对于未开启“Read/Write Enable” 选项的Mesh资源,其内存占用是统计在GFX内存中供GPU使用的,但开启该选项后,网格数据会在Reserved Unity中保留一份,便于项目在运行时对Mesh数据进行实时的编辑和修改。同时,如果研发团队同样开启了纹理资源的 “Read/Write Enable” 选项(默认情况下为关闭),则纹理资源同样会
string sign; /// <summary> /// 服务器响应类型 /// </summary> public string docType; /// <summary> /// 签名类型 /// </summary> public string signType; public UploadRequest(string q, string fileName, string fileType, string langFrom, string langTo, string appKey, string secret) { ...
CopyAndAddBuildToXcode(project, mTargetGUID, ResourcePath, buildPath, "Xcode中的文件夹名称"); File.WriteAllText(projectPath, project.WriteToString()); } 插入代码 代码语言:javascript 代码运行次数:0 运行 AI代码解释 private static void UnityAppControllerCodesAdd(string buildPath) { // 获取Prefix.pch...
a 1.3.3 禁用Read/Write Enabled 如果启用此选项,内存中会有重复网格,网格的一个副本在系统内存中,另一个在 GPU 内存中。 在资源列表中,常常统计到大量顶点属性不显示为-1(或“-”)的网格资源。只有网格资源开启Read/rite时UWA报告才能采集到顶点属性信息。此时,顶点属性不显示为-1,且会使得网格占用内存上升。
/// Creates a console window that actually works in Unity /// You should add a script that redirects output using Console.Write to write to it. /// </summary> publicclassConsoleWindow { TextWriter oldOutput; publicvoidInitialize()
19. var texBytes = tex2.EncodeToPNG(); 20. var fileName = EditorUtility.SaveFilePanel("Save font texture", "", "font Texture", "png"); 21. if (fileName.Length > 0) { 22. var f : FileStream = new FileStream(fileName, FileMode.OpenOrCreate, FileAccess.Write); ...
Force Text: Convert all assets to Text mode, including new assets. This is the default option. Reduce version control noise Forces the Editor to write references and similar YAML structures on one line, which reduces version control noise. When Unity reaches a line length of 80 characters it ...
Nethereum.Unity.Metamask is only supported in WebGL at the moment, the Metamask SDK will be supported shortly, currently work in progresss (if you require access to small PoC let me know) If creating a custom index.html file, or rebuilding webgl in a new folder, the script needs to...
Integration: Warn if we're unable to create the messaging server on the Unity side. Properly run analyzers during lightweight compilation. Fixed an issue where a MonoBehaviour class created from the UPE didn't match the name of the file.4.6.0.0...
You can add https://github.com/ChebanovDD/UnityMvvmToolkit.git?path=src/UnityMvvmToolkit.UnityPackage/Assets/Plugins/UnityMvvmToolkit to the Package Manager. If you want to set a target version, UnityMvvmToolkit uses the v*.*.* release tag, so you can specify a version like #v1.0.0. ...