【Unity】万人同屏, 从入门到放弃之——Entities 1.0.16性能测试

【万人同屏方案Pro】是以GPU动画为基础实现3D、2D Spine高性能渲染,同时支持GPU Instancing或DOTS Instancing。基于Dots技术栈(Jobs&Burst)实现高性能海量单位锁敌/碰撞检测。同时提供BRG和ECSGraphics两套高性能渲染器, 传统开发方式拥有使用DOTS的渲染性能。无ECS技术门槛,无需写ECS代码,UI程序员也能直接上手写出万人同屏项目。 

 插件获取&Demo下载

Unity万人同屏集成方案ProPC店铺https://shop106471535.taobao.com/

性能/功能/红蓝对抗测试Demohttps://pan.baidu.com/s/1ML0DC8s0RkkTAraN9maltw?pwd=blue

插件视频教程

【Unity万人同屏插件】使用手册 保姆级教程 GPU动画 Jobs多线程渲染_unity 万人同屏-优快云博客文章浏览阅读7.5k次,点赞20次,收藏52次。《万人同屏插件》是一款基于Dots技术的高性能Unity开发工具,通过GPU动画渲染和BRG/ECSGraphics多线程渲染器,实现3D/2D Spine动画的海量单位渲染(10万单位)。支持武器挂载、动画事件、骨骼信息保留及LOD优化,GPU动画兼容全平台包括WebGL。插件提供一键转换工具将Animator/Spine动画转为GPU动画,大幅降低DrawCall和包体体积。新增ECSGraphics渲染器支持无限实例、8级LOD和动态挂载点切换。配套RVO多线程避障系统可实现大规模单位寻敌与碰撞检_unity 万人同屏 https://blog.youkuaiyun.com/final5788/article/details/142005465

 

当前测试使用的Entities版本为1.0.16

Unity Entities 1.0.16使用方法:

Create a component for the spawner example | Entities | 1.0.16

1. 创建SubScene

2. 在SubScene下创建挂载Authoring脚本:

Authoring是MonoBehaviour脚本,主要用来序列化配置需要创建的实体prefab资源或参数;

因为Entities目前不支持用资源名动态加载资源!没错,AssetsBundle或Addressables都不能用于Entities;也就意味着现阶段不能用Entities开发DLC或热更游戏。

Entities必须使用SubScene,而SubScene不能从资源动态加载,路被彻底封死了。

public class EntitiesAuthoring : MonoBehaviour
{
    public GameObject m_Prefab;
    public int m_Row;
    public int m_Col;
}

 3. 把步骤2的挂有Authoring脚本的GameObject转换为Entity:

SubScene中挂载的MonoBehaviour不会被执行,必须转换为Entity;

此步骤主要是把Authoring中的参数转接到自己定义的ComponentData;


class EntitiesAuthoringBaker : Baker<EntitiesAuthoring>
{
    public override void Bake(EntitiesAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.None);
        AddComponent<EntitiesComponentData>(entity, new EntitiesComponentData
        {
            m_PrefabEntity = GetEntity(authoring.m_Prefab, TransformUsageFlags.Dynamic | TransformUsageFlags.Renderable),
            m_Row = authoring.m_Row,
            m_Col = authoring.m_Col
        });
    }
}

struct EntitiesComponentData : IComponentData
{
    public Entity m_PrefabEntity;
    public int m_Row;
    public int m_Col;
}

 4. 编写创建Entity的System脚本:

由于MonoBehaviour不会在SubScene中执行,System就类似MonoBehavior,拥有OnCreate, OnUpdate, OnDestroy生命周期。Entities框架会自动执行所有已经定义的System,若不想自动执行System可以在头部添加[DisableAutoCreation],然后使用state.World.CreateSystem<MoveEntitiesSystem>()手动创建System。

[BurstCompile]
partial struct SpawnEntitiesSystem : ISystem
{
    void OnCreate(ref SystemState state)
    {
        //Application.targetFrameRate = 120;
        state.RequireForUpdate<EntitiesComponentData>();
    }
    void OnDestroy(ref SystemState state)
    {

    }

    void OnUpdate(ref SystemState state)
    {
        var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
        var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);

        foreach (var data in SystemAPI.Query<EntitiesComponentData>())
        {
            Unity.Mathematics.Random m_Random = new Unity.Mathematics.Random(1);
            var m_RandomRange = new float4(-data.m_Row * 0.5f, data.m_Row * 0.5f, -data.m_Col * 0.5f, data.m_Col * 0.5f);
            var halfSize = new float2(data.m_Col * 0.5f, data.m_Row * 0.5f);
            for (int i = 0; i < data.m_Row; i++)
            {
                for (int j = 0; j < data.m_Col; j++)
                {
                    var entity = state.EntityManager.Instantiate(data.m_PrefabEntity);
                    ecb.SetComponent(entity, LocalTransform.FromPosition(new float3(j - halfSize.x, 0, i - halfSize.y)));
                    ecb.AddComponent<TargetMovePointData>(entity, new TargetMovePointData() { targetPoint = new float3(m_Random.NextFloat(m_RandomRange.x, m_RandomRange.y), 0, m_Random.NextFloat(m_RandomRange.z, m_RandomRange.w)) });
                }
            }
            state.Enabled = false;
        }
    }
}

