31. Quick insertion, deletion and randomization of 1 million pieces of data
32. A rope burned in 1 hour, any root, measured in 15 minutes
31/32 See 07 supplement
33. Unity memory allocation
Unity memory is divided into: (1) Native Memory (local memory) (2) Managed Memory (managed memory) according to the allocation method
Unity is divided according to managers: (1) Engine managed memory (2) User managed memory
34. Unity animation related issues
What is the difference between the Animation component and the Animator component?
Animation is a legacy component used for animations in our legacy animation system. It remains in Unity for backward compatibility purposes, but it should not be used in new projects. Instead, use the latest Animator component.
Why do imported meshes have Animator components attached to them?
When Unity detects that an imported file has animation in its timeline, it will add animation components on import. You can modify this setting in the resource's Import Settings by setting the "Animation Type" to None in the Import Settings under the Rig tab . If necessary, you can do this by selecting multiple files at once.
Does the ordering of layers matter?
Yes. Layers are prioritized in order from top to bottom. A layer set to override will always overwrite the previous layer (based on its mask if the layer has one).
How do animations with curves blend with animations without curves?
If one piece of animation has a curve and another does not, Unity will use the default value of the parameter connected to the curve for blending. You can set default values for parameters, so when blending between a state with the Curve parameter and a state without this parameter, you will blend between the curve value and the default parameter value. To set a default value for a parameter, simply set its value in the Animator Tool window (not in LiveLink).
34Refer to Unity official documentation
35. A series of issues such as the difference between frame synchronization and status synchronization
The biggest difference is where the core combat logic is written. The combat logic for state synchronization is on the server side, and the combat logic for frame synchronization is on the client side.
Frame synchronization: Frame synchronization is often used in real-time strategy games.
State synchronization: such as MMO games.
Security: The security issues of both are equally obvious. If players want to cheat in state synchronization games, they must attack the server, and attacking the server is much more difficult than attacking their own clients, and they are vulnerable to counterattacks. Cheating tracking. Frame synchronization cheating is relatively simple. You can cheat after conquering your own client (parsing client data).
State synchronization | Frame synchronization | |
flow | relatively high | relatively low |
Watch & Replay | The file is large and difficult | Small file size and low difficulty |
Server pressure | big | Small |
Development efficiency | High difficulty | low difficulty |
Performance optimization | There is no need to create something that is invisible to the player. | There is a lot of pressure on logic performance optimization. Rendering frames and logical frames are not separated, or logical frame calculations are inconsistent, which may lead to out-of-synchronization. |