我从Unity中学到的知识ScrollRect / ScrollView优化/性能

Phe*_*dg1 5 optimization frame-rate scrollrect scrollview unity-game-engine

ScrollView性能是真正的阻力(得到它了吗?),尤其是在移动平台上。我经常发现自己的速度低于15 fps,这给用户带来震撼和不堪重负的体验。经过大量的研究和测试,我编写了一个清单以大大提高性能。现在,我至少获得了30 fps,并且大部分的CPU时间都分配给WaitForTargetFPS

我希望这对在此方面也遇到麻烦的任何人有所帮助。优化解决方案很难获得。在这里随意使用和修改我的任何代码。

Phe*_*dg1 6

一个: .GetComponent <>()调用效率低下,尤其是在编辑器外部。避免在任何类型的Update()方法中使用它们。

二: 在拖动ScrollView的每个帧中调用OnValueChanged()。因此,从某种意义上讲,它等效于Update(),因此您应避免在此方法中使用.GetComponent <>()调用。

第三: 每当更改画布上的任何元素时,整个画布都必须重建其批次。此操作可能非常昂贵。因此,建议将UI元素划分为至少两个Canvas,一个用于很少或永远不更改的元素,另一个用于经常更改的元素。

每当ScrollView滚动整个画布时,都会弄脏它。因此,建议您将每个ScrollView放在单独的Canvas上。

Unity Canvas重建说明: https ://unity3d.com/learn/tutorials/topics/best-practices/fill-rate-canvases-and-input ? playlist = 30089

四: EventSystem.Update()处理场景中的输入检测,使用射线广播在层次结构中进行过滤,以找到接受此输入的组件。因此,仅在与场景交互时才进行这些计算,例如在滚动ScrollView时。从图形和文本中删除不必要的RaycastTarget属性将缩短此处理时间。可能并没有太大的区别,但是如果您不注意足够的对象,则可以使输入处理时间真正加起来。

五: 使用任何种类的蒙版组件,甚至RectMask2D,都可以批处理并渲染ScrollView中的所有对象。如果ScrollView中包含很多元素,建议您使用某种合并解决方案。在应用程序商店中有许多可用的方法。

Unity Pooling说明: https : //unity3d.com/learn/tutorials/topics/best-practices/optimizing-ui-controls

但是,如果您的项目与此项目不兼容,需要持久性元素,则建议您隐藏屏幕外对象以减少性能开销。Transform.SetParent()GameObject.SetActive()都是资源密集型方法,而是将CanvasGroup组件附加到每个元素并调整alpha值以实现相同的效果。

这是一个静态脚本,用于检测对象是否可见并相应地设置Alpha:

using UnityEngine;
using UnityEngine.UI;

public class ScrollHider : MonoBehaviour {
    static public float contentTop;
    static public float contentBottom;


    static public bool HideObject(GameObject givenObject, CanvasGroup canvasGroup, float givenPosition, float givenHeight) {
        if ((Mathf.Abs(givenPosition) + givenHeight > contentTop && Mathf.Abs(givenPosition) + givenHeight < contentBottom) || (Mathf.Abs(givenPosition) > contentTop && Mathf.Abs(givenPosition) < contentBottom)) {
            if (canvasGroup.alpha != 1) {
                canvasGroup.alpha = 1;
            }
            return true;
        } else {
            if (canvasGroup.alpha != 0) {
                canvasGroup.alpha = 0;
            }
            return false;
        }
    }

    static public void Setup(Scroll givenScroll) {
        contentTop = (1 - givenScroll.verticalNormalizedPosition) * (givenScroll.content.rect.height - givenScroll.viewport.rect.height);
        contentBottom = contentTop + givenScroll.viewport.rect.height;
    }
}
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六: Unity的内置ScrollRect组件允许广泛的模块化功能。但是,就性能而言,它可能比您自己编写的要慢得多。这是一个达到相同目的的Scroll脚本,但仅支持Unity的ScrollRect的vertical,capped和惯性属性。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;

public class Scroll : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler, IScrollHandler {
    private Camera mainCamera;
    private RectTransform canvasRect;
    public RectTransform viewport;
    public RectTransform content;
    private Rect viewportOld;
    private Rect contentOld;

    private List<Vector2> dragCoordinates = new List<Vector2>();
    private List<float> offsets = new List<float>();
    private int offsetsAveraged = 4;
    private float offset;
    private float velocity = 0;
    private bool changesMade = false;

    public float decelration = 0.135f;
    public float scrollSensitivity;
    public OnValueChanged onValueChanged;


