Loading performance can vary between content type. As an example, large counts of serialized data such as Prefabs or ScriptableObjects with direct references to other serialized data will load faster usingAll Packed Assets and Dependencies. With some other Assets like Textures, you can often achieve...
Warning: Premultiply-alpha atlas textures not supported in Linear color space!You can use a straight alpha texture with 'PMA Vertex Color' by choosing blend mode 'PMA Vertex, Straight Texture'. If you have a PMA Texture, please a) re-export atlas as straight alpha texture with 'premultiply ...
At runtime, you need to load a bundle containing dependencies before any other bundle that references them. For example, you would need to load a bundle of shared textures before loading a separate bundle of materials that reference those textures. 在运行时,需要考虑到优先加载资源的顺序。举个例...
1.在WebGL项目中的Index.html中添加要调用的JS方法 functionUnity2JavaScript() {alert("UnityToWeb") } 2.Unity中调用 Application.ExternalCall("Unity2JavaScript");//可以有参数,没有返回值//Application.ExternalCall("Unity2JavaScript",a,10,"aaaa"); Unity建议使用的方法: 1.在Plugins文件夹中,创建后缀为...
GLES driver memory pools: textures, framebuffers, compiled shaders, etc. Your application memory usage can be tracked by two Xcode Instruments tools:Activity Monitor,Object AllocationsandVM Tracker. You can start from the Xcode Run menu:Product > Profileand then select specific tool.Activity Monito...
pixels. The textures do not have to be square, i.e. width can be different from height. Note that each platform may impose maximum texture sizes.It is possible to use other (non power of two - “NPOT”) texture sizes with Unity. Non power of two texture sizes generally take slightly ...
EnableLegacyTextureLoading=False ;Indicates the plugin should use a different strategy to load images, that may be relevant if the game engine is old CacheTexturesInMemory=True ;Indicates that all textures loaded should be kept in memory for optimal performance. Disable to decrease memory usage [...
. Ability to add shaded textures to terrains (Color Ramp, Elevation GrayScale, Slop ..); . Customize your terrain material for any SRP use; .Split Terrain to tiles manually or Automaticlly depending to the number of raster tiles existing in the texture folder; ...
• Asset Data: Textures, AudioClips, Meshes • Game Objects & Components: Transform, etc.. • Engine Internals: Managers, Rendering, Physics, etc.. • Managed - Mono • Script objects (Managed dlls) • Wrappers (包装类)for Unity objects: Game objects, assets,components...
as it shouldn’t be officially supported in Addressables because of complexity with object tracking between systems. It does ‘just about’ work with certain asset types, but many other types (including textures) cannot be unloaded in this way. This mistake in the documentation ...