class="hljs-ln-code"> class="hljs-ln-line">using UnityEngine.ResourceManagement.AsyncOperations;
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">public class ResourceLoader : MonoBehaviour
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">{
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> public AssetReference assetReference;
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line">
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> public void LoadAsset()
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> {
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> Addressables.LoadAssetAsync(assetReference).Completed += OnAssetLoaded;
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line"> }
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line">
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> private void OnAssetLoaded(AsyncOperationHandle handle)
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> {
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> if (handle.Status == AsyncOperationStatus.Succeeded)
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line"> {
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="17"> class="hljs-ln-code"> class="hljs-ln-line"> Instantiate(handle.Result);
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="18"> class="hljs-ln-code"> class="hljs-ln-line"> }
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="19"> class="hljs-ln-code"> class="hljs-ln-line"> }
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="20"> class="hljs-ln-code"> class="hljs-ln-line">
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="21"> class="hljs-ln-code"> class="hljs-ln-line"> public void UnloadAsset()
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="22"> class="hljs-ln-code"> class="hljs-ln-line"> {
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="23"> class="hljs-ln-code"> class="hljs-ln-line"> assetReference.ReleaseAsset();
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="24"> class="hljs-ln-code"> class="hljs-ln-line"> }
  • class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="25"> class="hljs-ln-code"> class="hljs-ln-line">}
  • class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 卸载未使用的资源
      Unity提供了Resources.UnloadUnusedAssetsGC.Collect来清理未使用的资源和内存。
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">Resources.UnloadUnusedAssets();
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">System.GC.Collect();
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    1.2 减少内存分配与垃圾回收(GC)

    问题

    频繁的对象分配和销毁会导致GC(垃圾回收)频繁运行,引起性能卡顿。

    解决方案
    1. 使用对象池(Object Pooling)
      对于频繁生成和销毁的对象,使用对象池复用。
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">public class ObjectPool : MonoBehaviour
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> public GameObject prefab;
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> private Queue pool = new Queue();
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> public GameObject GetObject()
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> {
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> if (pool.Count > 0)
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> {
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> GameObject obj = pool.Dequeue();
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line"> obj.SetActive(true);
    12. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line"> return obj;
    13. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> }
    14. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> return Instantiate(prefab);
    15. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> }
    16. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line">
    17. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="17"> class="hljs-ln-code"> class="hljs-ln-line"> public void ReturnObject(GameObject obj)
    18. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="18"> class="hljs-ln-code"> class="hljs-ln-line"> {
    19. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="19"> class="hljs-ln-code"> class="hljs-ln-line"> obj.SetActive(false);
    20. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="20"> class="hljs-ln-code"> class="hljs-ln-line"> pool.Enqueue(obj);
    21. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="21"> class="hljs-ln-code"> class="hljs-ln-line"> }
    22. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="22"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 避免频繁分配内存

    2. 减少临时对象
      避免在Update或循环中创建临时变量。


    1.3 优化资源大小与格式

    问题

    资源文件过大或使用不当的格式会占用过多内存。

    解决方案
    1. 优化纹理

    2. 优化音频

    3. 优化3D模型


    2. 渲染效率优化

    渲染是Unity性能优化的重点,涉及到Draw Calls(绘制调用)、材质切换和屏幕填充率等多个方面。


    2.1 减少Draw Calls

    问题

    过多的Draw Calls会导致CPU瓶颈,影响帧率。

    解决方案
    1. 使用静态合批和动态合批
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">// 静态合批示例
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">gameObject.isStatic = true; // 启用静态合批
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    1. 使用图集(Texture Atlas)
      合并多个小纹理为一个大纹理,减少材质切换。
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">// Sprite Atlas 示例
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">var atlas = Resources.Load<SpriteAtlas>("MySpriteAtlas");
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">var sprite = atlas.GetSprite("SpriteName");
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 减少实时灯光

