异步纹理和网格数据上传可在渲染线程上以基于时间片的方式异步上传纹理和网格数据,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及网格数据,Unity 将重用一个大小可控的环形缓冲区。
使用 asyncUploadBufferSize 设置异步纹理和网格数据上传的缓冲区大小。此大小以兆字节 (MB) 为单位。最小值为 2,最大值为 512。缓冲区将自动调整大小以适应当前加载的最大纹理。为了避免重新调整缓冲区大小可能带来的性能开销,请将该值设置为近似于场景中使用的最大纹理的大小。
See Also: Loading texture and mesh data, Quality Settings.
using UnityEngine;
public class StartupExampleScript : MonoBehaviour { void Start() { // Set Ring Buffer Size to 16 MB. QualitySettings.asyncUploadBufferSize = 16; } }
另请参阅:Quality Settings。
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