训练参数主要分为常用训练参数(Common Trainer Configurations), 训练方式专用参数(Trainer-specific Configurations),超参数(hyper-parameters) ,奖励信号参数(Reward Signals), 行为克隆(Behavioral Cloning),使用RNN增强智能体记忆能力的参数(Memory-enhanced Agents usingRecurrent Neural Networks),以及自我对抗训练参数(Self...
Initial Memory SizeThe initial size of the WASM heap memory in megabytes (MB). By default, this is set to 32 MB. IfMemory Growth Modeis set toNone, then this is also the maximum size of WASM heap memory. Memory Growth ModeChoose the growth mode for the WASM heap memory from the foll...
theWebGL Player Settings. The default options are configured to work well for all desktop use cases. However, for mobile browsers you need to use the advanced tuning options. For mobile browsers, it’s recommended to configure theInitial Memory Sizeto the typical heap usage of the application....
private Action<T> m_onetimeInitAction; public ObjectPoolWithReset(int initialBufferSize, Action<T> ResetAction = null, Action<T> OnetimeInitAction = null) { m_objectStack = new Stack<T>(initialBufferSize); m_resetAction = ResetAction; m_onetimeInitAction = OnetimeInitAction; } public T N...
#define GC_N_KINDS_INITIAL_VALUE 4 每个kind有一套自己的空间链表ok_freelist,这个在32位平台上是以8字节大小为增量的256个空闲链表(第一个8字节,第二个16字节,第三个24字节,。。。最后一个是2048字节),直接按对象size/8作为索引来访问,最大是2048即2KB。
Loads the AssetBundles into memory译: 将AssetBundle加载到内存中 Sets the Result object of the operation to the loaded objects译:将操作的Result对象设置为已加载的对象 Updates the Status of the operation and calls any Completed event listeners译:更新操作的状态并调用任何已完成的事件侦听器 ...
更小的MaxSize:在效果可以接受的情况下,使用最低的设置。这么做可以无损且非常高效地降低你的纹理内存(texture memory)。 使用二次幂(POT):Unity要求移动端纹理尺寸为二的次幂(POT)的压缩格式(PVRCT或ETC)。 图集的使用:将多个纹理打成一个纹理可以减少draw call,提升渲染效率。可以使用Unity SpriteAtlas...
Define a struct or class to be serialized and annotate it with the [MemoryPackable] attribute and the partial keyword.using MemoryPack; [MemoryPackable] public partial class Person { public int Age { get; set; } public string Name { get; set; } }...
Runs completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc. Asynchronous LINQ, with Channel and AsyncReactiveProperty TaskTracker window to prevent memory leaks Highly compatible behaviour with Task/ValueTask/IValueTaskSourceFor...
Prevented sprites larger than max atlas size from participating in packing. Removed a legacy assert which sometimes caused error messages during Sprite generation. Reopening Unity will reopen the Sprite Packer window correctly. Significantly reduced Sprite packing memory requirements. ...