![]() Unity provides sample C# code that duplicates the engine logic for mip map selection, which you can use to override the engine logic for your own Projects. You can use the Mip Map Streaming API to request specific mip map levels for specific Textures. The Mip Map Streaming system automatically reduces mip map levels to stay within this budget. You can also use the Memory Budget to set a total memory limit for all Textures to use in a Project. It trades a small amount of CPU resources to save a potentially large amount of GPU memory. More info See in Glossary, instead of loading all of them by default. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. More info See in Glossary position in a Scene A Scene contains the environments and menus of your game. The output is either drawn to the screen or captured as a texture. This system reduces the total amount of memory Unity needs for Textures, because it only loads the mipmaps Unity needs to render the current Camera A component which creates an image of a particular viewpoint in your scene. ![]() The Mip Map Streaming system gives you control over which mipmap levels Unity loads into memory. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |