Memory Considerations when targeting WebGL 构建WebGL目标时的内存考量 Memory in Unity WebGL can be a constraining factor restricting the complexity of the content you can run, so we would like to provide some explanation on how memory is used in WebGL. 对于Unity…
效果: c# using System; using System.Collections; using System.Collections.Generic; using UnityEngine; //编辑模式可见 [ExecuteInEditMode] public class TestImageEffect : MonoBehaviour { public Material EffectMaterial; // Start is called before the first fram…
[Unity][Heap sort]用Unity动态演示堆排序的过程 How Heap Sort Works 最近做了一个用Unity3D动态演示堆排序过程的程序. I've made this app to show how heap sort works recently. 效果图(Demo) 一图抵千言. A picture paints a thousand words. 堆排序(Heap Sort) 堆排序总是建立这样一个二叉树:其父结点总大于其子结点. Step 1: The fir…
转 : http://user.qzone.qq.com/289422269/blog/1453815629?ptlang=2052 通过profiler对unity进行针对性优化 1. CPU Usage A. WaitForTargetFPS: Vsync(垂直同步)功能所,即显示当前帧的CPU等待时间 B. Overhead: Profiler总体时间-所有单项的记录时间总和.用于记录尚不明确的时间消耗,以帮助进一步完善Profiler的统计. C. Physics.Simulate:…
Profiler窗口 1. CPU A. WaitForTargetFPS: Vsync(垂直同步)功能所,即显示当前帧的CPU等待时间 B. Overhead: Profiler总体时间-所有单项的记录时间总和.用于记录尚不明确的时间消耗,以帮助进一步完善Profiler的统计. C. Physics.Simulate: 当前帧物理模拟的CPU占用时间. D. Camera.Render: 相机渲染准备工作的CPU占用…