game objects for the OnTrigger events to work properly.

Game objects which don’t have a RigidBody component are considered static colliders. This is important to be aware of because it’s extremely inefficient to attempt to move static colliders, as it forces the physics engine to recalculate the physical world all over again.

Fortunately, the profiler will let you know if you are moving a static collider by adding a warning to the warning tab on the CPU Profiler.

To better demonstrate the impact when moving a static collider, I removed the RigidBody of all the moving objects on the first demo I presented, and captured new profiler data on it.

Figure 9 : Moving static colliders warning

As you can see from the figure, a total amount of warnings are generated, one for each moving game object. Also the average amount of CPU spent on Physics increased from ~.6ms to ~.ms, which is quite a bit.

When moving a game object, it’s imperative to add a RigidBody to it. If you want to control its movement directly, you simply need to mark it as kinematic on its rigid body properties.

Fixed Timestep:

Tweak the Fixed Timestep value on the Time Manager, this directly impacts theFixedUpdate() and Physics update rate. By changing this value you can try to reach a good compromise between accuracy and CPU time spent on Physics.

Wrap-up:

All of the discussed topics are really easy to configure/implement and they will surely make a difference on your projects’ performance as almost every game you’ll develop will use the physics engine, even if it’s only for collision detection.

【译】协程的使用 作者ChevyRay,年9月日,snaker7译原文地址:

碰撞检测 BoxCollider 的特殊实现 当做触发器的Collider检测,可以通过privatevoidOnTriggerStay(Collidercollider);privatevoidOnTriggerEnter(Collidercollider);privatevoidOnTriggerExit(Collidercollider);来实现,当

unity学习之在续NGUI unity学习,希望我的博客能给喜欢unity的朋友带来帮助今天继昨天讲的,接着学习NGUI,让我们可以做出一个简单的登陆注册界面来。实现打字机效果创建

标签: unity 3d教程

本文链接地址:https://www.jiuchutong.com/biancheng/375767.html 转载请保留说明!

上一篇:Clean Empty Directories on Unity3D and Git

下一篇:【译】协程的使用(协程有什么用)

  • 金税盘软件打不开
  • 契税的具体适用税率是多少
  • 财务管理考试时间多长
  • 转让财产损失是指什么
  • 个体户怎么网上报税流程
  • 税务开票系统如何导入客户信息
  • 管理会计期末存货计算公式
  • 两家公司原材料能否借用
  • 公务接待和商务服务区别
  • 不得抵扣的进项税额转出会计分录
  • 行政事业单位暂付款无法收回该怎么处理
  • 增值税出口退税政策
  • 税金及附加包括个人所得税吗
  • 库存盘盈盘亏按进价还是售价
  • 委托收款被拒绝后要怎么做
  • 怎么分清楚待认识的人
  • 房产税的改革方向
  • 自然人税收管理扣缴端(原个税)申报实训
  • 工资可以做企业成本吗?
  • 个人出租房屋税款代征点电话
  • 委托加工物资的加工费计入什么科目
  • 固定资产减值测试时预计其未来现金流量不应考虑的因素
  • 如何调整往来账款
  • 浏览器显示英语怎么设置成中文
  • win11安装更新时出现一些问题
  • 虚拟机中怎么安装ubuntu
  • 一个药厂能够生产药品的三个前提条件
  • 更新网页证书
  • 金融资产的要素有哪些?
  • 电脑硬盘数据恢复一般需要收费多少钱
  • PHP:pcntl_strerror()的用法_PCNTL函数
  • 费用要素是企业对各种费用按经济用途进行的分类
  • 商贸公司销货怎么做会计分录
  • php实现和工作原理
  • PHP使用http_build_query()构造URL字符串的方法
  • php生成图片验证怎么弄
  • 艾罗芒阿
  • vue3中使用for循环引用多个组件
  • 目标检测现状
  • 看了这篇文章感触很深的说说
  • 收入的确认规则
  • 合作卖东西怎么分成
  • 关联广告是什么意思
  • 分公司转款总公司总公司怎样会计处理
  • 上年多做了收入的事情
  • 未达起征点免税额怎么计算
  • 定期定额户用财务制度备案吗
  • 红字发票如何做进项税转出
  • 预付款已经开了发票未到货要怎么做账
  • 现金和银行存款的区别
  • 其他货币资金微信和支付宝的管理
  • 怎么取最大值函数
  • 记账凭证背面贴原始凭证图片
  • 不是企业职工能否挂靠企业交社保
  • 一般纳税人印花税税率是多少
  • 公司财务部门工作职责
  • 特许权使用费税前扣除
  • mysql优化技巧实战
  • windows 2000 server sp4 下载
  • Ubuntu修复安装
  • ubuntu基本配置
  • ghost安装出错
  • mac的itunes怎么用
  • os x10.12支持的机型
  • MSupdate.exe - MSupdate是什么进程 有什么用
  • 复制打开网页
  • win8系统出现闪屏
  • win10系统可以不用杀毒软件吗
  • opengl自学
  • js获取html自定义属性
  • python ar
  • 网页过关类游戏
  • javascript基础笔记
  • js实现手风琴
  • jquery限制字符长度
  • 加油站怎么收税
  • 苏州昆山税务局电话号码
  • 国家税务局几号上班
  • 沈阳和平税务大厅电话
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设