主线程和工作线程的数据需要使用Native来传递 工作线程只需要读数据,所以在现在代码中标注是只读 样例: TransformAccessArray transformAccessArray = new TransformAccessArray(cubes);//启动工作线程MyJob job = new MyJob() { position = position }; JobHandle jobHandle = job.Schedule(transformAccessArray);//...
假设有如下继承关系People –> Teacher,People –> Student。如果我们以协变的方式使用(假设你建立了一个IStorage< Teacher >的实例,并将其视为IStorage)则我们可能会在调用Serialize时产生异常,因为Serialize方法不支持协变(如果参数是People的其他子类,例如Student,则IStorage< Teacher >将无法序列化Student)。如果我们...
ToEntityArrayAsync()调度一个作业来执行请求的操作。这些方法必须返回一个Nativelist而不是NativeArray,因为查询匹配的实体数量直到作业运行时才知道,但是容器必须立即返回给调用者。 该列表的初始容量根据可以匹配查询的实体的最大数量保守地调整大小,尽管其最终长度可能更低。在异步收集或分散作业完成之前,对列表(包括其...
builder.AllocateString(ref arrayBuilder[1], "Bob"); builder.AllocateString(ref arrayBuilder[2], "Joachim"); // Set the best friend pointer to point to the second array element. builder.SetPointer(ref friendList.BestFriend, ref arrayBuilder[2]); var result = builder.CreateBlobAssetReference<...
Assets loaded from an AssetBundle created via this API will therefore be duplicated three times in memory: once in the managed-code byte array, once in the native-memory copy of the AssetBundle and a third time in GPU or system memory for the asset itself. Prior to Unity 5.3.3, this ...
Styles DictionaryKeyAtIndexMetadata DictionaryPool<TKey, TValue> DictionaryValueAtIndexMetadata DisableAnnotationAttribute DiscreteNumberInspector<T> Distance<T> DistributeOperation Divide<T> DivisionHandler DoNotSerializeAttribute DocumentationGenerator DocumentedOption<T> DocumentedOption<T>.Styles ...
If you populate the animals array with three references to a single Animal object, in the serialization stream, you will find 3 objects. when it’s deserialized, there are now three different objects. If you need to serialize a complex object graph with references, you cannot rely on Unity...
IUnionSample data = new BarClass { OPQ = "FooBar" }; var bin = MessagePackSerializer.Serialize(data); // Union is serialized to two-length array, [key, object] // [1,["FooBar"]] Console.WriteLine(MessagePackSerializer.ConvertToJson(bin)); ...
NativeMemoryArray is a native-memory backed array for .NET and Unity. The array size of C# is limited to maximum index of 0x7FFFFFC7(2,147,483,591),Array.MaxLength. In terms ofbytes[], it is about 2GB. This is very cheap in the modern world. We handle the 4K/8K videos, large ...
usingPaps.UnityToolbarExtenderUIToolkit;usingUnityEngine.UIElements;[MainToolbarElement("AwesomeInt")]publicclassMyAwesomeInt:IntegerField{[Serialize]privateint_intValue;publicvoidInitializeElement(){value=_intValue;// set saved value to integer field valuelabel="Awesome Int";RegisterCallback<ChangeEvent...