    2.2 减少像素填充率

    问题

    高分辨率设备或特效过多时,GPU性能瓶颈会导致帧率下降。

    解决方案
    1. 限制画面分辨率
      在移动设备上,降低分辨率以减少GPU的像素填充量。
    Screen.SetResolution(1280, 720, true); // 设置屏幕分辨率
     class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 优化后处理效果

    2. 使用遮挡剔除(Occlusion Culling)


    2.3 使用LOD(Level of Detail)

    问题

    远距离的高精度模型仍然被完整渲染,浪费性能。

    解决方案

    为3D模型设置LOD,根据摄像机距离切换不同分辨率的模型。

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">// 添加LOD组
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">LODGroup lodGroup = gameObject.AddComponent();
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">lodGroup.SetLODs(new LOD[]
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">{
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> new LOD(0.5f, new Renderer[] { highDetailRenderer }),
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> new LOD(0.2f, new Renderer[] { lowDetailRenderer })
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line">});
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line">lodGroup.RecalculateBounds();
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    3. 响应速度优化

    响应速度优化主要集中在主线程负载、用户操作延迟,以及游戏逻辑的执行效率上。


    3.1 优化主线程负载

    问题

    主线程负载过高会导致游戏卡顿,尤其是在复杂逻辑或大量对象更新时。

    解决方案
    1. 减少Update调用
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">void Update()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> if (Time.frameCount % 10 == 0) //10帧执行一次
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> {
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> PerformHeavyLogic();
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> }
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 延迟执行逻辑
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">void Start()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> Invoke("DelayedAction", 1f); // 延迟1秒执行
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">}
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line">void DelayedAction()
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line">{
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log("延迟执行逻辑");
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 多线程任务
      使用Unity Job SystemTask将耗时计算移到多线程。
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">using Unity.Jobs;
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">public struct HeavyCalculationJob : IJob
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">{
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> public void Execute()
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> {
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> // 耗时计算
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> }
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line">}
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line">
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line">void Start()
    12. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line">{
    13. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> HeavyCalculationJob job = new HeavyCalculationJob();
    14. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> JobHandle handle = job.Schedule();
    15. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> handle.Complete();
    16. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    3.2 优化用户交互

    问题

    用户触屏或按键操作的响应延迟会影响游戏体验。

    解决方案
    1. 减少UI更新频率

    2. 优化输入检测

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">// 使用InputSystem
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">using UnityEngine.InputSystem;
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">public class InputHandler : MonoBehaviour
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">{
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> public void OnMove(InputAction.CallbackContext context)
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> {
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> Vector2 input = context.ReadValue<Vector2>();
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log($"输入检测:{input}");
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> }
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    3.3 减少阻塞操作

    问题

    同步I/O或耗时逻辑会阻塞主线程。

    解决方案
    1. 异步加载数据
      使用异步方法读取文件或网络数据,避免阻塞。
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">async void LoadDataAsync(string filePath)
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> string data = await File.ReadAllTextAsync(filePath);
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log($"文件内容:{data}");
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 分帧执行耗时逻辑
      将复杂计算分帧执行,避免一次性占用主线程。
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">IEnumerator PerformHeavyLogic()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> for (int i = 0; i < 1000; i++)
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> {
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> // 执行部分逻辑
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> yield return null; // 等待下一帧
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> }
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    4. 工具与分析

    4.1 使用Unity Profiler


    4.2 使用Frame Debugger


    4.3 使用第三方工具


    5. 总结

    要持续优化Unity应用的性能,需要综合考虑内存管理、渲染效率和响应速度。具体策略包括:

    1. 内存管理
    2. 渲染效率
    3. 响应速度

    通过使用Unity的分析工具(如Profiler、Frame Debugger)和优化实践,可以确保产品在目标设备上的稳定性和流畅性,并为未来的内容扩展和迭代提供良好的技术基础。

