Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Unity Memory
Search
Wei Wang
July 17, 2014
Programming
180
0
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Unity Memory
How to optimize memory usage of Unity. Made for Unity team in Kayac.
Wei Wang
July 17, 2014
More Decks by Wei Wang
See All by Wei Wang
網路之難,難於上青天 - iPlayground 2019
onevcat
11
5.4k
GMTC 2019 - 在分歧中发展,2019 我们能用 Swift 做什么
onevcat
0
1.2k
从 Swift 到机器学习
onevcat
2
1.1k
iOS Dev - The Dark Side
onevcat
0
170
面向协议编程与 Cocoa 的邂逅
onevcat
14
5k
Swift 3 - From Expert to Beginner
onevcat
2
280
如何打造一个让人愉快的框架
onevcat
4
23k
JSPatch Introduction
onevcat
0
230
Objective-C Runtime Swizzle
onevcat
0
240
Other Decks in Programming
See All in Programming
Dataformのリポジトリを立ち上げるときにまずやること / dataform-day0-2026
snhryt
0
210
SLOをサービス品質の共通言語にするために 取り組んできたこと
wakana0222
0
300
SREは、MCPとSRE Agentをこう使え!
kazumax55
0
130
Hatena Engineer Seminar #37「言語モデルの活用に関する研究」
slashnephy
0
470
Skillsは効率化、Agentsは"自分の拡張"——Builder時代のエージェント編成(CC Night 2026)
wemra
1
190
AIを活用したE2Eテスト実装効率化のあゆみ / ebisu-mobile-14-kotetu
kotetuco
0
160
LLM本来の能力を解き放つサンドボックス技術とAI民主化への適用
yukukotani
3
4.8k
Datadog × OpenTelemetry 入門と実践のあいだ
kn_to_maxpno
1
180
Vite+ Unified Toolchain for the Web
naokihaba
0
410
Vue × Nuxt × Oxc どこまで使える?実運用の現在地
andpad
0
350
AI 輔助遺留系統現代化的經驗分享
jame2408
1
1.2k
The NotImplementedError Problem in Ruby
koic
1
1.1k
Featured
See All Featured
Mind Mapping
helmedeiros
PRO
1
280
Ecommerce SEO: The Keys for Success Now & Beyond - #SERPConf2024
aleyda
1
2k
Building Flexible Design Systems
yeseniaperezcruz
330
40k
Fight the Zombie Pattern Library - RWD Summit 2016
marcelosomers
234
17k
世界の人気アプリ100個を分析して見えたペイウォール設計の心得
akihiro_kokubo
PRO
72
40k
Music & Morning Musume
bryan
47
7.3k
Cheating the UX When There Is Nothing More to Optimize - PixelPioneers
stephaniewalter
287
14k
SERP Conf. Vienna - Web Accessibility: Optimizing for Inclusivity and SEO
sarafernandez
2
1.5k
Building AI with AI
inesmontani
PRO
1
1.1k
Statistics for Hackers
jakevdp
799
230k
Building Experiences: Design Systems, User Experience, and Full Site Editing
marktimemedia
0
550
Why Mistakes Are the Best Teachers: Turning Failure into a Pathway for Growth
auna
0
180
Transcript
Unity ϝϞϦʔ࠷దԽ Ԧቨ 2014-07-17
None
None
None
མͪΔ མͪΔ མͪΔ σʔλͷಡΈࠐΉ ॲཧ͍ͯ͠ͳ͍Τϥʔ ֎෦ϓϥάΠϯͷѱ͍ ϝϞϦʔΓͳ͍ ʁʁʁ େࣄͳ͜ͱ ͩΕͰ͔Δ͜ͱඞཁʂ
iPhone 4 iPhone 4s iPad mini: 512M iPhone 5Ҏ্: 1G
Androidେମ: 1Gɺ2G͋Δ ىಈ͢ΔͱɺγεςϜϝϞϦʔ͔͔Γ·͢ iOS 6 -> 70M Ϩϕϧ iOS 7 -> 200M Ϩϕϧ *iOS 7.1.2ʹվળग़དྷ·͕ͨ͠ɺ170M͙Β͍ ݁ɿϝϞϦʔҰ൪ݫ͍͠ͷ iPhone 4 ͱ iOS 7 (7.1.2Ҏ֎) ͷΈ߹ΘͤͰ͢
WHY ϝϞϦʔਃ ϝϞϦʔ͏ ऴΘͬͨ ϦϦʔε GC.Collect
Unity ϝϞϦʔཧϧʔϧ 1͔ͭ͋͠Γ·ͤΜʂ ࢀর͕͋Εɺ ϦϦʔεʢճऩʣͰ͖·ͤΜ
࠷ॳ͔ΒϝϞϦʔਖ਼͘͠༻ͷҙࣝΛ͍ͯɺ ϧʔϧΛकΕɺ࠷దԽͷ࡞ۀ͕؆୯ʹͳΒΕ·͢ʢͳ͠ʁʣ ͜ͱ͔͠Βɻɻɻ
ࢀরʁ ը૾ʢAtlasɼTextureɼSpriteͳͲʣ ԻʢSEɼBGMɼϘΠεͳͲʣ ΦϒδΣΫτʢεΫϦϓτɼModel dataʣ UnityͷΞηοτ C#
