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Unity UPR (Unity Performance Reporting)使用记录 (5)
命令行 与 自动化。翻译 2024-05-18 19:27:36 · 177 阅读 · 0 评论 -
Unity UPR (Unity Performance Reporting)使用记录 (4)
项目为团结引擎小游戏工程《不服咱碰碰》,主要用于Wechat Minigame的示例。需要注意的是,在Build成minigame的时候,必须要勾选"development build" 和 “auto connect profiler”, 这是WebGL系列应用连接UPR或者Profiler的重要前提。翻译 2024-05-18 19:22:45 · 206 阅读 · 0 评论 -
Memory in unity 记录
因此这也是栈分配器的一个限制,它无法快速立刻去重用已经被释放的内存,只有等栈顶被释放的时候才能回去寻找这些连续内存。翻译 2024-04-27 23:46:30 · 143 阅读 · 0 评论 -
Pepperfish Profiler is a code timing profiler written entirely in Lua.
-[[ignored.--]]--------returnendreturnendendend----returnendelseendend----returnendend----endendendend----returnendreturnendendendendendendelseendelseend。转载 2024-04-26 21:22:57 · 80 阅读 · 0 评论 -
ComputerShader 与 Unity 实践 1
【代码】ComputerShader 实践。翻译 2024-04-23 11:27:43 · 73 阅读 · 0 评论 -
unity记录一些杂项 2024
////////////////////////////////////////////////////////转载 2024-04-11 20:39:27 · 151 阅读 · 0 评论 -
unity一些记录杂项 2023
//////////////////////////////////////////转载 2024-04-11 20:38:36 · 103 阅读 · 0 评论 -
unity dots jobSystem 记录
unity dots jobSystem 记录转载 2023-12-03 19:18:44 · 230 阅读 · 0 评论 -
Wwise 与 Unity Addressable 使用
Wwise 与 Unity Addressable 使用转载 2023-03-08 20:32:16 · 998 阅读 · 0 评论 -
Addressables Asset (4)
addressable 基础翻译 2023-02-26 23:08:56 · 1580 阅读 · 0 评论 -
Unity Addressable 相关(第四篇)
addressable 基础翻译 2023-02-26 23:06:04 · 2034 阅读 · 0 评论 -
Untiy Addressable 相关(第三篇)
Untiy Addressable Asset 相关(第三篇)翻译 2023-02-16 22:54:10 · 880 阅读 · 0 评论 -
Untiy Addressable 相关(第二篇)
Unity Addressable 资料 ,里有注意事项翻译 2023-02-16 20:46:59 · 549 阅读 · 0 评论 -
Unity 代码片段2022篇 (记录)
Unity 代码片段2021篇 (记录)转载 2022-12-19 21:46:36 · 271 阅读 · 0 评论 -
UnityEngine.Rendering 之 CullingResults
//////////////////////////////////////////////////DescriptionA struct containing the results of a culling operation.In the Scriptable Render Pipeline, when Unity performs a culling operation, it stores the results in aCullingResultsstruct. This d...翻译 2022-05-03 23:55:53 · 878 阅读 · 0 评论 -
UnityEngine.Rendering 之 SortingGroup
/////////////////////////////////////////////////////////////DescriptionAdding a SortingGroup component to a GameObject will ensure that all Renderers within the GameObject's descendants will be sorted and rendered together.A common use case for ha..翻译 2022-05-03 23:44:25 · 1211 阅读 · 0 评论 -
Creating a custom render pipeline
////////////////////////////////////////////////////Creating a custom render pipelineUnity provides two prebuilt render pipelines based on the Scriptable Render Pipeline (SRP): the High Definition Render Pipeline (HDRP), and the Universal Render Pipeli翻译 2022-05-01 23:52:35 · 269 阅读 · 0 评论 -
Scriptable Render Pipeline fundamentals
//////////////////////////////////////////////////Scriptable Render Pipeline fundamentalsUnity’s Scriptable Render Pipeline (SRP) is a feature that allows you to controlrenderingvia C#scripts. SRP is the technology that underpins the Universal Ren...翻译 2022-05-01 23:46:26 · 165 阅读 · 0 评论 -
Scriptable Render Pipeline (SRP) 之 ScriptableRenderContext
///////////////////////////////////////////////ScriptableRenderContextDescriptionDefines state and drawing commands that custom render pipelines use.When you define a customRenderPipeline, you use a ScriptableRenderContext to schedule and submit...翻译 2022-05-01 23:29:49 · 785 阅读 · 0 评论 -
