Importing Audio Assets
- PCM,Vorbix/mp3 格式比较好
- PCM 不压缩,Vorbix/mp3 是比 ADPCM 要好的压缩格式
- Vorbix 是比较适用的格式
网址:Managed bytecode stripping with IL2CPP
在 IL2CPP 模式下,Managed byte code stripping 必定开启,因此 Stripping Level option 会被 Strip Engine Code 替代
开启的时候,将会优化掉没有用到的代码
网址:Optimizing IL2CPP build times
当读取一个场景并且检查到对象(例如贴图)不再被引用的时候,Unity 将会调用 Resource.GarbageCollectSharedAssets() 来释放资源
网址:Platform dependent compilation
As an example, if you include the single line -define:UNITY_DEBUG in your mcs.rsp file, the #define directive UNITY_DEBUG exists as a global #define for C# scripts, except for Editor scripts.
Every time you make changes to .rsp files, you need to recompile in order for them to be effective. You can do this by updating or reimporting a single script (.js or .cs) file.
网址:Hardware Requirements for Unity’s Graphics Features
Mobile shadows (iOS/Android) require OpenGL ES 2.0 and GL_OES_depth_texture extension, or OpenGL ES 3.0. Most notably, the extension is not present on Tegra-based Android devices, so shadows do not work there.
网址:Texture compression formats for platform-specific overrides
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Text Assets are a format for imported text files. When you drop a text file into your Project Folder, it will be converted to a Text Asset. The supported text formats are:
Texture arrays need to be supported by the underlying graphics API and the GPU. They are available on: