{ mFloat = mMyVector3.x; } private void SetPos8() { mMyVector3.x = mVector3.x; } private void SetPos9() { mVector3 = mTxt.transform.position; } } public struct MyVector3 { public float x; public float y; public float z; public void Set(float newX, float newY, float newZ...
void Start () { //ray = new Ray(Vector3.zero,Vector3.forward); //创建一条射线, //Physics.Raycast(Vector3.zero, Vector3.forward); //if(Physics.Raycast(ray,out rh, 0.5f)) //{ // print(rh.point); //碰撞点 //} } void Update() { ray = Camera.main.ScreenPointToRay(Input.mouseP...
for (int i = 0; i < 500; i++) { GameObject cube; cube = GameObject.Instantiate(prefab) as GameObject; if(i / 100 == 0) { cube.transform.localScale = new Vector3(2 + i, 2 + i, 2 + i); } } draw call的数量: 我们看到draw call的数量上升到了101次,而saved by batching的数量...
4 脚本具体内容:using System.Collections.Generic;using UnityEngine;public class GLPaint : MonoBehaviour { List<Vector3> tmplist; // 存放点的列表 void Start() { // 初始化存点的列表,并添加一些点 tmplist = new List<Vector3>(); tmplist.Add(new Vector3(0,0,0)); tmpl...
Transform child = transform.find("children1");transform.position =newVector3(0,1,0)transfrom.gameObject.name ="1234"; 在C#那边几乎没有性能问题,但是在lua这边因为字符串传递的消耗,以及lua这边会把Vector3当成table或者userdata处理,很容易就会因为开发者的疏忽从而导致一些意想不到的瓶颈问题。
Vector3 newpos = reflection.MultiplyPoint(oldpos); reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; // Setup oblique projection matrix so that near plane is our reflection // plane. This way we clip everything below/above it for free. ...
Vector3等值类型的消耗,前面已经有所提及。 而数组则更甚,因为lua中的数组只能以table表示,这和c#下完全是两码事,没有直接的对应关系,因此从c#的数组转换为luatable只能逐个复制,如果涉及object/string等,更是要逐个转换。 5.频繁调用的函数,参数的数量要控制 ...
static void SetPos(GameObject obj, float x, float y, float z){obj.transform.position = new Vector3(x, y, z); } } 然后在lua中LuaUtil.SetPos(obj, pos.x, pos.y, pos.z),这样的性能会好非常多,因为省掉了transform的频繁返回,而且还避免了transform经常临时返回引起lua的gc。
{//得到水平和竖直方向的输入floatmoveHorizontal = Input.GetAxis("Horizontal");floatmoveVertical = Input.GetAxis("Vertical");//利用上面得到的水平和竖直方向的输入创建一个vector3,作为刚体速度Vector3 movement =newVector3(moveHorizontal,0.0f, moveVertical); ...