    ———————————————————————————————————————————

    6. 持续性能优化的高级策略

    在完成基础和中级性能优化后,可以进一步通过更高级的技术和工具实现持续优化。这些方法将帮助你深挖性能瓶颈,优化复杂场景,提升整体用户体验,并为长期维护提供支持。


    6.1 深入优化内存管理

    1. 减少运行时内存开销
    1. 减少动画内存占用

    2. 纹理内存优化工具

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">// 动态加载低分辨率或高分辨率纹理
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">Addressables.LoadAssetAsync<Texture2D>("HighResTexture").Completed += handle =>
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">{
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> if (handle.Status == AsyncOperationStatus.Succeeded)
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> {
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> Renderer renderer = GetComponent<Renderer>();
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> renderer.material.mainTexture = handle.Result;
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> }
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line">};
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 减少网格数据占用
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">Mesh mesh = GetComponent<MeshFilter>().mesh;
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">mesh.uv = null; // 删除UV数据
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">mesh.normals = null; // 删除法线数据
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    2. 内存泄漏检测与修复

    内存泄漏可能导致长期运行的游戏崩溃。以下是检测和修复泄漏的建议:

    1. 工具:Memory Profiler

    2. 常见内存泄漏场景

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">void OnDisable()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> EventManager.OnQuestCompleted -= OnQuestCompleted;
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    Addressables.ReleaseInstance(prefabInstance);
     class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    6.2 高级渲染优化

    在复杂场景中,渲染性能瓶颈通常难以避免。以下是针对复杂渲染场景的高级优化策略。


    1. 渲染剔除
    1. 遮挡剔除(Occlusion Culling)

    2. 视锥剔除(Frustum Culling)

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">Renderer renderer = GetComponent<Renderer>();
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">renderer.enabled = IsObjectInView(renderer);
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    2. 优化实时阴影
    1. 调整阴影分辨率

    2. 限制阴影距离

    QualitySettings.shadowDistance = 50f; // 限制阴影距离
     class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 使用混合阴影(Mixed Shadows)

    3. GPU Instancing
    1. 启用GPU Instancing
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">Material material = GetComponent<Renderer>().sharedMaterial;
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">material.enableInstancing = true;
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 使用Graphics.DrawMeshInstanced绘制实例化对象
    Graphics.DrawMeshInstanced(mesh, 0, material, instanceMatrices);
     class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    4. 渲染管线优化
    1. 使用URP(Universal Render Pipeline)

    2. 使用动态分辨率

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">DynamicResolutionHandler.SetDynamicResScaler(ScaleCalculator, DynamicResScalePolicyType.ReturnsMinMaxLerpFactor);
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">float ScaleCalculator()
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">{
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> return 0.8f; // 将分辨率降低至80%
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    6.3 响应速度与逻辑优化

    当游戏逻辑复杂时,可能出现主线程负载过高的情况。以下是优化逻辑执行效率的高级方法。


    1. 多线程与任务分解
    1. 使用Unity Job System
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">using Unity.Jobs;
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">using Unity.Collections;
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">public struct HeavyCalculationJob : IJob
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">{
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> public NativeArray<int> inputData;
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> public NativeArray<int> outputData;
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line">
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> public void Execute()
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> {
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line"> for (int i = 0; i < inputData.Length; i++)
    12. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line"> {
    13. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> outputData[i] = inputData[i] * 2; // 示例计算
    14. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> }
    15. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> }
    16. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 结合Burst Compiler
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">[BurstCompile]
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">public struct BurstJob : IJob
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">{
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> public void Execute()
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> {
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> // 高性能代码
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> }
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    2. 延迟与事件驱动
    1. 分帧执行耗时逻辑
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">IEnumerator HeavyTask()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> for (int i = 0; i < 1000; i++)
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> {
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> // 部分任务
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> yield return null; // 等待下一帧
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> }
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 事件驱动优化
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">public static event Action OnQuestCompleted;
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">void CompleteQuest()
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">{
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> OnQuestCompleted?.Invoke();
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    6.4 工具与分析监控

