当前位置:   article > 正文

一边学习,一边记录,关于PlayerSettings_muteotheraudiosources

muteotheraudiosources

1、PlayerSettings.graphicsJobs

Description
Enable graphics jobs (multi threaded rendering).

This enables rendering code to be split and run in parallel on multiple cores on multi core machines.

启用后可将Jobs从主线程迁移到工作线程从而获得极大的渲染性能提升,注意这个还是在实验性的,慎用

2、PlayerSettings.muteOtherAudioSources

Description
Stops or allows audio from other applications to play in the background while your Unity application is running.

This setting is shared between iOS and Android platforms.

Set this to true and your Unity application stops audio from other applications in the background, set to false and audio from background applications continues to play alongside your Unity application.

Note: Starting with Android Marshmallow (6.0), setting this to false mutes the sound of your Unity application during an incoming phone call (while the phone is ringing). If you want to have this behavior on older Android versions, you have to add the READ_PHONE_STATE permission to the manifest. See the Android documentation for more information on build manifests.

是否当app进入后台后继续播放音频。

3、PlayerSettings.Device Filter

FAT(ARMv7+x86),代表支持ARM架构和x86架构的CPU,如果选择ARMv7,在当前的版本下apk包体可以减少8M。

那么问题来了,x86架构的用户到底有多少?可以看到在2016-09月的时候,x86的用户只有1.3%。对于绝大多数用户来说,

Device Filter选择ARMv7可以减少.apk包体的大小,同时又不会影响绝大多数用户的使用。

4、PlayerSettings.Prebake Collision Meshes

是否在构建时将碰撞数据加到mesh里。

By default unity computes a physx mesh representation at load time. We do this on the loading thread, so it does not affect framerate when using LoadLevelAsync. However computing physX meshes can take time, thus we have an option to bake them at build time. This increases distribution size and decreases load time.

Way more than this feature in 5.0 is however that physx meshes can now be scaled uniformly. This gets rid of hiccups and duplicated mesh data, which is a huge performance improvement on large scale usage of unity. Basically each mesh asset stores a cached physx representation and it is shared between all uniformly scaled meshes.

At build time we tag based on usage (which meshes are referenced by MeshColliders) and then those either get the physx mesh “baked” when the option is enabled, or alternatively just a flag that they will need it and thus on the loading thread the physx mesh will then be computed (async).

5、PlayerSettings.Keep loaded shaders alive

保证已经加载的Shader不会被卸载。

6、PlayerSettings.Preloaded Assets

当app启动时被预先加载的资源数组。

7、PlayerSettings.Optimize Mesh Data

从mesh中移除掉材质不需要的数据包括tangents(切线),normals(法线),colors,和UV

声明:本文内容由网友自发贡献,不代表【wpsshop博客】立场,版权归原作者所有,本站不承担相应法律责任。如您发现有侵权的内容,请联系我们。转载请注明出处:https://www.wpsshop.cn/article/detail/48571
推荐阅读
相关标签
  

闽ICP备14008679号