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Unity3D性能消耗分析器.docx

1、Unity3D性能消耗分析器分析器(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

2、可以帮助你优化你的游戏。它为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 clicki

3、ng anywhere in 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 i

4、nstrumentation 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

5、 of the game that 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

6、注意,分析时必须检测你的代码。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 runni

7、ng on another 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

8、player, the player 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

9、放器的类型和运行播放器的主机名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 fr

10、ames and so on. 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 for

11、ward and go to 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 rea

12、l-time. The Active 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)

13、,一步一帧向后(右箭头),分别去到最后一帧。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 use

14、ful to know where 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 us

15、ing complex script 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

16、 approach, and 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 no

17、t 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,以至于游戏几乎不能运行,你应该考虑不采用这种方法,而是使用下面描述的方法。您可能会发现深度分析更有利于设计你的游戏,并确定如何最好地实现关键特性。注意深度分析,对于大型游戏可能会导致Unity耗尽内存,基于这个原因,深度分析未必有效。Manually profiling blocks of y

18、our script code will have a smaller overhead than using Deep Profiling. Use Profiler.BeginSample and Profiler.EndSample scripting functions to enable and disable profiling around sections of code.手动分析脚本代码块比使用深度分析产生更小的开销。使用Profiler.BeginSample和Profiler.EndSample函数,启用和禁用分析代码段(从Profiler.BeginSample 到Pr

19、ofiler.EndSample间的代码)。View SyncTime 查看SyncTimeWhen running at a fixed framerate or running in sync with the vertical blank, Unity records the waiting time in Wait For Target FPS. By default this amount of time is not shown in the profiler. To view how much time is spent waiting, you can toggle View

20、SyncTime. This is also a measure of how much headroom you have before losing frames.当运行在一个固定的帧率或带垂直空白同步运行,Unity在Wait For Target FPS记录等待时间,默认情况下,该段时间没有显示在分析器。要查看等待花费多少时间,您可以切换View SyncTime。这也是衡量多少余量你之前丢失帧。Profiler Timeline 分析器时间轴The upper part of the Profiler window displays performance data over tim

21、e. When you run a game, data is recorded each frame, and the history of the last several hundred frames is displayed. Clicking on a particular frame will display its details in the lower part of the window. Different details are displayed depending on which timeline area is currently selected.分析器窗口的

22、上部显示随着时间的推移的性能数据。当您运行游戏,每一帧数据被记录,最后则会显示几百帧的历史。点击一个特定的帧上,该帧的细节将显示在窗口的下部。具体取决于当前选定的时间轴区域显示不同的细节。The vertical scale of the timeline is managed automatically and will attempt to fill the vertical space of the window. Note that to get more detail in say the CPU Usage area you can remove the Memory and Re

23、ndering areas. Also, the splitter between the timeline and the statistics area can be selected and dragged downward to increase the screen area used for the timeline chart.时间轴的垂直刻度是自动管理,并尝试填补窗口的垂直空间。请注意,要获得更多关于CPU的使用率(CPU Usage)的细节,您可以删除内存(Memory )和渲染(Rendering )区域。此外,时间轴和统计区域之间的分离器能被选择和向下拖动,为时间轴图表增

24、加屏幕面积。The timeline consists of several areas: CPU Usage, Rendering and Memory. These areas can be removed by clicking the close button in the panel, and re-added again using the Add Area drop down in the Profile Controls bar.时间轴包括几个方面:CPU使用率,渲染和内存。这些区域可以在面板上按一下关闭按钮删除和 在分析控件(Profile Controls)工具栏中使用Ad

25、d Area 下拉菜单再次重新添加。CPU Usage Area (CPU使用率 区域)The CPU Usage area displays where time is spent in your game. When it is selected, the lower pane displays hierarchical time data for the selected frame.CPU使用率区域显示你的游戏在哪里花费时间。当这个区域被选中,下部窗格中显示选定的帧层次化的时间数据。 Hierarchy mode:Displays hierarchical time data.层级模式

26、(Hierarchy mode):显示层次化的时间数据。 Group Hierarchy mode:Groups time data into logical groups (Rendering, Physics, Scripts etc.). Because children of any group can be in different group (e.g. some script might call rendering functions), the percentages of group times often add up to more than 100%. (This i

27、s not a bug.)组层级模式(Group Hierarchy mode):成逻辑组的组时间数据(渲染(Rendering ),物理(Physics),脚本(Scripts )等)。因为任何组的子成员,可在不同的组(例如一些脚本可能调用渲染功能),组时间的百分比往往加起来超过100。 (这不是一个错误。) The way the CPU chart is stacked can be reordered by simply dragging chart labels up & down.CPU的使用率(CPU Usage)图表堆叠方式,可以通过简单的上下拖动图表标签进行重新排序。When

28、 an item is selected in the lower pane, its contribution to the CPU chart is highlighted (and the rest are dimmed). Clicking on an item again de-selects it.当在下部窗格中选择一个项目,对应到CPU的使用率(CPU Usage)图表上会高亮显示(和其余部分为灰色)。再次点击这个项目就会取消选择。Shader.SetPass is selected and its contribution is highlighted in the chart

29、.Shader.SetPass被选中,图表中高亮显示。In the hierarchical time data the self time refers to the amount of time spent in a particular function not including the time spent calling sub-functions. In the screenshot above, for example 51.2% of time is spent in the Camera.Render function. This function does a lot o

30、f work and calls the various drawing and culling functions. Excluding all these functions only 0.8% of time is spent actually in the Camera.Render function.在分层的时间数据的自我时间(self time)指花费在特定函数的时间,不包括调用子函数所花费的时间。在上面的截图,例如51.2的时间花费在Camera.Render函数。这个函数做了很多工作,并调用各种绘图和剔除的函数。实际上排除了所有这些功能只有0.8的时间花费在Camera.Ren

31、der函数。Rendering Area 渲染区域The Rendering area displays rendering statistics. The Number of Draw Calls, Triangles and Vertices rendered is displayed graphical in the timeline. The Lower pane displays more rendering statistics and these more closely match the ones shown in the GameView Rendering Statist

32、ics window.渲染区域显示渲染统计数据。Draw Calls,三角形和顶点渲染数量,在时间轴上显示以图形的方式。下部窗格中显示更多渲染统计数据,这些数据与在游戏视图渲染统计数据窗口显示的数据相匹配。Memory Area 内存区域The Memory area displays some memory usage data:内存区域显示一些内存使用的数据: Total Allocated is the total RAM used by the application. Note that in the Unity Editor this is memory used by everything in the editor; game builds will use much less.总分配(Total Allocated )是应用程序所使用的总内存。请注意,在Unity编辑器,这是在编辑器中的一切使用的内存;游戏构建后将使用少得多的内存。 Texture Memory is the amount of video memory used by the textures in the current frame.纹理内存(Texture Memory

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