Scriptable Render Pipeline (SRP) 之 CommandBuffer
/////////////////////////////////////////////////////CommandBufferDescriptionList of graphics commands to execute.Command buffers hold list of rendering commands ("set render target, draw mesh, ..."). They can be set to execute at various points ..翻译 2022-05-01 23:10:15 · 670 阅读 · 0 评论 -
Scriptable Render Pipeline (SRP)之 Render Pipeline Asset
///////////////////////////////////////////////////RenderPipelineAssetDescriptionAn asset that produces a specific IRenderPipeline.Default implementation of IRenderPipelineAsset. This manages the lifecylces of inherited types, as well as ensures th翻译 2022-05-01 21:50:22 · 420 阅读 · 0 评论 -
Scriptable Render Pipeline (SRP)之 Render Pipeline Instance
///////////////////////////////////////////////////RenderPipelineDescriptionDefines a series of commands and settings that describes how Unity renders a frame.Propertiesdisposed Returns true when the RenderPipeline is invalid or destroyed. ..翻译 2022-05-01 21:44:44 · 423 阅读 · 0 评论 -
ComputeShader 与 ComputeBuffer 资料
////////////////////////////////////////////////ComputeShaderDescriptionCompute Shader asset.Compute shaders are programs that run on the GPU outside of the normal rendering pipeline. They correspond to compute shader assets in the project (.comp..翻译 2022-05-01 11:17:01 · 501 阅读 · 0 评论 -
unity Rendering BatchRendererGroup
//////////////////////////////////////////////////////BatchRendererGroupDescriptionA group of batches.Represents a container for multiple batches that share the same culling method. See Also:OnPerformCullingBatchRendererGroup is an experimental...翻译 2022-04-30 21:10:24 · 689 阅读 · 0 评论 -
How To Get Started With DOTS (第 5 篇)
/////////////////////////////////////////////////////Instantiated Entities Dynamic Batching in DOTS It seems that dynamic batching only works for instantiated entities. Entities with the same material in their RenderMeshes but with different Meshes ...翻译 2022-04-30 15:42:55 · 482 阅读 · 0 评论 -
Style UI with USS
////////////////////////////////////////////////////Style UI with USS每个VisualElement都包含样式属性,这些属性用于设置元素的尺寸以及元素在屏幕上的绘制方式,例如backgroundColor或borderColor。样式属性可以在 C# 中设置,也可以在样式表中设置。样式属性有其自己的数据结构(IStyle接口)。UI 工具包支持用 USS(Unity 样式表)编写的样式表。USS 文件是受 H...翻译 2022-04-24 17:01:51 · 248 阅读 · 0 评论 -
Unity批处理:Static Batching,Dynamic Batching,SRP Batcher 与 GPU Instancing 相关
///////////////////////////////////////////////////////////对比://////////////////////////////////////////////////////////////////////////////////////////////////////////////转载 2022-04-22 16:09:22 · 378 阅读 · 0 评论 -
Unity Editor Built-in Icons (Unity version: 2018.3.0f2)
Unity Editor Built-in IconsUnity version: 2018.3.0f2 Icons what can load usingEditorGUIUtility.IconContent用法Gizmos.DrawIcon(transform.position, "PointLight Gizmo");UnityEditor.EditorGUIUtility.FindTexture("PointLight Gizmo");File IDYou can cha.翻译 2019-12-12 20:06:19 · 3283 阅读 · 0 评论 -
Getting Started With Compute Shaders In Unity
I love the simplicity of vert/frag shaders; they only do one thing (push verts and colors to the screen), and they do it exceptionally well, but sometimes, that simplicity feels limiting and you find yourself staring at a loop of matrix calculations happen翻译 2022-04-20 22:19:22 · 240 阅读 · 0 评论 -
