当前正在加载 Mipmap 的串流纹理的数量。
添加新摄像机时,可能在经过几帧之后才能检测需要加载哪些新纹理。因此,不能立即依赖该值。如果任何对象移动或摄像机移动,则此值将发生变化,因此无法保证降至零。
在实现摄像机剪辑时,建议您留出用于计算 Mipmap 级别的最短时间以及进行剪辑之前需要等待的最长时间。此属性可以与最短和最长时间之间的某个值一起使用,以便在 Mipmap 及时加载的情况下提前进行剪辑。
最短时间取决于场景中的渲染器数量和每帧处理的数量。帧最短延迟计算公式为:(Texture.streamingRendererCount + (QualitySettings.streamingMipmapsRenderersPerFrame-1)) / QualitySettings.streamingMipmapsRenderersPerFrame。
最长时间应该在用户可接受的延迟范围内。例如,0.5 秒(或者 30 帧/60Hz)。
对于摄像机剪辑延迟而言,streamingTexturePendingLoadCount 一般来说是更好的选择,因为其同时包含待处理加载和活跃的加载。
另请参阅:Texture.streamingTexturePendingLoadCount
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