ࢀরྫ GameScene->Sprite(GameObject)-> UISprite->StartAltas(UIAtlas) ->StartAtlas(Material)->StartAtlas.png ϝϞϦʔҰ൪
NGྫ 1 ͍ͬͯͳ͍Sceneͱ͔ Destroyͯ͠ͳͯ͘ɺ SetActive false͚ͩ ͓͢͢Ίɿ͍ͬͯͳ͍ͷdestroyͯ͠ɺඞཁͳ࣌࠶Load ॏͯ͘ɺΑ͘͏ͷ͕CacheͰOK
NGྫ 2 Talk.cs private static OnComplete _onTalkComplete = null; public
static void Open(StoryData story, OnComplete onTalkComplete) { _story = story; _onTalkComplete = onTalkComplete; MakeATalk().Show(); } //Talk animation finished: public void OnTalkFinished() { if (_onTalkComplete != null) { _onTalkComplete(); } Destory(this) } Script.cs public void Go() { Talk.Open(story, ()=> { Debug.Log(“Talk finished”); }); } _onTalkComplete -> Script.cs -> Script GameObject -> ը૾ͱ͔
NGྫ 2 Talk.cs private OnComplete _onTalkComplete = null; public void
Open(StoryData story, OnComplete onTalkComplete) { _story = story; _onTalkComplete = onTalkComplete; Show(); } //Talk animation finished: public void OnTalkFinished() { if (_onTalkComplete != null) { _onTalkComplete(); } Destory(this) } Script.cs public void Go() { Talk t = new Talk(); t.Open(story, ()=> { Debug.Log(“Talk finished”); }); } ͓͢͢Ί staticඞཁͳ͍ͷɺstatic͠ͳ͍Ͱ staticɺ͘͠ singleton ཞ༻͠ͳ͍Ͱ
NGྫ 3 AssetBundle AssetBundle1 = AssetBundle.CreateFromFile("1.unity3d"); obj1.renderer.material.mainTexture = AssetBundle1.Load("wall") as
Texture; obj2.renderer.material.mainTexture = obj1.renderer.material.mainTexture; //… Destroy(obj1); Destroy(obj2); Assetͷࢀর͕ͳ͘ͳΔ͚Ͳɺ AssetBundle·ͩϦϦʔε͞Ε͍ͬͯͳ͍
NGྫ 3 AssetBundle AssetBundle1 = AssetBundle.CreateFromFile("1.unity3d"); obj1.renderer.material.mainTexture = AssetBundle1.Load("wall") as
Texture; obj2.renderer.material.mainTexture = obj1.renderer.material.mainTexture; //… Destroy(obj1); Destroy(obj2); AssetBundle1.Unload(true); //͔͔࣌ؒΓ·͢ Resources.UnloadUnusedAssets(); ը૾ϦϦʔεɺdelayͰେৎ
1 2 3 Profiler Window (Cmd+7) ։ൃͷ࣌ͪΐͬͱݟ͓ͯئ͍ https://www.youtube.com/watch?v=sBpXiJ9G3OY https://docs.unity3d.com/351/Documentation/Manual/Profiler.html
NGྫ 4 ϦʔΫͰͳ͍͚Ͳɺ GC AllocͰύʔϑΥʔϚϯεѱ͘ͳΔ public void Update() { GameController
controller = GetComponent<GameController>(); controller.Foo(); List<GameCharacter> characters = new List<GameCharacter>(); transform.parent = practiceControler.cardRoot; transform.localScale = initCardScale; transform.position = initCardPosition; }
NGྫ 4 public void Awake() { _cachedController = GetComponent<GameController>(); _characters
= new List<GameCharacter>(); _cachedTransform = transform; } public void Update() { _cachedController.Foo(); _characters.Clear(); _cachedTransform.parent = practiceControler.cardRoot; _cachedTransform.localScale = initCardScale; _cachedTransform.position = initCardPosition; } GameObject.Find ͳͲͷ୳͢method
GC Alloc ຖFrameɹϝϞϦʔਃͷྔ kbͷϨϕϧʹकΓ·͠ΐ͏ GC.Collect গͳ͘ͳΔɺύʔϑΥʔϚϯεΞοϓ
None