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Resource packaging dependency tree
2022-04-23 08:51:00 【UWATech】
1) Resource packaging dependency tree
2)Coroutines A lot of GC The problem of
3) Mobile phone terminal Soft Shadow How it works
4)Skybox Environmental lighting problems
This is the first 292 piece UWA Push of technical knowledge sharing . Today we continue to select and develop a number of 、 Optimization related issues , Suggested reading time 10 minute , If you read it carefully, you will get something .
UWA Question answering community :answer.uwa4d.com
UWA QQ Group 2:793972859( The original group is full )
AssetBundle
Q: Want to do inclusion resource analysis , Do you have any good tree display tools or ideas to recommend ? It's OK to have a good open source solution . The simplest is like N Like a fork tree , such as root A file name , Then expand the whole tree structure .
A:Unity Of Treeview, The following is the resource reference dependency Finder ReferenceFinder The screenshots .
The project address is :https://github.com/blueberryzzz/ReferenceFinder
Thank you, Ma San @UWA The Q & a community provides answers
Script
Q: This synergy produces a lot of GC The question of how to locate and where to trigger , How to change it ?

A1: You can try this plug-in to see the specific details of the cooperation process , See if you can locate the problem . There's a CoroutineTracker Dedicated to monitoring the coordination process .
https://github.com/GameBuildingBlocks/PerfAssist
thank Xuan@UWA The Q & a community provides answers
A2: Recommendations are as follows :
- It is not recommended to use a large number of collaborative processes , There will be expenses , May adopt update replace .
- If there is GC, You can look at whether there is a cycle new object , You can use object pool or struct.
thank aladdin@UWA The Q & a community provides answers
A3:yield return new WaitForSeconds(1f);
Writing like this actually produces GC, Think about it new WaitForSeconds(1f) Extract out of function .
Thank you Xiao Xiaojun @UWA The Q & a community provides answers
Rendering
Q: Mobile phone terminal Soft Shadow How it works ?
A: You can refer to UWA Previous blog posts :
《 Use Fast Shadow Receiver Optimize rendering efficiency 》
《 How to achieve a more realistic soft shadow effect 》
If you use Unity Self contained Soft Shadow, Several setting items need to be noted ,Graphics Settings Inside Tier2 You must check Cascaded Shadows, That's how it works CollectShadows Generate ScreenSpace Of Shadowmap.
stay Quality Settings It's set inside Cascade Level It also affects the quality of shadows , The next two pictures are No Cascades and Four Cascades Generated ScreenSpace Shadowmap The effect of .
No Cascades
Four Cascades
thank Xuan@UWA The Q & a community provides answers
Rendering
Q:A scene , adopt additive How to load B scene .2 There are no lights in either scene ( Including directional light )、Reflection Probe, And Enviroment Reflections Of Intensity Mulitiplier by 0, Rely solely on Enviroment Lighting Medium Skybox Lighting .

however SetActive After the second scene , You'll find the lighting black , As shown on the right . again SetActive For the first scene , The ambient lighting is correct , As shown on the left .
If the mode is not Skybox It is Color, There is no such problem . At present, we intend to build our own environmental photosphere harmonic information , Instead of using unity_SHAr related data . Is there any better solution ?
A: When the scene B Set to Active When , Whole Game Of Environment The settings are automatically switched to the scene B The setting of , This time from FrameDebugger You can see that the spherical harmonic coefficient becomes 0 了 . So both models are black .
from Skybox Change to Color, What works is... In the figure below 3 A numerical , They are not 0, So it's not black .
Switching scenes A by Active The rendering effect when , Spherical harmonic coefficients can be obtained , So the effect is normal , Here's the picture .
So I tried the scene B Baking , When there's a LightingData after , Switch to the scene B, The rendering effect is also normal . It's lit because the scene B Original settings Intensity multiplier yes 5, from FrameDebugger Look inside, the spherical harmonic coefficient is not 0 了 , It should be baked LihgtingData It retains the spherical harmonic coefficient .
thank Xuan@UWA The Q & a community provides answers
Today's sharing is here . Of course , There is no end to life but to know . In the long development cycle , The problems you see may be just the tip of the iceberg , We are already in UWA The Q & a website has more technical topics waiting for you to explore and share together . You are welcome to join us , Maybe your method can solve other people's urgent needs ; And he's a mountain “ stone ”, Can also attack you “ jade ”.
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