    1. Unity Profiler
    2. Frame Debugger
    3. Memory Profiler
    4. 第三方工具

    6.5 持续优化的流程与迭代

    1. 分析性能问题
    2. 优化优先级
    3. 逐步迭代
    4. 用户设备适配

    7. 总结与建议

    通过系统化的性能优化,可以显著提升Unity项目的稳定性和流畅性。以下是优化的核心要点:

    1. 内存管理

    2. 渲染效率

    3. 响应速度

    4. 工具监控

    通过持续的性能优化流程,你可以确保产品在各种设备上的流畅运行,为用户提供优质的游戏体验,同时为后续项目积累宝贵的技术经验。

    ——————————————————————————————————————

    8. 深入优化:针对具体场景的性能优化与最佳实践

    性能优化并非一次性完成,而是需要持续关注项目的具体需求,尤其是在不同类型的游戏和场景中,优化方向和策略可能会有所不同。本节将针对开放世界游戏多人联机游戏复杂UI系统等具体场景,提供深入的优化策略和最佳实践。


    8.1 开放世界游戏的性能优化

    开放世界游戏通常包含大规模场景、动态内容加载和复杂的物理与AI系统,对性能要求极高。


    1. 大规模场景加载与管理

    问题

    开放世界场景会有大量的地形、物体和动态内容,如果一次性加载整个场景,内存和渲染负载会超出设备承受范围。

    解决方案
    1. 分块加载(Chunk-Based Loading)
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">public class ChunkLoader : MonoBehaviour
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> public Transform player;
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> public float loadRadius = 100f;
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> private Dictionary<Vector2Int, GameObject> loadedChunks = new Dictionary<Vector2Int, GameObject>();
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line">
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> void Update()
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> {
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> Vector2Int playerChunk = GetChunkCoordinate(player.position);
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> LoadChunksAround(playerChunk);
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line"> }
    12. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line">
    13. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> private Vector2Int GetChunkCoordinate(Vector3 position)
    14. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> {
    15. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> return new Vector2Int(Mathf.FloorToInt(position.x / 50), Mathf.FloorToInt(position.z / 50));
    16. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line"> }
    17. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="17"> class="hljs-ln-code"> class="hljs-ln-line">
    18. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="18"> class="hljs-ln-code"> class="hljs-ln-line"> private void LoadChunksAround(Vector2Int centerChunk)
    19. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="19"> class="hljs-ln-code"> class="hljs-ln-line"> {
    20. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="20"> class="hljs-ln-code"> class="hljs-ln-line"> // 加载附近的块
    21. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="21"> class="hljs-ln-code"> class="hljs-ln-line"> for (int x = -1; x <= 1; x++)
    22. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="22"> class="hljs-ln-code"> class="hljs-ln-line"> {
    23. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="23"> class="hljs-ln-code"> class="hljs-ln-line"> for (int z = -1; z <= 1; z++)
    24. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="24"> class="hljs-ln-code"> class="hljs-ln-line"> {
    25. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="25"> class="hljs-ln-code"> class="hljs-ln-line"> Vector2Int chunkCoord = centerChunk + new Vector2Int(x, z);
    26. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="26"> class="hljs-ln-code"> class="hljs-ln-line"> if (!loadedChunks.ContainsKey(chunkCoord))
    27. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="27"> class="hljs-ln-code"> class="hljs-ln-line"> {
    28. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="28"> class="hljs-ln-code"> class="hljs-ln-line"> GameObject chunk = Instantiate(Resources.Load<GameObject>($"Chunks/Chunk_{chunkCoord.x}_{chunkCoord.y}"));
    29. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="29"> class="hljs-ln-code"> class="hljs-ln-line"> loadedChunks[chunkCoord] = chunk;
    30. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="30"> class="hljs-ln-code"> class="hljs-ln-line"> }
    31. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="31"> class="hljs-ln-code"> class="hljs-ln-line"> }
    32. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="32"> class="hljs-ln-code"> class="hljs-ln-line"> }
    33. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="33"> class="hljs-ln-code"> class="hljs-ln-line">
    34. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="34"> class="hljs-ln-code"> class="hljs-ln-line"> // 卸载远离的块
    35. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="35"> class="hljs-ln-code"> class="hljs-ln-line"> List<Vector2Int> toUnload = new List<Vector2Int>();
    36. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="36"> class="hljs-ln-code"> class="hljs-ln-line"> foreach (var chunk in loadedChunks)
    37. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="37"> class="hljs-ln-code"> class="hljs-ln-line"> {
    38. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="38"> class="hljs-ln-code"> class="hljs-ln-line"> if (Vector2.Distance(chunk.Key, centerChunk) > loadRadius)
    39. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="39"> class="hljs-ln-code"> class="hljs-ln-line"> {
    40. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="40"> class="hljs-ln-code"> class="hljs-ln-line"> Destroy(chunk.Value);
    41. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="41"> class="hljs-ln-code"> class="hljs-ln-line"> toUnload.Add(chunk.Key);
    42. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="42"> class="hljs-ln-code"> class="hljs-ln-line"> }
    43. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="43"> class="hljs-ln-code"> class="hljs-ln-line"> }
    44. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="44"> class="hljs-ln-code"> class="hljs-ln-line">
    45. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="45"> class="hljs-ln-code"> class="hljs-ln-line"> foreach (var coord in toUnload)
    46. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="46"> class="hljs-ln-code"> class="hljs-ln-line"> {
    47. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="47"> class="hljs-ln-code"> class="hljs-ln-line"> loadedChunks.Remove(coord);
    48. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="48"> class="hljs-ln-code"> class="hljs-ln-line"> }
    49. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="49"> class="hljs-ln-code"> class="hljs-ln-line"> }
    50. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="50"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 地形LOD(Level of Detail)优化

