How to View GC Alloc child thread

1) How to View GC Alloc child thread
when 2) Build, suggesting abnormal Android NDK
3) How to get the number of triangles generated ParticleSystem
4) questions about the picture channel
5) GPUSkinning result in model animation is not smooth


Mono

Q: I put some things into a large amount of calculation of the sub-thread, and now want to see the next there is no GC Alloc, but did not find someone like Profiler.BeginSample / Profiler.EndSample this way, the child can not see the threads of GC Alloc, only see the time overhead. You will be how to see GC Alloc child thread of it?

 

A: Direct analysis of heap memory depth evaluation by UWA online service to view detailed Mono heap memory allocation sub-thread. "UWA new features | multithreaded mode and can locate the heap memory problem! "

 

The answer is provided by the UWA


Build

Q: When using Unity 2019.3 version Build, suggesting Android NDK abnormal, being given as follows, we have encountered? How to solve it?

 

A: This is a Unity 2019.3 of bugIssue Tracker .
Mac version has been fixed, but the Windows version 2019.3.1f1 unrepaired, resulting in failure Android pack, and NDK version of Google's official website does not match, there is now a way Quxianjiuguo:


We will be C: \ Program Files \ Unity \ Hub \ Editor \ 2019.3.0f6 \ Editor \ Data \ PlaybackEngines \ AndroidPlayer \ NDK \ android-ndk-r19 content (Unity installation directory of NDK) under the copy to a higher level "NDK "folder, and then select the check, the warning will disappear.

Thank Xiao Zheng @UWA community Q & A provides answers


ParticleSystem

Q: the number of triangles project want each effect generated during emission. Use the editor window Stats manual operation is not only time consuming, but the peak is elusive, almost no consideration.

There is no code or other methods can be automated, to get the current number of all particles of a triangle ParticleSystem, or get the number of triangles in a camera?

A: particle system has a property ParticleCount, the particle number N of the current acquired by it, and then acquires the number M of the triangle of each particle, by ParticleSystemRenderer.renderMode this property, if Mesh, then give the number of triangular Mesh, if Billboard is simply finds the number of triangles is 2; the number of particles is multiplied by the number (N * M) triangle should be the total number of triangles obtained. The landlord can test whether it is useful.

Thank Li Xing @UWA community Q & A provides answers


Texture

Q: Why png format images are not in the Alpha channel inside the PS, but the show has Alpha channel after importing images Unity?

A: png no Alpha, only transparency. Unity of transparency to read out the picture displayed as Alpha.

Thank fubbi1000 @ UWA community Q & A provides answers


Animation

Q: GPUSkinning result in model animation is not smooth, I refer
https://github.com/chengkehan/GPUSkinning  GPUSkinning realize found model animation is not very smooth, especially when animation slow the pace obviously a card a card, 1.0 normal speed do not see much of a problem. Bone baking map format ARGBHalf, we encountered a similar problem?

A: The sampling frame rate is not small. The default is not to interpolate between the two, so when the frame rate is small, slow the look is a card a card.

Thanks jim @ UWA community Q & A provides answers


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Origin www.cnblogs.com/uwatechnologies/p/12522455.html