等到没有任何 游戏场景物体在用这些Assets以后,这些assets就成了没有引用的游离数据块了,是UnusedAssets了,这时候就可以通过 Resources.UnloadUnusedAssets来释放,Destroy不能完成这个任 务,AssetBundle.Unload(false)也不行,AssetBundle.Unload(true)可以但不安全,除非你很清楚没有任何 对象在用这些Assets了。 配个图加深...
所以:UnusedAssets不但要没有被实际物体引用,也要没有被生命周期内的变量所引用,才可以理解为 Unused(引用计数为0) 所以所以:如果你用个全局变量保存你Load的Assets,又没有显式的设为null,那 在这个变量失效前你无论如何UnloadUnusedAssets也释放不了那些Assets的。如果你这些Assets又不是从磁盘加载的,那除了 UnloadUn...
• Clear them out for map load to clean the memory(把它们清理干净memory的地图加载) Unloading Unused Assets卸载未使用的资产 • Resources.UnloadUnusedAssets 将触发资产垃圾回收 •他是搜索所有unreferenced assets 和卸载他们 •他是一个async operation异步操作的 • 它loading 一个 level后在内部...
unused-assets清除实例 http://zaxisgames.blogspot.com/2012/02/automatically-locate-all-unused-assets.html 另附下载地址:http://pan.baidu.com/s/1sjntnNf 三、UI加载、显示隐藏关闭 很多人喜欢直接将UI放到场景里面,不用的UI直接隐藏起来。若项目只有两三个Scenes估计是没什么问题的。不过当你的Scenes达到四...
// Unloads all GameObject associated with the given scene. Note that assets are // currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets. // /// // // 参数: // index: // Index of the scene in the PlayerSettings to unload. ...
Asset是存储在Unity项目的 Assets 文件夹中的磁盘文件。纹理(texture)、3D模型以及音频都属于常见的Asset。一些Asset中含有Unity原生格式的数据,例如材质(Material);其他Asset则需要被转换成原生格式,例如FBX文件。 Object(UnityEngine.Object)是用于描述某个资源(resource)的特定实例的序列化数据集合。它可以是由Unity引擎...
Unity places most of the C# code in Assembly-CSharp.dll; whereas Unity places code in /Assets/Standard Assets/ or /Assets/Plugins/ in Assembly-CSharp-firstpass.dll, which is also considered a user assembly. If a significant proportion of a codebase’s types or methods are unused, you ...
If a files are removed the Version Handler will prompt the user to clean up obsolete files. Plugins can ship using assets with unique names, unique GUIDs and version number labels. Version numbers can be attached to assets using labels or added to the filename (e.g myfile.txt would be ...
to form a map of all assets. Then it uses: AssetDatabase.GetDependencies to find dependencies for each of those assets. As a result dependencies map is formed. Then it simply finds all assets which are not presented as a dependency within this map. Such assets considered as unused if they...
Load Previous Project on Startup 启用此设置可在启动时始终加载上一个项目。 Disable Editor Analytics (Pro only) 启用此设置可禁止 Editor 自动将信息发送回 Unity。 Show Asset Store search hits Enable this setting to display the number of free/paid Assets from the Asset Store in the Project Browser...