官术网_书友最值得收藏!

Minimize Deserialization behavior

Unity's Serialization system is mainly used for Scenes, Prefabs, ScriptableObjects and various Asset types (which tend to derive from ScriptableObject). When one of these object types is saved to disk, it is converted into a text file using the Yet Another Markup Language (YAML) format, which can be deserialized back into the original object type at a later time. All GameObjects and their properties get serialized when a Prefab or Scene is serialized, including private and protected fields, all of their Components as well as its child GameObjects and their Components, and so on.

When our application is built, this serialized data is bundled together in large binary data files internally called Serialized Files in Unity. Reading and deserializing this data from disk at runtime is an incredibly slow process (relatively speaking) and so all deserialization activity comes with a significant performance cost.

This kind of deserialization takes place any time we call Resources.Load() for a file path found under a folder named Resources. Once the data has been loaded from disk into memory, then reloading the same reference later is much faster, but disk activity is always required the first time it is accessed. Naturally, the larger the data set we need to deserialize, the longer this process takes. Since every Component of a Prefab gets serialized, then the deeper the hierarchy is, the more data needs to be deserialized. This can be a problem for Prefabs with very deep hierarchies, Prefabs with many empty GameObjects (since every GameObject always contains at least a Transform Component), and particularly problematic for User Interface (UI) Prefabs, since they tend to house many more Components than a typical Prefab.

Loading in large serialized data sets like these could cause a significant spike in CPU the first time they are loaded, which tend to increase loading time if they're needed immediately at the start of the Scene. More importantly, they can cause frame drops if they are loaded at runtime. There are a couple of approaches we can use to minimize the costs of deserialization.

主站蜘蛛池模板: 广西| 康马县| 莎车县| 江油市| 西安市| 深水埗区| 富裕县| 西乌珠穆沁旗| 永嘉县| 鸡东县| 台北市| 海伦市| 阿图什市| 天峨县| 庆元县| 津南区| 东安县| 伊吾县| 青州市| 曲麻莱县| 梁山县| 宁河县| 瑞金市| 屯门区| 翁牛特旗| 资中县| 宜阳县| 出国| 绥化市| 梧州市| 礼泉县| 石家庄市| 洛宁县| 濮阳市| 大姚县| 天祝| 朝阳区| 乌什县| 五峰| 巴马| 通渭县|