可以看到相邻的两份快照中,前一份快照的Delete地址,刚好是下一份快照的New地址;通过观察快照的Fragment分页中的地址分布进一步发现,早前快照申请的AsyncUploadManager的16M内存在后面的快照中分页依然存在,但被一些细碎的内存申请给切割成了几段,由此猜测应该是释放后被小而短的申请拿去使用,后续想要再申请16M连续的内存...
释放环形缓冲区上已传递给GPU过的内存。 AUP在运行时可控制的参数包含三个,分别为QualitySettings.asyncUploadTimeSlice(即每帧内第4步时间切片的时间总量)、QualitySettings.asyncUploadBufferSize(环形缓冲区的大小)、QualitySettings.asyncUploadPersistentBuffer(决定完成当前所有读取工作后,是否释放环形缓冲区)。这三个参...
Async Asset Upload Level of Detail Meshes Rendering 属性描述 Render PipelineThe Render Pipeline Asset to use for this quality level. Pixel Light Count设置 Unity 使用前向渲染时的最大像素光照数。 AntiAliasing选择 Unity 使用的抗锯齿级别。选项包括Disabled、2x Multi Sampling、4x Multi Sampling和8x Multi...
Async Asset Upload For more information about the asynchronous upload pipeline, refer toTexture and mesh loading. PropertyDescription Time SliceSets the amount of CPU time in ms per frame Unity spends uploading buffered texture and mesh data to the GPU. ...
AsyncUploadManager::ScheduleAsyncCommands()+56) (BuildId: d0b079d6aac2d769613621db6d01af8abf84a793) AsyncUploadManager::AsyncResourceUpload(GfxDevice&, int, AsyncUploadManagerSettings const&)+416) (BuildId: d0b079d6aac2d769613621db6d01af8abf84a793) ...
You can adjust this async texture buffer via QualitySettings.asyncUploadBufferSize. Note: You cannot return ring buffer memory to the system after Unity allocates it. Assets Assets cause native and managed memory implications during runtime. Beyond managed memory, Unity returns native memory to ...
WhenAll(task1, task2, task3); // shorthand of WhenAll, tuple can await directly var (google2, bing2, yahoo2) = await (task1, task2, task3); // return async-value.(or you can use `UniTask`(no result), `UniTaskVoid`(fire and forget)). return (asset as TextAsset)?.text ??
awaitSTask.Delay(1000);// 等待1秒awaitSTask.NextFrame();// 等待下一帧awaitSTask.WhenAny(task1,task2);// 等待其中一个任务完成awaitSTask.WhenAll(task1,task2);// 等待所有任务完成awaitSceneManager.LoadSceneAsync("Scene");// 等待场景加载完毕awaitAssetBundle.LoadFromFileAsync("Asset");// 等待AB包...
用于从AssetBundle中加载Asset的API: AssetBundle.LoadAsset[Async]() 首选方法 适用于加载AssetBundle中的单个Object 当要加载AssetBundle中超过66%的Object时,考虑使用LoadAllAssets()方法 AssetBundle.LoadAllAssets[Async]() 适用于一次性加载AssetBundle中的全部Object ...
译:PercentComplete 考虑了由单个 AsyncOperationHandle 处理的基础操作的几个方面。在某些情况下,进展可能不是线性的,或者是线性的。这可能是由于快速操作与需要更长时间的操作的权重相同 For example, given an asset you wish to load from a remote location that takes a non-trivial amount of time to download...