yield return new WaitForFrames(5); Console.WriteLine("Begin at 6"); yield return new WaitWhile(() => { return m_i < 4; }); Console.WriteLine("Wait4"); yield return null; Console.WriteLine("Wait5"); yield return null; Console.WriteLine("Wait6"); yield return null; yield return n...
1. 协程与WaitFrames的基本概念。 在Unity里,协程是一种特殊的函数,它可以暂停执行,之后再从暂停的地方继续执行。而WaitFrames就是协程中的一个等待指令,它的作用是让协程暂停执行指定的帧数,等达到指定帧数后再接着执行后续代码。 2. WaitFrames的基本用法。 csharp. using UnityEngine; using System.Collections;...
IEnumerator CallPluginAtEndOfFrames(){while(true){//Wait until all frame rendering is done//TODO: Render Plugin but not componentyieldreturnnewWaitForEndOfFrame(); GL.IssuePluginEvent(1); } } } 这是我在写渲染插件的带马上摘抄下来的,。。。 这里我也懵圈了,我印象中 在TODO上是不能修改有关U3D...
用UnityEditor启动UnityPlugin下的Unity项目,默认可能是DX11后端,运行能看到像波浪一样的面片和不断旋转的三角形。 此时如果切换成DX12后端重启编辑器后运行,波浪和三角形不会运动,可以打开UseRenderingPlugin.cs,CallPluginAtEndOfFrames方法中,判断如果是DX12或Switch平台就不会设置时间,所以直接把判断注...
Changes for v2.2RC4: Changed SteamVR_Input.isStartupFrame to return true for the couple frames around startup. This fixes some startup errors temporarily until we have a SteamVR API to determine startup state. Fixed an issue where builds would fail ...
fps其实就是 frames per second,也就是每一秒游戏执行的帧数,这个数值越小,说明游戏越卡。 2、Draw calls batching之后渲染mesh的数量,和当前渲染到的网格的材质球数量有关。 3、Saved by batching 渲染的批处理数量,这是引擎将多个对象的绘制进行合并从而减少GPU的开销; ...
In between frames 执行期间 OnApplicationPause:This is called at the end of the frame where the pause is detected, effectively between the normal frame updates. One extra frame will be issued after OnApplicationPause is called to allow the game to show graphics that indicate the paused state. ...
Unity provides details on implementing Occlusion Culling for their engine.Memory recommendationsExcessive memory allocation & deallocation operations can have adverse effects on your holographic application, resulting in inconsistent performance, frozen frames, and other detrimental behavior. It's especially ...
In these cases, we can choose to run code every [x] frames. In this example code, an expensive function runs once per frame. void Update() { ExampleExpensiveFunction(); } In fact, it would be sufficient for our needs to run this code once every 3 frames. In the following code, ...
In between frames 执行期间 OnApplicationPause:This is called at the end of the frame where the pause is detected, effectively between the normal frame updates. One extra frame will be issued after OnApplicationPause is called to allow the game to show graphics that indicate the paused state. ...