一、Optimize Game Objects介绍
Unity中FBX的导入设置,Inspector中Rig页签下有Optimize Game Objects选项,
Unity官方文档的解释是:
In the GameObjects hierarchy of a character, the GameObjects which only contain Transform component, will be optimized out unless they are specified in extraExposedTransformPaths for better CPU performance. The remaining GameObjects hierarchy will be flattened.
当勾选了该选项后,FBX中的骨骼节点,如果只有Transform组件,会被剔除不导入,
如果需要某些骨骼节点不被剔除,例如需要挂点,则需要在Extra Transform Paths中勾选对应的骨骼名称。
注意:不剔除的节点会被移到根节点之下,因此代码中不能通过原有路径查找(transform.Find(“Bip001/Bip001 Spine”))。
原理:
Remove and store the GameObject Transform hierarchy of the imported character in the Avatar and Animator component. If enabled, the SkinnedMeshRenderers of the character use the Unity animation system’s internal skeleton, which improves the performance of the animated characters.
Only available if the Avatar Definition is set to Create From This Model.
Unity会将骨骼信息映射到avatar中,这样,unity在更新骨骼矩阵时,不再考虑场景中的Transform节点,也不用更新它的坐标,而是直接通过获取avatar骨骼信息来更新蒙皮,表现动画,从而节省了cpu计算。
二、优化前后对比
优化前模型结构:
优化后模型结构:
Animator.hasTransformHierarchy会变为false
SkinMeshRender.rootBone会变为空
三、代码
对应接口:
AnimatorUtility.DeoptimizeTransformHierarchy(GameObject go);
AnimatorUtility.OptimizeTransformHierarchy(GameObject go, string[] exposedTransforms)
不过我们项目是把fbx内嵌在模型prefab中,使用该接口会报错:
因此改用修改ModelImporter的方式。
另外我们会有些虚拟挂载点绑定在骨骼下。
因此需要在编辑挂载点前显示所有骨骼,编辑好后优化剔除无用的骨骼。
取消优化:
public static void UndoOptimize(GameObject root)
{
var animator = root.GetComponentInChildren<Animator>();//Animator组件挂在fbx节点上
if (animator == null)
{
return;
}
var fbxGo = animator.gameObject;
var fbxPath = AssetDatabase.GetAssetPath(PrefabUtility.GetCorrespondingObjectFromSource(fbxGo));//获取fbx在Project中的路径
var importer = AssetImporter.GetAtPath(fbxPath) as ModelImporter;
if (importer == null)
{
return;
}
importer.optimizeGameObjects = false;
importer.SaveAndReimport();
}
优化:
public static void Optimize(GameObject root)
{
var animator = root.GetComponentInChildren<Animator>();
if (animator == null)
{
return;
}
var fbxGo = animator.gameObject;
var dummys = root.GetComponentsInChildren<DummyData>();//自定义的虚拟挂载点
List<string> exposedTransNameList = new List<string>();
foreach (var dummy in dummys)
{
if (dummy.Parent != null && dummy.Parent != dummy.Root)//筛选绑在骨骼上的挂载点
{
var fullPath = AnimationUtility.CalculateTransformPath(dummy.Parent.transform, fbxGo.transform);//获取骨骼的完整路径
exposedTransNameList.Add(fullPath);
}
}
var fbxPath = AssetDatabase.GetAssetPath(PrefabUtility.GetCorrespondingObjectFromSource(fbxGo));
var importer = AssetImporter.GetAtPath(fbxPath) as ModelImporter;
if (importer == null)
{
return;
}
importer.optimizeGameObjects = true;
importer.extraExposedTransformPaths = exposedTransNameList.ToArray();
importer.SaveAndReimport();
}
优化后可以看到fbx meta文件变化: