Art resource reuse


1, resource reuse posture

Error reuse: just find there is a bit redundant load case: for example anling_house1 with house2 scene using Prefab_Prop_Carpet_02.prefab

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Prefab_Prop_Carpet_02 Although packaged separately into the house_1 belongs assetBundle package, but when house2 need to use, it will definitely be loaded Carpet_02 resources under house1 Resource Kit. This will slow down the loading speed.

Of course, the presence of redundant packaged, not enumerated. (Reasonable redundancy is also acceptable)

Multiplexing correct posture:

1, the establishment of a common shared resource folders - into global shared and local shared

Global Sharing: The game starts preloading the background, never unload

Local share: local loading, unloading, such as local shared anling_house1 and house_2, began to load into the home, you can uninstall leave

2, shared narrow range

The more the number of global shared resources, the greater the memory pressure

Texture mapping model generally does not exceed 1024 * 1024, much more than the description of the model do not facilitate the reuse and expansion, need to split the model.

2, multiplexing model error cases:

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Export only a wall mosaic will be better scaling in the unity. A wall model 41 (formerly 368/9) vertices and 28 triangles (formerly 252/9)

Model reuse the official Case: 3D Learn: Complete Project

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The walls are a mosaic scale model, the only difference is the texture produced separately from trouble spots, texture mapping needs shader support

advantage:

1 to reduce CPU computing model vertices, triangles data, speed up the CPU to the GPU rendering model data submitted

2 reducing the volume model, modified to facilitate expansion

3 to facilitate resource management package

4 Other convenient scene reuse, reduce modeling work, increase work stitchingWinking smile

Disadvantages:

1 art students to build a prototype modeling software, making the unity secondary splicing

Export 2 separate texture

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Origin www.cnblogs.com/baolong-chen/p/11708476.html
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