【Unity3D 官方移动游戏优化指南】11.动画

Unity 的 Mecanim 动画系统相当复杂。尽可能限制在移动设备上使用下面的设置。

使用通用还是人形骨架

默认情况下,Unity 通过通用骨架导入动画模型,但在动画化角色时,开发人员常常切换为人形骨架。

人形骨架每一帧(即使未使用)都计算反向动力学和动画重定向,占用的 CPU 时间比等效的通用骨架多 30-50%。如果不需要这些特定人形骨架功能,请使用通用骨架。

避免过多使用 Animator

Animator 主要用于人形角色,但也常用于动画化单个值(如 UI 元素的 Alpha 通道)。避免过多使用 Animator,尤其是与 UI 元素结合使用。只要可能,对移动设备使用旧版 Animation 组件。

考虑创建补间函数或者使用第三方库来实现简单动画(如 DOTween)。

Animator 可能开销较大。

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This book is designed to help you create applications and content that make the best use of Unity on mobile platforms, especially those with Mali GPUs. Chapter 1 Introduction This chapter introduces the Arm Guide for Unity Developers Optimizing Mobile Gaming Graphics. Chapter 2 Optimizing applications This chapter describes how to optimize applications in Unity. Chapter 3 Profiling your application This chapter describes profiling your application. Chapter 4 Optimization lists This chapter lists a number of optimizations for your Unity application. Chapter 5 Real time 3D art best practices: Geometry This chapter highlights some key geometry optimizations for 3D assets. Geometry optimizations can make a game both more efficient, and achieve the overall goal of getting your game to perform better on mobile platforms. Chapter 6 Real time 3D art best practices: Texturing This chapter covers several texture optimizations that can help your games to run more smoothly and look better. Chapter 7 Real time 3D art best practices: Materials and shaders This chapter covers multiple different material and shader optimizations that can help your games to run more efficiently and look better. Chapter 8 Advanced graphics techniques This chapter lists a number of advanced graphics techniques that you can use. Chapter 9 Virtual Reality This chapter describes the process of adapting an application or game to run on virtual reality hardware, and some differences in the implementation of reflections in virtual reality. Chapter 10 Advanced VR graphics techniques This chapter describes various techniques that you can use to improve the graphical performance of your Virtual Reality application. Chapter 11 Vulkan This chapter describes Vulkan and how you enable it. Chapter 12 Arm Mobile Studio This chapter describes the Graphics Analyzer and the Streamline tool.

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