    [System.Serializable]
    public class OnValueChanged : UnityEvent { }

    [HideInInspector]
    public float verticalNormalizedPosition
    {
        get
        {
            float sizeDelta = CaculateDeltaSize();
            if (sizeDelta == 0) {
                return 0;
            } else {
                return 1 - content.transform.localPosition.y / sizeDelta;
            }
        }
        set
        {
            float o_verticalNormalizedPosition = verticalNormalizedPosition;
            float m_verticalNormalizedPosition = Mathf.Max(0, Mathf.Min(1, value));
            float maxY = CaculateDeltaSize();
            content.transform.localPosition = new Vector3(content.transform.localPosition.x, Mathf.Max(0, (1 - m_verticalNormalizedPosition) * maxY), content.transform.localPosition.z);
            float n_verticalNormalizedPosition = verticalNormalizedPosition;
            if (o_verticalNormalizedPosition != n_verticalNormalizedPosition) {
                onValueChanged.Invoke();
            }
        }
    }

    private float CaculateDeltaSize() {
        return Mathf.Max(0, content.rect.height - viewport.rect.height); ;
    }


    private void Awake() {
        mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
        canvasRect = transform.root.GetComponent<RectTransform>();
    }

    private Vector2 ConvertEventDataDrag(PointerEventData eventData) {
        return new Vector2(eventData.position.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.position.y / mainCamera.pixelHeight * canvasRect.rect.height);
    }

    private Vector2 ConvertEventDataScroll(PointerEventData eventData) {
        return new Vector2(eventData.scrollDelta.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.scrollDelta.y / mainCamera.pixelHeight * canvasRect.rect.height) * scrollSensitivity;
    }

    public void OnPointerDown(PointerEventData eventData) {
        velocity = 0;
        dragCoordinates.Clear();
        offsets.Clear();
        dragCoordinates.Add(ConvertEventDataDrag(eventData));
    }

    public void OnScroll(PointerEventData eventData) {
        UpdateOffsetsScroll(ConvertEventDataScroll(eventData));
        OffsetContent(offsets[offsets.Count - 1]);
    }

    public void OnDrag(PointerEventData eventData) {
        dragCoordinates.Add(ConvertEventDataDrag(eventData));
        UpdateOffsetsDrag();
        OffsetContent(offsets[offsets.Count - 1]);
    }

    public void OnPointerUp(PointerEventData eventData) {
        dragCoordinates.Add(ConvertEventDataDrag(eventData));
        UpdateOffsetsDrag();
        OffsetContent(offsets[offsets.Count - 1]);
        float totalOffsets = 0;
        foreach (float offset in offsets) {
            totalOffsets += offset;
        }
        velocity = totalOffsets / offsetsAveraged;
        dragCoordinates.Clear();
        offsets.Clear();
    }

    private void OffsetContent(float givenOffset) {
        float newY = Mathf.Max(0, Mathf.Min(CaculateDeltaSize(), content.transform.localPosition.y + givenOffset));
        if (content.transform.localPosition.y != newY) {
            content.transform.localPosition = new Vector3(content.transform.localPosition.x, newY, content.transform.localPosition.z);
        }
        onValueChanged.Invoke();
    }

    private void UpdateOffsetsDrag() {
        offsets.Add(dragCoordinates[dragCoordinates.Count - 1].y - dragCoordinates[dragCoordinates.Count - 2].y);
        if (offsets.Count > offsetsAveraged) {
            offsets.RemoveAt(0);
        }
    }

    private void UpdateOffsetsScroll(Vector2 givenScrollDelta) {
        offsets.Add(givenScrollDelta.y);
        if (offsets.Count > offsetsAveraged) {
            offsets.RemoveAt(0);
        }
    }

    private void LateUpdate() {
        if (viewport.rect != viewportOld) {
            changesMade = true;
            viewportOld = new Rect(viewport.rect);
        }
        if (content.rect != contentOld) {
            changesMade = true;
            contentOld = new Rect(content.rect);
        }
        if (velocity != 0) {
            changesMade = true;
            velocity = (velocity / Mathf.Abs(velocity)) * Mathf.FloorToInt(Mathf.Abs(velocity) * (1 - decelration));
            offset = velocity;
        }
        if (changesMade) {
            OffsetContent(offset);
            changesMade = false;
            offset = 0;
        }
    }
}
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