Version: Unity 6.2 Alpha (6000.2)
Language : English
Texture and mesh loading
Optimizing GPU texture memory with mipmap streaming

Make a texture compatible with asynchronous texture loading

A texture is eligible for the asynchronous upload pipeline if the following conditions are met:

Note that if you load a texture using LoadImage(byte[] data), this forces Unity to use the synchronous upload pipeline, even if the above conditions are met.

A meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
is eligible for the asynchronous upload pipeline if the following conditions are met:

  • The mesh is not read/write enabled.
  • The mesh is not in the Resources folder.
  • The mesh has no BlendShapes.
  • Unity has not applied Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info
    See in Glossary
    to the mesh, either because the mesh is ineligible for Dynamic Batching or because Dynamic Batching is disabled. For more information on Dynamic Batching, see Draw call batching.
  • The mesh vertex/index data is not needed by a Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
    See in Glossary
    , a TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
    See in Glossary
    , or a Mesh ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
    See in Glossary
    .
  • The mesh has no bone weights.
  • The mesh topology is not quadsA primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space. More info
    See in Glossary
    .
  • The meshCompression for the mesh asset is set to Off. If the build target is Android, LZ4 compression is enabled in the Build Profiles window.

In all other circumstances, Unity loads textures and meshes synchronously.


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Texture and mesh loading
Optimizing GPU texture memory with mipmap streaming
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