unity3d性能消耗分析器

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1、分析器(仅专业版) Profiler (Pro only)Date:2012-02-25 04:56The Unity Profiler helps you to optimize your game. It reports for you how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic.Unity分析器可以帮助你优化你的游戏。它为

2、您报告在你的游戏的各个领域所花费的时间。例如,它可以报告渲染、动画或在你的游戏逻辑花费时间的百分比。You can play your game in the Editor with Profiling on, and it will record performance data. The Profiler window then displays the data in a timeline, so you can see the frames or areas that spike (take more time) than others. By clicking anywhere in

3、 the timeline, the bottom section of the Profiler window will display detailed information for the selected frame.在编辑器中,你可以将你的游戏在分析器运行着的状态下运行,它会记录性能数据。 分析器窗口,在时间轴上显示数据,所以你可以看到帧或区域峰值(比其他需要更多的时间)。在时间轴中的任何地方按一下,分析器窗口的底部区域会显示选定的帧的详细信息。Note that profiling has to instrument your code. This instrumentation

4、 has a small impact on the performance of your game. Typically this overhead is small enough to not affect the game framerate. When using profiling it is typical to consider only the ratio (or percentage) of time spent in certain areas. Also, to improve performance focus on those parts of the game t

5、hat consume the most time. Compare profiling results before and after code changes and determine the improvements you measure. Sometimes changes you make to improve performance might have a negative effect on frame rate; unexpected consequences of code optimization should be expected.请注意,分析时必须检测你的代码

6、。这检测会对你的游戏性能有小小影响。通常情况下,这种开销是足够小,不会影响游戏的帧率。当使用分析时,它是典型的考虑时间花费在某些领域的比例(或百分比)。此外,为了提高性能,重点在游戏消耗的时间最多的那些部分。代码更改前后比较分析结果,并确定您测量的改进。有时,您所做的更改来提高性能,可能对帧速率有负面影响;应预计代码优化的意外的后果。Profiler windowAttaching to Unity players 附加到Unity播放器To profile your game running on an other device or a player running on another

7、computer, it is possible to connect the editor to that other player. The dropdown Active Profiler will show all players running on the local network. These players are identified by player type and the host name running the player iPhonePlayer (Toms iPhone). To be able to connect to a player, the pl

8、ayer must be launched with the Development Build checkbox found in the Build Settings dialog. From here it is also possible to tick a checkbox to make the Editor and Player Autoconnect at startup.要分析你的游戏运行在其他设备上或者在另一台计算机上运行的播放器,可以连接编辑器到其他播放器。Active Profiler下拉菜单显示在本地网络上运行的所有播放器。这些播放器通过播放器的类型和运行播放器的主机

9、名iPhonePlayer(Toms iPhone)被识别。要能够连接到一个播放器,播放器必须在 Build Settings对话框中找到Development Build 复选框勾上的情况下打包生成。从这里也可以勾选一个复选框,使编辑器和播放器在启动时自动连接。Profiler Controls 分析器控件Profiler controls are in the toolbar at the top of the window. Use these to turn profiling on and off, navigate through profiled frames and so on

10、. The transport controls are at the far right end of the toolbar. Note that when the game is running and the profiler is collecting data clicking on any of these transport controls will pause the game. The controls go to the first recorded frame, step one frame back, step one frame forward and go to

11、 the last frame respectively. The profiler does not keep all recorded frames, so the notion of the first frame should really be though of as the oldest frame that is still kept in memory. The current transport button causes the profile statistics window to display data collected in real-time. The Ac

12、tive Profiler popup menu allows you to select whether profiling should be done in the editor or a separate player (for example, a game running on an attached iOS device).分析器控件在窗口顶部的工具栏。使用这些控件打开和关闭分析,浏览分析好的帧等。传输控件在工具栏的最右端。请注意,当游戏运行、分析器收集数据时,点击任何这些传输控件(那两个小箭头)将暂停游戏。控件转到记录的第一帧,一步一帧向前(左箭头),一步一帧向后(右箭头),分

13、别去到最后一帧。分析器不保留所有记录的帧,因此第一帧的概念,事实上应该是仍然保存在内存中的最旧的一帧。 current按钮会使得分析统计窗口显示实时采集的数据。激活分析器(Active Profiler)弹出菜单让你选择是否应在编辑器或一个或独立播放器进行分析(例如,一个游戏运行在iOS设备)。Deep Profiling 深度分析When you turn on Deep Profile, all your script code is profiled - that is, all function calls are recorded. This is useful to know wh

14、ere exactly time is spent in your game code.当你打开深度分析(Deep Profile),所有脚本代码将被分析 - 也就是说,所有的函数调用被记录。知道确切在你的游戏代码中花费的时间,这是有用的。Note that Deep Profiling incurs a very large overhead and uses a lot of memory, and as a result your game will run significantly slower while profiling. If you are using complex sc

15、ript code, Deep Profiling might not be possible at all. Deep profiling should work fast enough for small games with simple scripting. If you find that Deep Profiling for your entire game causes the frame rate to drop so much that the game barely runs, you should consider not using this approach, and

16、 instead use the approach described below. You may find deep profiling more helpful as you are designing your game and deciding how to best implement key features. Note that for large games deep profiling may cause Unity to run out of memory and so for this reason deep profiling may not be possible.注意深度分析(Deep Profiling)会造成非常大的开销,并使用大量的内存,结果你的游戏在分析同时运行明显变慢。如果您使用的是复杂的脚本代码,深度分析可能不会完全有效。深度分析为使用简单的脚本的小游戏工作足够快。如果您发现您的整个游戏在深度分析时运行,导致帧速率下降很多,以至于游戏几乎

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