public class MemoryWatcher : MonoBehaviour { struct MemoryRecord { public long TotalMemory; public int GcCollectionCount; public DateTime Time; } private List<MemoryRecord> _records = new List<MemoryRecord>(); private bool _isTracking; void Update() { if(Input.GetKeyDown(KeyCode.F10)) StartTra...
或者,您也可以查看传递给 UnityLoader.js 中 DataRequest 的偏移量: new DataRequest(0, 39065934, 0, 0).open('GET', '/data.unity3d'); (这段代码可能会根据 Unity 版本的不同而有所变化,这是 5.4 版本的代码) 内存文件系统 虽然没有真正的文件系统,但正如我们前面提到的,Unity WebGL 内容仍然可以读...
4 载入Prefab后,内存无明显变化,因为最占内存的Texture已经加载,Materials上升是因为多了Prefab的材质,Total Objects和Assets增加6,因为 Perfab 包含很多 Components5 实例化Prefab以后,显存的Texture Memory、GameObjectTotal、Objects in Scene上升,都是因为实例化了一个可视的对象6 销毁实例后,上一步的变化还原,很好理解...
CurrentlyType.GetProperty()andType.GetValue()are supported only for the.NET 2.0 Subsetprofile. You can select the .NET API compatibility level in thePlayer Settings. 注意:Type.GetProperty()和Type.GetValue()可能与托管代码剥离不兼容,可能需要排除(可以在剥离过程中提供自定义的不可剥离类型列表来实现这...
Profiler.GetTotalReservedMemoryLong public static long GetTotalReservedMemoryLong (); 返回 long Unity 预留的内存(以字节为单位)。如果性能分析器不可用,则返回 0。 描述 Unity 预留的总内存。此函数返回 Unity 为当前和未来分配预留的内存总量。如果预留内存已用尽,Unity 会根据需要从系统中分配更多内存。 using...
This is a series of articles that provides an in-depth discussion of Assets and resource management in the Unity engine. It seeks to provide expert developers with deep, source-level knowledge of Unity's Asset and serialization systems. PLEASE NOTE: this
= 0) break; } } catch (Exception e) { OnErrorEvent(); Debug.Log($"error: {e.Message}"); return false; } var header = GetWaveHeader((int)ms.Length); byte[] array = header.Convert2Bytes(); ms.Position = 0L; ms.Write(array, 0, array.Length); ms.Position = 0L; FileStream...
This does not increase the total number of translations per session (2). All translation results are cached in memory and stored on disk to prevent making the same translation request twice. Due to its spammy nature, any text that comes from an IMGUI component has any numbers found in it ...
byte[]bytes=_Pack(type,data);// Pack方法在上文中已经实现 if(_curState==ClientState.Connected) { //加入队列 _messages.Enqueue(); } } 以下是发送协程: private static IEnumerator _Send() { //持续发送消息 while (_curState == ClientState.Connected) ...
7.这里我给出了很多的相关链接,都是我在查找NAudio的资料,对我使用有帮助的一些文章,也分享给大家一起学习。而且NAudio好像还支持读取midi文件与合并mp3等很多功能,有兴趣可以持续关注。 如社区发表内容存在侵权行为,您可以点击这里查看侵权投诉指引 标签: ...