网格优化踩坑记录
测试环境:Unity编辑器 2019.2.3f1
合并网格之后发现用来合并的网格在场景中也占用一份内存,也就是说一共占用了两份内存。
代码如下
private void CombineMesh(List<MeshFilter> meshFilters)
{
CombineInstance[] combine = new CombineInstance[meshFilters.Count];
for (int i = 0; i < meshFilters.Count; i++)
{
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
}
m_terrainMeshCombine = new GameObject("TerrainMeshCombine");
m_CombineMesh = new Mesh();
m_terrainMeshCombine.transform.SetParent(transform);
m_terrainMeshCombine.AddComponent<MeshRenderer>().sharedMaterial = TerrainMeshMat;
m_terrainMeshCombine.AddComponent<MeshFilter>().sharedMesh = m_CombineMesh;
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.CombineMeshes(combine);
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.RecalculateBounds();
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.RecalculateTangents();
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.RecalculateNormals(60);//重载的一个方法
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.MarkDynamic();
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.UploadMeshData(false);
}
内存使用情况如下
从Profiler中看到合并的网格和未合并的小网格各占用一份内存,如果使用合并后的网格那么小网格其实是可以删掉的。
修改后如下
private void CombineMesh(List<MeshFilter> meshFilters)
{
CombineInstance[] combine = new CombineInstance[meshFilters.Count];
for (int i = 0; i < meshFilters.Count; i++)
{
combine[i].mesh = meshFilters[i].sharedMesh;
combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
}
m_terrainMeshCombine = new GameObject("TerrainMeshCombine");
m_CombineMesh = new Mesh();
m_terrainMeshCombine.transform.SetParent(transform);
m_terrainMeshCombine.AddComponent<MeshRenderer>().sharedMaterial = TerrainMeshMat;
m_terrainMeshCombine.AddComponent<MeshFilter>().sharedMesh = m_CombineMesh;
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.CombineMeshes(combine);
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.RecalculateBounds();
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.RecalculateTangents();
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.RecalculateNormals(60);
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.MarkDynamic();
m_terrainMeshCombine.GetComponent<MeshFilter>().sharedMesh.UploadMeshData(false);
for (int i = 0; i < meshFilters.Count; i++)
{
Destroy(combine[i].mesh);
combine[i].mesh = null;
}
combine = null;
}
内存使用情况如下
从内存使用情况来看也减少了内存开销。