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unity-game-engine - 我对 Unity ScrollRect/ScrollView 优化/性能的了解

转载 作者:行者123 更新时间:2023-12-02 09:59:30 36 4
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ScrollView 性能确实很糟糕(明白吗?),尤其是在移动平台上。我经常发现自己的帧速率低于 15 fps,这让用户体验感到震撼和平淡。经过大量研究和测试,我编制了一份 list 以大幅提高性能。我现在至少可以达到 30 fps,大部分 CPU 时间分配给 WaitForTargetFPS

我希望这可以帮助任何在这方面遇到困难的人。优化解决方案很难获得。请随意使用和修改我的任何代码。

最佳答案

一:.GetComponent<>() 调用效率低下,尤其是在编辑器之外。避免在任何类型的 Update() 方法中使用它们。

两个:OnValueChanged()ScrollView 被拖动的每一帧都会被调用。因此,它在某种意义上相当于 Update(),因此您应该避免在此方法中使用 .GetComponent<>() 调用。

三:每当 Canvas 上的任何元素发生更改时,整个 Canvas 都必须重建其批处理。此操作可能非常昂贵。因此,建议将您的UI元素拆分为至少两个 Canvas ,一个用于很少或从不更改的元素,一个用于经常更改的元素。

每当 ScrollView 滚动它所在的整个 Canvas 时,它就会变脏。因此,建议您将每个 ScrollView 放在单独的 Canvas 上。

Unity Canvas 重建说明: https://unity3d.com/learn/tutorials/topics/best-practices/fill-rate-canvases-and-input?playlist=30089

四:EventSystem.Update() 处理场景中的输入检测,使用光线转换来过滤层次结构,以便找到接受此输入的组件。因此,这些计算仅在与场景交互时完成,例如滚动 ScrollView 时。从图形和文本中删除不必要的 RaycastTarget 属性将缩短处理时间。这可能不会产生很大的影响,但如果您不够小心,对象可能会使输入处理时间真正增加。

五:对于任何类型的 mask 组件,即使是 RectMask2DScrollView 中的所有对象都会进行批处理和渲染。如果您的 ScrollView 中有很多元素,建议您使用某种池解决方案。应用程序商店中有许多此类内容。

Unity 池说明: https://unity3d.com/learn/tutorials/topics/best-practices/optimizing-ui-controls

但是,如果您的项目与此不兼容,需要持久元素,我建议您隐藏屏幕外对象以减少性能开销。 Transform.SetParent()GameObject.SetActive() 都是资源密集型方法,而是将 CanvasGroup 组件附加到每个元素并调整 Alpha值以达到相同的效果。

这是一个静态脚本,用于检测对象是否可见并相应地设置 alpha:

using UnityEngine;
using UnityEngine.UI;

public class ScrollHider : MonoBehaviour {
static public float contentTop;
static public float contentBottom;


static public bool HideObject(GameObject givenObject, CanvasGroup canvasGroup, float givenPosition, float givenHeight) {
if ((Mathf.Abs(givenPosition) + givenHeight > contentTop && Mathf.Abs(givenPosition) + givenHeight < contentBottom) || (Mathf.Abs(givenPosition) > contentTop && Mathf.Abs(givenPosition) < contentBottom)) {
if (canvasGroup.alpha != 1) {
canvasGroup.alpha = 1;
}
return true;
} else {
if (canvasGroup.alpha != 0) {
canvasGroup.alpha = 0;
}
return false;
}
}

static public void Setup(Scroll givenScroll) {
contentTop = (1 - givenScroll.verticalNormalizedPosition) * (givenScroll.content.rect.height - givenScroll.viewport.rect.height);
contentBottom = contentTop + givenScroll.viewport.rect.height;
}
}

六:Unity 内置的 ScrollRect 组件支持广泛的模块化功能。然而,就性能而言,它可能比您自己编写的速度明显慢。这是一个实现相同目的的 Scroll 脚本,但仅支持 Unity ScrollRect 的垂直、夹紧和惯性属性。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;

public class Scroll : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler, IScrollHandler {
private Camera mainCamera;
private RectTransform canvasRect;
public RectTransform viewport;
public RectTransform content;
private Rect viewportOld;
private Rect contentOld;

private List<Vector2> dragCoordinates = new List<Vector2>();
private List<float> offsets = new List<float>();
private int offsetsAveraged = 4;
private float offset;
private float velocity = 0;
private bool changesMade = false;

public float decelration = 0.135f;
public float scrollSensitivity;
public OnValueChanged onValueChanged;


