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Unity游戏多平台内存优化
Unity Internals:
Memory and Performance
Moscow, 16/05/2014
Marco Trivellato – Field Engineer
Page 6/9/14 2
This Talk
Goals and Benefits
Page
Who Am I ?
?? Now Field Engineer @ Unity
?? Previously, Software Engineer
?? Mainly worked on game engines
?? Shipped several video games:
?? Captain America: Super Soldier
?? FIFA ‘07 – FIFA ’10
?? Fight Night: Round 3
6/9/14 3
Page
Topics
?? Memory Overview
?? Garbage Collection
?? Mesh Internals
?? Scripting
?? Job System
?? How to use the Profiler
6/9/14 4
Page 6/9/14 5
Memory Overview
Page
Memory Domains
?? Native (internal)
?? Asset Data: Textures, AudioClips, Meshes
?? Game Objects Components: Transform, etc..
?? Engine Internals: Managers, Rendering, Physics, etc..
?? Managed - Mono
?? Script objects (Managed dlls)
?? Wrappers for Unity objects: Game objects, assets,
components
?? Native Dlls
?? User’s dlls and external dlls (for example: DirectX)
6/9/14 6
Page
Native Memory: Internal Allocators
?? Default
?? GameObject
?? Gfx
?? Profiler
5.x: We are considering to expose an API for using a native
allocator in Dlls
6/9/14 7
Page
Managed Memory
?? Value types (bool, int, float, struct, ...)
?? Exist in stack memory. De-allocated when removed
from the stack. No Garbage.
?? Reference types (classes)
?? Exist on the heap and are handled by the mono/.net
GC. Removed when no longer being referenced.
?? Wrappers for Unity Objects :
?? GameObject
?? Assets : Texture2D, AudioClip, Mesh, …
?? Components : MeshRenderer, Transform, MonoBehaviour
6/9/14 8
Page
Mono Memory Internals
?? Allocates system heap blocks for internal allocator
?? Will allocate new heap blocks when needed
?? Heap blocks are kept in Mono for later use
?? Memory can be given back to the system after a while
?? …but it depends on the platform è? don’t count on it
?? Garbage collector cleans up
?? Fragmentation can cause new heap blocks even
though memory is not exhausted
6/9/
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