StaticBatchingUtility 可使对象准备好利用 Unity 的静态批处理。
此步骤可用作性能优化,从而使引擎能够显著减少绘制调用的次数,
但使渲染几何体的数量保持不变。
通过调用其中一个 Combine 方法,您将创建一个包含组合几何体的内部网格,
每个原始游戏对象都将存在于场景中,并将单独剔除。
由于可单独剔除游戏对象,因此能够在运行时渲染相同数量的几何体,
就像无批处理时那样,这与在建模工具中组合几何体不同。在建模工具中组合几何体
无法高效剔除,并且会极大增加被渲染的几何体数量。
注意,已在 Editor 中标记为“Static”的对象无需调用 Combine 方法。在 Build Player 步骤中,
它们将自动为静态批处理做好准备。
重要信息:只能对具有相同材质的对象进行批处理,因此尽可能多地共享纹理/材质非常有用。
Combine | StaticBatchingUtility.Combine 会使 staticBatchRoot 的所有子项均做好进行静态批处理的准备。 |
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