Unity3D说明文档翻译-Static GameObjects

Static GameObjects

静态游戏对象

Many optimisations need to know if an object can move during gameplay. Information about a Static(ie, non-moving) object can often be precomputed in the editor in the knowledge that it will not be invalidated by a change in the object’s position. For example, rendering can be optimised by combining several static objects into a single, large object known as a batch.

许多优化需要知道一个对象在游戏期间是否可以移动.一个静态对象的信息通常可以在编辑器内预先计算好,这样当对象的位置发生改变时它将不会失效.例如,渲染可优化为组合几个静态对象为一个单独对象一起烘培.

The inspector for a GameObject has a Static checkbox and menu in the extreme top-right, which is used to inform various different systems in Unity that the object will not move. The object can be marked as static for each of these systems individually, so you can choose not to calculate static optimisations for an object when it isn’t advantageous.

对象的检视面板的右上角有一个静态复选框和菜单,用于告知Unity上几种不同系统对象将不会移动.对象可以单独的为每一个系统标记为静态,当无益时你可以选择不给它计算静态优化.

Static Settings

静态设置

The Everything and Nothing enable or disable static status simultaneously for all systems that make use of it. These systems are:

使用它可使每一个激活或禁用状态同时作用于所有系统.这些系统是:

· Lightmapping: advanced lighting for a scene;

· 光照映射:场景的高级灯光设置.

· Occluder and Occludee: rendering optimization based on the visibility of objects from specific camera positions;

· 遮罩和遮挡:基于对象通过特定摄像机位置的可见度的渲染优化.

· Batching: rendering optimization that combines several objects into one larger object;

· 烘培:组合几个对象为一个大对象来渲染优化.

· Navigation: the system that enables characters to negotiate obstacles in the scene;

· 导航:能让场景内角色和障碍物交互的系统.

· Off-mesh Links: connections made by the Navigation system between discontinuous areas of the scene.

· 关闭网格链接:导航系统在场景内不连续区域创建的连接.

· Reflection Probe: captures a spherical view of its surroundings in all directions.

· 反射探头:在它周围从所有方向捕获一个球形区域.

· 

See the pages about these topics for further details on how the static setting affects performance.

参考关于这些主题更详细的信息参考页面静态设定如何影响性能.

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