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...
int[] array = new int[128]; int num = 0; while (num < array.Length) { int num2 = array[num]; num++; } 为了验证,数据的数量为1000000,并预先分配随机数。List计算数据的和。 验证环境为Pixel 3a和Unity 2021.3.1f1。 在List的情况下,与一组更精细的条件进行比较可以发现,使用Count优化的for...
240、 varline = intArray[0].ToString(); 241、 242、 for(i = 1; i < intArray.Length; i++) { 243、 line+= ", " + intArray[i].ToString(); 244、 } 245、 246、 returnline; 247、 } 248、 在函数中动态new array,最好将一个array、传进函数里修改 249、 functionRandomList(numElem...
//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/ template <typename T...
Log(x)).AddTo(disposables); } void OnTriggerEnter(Collider other) { // .Clear() => all inner disposable called Dispose and list is cleared. // .Dispose() => all inner disposable called Dispose and after Add, called Dispose immediately. disposables.Clear(); }...
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...
In Unity, MessagePackSerializer can serialize Vector2, Vector3, Vector4, Quaternion, Color, Bounds, Rect, AnimationCurve, Keyframe, Matrix4x4, Gradient, Color32, RectOffset, LayerMask, Vector2Int, Vector3Int, RangeInt, RectInt, BoundsInt and their nullable, array and list types with the built...
[fix] Fixes the bug where if an Assembly is not in the PlaceHolder, and there is no interpreter stack, Class::resolve_parse_info_internal cannot find the type due to not being in the Assembly list.Editor[new] Supports packaging iOS directly from source code, no longer needing to compile ...
FindObjectsByTypeRetrieves a list of all loaded objects of Type type. InstantiateClones the object original and returns the clone. InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. ...
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...