1
我在Unity中遇到了相機問題。當相機通過任何方式移動時,它似乎將我的FPS減半,如果不是更多。這在PC上並不是很明顯,除非我在800fps到150fps之間,但是在移動設備上,它會將Nexus 4上的平滑60fps降低到20fps。這絕對是毀滅性的。Unity3d - 移動攝像頭從字面上將FPS削減一半?
下面是我使用&腳本不過,這問題仍然發生,沒有任何這些組件和一個完全復位相機組件相機的性能:
public class ViewDrag : MonoBehaviour
{
public Vector3 hit_position = Vector3.zero;
public Vector3 current_position = Vector3.zero;
public Vector3 camera_position = Vector3.zero;
public Vector2 min_position;
public Vector2 max_position;
float z = 0.0f;
MouseHolder holder;
hider sidebarHide;
GameObject gameStructure;
// Use this for initialization
void Start()
{
gameStructure = GameObject.FindGameObjectWithTag("GameStructure");
holder = gameStructure.GetComponent<MouseHolder>();
sidebarHide = GameObject.FindGameObjectWithTag("SidebarBG").GetComponent<hider>();
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
hit_position = Input.mousePosition;
camera_position = transform.position;
}
if (Input.GetMouseButton(0))
{
current_position = Input.mousePosition;
LeftMouseDrag();
}
if (!sidebarHide.isHidden)
{
//GetComponent<Camera2DFollow>().enabled = true;
}
if(gameStructure.GetComponent<ExecuteMovement2>().isExecuted)
{
//GetComponent<Camera2DFollow>().enabled = true;
}
}
void LeftMouseDrag()
{
// From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height
// with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic.
//current_position.z = hit_position.z = camera_position.y;
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position)
// anyways.
Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position);
// Invert direction to that terrain appears to move with the mouse.
direction = direction * -1;
Vector3 position = camera_position + direction;
if (position.x < max_position.x && position.x > min_position.x && position.y < max_position.y && position.y > min_position.y)
{
if (!EventSystem.current.IsPointerOverGameObject() && holder.fromSlot == null)
{
if (sidebarHide.isHidden)
{
if (!gameStructure.GetComponent<ExecuteMovement2>().isExecuted)
{
//GetComponent<Camera2DFollow>().enabled = false;
transform.position = position;
}
}
}
}
}
}
有沒有人有一個想法爲什麼會發生這種情況,如果不解決問題,我該如何解決它?
通過仔細檢查,我認爲它與Canvas正在屏幕空間有關。但它是那種需要的方式。再次,任何解決方法?
查看分析器屏幕截圖的註釋。
您是否嘗試過分析? –
不要傷心。編輯:Woops。只是意識到它現在可供所有統一用戶使用。採取了這個截圖:http://i.imgur.com/NaWSLXt.png尖峯是我移動相機的地方。 –