在做游戏开发时,场景中的三角面和顶点数影响着运行效率,尤其是在手机平台上,实时的知道场景中的各项指标,对性能优化来说至关重要,为此下面就给大家介绍下计算场景中的三角面和顶点数的方法。
如果要知道场景中的三角面和顶点数,首先我们要得到场景中所有的物体,如下:
- GameObject[] ob = FindObjectsOfType(typeof(GameObject)) as GameObject[];
其次,在我们得到的这些Gameobject中,有的含有MeshFilter 有的不含有,我们要得到这些物体中哪些包含MeshFilter,所以:- Component[] filters;
- filters = obj.GetComponentsInChildren<MeshFilter>();
然后我们再在这些filters中得到每个物体的三角面和顶点数,然后再把他们相加,就是我们所要的知道的场景中所有物体的三角面的顶点总数: copy
- foreach (MeshFilter f in filters)
- {
- tris = f.sharedMesh.triangles.Length / 3;
- verts = f.sharedMesh.vertexCount;
- }
接下来,我们需要把得到的数据显示在前端来供我们查看:- void OnGUI()
- {
- string vertsdisplay = verts.ToString("#,##0 verts");
- GUILayout.Label(vertsdisplay);jiex
- string trisdisplay = tris.ToString("#,##0 tris");
- GUILayout.Label(trisdisplay);
- }
在场景中运行,如下所示:
源码如下:
- using UnityEngine;
- using System.Collections;
-
- public class CalculateVertsAndTris : MonoBehaviour
- {
- public float f_UpdateInterval = 0.5F;
- private float f_LastInterval;
-
- public static int verts;
- public static int tris;
-
- void Start () {
- f_LastInterval = Time.realtimeSinceStartup;
- }
-
-
-
- void GetAllObjects()
- {
- verts = 0;
- tris = 0;
- GameObject[] ob = FindObjectsOfType(typeof(GameObject)) as GameObject[];
- foreach (GameObject obj in ob)
- {
- GetAllVertsAndTris(obj);
- }
- }
-
- void GetAllVertsAndTris(GameObject obj)
- {
- Component[] filters;
- filters = obj.GetComponentsInChildren<MeshFilter>();
- foreach (MeshFilter f in filters)
- {
- tris = f.sharedMesh.triangles.Length / 3;
- verts = f.sharedMesh.vertexCount;
- }
- }
- void OnGUI()
- {
- string vertsdisplay = verts.ToString("#,##0 verts");
- GUILayout.Label(vertsdisplay);
- string trisdisplay = tris.ToString("#,##0 tris");
- GUILayout.Label(trisdisplay);
- }
-
- void Update()
- {
-
- if (Time.realtimeSinceStartup > f_LastInterval f_UpdateInterval)
- {
- f_LastInterval = Time.realtimeSinceStartup;
- GetAllObjects();
- }
- }
- }