[System.Serializable]
public class OnValueChanged : UnityEvent { }

[HideInInspector]
public float verticalNormalizedPosition
{
get
{
float sizeDelta = CaculateDeltaSize();
if (sizeDelta == 0) {
return 0;
} else {
return 1 - content.transform.localPosition.y / sizeDelta;
}
}
set
{
float o_verticalNormalizedPosition = verticalNormalizedPosition;
float m_verticalNormalizedPosition = Mathf.Max(0, Mathf.Min(1, value));
float maxY = CaculateDeltaSize();
content.transform.localPosition = new Vector3(content.transform.localPosition.x, Mathf.Max(0, (1 - m_verticalNormalizedPosition) * maxY), content.transform.localPosition.z);
float n_verticalNormalizedPosition = verticalNormalizedPosition;
if (o_verticalNormalizedPosition != n_verticalNormalizedPosition) {
onValueChanged.Invoke();
}
}
}

private float CaculateDeltaSize() {
return Mathf.Max(0, content.rect.height - viewport.rect.height); ;
}


private void Awake() {
mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
canvasRect = transform.root.GetComponent<RectTransform>();
}

private Vector2 ConvertEventDataDrag(PointerEventData eventData) {
return new Vector2(eventData.position.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.position.y / mainCamera.pixelHeight * canvasRect.rect.height);
}

private Vector2 ConvertEventDataScroll(PointerEventData eventData) {
return new Vector2(eventData.scrollDelta.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.scrollDelta.y / mainCamera.pixelHeight * canvasRect.rect.height) * scrollSensitivity;
}

public void OnPointerDown(PointerEventData eventData) {
velocity = 0;
dragCoordinates.Clear();
offsets.Clear();
dragCoordinates.Add(ConvertEventDataDrag(eventData));
}

public void OnScroll(PointerEventData eventData) {
UpdateOffsetsScroll(ConvertEventDataScroll(eventData));
OffsetContent(offsets[offsets.Count - 1]);
}

public void OnDrag(PointerEventData eventData) {
dragCoordinates.Add(ConvertEventDataDrag(eventData));
UpdateOffsetsDrag();
OffsetContent(offsets[offsets.Count - 1]);
}

public void OnPointerUp(PointerEventData eventData) {
dragCoordinates.Add(ConvertEventDataDrag(eventData));
UpdateOffsetsDrag();
OffsetContent(offsets[offsets.Count - 1]);
float totalOffsets = 0;
foreach (float offset in offsets) {
totalOffsets += offset;
}
velocity = totalOffsets / offsetsAveraged;
dragCoordinates.Clear();
offsets.Clear();
}

private void OffsetContent(float givenOffset) {
float newY = Mathf.Max(0, Mathf.Min(CaculateDeltaSize(), content.transform.localPosition.y + givenOffset));
if (content.transform.localPosition.y != newY) {
content.transform.localPosition = new Vector3(content.transform.localPosition.x, newY, content.transform.localPosition.z);
}
onValueChanged.Invoke();
}

private void UpdateOffsetsDrag() {
offsets.Add(dragCoordinates[dragCoordinates.Count - 1].y - dragCoordinates[dragCoordinates.Count - 2].y);
if (offsets.Count > offsetsAveraged) {
offsets.RemoveAt(0);
}
}

private void UpdateOffsetsScroll(Vector2 givenScrollDelta) {
offsets.Add(givenScrollDelta.y);
if (offsets.Count > offsetsAveraged) {
offsets.RemoveAt(0);
}
}

private void LateUpdate() {
if (viewport.rect != viewportOld) {
changesMade = true;
viewportOld = new Rect(viewport.rect);
}
if (content.rect != contentOld) {
changesMade = true;
contentOld = new Rect(content.rect);
}
if (velocity != 0) {
changesMade = true;
velocity = (velocity / Mathf.Abs(velocity)) * Mathf.FloorToInt(Mathf.Abs(velocity) * (1 - decelration));
offset = velocity;
}
if (changesMade) {
OffsetContent(offset);
changesMade = false;
offset = 0;
}
}
}

关于unity-game-engine - 我对 Unity ScrollRect/ScrollView 优化/性能的了解,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53005040/

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