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
Sponsored
·
SiteGround - Reliable hosting with speed, security, and support you can count on.
→
Wei Wang
July 17, 2014
Programming
0
160
Unity Memory
How to optimize memory usage of Unity. Made for Unity team in Kayac.
Wei Wang
July 17, 2014
Tweet
Share
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
1k
iOS Dev - The Dark Side
onevcat
0
150
面向协议编程与 Cocoa 的邂逅
onevcat
14
5k
Swift 3 - From Expert to Beginner
onevcat
2
260
如何打造一个让人愉快的框架
onevcat
4
22k
JSPatch Introduction
onevcat
0
220
Objective-C Runtime Swizzle
onevcat
0
220
Other Decks in Programming
See All in Programming
React 19でつくる「気持ちいいUI」- 楽観的UIのすすめ
himorishige
11
5.9k
インターン生でもAuth0で認証基盤刷新が出来るのか
taku271
0
190
[KNOTS 2026登壇資料]AIで拡張‧交差する プロダクト開発のプロセス および携わるメンバーの役割
hisatake
0
250
責任感のあるCloudWatchアラームを設計しよう
akihisaikeda
3
160
登壇資料を作る時に意識していること #登壇資料_findy
konifar
4
960
AI前提で考えるiOSアプリのモダナイズ設計
yuukiw00w
0
220
The Past, Present, and Future of Enterprise Java
ivargrimstad
0
490
Data-Centric Kaggle
isax1015
2
760
AWS re:Invent 2025参加 直前 Seattle-Tacoma Airport(SEA)におけるハードウェア紛失インシデントLT
tetutetu214
2
100
QAフローを最適化し、品質水準を満たしながらリリースまでの期間を最短化する #RSGT2026
shibayu36
2
4.3k
ThorVG Viewer In VS Code
nors
0
760
Basic Architectures
denyspoltorak
0
660
Featured
See All Featured
The Organizational Zoo: Understanding Human Behavior Agility Through Metaphoric Constructive Conversations (based on the works of Arthur Shelley, Ph.D)
kimpetersen
PRO
0
230
The Psychology of Web Performance [Beyond Tellerrand 2023]
tammyeverts
49
3.3k
Stop Working from a Prison Cell
hatefulcrawdad
273
21k
Believing is Seeing
oripsolob
1
53
Redefining SEO in the New Era of Traffic Generation
szymonslowik
1
210
Paper Plane
katiecoart
PRO
0
46k
How to optimise 3,500 product descriptions for ecommerce in one day using ChatGPT
katarinadahlin
PRO
0
3.4k
Done Done
chrislema
186
16k
Building Experiences: Design Systems, User Experience, and Full Site Editing
marktimemedia
0
400
Building AI with AI
inesmontani
PRO
1
680
Visual Storytelling: How to be a Superhuman Communicator
reverentgeek
2
430
Mind Mapping
helmedeiros
PRO
0
77
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