异步纹理上传可在渲染线程上以基于时间片的方式异步上传纹理,同时对内存和时间切片进行严格的控制。除了驱动程序必须进行的分配以外,不进行任何其他分配。为了读取数据和上传纹理数据,将重用一个大小可控的环形缓冲区。
使用 asyncUploadTimeSlice 设置每帧的
异步纹理上传时间片(以毫秒为单位)。最小值为 1,最大值为 33。
See Also: Asynchronous Texture Upload, Quality Settings.
using UnityEngine;
public class StartupExampleScript : MonoBehaviour { void Start() { // Set Time Slice to 2 ms QualitySettings.asyncUploadTimeSlice = 2; } }
另请参阅:Quality Settings。
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