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
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
0→1 フロントエンド開発 Tips🚀 #レバテックMeetup
bengo4com
0
540
AI Agent Tool のためのバックエンドアーキテクチャを考える #encraft
izumin5210
6
1.8k
CSC307 Lecture 03
javiergs
PRO
1
490
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
dchart: charts from deck markup
ajstarks
3
990
【卒業研究】会話ログ分析によるユーザーごとの関心に応じた話題提案手法
momok47
0
190
AIで開発はどれくらい加速したのか?AIエージェントによるコード生成を、現場の評価と研究開発の評価の両面からdeep diveしてみる
daisuketakeda
1
970
AIエージェントのキホンから学ぶ「エージェンティックコーディング」実践入門
masahiro_nishimi
4
310
AI巻き込み型コードレビューのススメ
nealle
0
110
LLM Observabilityによる 対話型音声AIアプリケーションの安定運用
gekko0114
2
420
Fragmented Architectures
denyspoltorak
0
150
CSC307 Lecture 02
javiergs
PRO
1
770
Featured
See All Featured
Unlocking the hidden potential of vector embeddings in international SEO
frankvandijk
0
170
ラッコキーワード サービス紹介資料
rakko
1
2.2M
Neural Spatial Audio Processing for Sound Field Analysis and Control
skoyamalab
0
160
A brief & incomplete history of UX Design for the World Wide Web: 1989–2019
jct
1
290
How Fast Is Fast Enough? [PerfNow 2025]
tammyeverts
3
450
GitHub's CSS Performance
jonrohan
1032
470k
Getting science done with accelerated Python computing platforms
jacobtomlinson
2
110
How to Build an AI Search Optimization Roadmap - Criteria and Steps to Take #SEOIRL
aleyda
1
1.9k
The Cost Of JavaScript in 2023
addyosmani
55
9.5k
XXLCSS - How to scale CSS and keep your sanity
sugarenia
249
1.3M
Refactoring Trust on Your Teams (GOTO; Chicago 2020)
rmw
35
3.3k
SEO for Brand Visibility & Recognition
aleyda
0
4.2k
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