    2. 地形流式加载


    2. 动态对象管理

    问题

    开放世界中可能有大量动态对象(例如NPC、动物、资源点),如果不加限制,会占用大量内存和CPU资源。

    解决方案
    1. 对象激活与休眠
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">void OnBecameInvisible()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> gameObject.SetActive(false);
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">}
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line">void OnBecameVisible()
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line">{
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> gameObject.SetActive(true);
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 距离管理
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">public class DistanceManager : MonoBehaviour
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> public Transform player;
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> public float activeDistance = 50f;
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> void Update()
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> {
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> float distance = Vector3.Distance(player.position, transform.position);
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> if (distance > activeDistance)
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> {
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line"> DisableAI();
    12. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line"> }
    13. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> else
    14. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> {
    15. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> EnableAI();
    16. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line"> }
    17. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="17"> class="hljs-ln-code"> class="hljs-ln-line"> }
    18. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="18"> class="hljs-ln-code"> class="hljs-ln-line">
    19. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="19"> class="hljs-ln-code"> class="hljs-ln-line"> private void DisableAI()
    20. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="20"> class="hljs-ln-code"> class="hljs-ln-line"> {
    21. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="21"> class="hljs-ln-code"> class="hljs-ln-line"> // 禁用AI逻辑
    22. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="22"> class="hljs-ln-code"> class="hljs-ln-line"> }
    23. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="23"> class="hljs-ln-code"> class="hljs-ln-line">
    24. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="24"> class="hljs-ln-code"> class="hljs-ln-line"> private void EnableAI()
    25. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="25"> class="hljs-ln-code"> class="hljs-ln-line"> {
    26. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="26"> class="hljs-ln-code"> class="hljs-ln-line"> // 启用AI逻辑
    27. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="27"> class="hljs-ln-code"> class="hljs-ln-line"> }
    28. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="28"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 对象池复用

