for (int i = 0, length = 1; i < parts.Length; i++, length *= 5) { parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent); matrices[i] = new NativeArray<Matrix4x4>(length, Allocator.Persistent); m
示例代码// 使用Job SystempublicstructMyJob:IJob{publicNativeArray<float>data;publicvoidExecute(){for...
int newSize = Mathf.NextPowerOfTwo(_paramData.Length + requiredSize); var newData = new NativeArray<byte>(newSize, Allocator.Persistent); NativeArray<byte>.Copy(_paramData, newData, _paramData.Length); _paramData.Dispose(); _paramData = newData; } } 2. 多线程生产者-消费者模型 public c...
int newSize = Mathf.NextPowerOfTwo(_paramData.Length + requiredSize); var newData = new NativeArray<byte>(newSize, Allocator.Persistent); NativeArray<byte>.Copy(_paramData, newData, _paramData.Length); _paramData.Dispose(); _paramData = newData; } } 2. 多线程生产者-消费者模型 public c...
最后Destroy掉Event,然后所有NativeArray用完都要Dispose,不然积攒到内存爆炸。另外申请内存(Allocator)时,如果本帧用完就丢就用快速的Temp,如果长期用就必须Persistent。这个会影响到读写速度。 通过多个System下实现状态机(FSM) 一个敌人的生命周期内需要不同System来处理不同阶段,但每个System都是通过过滤扫瞄所有Entity...
NativeArrayentities = new NativeArray(colliders.Length, Allocator.Temp); manager.Instantiate(sphColliderPrefab, entities); // 设置数据 for (int i = 0; i< colliders.Length; i++) { manager.SetComponentData(entities[i], new SPHCollider
你可以再拿一个变量记录NativeArray中的值。如果像下面这样写,可能会引发问题。using Unity.Collections; using Unity.Entities; using Unity.Jobs; using Unity.VisualScripting; using UnityEngine; public partial class MySystem : SystemBase { NativeArray<int> result = new NativeArray<int>(1, Allocator.Temp...
NativeArray<Entity> entities = entitiesQuery.ToEntityArray(Allocator.TempJob); Entities .WithoutBurst() .WithName("Test2Job") .ForEach((/*小球的实体*/Entity entity, int entityInQueryIndex, /*小球的移动组件*/ref BulletMove move) =>
Unity.Burst Unity.Collections Unity.Collections.LowLevel Classes Enumerations Allocator NativeArrayOptions NativeLeakDetectionMode Attributes Unity.Jobs Other Allocator enumeration Other Versions Leave feedback Description Used to specify allocation type for NativeArray. Properties Invalid Invalid allocation. None ...
Allocator enumeration 説明 Used to specify allocation type for NativeArray. 変数 Invalid Invalid allocation. None No allocation. Temp Temporary allocation. TempJob Temporary job allocation. Persistent Persistent allocation. Did you find this page useful? Please give it a rating: Report a problem on th...