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Audio Clip

发表于 2017-07-25 | 更新于 2017-07-25 | 分类于 Audio , Audio Reference , Audio Clip

网址:Audio Clip

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

Managed bytecode stripping with IL2CPP

发表于 2017-07-24 | 更新于 2017-07-29 | 分类于 Scripting , Scripting Tools , IL2CPP , Managed bytecode stripping with IL2CPP

网址:Managed bytecode stripping with IL2CPP

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

Tips


Optimizing IL2CPP build times

发表于 2017-07-24 | 更新于 2017-07-24 | 分类于 Scripting , Scripting Tools , IL2CPP , Optimizing IL2CPP build times

网址:Optimizing IL2CPP build times

Optimizing IL2CPP build times

  • 使用增量打包,C++ compiler 仅重新编译更改的代码
  • 禁用恶意检查软件(Windows Defender)
  • SSD

Log Files

发表于 2017-07-24 | 更新于 2017-07-24 | 分类于 Scripting , Scripting Tools , Log Files

网址:Log Files

Player

在 Windows Player 平台,Log 文件存储文件不一定,后面会说到


Built-in serialization

发表于 2017-07-24 | 更新于 2017-07-24 | 分类于 Scripting , Scripting Overview , Script Serialization , Built-in serialization

网址:Built-in serialization

Built-in serialization

Unloading unused assets

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


Platform dependent compilation

发表于 2017-07-24 | 更新于 2017-07-24 | 分类于 Scripting , Scripting Overview , Platform dependent compilation

网址:Platform dependent compilation

Global custom #defines

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.


Hardware Requirements for Unity’s Graphics Features

发表于 2017-07-21 | 更新于 2017-07-21 | 分类于 Graphics , Graphics Reference , Rendering Pipeline Details , Hardware Requirements for Unity’s Graphics Features

网址:Hardware Requirements for Unity’s Graphics Features

Realtime Shadows

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.


Texture compression formats for platform-specific overrides

发表于 2017-07-21 | 更新于 2017-07-21 | 分类于 Graphics , Graphics Reference , Texture Components , Textures , Texture compression formats for platform-specific overrides

网址:Texture compression formats for platform-specific overrides

Texture compression formats for platform-specific overrides

##

  • 当目标平台不支持贴图格式的时候,将会解压成 RGBA32,这样子内存不仅会有新的贴图,还会有原来的那一份
  • Crunch compression 压缩慢,但是解压快

Notes on Android

  • Android 上最好是使用 ETC2
  • RGBA16 适用于所有平台

Text Asset

发表于 2017-07-21 | 更新于 2017-07-21 | 分类于 Graphics , Graphics Reference , Mesh Components , Text Mesh , Text Asset

网址:Text Asset

Text Asset

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:

  • .txt
  • .html
  • .htm
  • .xml
  • .bytes
  • .json
  • .csv
  • .yaml
  • .fnt

Details

Binary data

  • 不要用 .txt 来存储 binary,否则在读取的时候会触发意外的事情

Texture arrays

发表于 2017-07-20 | 更新于 2017-07-20 | 分类于 Graphics , Graphics Reference , Shader Reference , Advanced ShaderLab topics , Texture arrays

网址:Texture arrays

Platform Support

Texture arrays need to be supported by the underlying graphics API and the GPU. They are available on:

  • Direct3D 11/12 (Windows, Xbox One)
  • OpenGL Core (Mac OS X, Linux)
  • Metal (iOS, Mac OS X)
  • OpenGL ES 3.0 (Android, iOS, WebGL 2.0)
  • PlayStation 4

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