在运行时,无论打开了多少个场景,Unity 一次仅加载一个遮挡剔除数据资源。因此,必须根据计划是一次加载一个场景还是一次加载多个场景,从而以不同方式准备遮挡剔除数据。
如果使用 LoadSceneMode.Single 一次加载一个场景,则必须分别按以下方式烘焙每个场景的遮挡剔除数据:
在运行时,按以下方式加载场景:
如果使用 LoadSceneMode.Additive 一次加载多个场景,则必须按以下方式一起烘焙这些场景的数据:
在运行时,按以下方式加载场景:
LoadSceneMode.Single
来加载场景。如果有活动场景,则 Unity 会卸载活动场景以及活动场景的遮挡数据资源(如果有)。Unity 随后加载您的场景以及共享的遮挡数据资源。LoadSceneMode.Additive
加载其他场景。如果 Unity 发现以累加方式加载的场景的遮挡数据与活动场景的遮挡数据相同,则遮挡剔除将按预期工作。请注意,共享的遮挡数据资源的文件较大。使用较大的遮挡数据资源不会在运行时对 CPU 产生任何其他影响。
有关在 Unity Editor 中使用多个场景的更多信息,请参阅多场景编辑的相关文档。
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