Unity combines a number of objects at runtime and draws them together with a single draw call. This operation is called "batching". The more objects Unity can batch together, the better rendering performance you will get. Unity在运行时可以将一些物体进行合并,从而用一个绘制调用来渲染他们。这一...
Unity combines a number of objects at runtime and draws them together with a single draw call. This operation is called "batching". The more objects Unity can batch together, the better rendering performance you will get. Unity在运行时可以将一些物体进行合并,从而用一个绘制调用来渲染他们。这一...
Unity combines a number of objects at runtime and draws them together with a single draw call. This operation is called "batching". The more objects Unity can batch together, the better rendering performance you will get. Unity在运行时可以将一些物体进行合并,从而用一个绘制调用来渲染他们。这一...
ToArray(); var query = oneToTen.Where(i => i % 2 == 0).Select(i => i * i); GC.Alloc发生在LINQ的内部实现中。此外,一些LINQ方法针对调用者的类型进行了优化,因此GC的大小。根据调用者的类型分配更改。 每种类型的执行速度验证 代码语言:javascript 复制 private int[] array; private List<int...
//http://www.mathcs.emory.edu/~cheung/Courses/171/Syllabus/8-List/array-queue2.html //http://wiki.c2.com/?CircularBuffer //https://preshing.com/20130618/atomic-vs-non-atomic-operations/ //https://www.daugaard.org/blog/writing-a-fast-and-versatile-spsc-ring-buffer/ ...
Added support for better type display, that is List instead of List'1[[System.Object, <corlib...>]]. Added support for pointer member access, that is p->data->member. Added support for implicit conversions in array initializers, that is new byte [] {1,2,3,4}.4.3.0.0Released...
In Unity, a GameObject hold a flat list of components, but in UE4 an Actor actually contains ahierarchyof components attached to one another. You can see this in the example above, where the Light and Particle are attached to the Mesh. This has some important implications discussed later in...
如果需要断点调试,先选择VS的调试==>附加Unity调试程序选择手机设备 点击手机上的确认,开始运行项目 如果需要使用Profiler一定要关闭防火墙!!!如果还不行,就试试Android真机调试中的方法 1.4 Unity Remote 手机下载Unity Remote Project Settings==>Editor==>Device==>Any Android Device ...
In Unity, a GameObject hold a flat list of components, but in UE4 an Actor actually contains ahierarchyof components attached to one another. You can see this in the example above, where the Light and Particle are attached to the Mesh. This has some important implications discussed later in...
HwArTrackableList Enum Value Summary HwArAnimojiBlendShape HwArAnimojiTriangleLabel HwArAvailability HwArBodyAction HwArBodyParameterType HwArBodySkeletonType HwArCameraLensFacing HwArCoordinateSystemType HwArEnableItem HwArEnginesAvaliblity HwArEnginesType HwArEnvironmentTextureUpdateMode H...