    3. 动态光照与阴影优化

    问题

    开放世界中实时光照和阴影会消耗大量性能。

    解决方案
    1. 混合光照

    2. 阴影优化


    8.2 多人联机游戏的性能优化

    多人联机游戏的性能优化重点在于网络同步、延迟优化和服务器性能。


    1. 网络同步优化

    问题

    玩家的动作和状态同步过于频繁,导致带宽占用过高或延迟增加。

    解决方案
    1. 状态同步频率控制
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">private Vector3 lastPosition;
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">void Update()
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">{
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> if (Vector3.Distance(transform.position, lastPosition) > 0.1f)
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> {
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> SyncPosition();
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> lastPosition = transform.position;
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> }
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 数据压缩
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">// 使用位操作压缩状态
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">int CompressState(bool isJumping, bool isRunning)
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line">{
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> int state = 0;
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> if (isJumping) state |= 1; //1位表示跳跃
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> if (isRunning) state |= 2; //2位表示跑步
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> return state;
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 区域化同步

    2. 网络延迟优化

    问题

    高延迟会导致玩家操作的响应性下降。

    解决方案
    1. 客户端预测
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">void Update()
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> if (Input.GetKey(KeyCode.W))
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> {
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> transform.position += Vector3.forward * Time.deltaTime * speed;
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> }
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> // 同步到服务器
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> SyncToServer(transform.position);
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 插值与外推
    Vector3 interpolatedPosition = Vector3.Lerp(currentPosition, targetPosition, Time.deltaTime * lerpFactor);
     class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    3. 服务器性能优化

    问题

    服务器需要处理大量玩家的数据,可能导致性能瓶颈。

    解决方案
    1. 分区处理

    2. 负载均衡

    3. 异步处理


    8.3 复杂UI系统的性能优化

    复杂UI系统可能包含大量动态元素(如列表、动画、特效),如果不加优化,会导致帧率下降。


    1. 批量渲染UI

    问题

    Canvas更新频繁会导致UI Draw Calls激增。

    解决方案
    1. 减少Canvas数量

    2. 分层Canvas

    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">Canvas myCanvas = GetComponent<Canvas>();
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">myCanvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1;
    class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">

    2. 动态列表优化

    问题

    长列表或滚动视图中的大量元素会导致性能问题。

    解决方案
    1. 对象池
    1. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="1"> class="hljs-ln-code"> class="hljs-ln-line">public class ListView : MonoBehaviour
    2. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="2"> class="hljs-ln-code"> class="hljs-ln-line">{
    3. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> public GameObject itemPrefab;
    4. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line"> public Transform content;
    5. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line"> private Queue itemPool = new Queue();
    6. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line">
    7. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> public GameObject GetItem()
    8. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> {
    9. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> return itemPool.Count > 0 ? itemPool.Dequeue() : Instantiate(itemPrefab, content);
    10. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> }
    11. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line">
    12. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line"> public void ReturnItem(GameObject item)
    13. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> {
    14. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> item.SetActive(false);
    15. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> itemPool.Enqueue(item);
    16. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line"> }
    17. class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="17"> class="hljs-ln-code"> class="hljs-ln-line">}
    class="hide-preCode-box"> class="hljs-button signin active" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
    1. 虚拟化渲染

    9. 总结与建议

    性能优化是一个持续的过程,需要根据项目具体需求不断迭代。以下是优化实践的关键点:

    1. 内存管理

    2. 渲染效率

    3. 响应速度

    4. 工具监控

    通过以上策略,可以确保Unity应用在各种复杂场景中的稳定性和流畅性,同时为未来扩展和维护提供坚实的基础。

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    注:本文转载自blog.csdn.net的小宝哥Code的文章"https://blog.csdn.net/chenby186119/article/details/144211892"。版权归原作者所有,此博客不拥有其著作权,亦不承担相应法律责任。如有侵权,请联系我们删除。
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