Unity DrawMeshInstanced和DrawMeshInstancedIndirect
//////////////////////////////////////////GPU instancing is a graphics technique available in Unity to draw lots of the same mesh and material quickly.In the right circumstances, GPU instancing can allow you to feasibly draw even millions of meshes. Un转载 2022-04-19 16:32:57 · 3734 阅读 · 0 评论 -
Hybrid Renderer
Hybrid Renderer provides systems and components for renderingECSentities. Hybrid Renderer is not a render pipeline: it is a system that collects the data necessary for rendering ECS entities, and sends this data to Unity's existing rendering architecture..翻译 2022-04-19 00:08:15 · 2014 阅读 · 0 评论 -
Playables API
/////////////////////////////////////////Playables APIThePlayablesAPI provides a way to create tools, effects or other gameplay mechanisms by organizing and evaluating data sources in a tree-like structure known as the PlayableGraph. The PlayableGr...翻译 2022-04-06 00:12:40 · 295 阅读 · 0 评论 -
有关Unity的杂项记录(2022)
Windows 限制在 Windows API 中,通过 MAX_PATH 来限制路径得最大长度,MAX_PATH 被定义转载 2022-03-25 10:24:59 · 3002 阅读 · 0 评论 -
AssetGraph 使用
Introduction1.7.2AssetGraph is a tool that aims to reduce the workload needed to build workflows around asset importing, building Asset Bundles and building Player Apps. With this tool, you can build workflows to create, modify, and change asset settin翻译 2022-03-18 15:20:31 · 1731 阅读 · 0 评论 -
Detect Asset Deletion, Modify In Unity Editor
////////////////// Detect Asset Deletion ///////////////// staticAssetDeleteResult OnWillDeleteAsset(stringassetPath, RemoveAssetOptions options) { AssetDeleteResult finalResult=AssetDeleteResult.DidNot...翻译 2022-03-15 23:07:55 · 220 阅读 · 0 评论 -
Unity编译回调相关问题
/////// Unity编译回调中进行强制编译多次导致的问题 ////引言目前发现Unity在一个[UnityEditor.Callbacks.DidReloadScripts]的OnScriptsReloaded方法多次调用强制编译CompilationPipeline.RequestScriptCompilation()方法会有一些问题,发现调用两次以上会造成以下几个问题:Unity2019.4.15版本之后,会收不到[UnityEditor.Callbacks.DidReload...转载 2022-03-14 21:15:34 · 1993 阅读 · 0 评论 -
Animation/Animator 播放结束后操作
在我的脚本中,当播放器位于平台顶部时,我将其向上移动. 它工作正常. 但是现在我想在它起床后播放剪辑"Down".using UnityEngine;using System.Collections;using System.Reflection;public class DetectPlayer : MonoBehaviour { GameObject target; public void ClearLog() { var assembly =转载 2022-03-14 18:44:20 · 1304 阅读 · 0 评论 -
Mesh Deformation
Cast rays at objects and draw a debug lines. Convert forces to velocities for vertices. Maintain shape with springs and dampening. Compensate for object transformation.This tutorial is an introduction to mesh deformation. We'll turn a mesh into bouncy翻译 2022-03-13 23:54:28 · 828 阅读 · 0 评论 -
通过代码在Unity内使用SVN和GIT
////////////////////////////// SVN ///////////////////////////////////////////////////////// GIT ///////////////////////////////////// 读取git信息 ///////////////////读取指定文件夹的log1.配置git需要装git到本地,如果使用sourcetree的自带是不行的,需要全局的。地址: https://git-scm.c.翻译 2022-03-12 22:50:49 · 409 阅读 · 0 评论 -
强制Unity编译 Recompile
I have a script that adds to "ProjectFilesGenerator.ProjectFileGeneration", so it adds to the Assemblies every time they are recompiled. I was hoping to make an editor window with a button to toggle what it adds on and off. Works like a charm, except you..翻译 2022-03-12 19:29:32 · 1453 阅读 · 0 评论