要确定 Unity 正在为网格Unity 的主要图形基元。网格构成了 3D 世界的很大一部分。Unity 支持三角形或四边形多边形网格。NURBS、NURMS、细分曲面必须转换为多边形。 更多信息
参见 术语表使用哪个上传管道,可以使用探查器一个帮助您优化游戏的窗口。它显示在游戏的各个区域花费了多少时间。例如,它可以报告渲染、动画或游戏逻辑中花费的时间百分比。 更多信息
参见 术语表或其他性能分析工具,并观察线程活动和探查器标记放置在代码中以描述 CPU 或 GPU 事件,然后在 Unity 探查器窗口中显示。默认情况下添加到 Unity 代码中,或者您可以使用 ProfilerMarker API 添加您自己的自定义标记。 更多信息
参见 术语表。
以下表明 Unity 正在使用异步上传管道上传纹理或网格
AsyncUploadManager.ScheduleAsyncRead
、AsyncReadManager.ReadFile
和 Async.DirectTextureLoadBegin
探查器标记。AsyncRead
线程上的活动。如果您没有看到此活动,则 Unity 不会使用异步上传管道。
请注意,以下探查器标记并不表示 Unity 正在使用异步上传管道;Unity 调用它们来检查是否需要执行任何异步上传工作
Initialization.AsyncUploadTimeSlicedUpdate
AsyncUploadManager.AsyncResourceUpload
AsyncUploadManager.ScheduleAsyncCommands
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