Unity 性能优化 —— 数据结构

结论:对于大量数据操作,可以使用快速数据结构替代unity原生数据结构,有效提高性能。

快速数据结构源码:GitHub - SnpM/FastCollections: Custom collections with optimizations at the cost of safety

以下仅比较Stack性能,其他同理

百万级测试结果:

千万级测试结果:

亿级测试结果:

测试代码:

public class TestStack : MonoBehaviour
{
    void Start()
    {
        int cnt = 1000000;
        Test(cnt);
        ExtendTest(cnt);

        cnt = 10000000;
        Test(cnt);
        ExtendTest(cnt);

        cnt = 100000000;
        Test(cnt);
        ExtendTest(cnt);
    }

    public void Test(int cnt)
    {
        Debug.Log($"------------------cnt = {cnt} Create Test--------------------------");

        Stopwatch stopwatch = Stopwatch.StartNew();
        FastStack<int> stack1 = new FastStack<int>(cnt);
        Debug.Log("fastStack = " + stopwatch.ElapsedMilliseconds);

        Stopwatch stopwatch2 = Stopwatch.StartNew();
        Stack stack2 = new Stack(cnt);
        Debug.Log("originStack = " + stopwatch2.ElapsedMilliseconds);
        Debug.Log($"------------------cnt = {cnt} Push Test --------------------------");

        stopwatch.Restart();
        for (int i = 0; i < cnt; i++)
        {
            stack1.Push(i);
        }
        Debug.Log("fastStack = " + stopwatch.ElapsedMilliseconds);

        stopwatch2.Restart();
        for (int i = 0; i < cnt; i++)
        {
            stack2.Push(i);
        }
        Debug.Log("originStack = " + stopwatch2.ElapsedMilliseconds);
        Debug.Log($"------------------cnt = {cnt} Pop Test --------------------------");

        stopwatch.Restart();
        for (int i = 0; i < cnt; i++)
        {
            stack1.Pop();
        }
        Debug.Log("fastStack = " + stopwatch.ElapsedMilliseconds);

        stopwatch2.Restart();
        for (int i = 0; i < cnt; i++)
        {
            stack2.Pop();
        }
        Debug.Log("originStack = " + stopwatch2.ElapsedMilliseconds);
    }

    public void ExtendTest(int cnt)
    {
        Debug.Log($"------------------cnt = {cnt} Extend Test ------------------------");

        int temp = cnt / 10;
        FastStack<int> stack1 = new FastStack<int>(temp);

        Stopwatch stopwatch = Stopwatch.StartNew();
        for (int i = 0; i < cnt; i++)
        {
            stack1.Push(i);
        }
        Debug.Log("fastStack = " + stopwatch.ElapsedMilliseconds);

        Stack stack2 = new Stack(temp);

        Stopwatch stopwatch2 = Stopwatch.StartNew();
        for (int i = 0; i < cnt; i++)
        {
            stack2.Push(i);
        }
        Debug.Log("originStack = " + stopwatch2.ElapsedMilliseconds);
    }
}

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