 5. 定义一个System专门控制所有小人的移动:

使用JobSystem并行计算和设置小人的位置:

[BurstCompile]
    partial struct MoveEntitiesJob : IJobParallelFor
    {
        [ReadOnly]
        public Unity.Mathematics.Random random;
        [ReadOnly]
        public float4 randomRange;

        [ReadOnly]
        public float moveSpeed;

        [ReadOnly]
        public NativeArray<Entity> entities;
        [NativeDisableParallelForRestriction]
        public EntityManager entityManager;
        [WriteOnly]
        public EntityCommandBuffer.ParallelWriter entityWriter;

        [BurstCompile]
        public void Execute(int index)
        {
            var entity = entities[index];
            var tPointData = entityManager.GetComponentData<TargetMovePointData>(entity);
            var tPoint = tPointData.targetPoint;
            var transform = entityManager.GetComponentData<LocalTransform>(entity);

            float3 curPoint = transform.Position;
            var offset = tPoint - curPoint;
            if (math.lengthsq(offset) < 0.4f)
            {
                tPointData.targetPoint = new float3(random.NextFloat(randomRange.x, randomRange.y), 0, random.NextFloat(randomRange.z, randomRange.w));
                entityWriter.SetComponent(index, entity, tPointData);
            }

            float3 moveDir = math.normalize(tPointData.targetPoint - curPoint);
            transform.Rotation = Quaternion.LookRotation(moveDir);
            transform.Position += moveDir * moveSpeed;
            entityWriter.SetComponent(index, entity, transform);
        }
    }

 Entities测试结果:

10万个移动的小人,140多帧,同等数量级比自定义BatchRendererGroup帧数高出20+,那是因为Entities Graphics内部实现了BatchRendererGroup的剔除Culling,相机视口外的物体会被Culling。自定义BatchRendererGroup只要在OnPerformCulling回调方法中实现Culling也能达到相同的性能:

使用Entities 1.0.16安卓端性能:

1万个小人,12帧;

 查了查URP的渲染实现,其实内部也是Batch Renderer Group, 所以这也注定了无论是自定义Batch Renderer Group还是使用Entities,在移动端都是一样的性能。

扩展讨论:

Unity是支持配置Android端多线程策略的,Android CPU大小核性能差距巨大,大核性能强劲但耗电量大,小核弱鸡但省电,如果Jobs分配到小核执行会比主线程还慢,就会导致负优化。

既然万人同屏延迟主要在渲染线程,那么能否通过配置只允许渲染线程用大核心呢?(或者Unity默认策略就是这样的);

可以参考:Unity - Manual: Android thread configuration对Android线程策略进行配置。

结论:

目前为止(Entities 1.0.16)有太多致命局限性,也只是对PC平台做了性能优化,并且有开挂般的大幅提升;

但是对于移动平台收效甚微,JobSystem在移动平台并行线程数迷之变少,并且暂无开放接口设置。图形库必须为OpenGLES3及以上或Vulkan,与使用限制和开发门槛相比,ECS结构微弱的性能提升不值一提。

移动平台万人同屏方案尝试失败,弃坑。不过苍蝇再小也是肉,单线程的Unity编程方式早已跟不上如今的硬件发展,虽然HybridCLR不支持Burst加速,只能以解释方式执行JobSystem,但是安全的多线程对大量数据的计算仍然有很大的意义。

期待Entities的资源系统早日面世...

最后附上Entities万人同屏测试代码:

using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
using UnityEngine.Jobs;

public class EntitiesAuthoring : MonoBehaviour
{
    public GameObject m_Prefab;
    public int m_Row;
    public int m_Col;
}

class EntitiesAuthoringBaker : Baker<EntitiesAuthoring>
{
    public override void Bake(EntitiesAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.None);
        AddComponent<EntitiesComponentData>(entity, new EntitiesComponentData
        {
            m_PrefabEntity = GetEntity(authoring.m_Prefab, TransformUsageFlags.Dynamic | TransformUsageFlags.Renderable),
            m_Row = authoring.m_Row,
            m_Col = authoring.m_Col
        });
    }
}

struct EntitiesComponentData : IComponentData
{
    public Entity m_PrefabEntity;
    public int m_Row;
    public int m_Col;
}
[BurstCompile]
partial struct SpawnEntitiesSystem : ISystem
{
    void OnCreate(ref SystemState state)
    {
        //Application.targetFrameRate = 120;
        state.RequireForUpdate<EntitiesComponentData>();
    }
    void OnDestroy(ref SystemState state)
    {

    }

    void OnUpdate(ref SystemState state)
    {
        var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
        var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);

        foreach (var data in SystemAPI.Query<EntitiesComponentData>())
        {
            Unity.Mathematics.Random m_Random = new Unity.Mathematics.Random(1);
            var m_RandomRange = new float4(-data.m_Row * 0.5f, data.m_Row * 0.5f, -data.m_Col * 0.5f, data.m_Col * 0.5f);
            var halfSize = new float2(data.m_Col * 0.5f, data.m_Row * 0.5f);
            for (int i = 0; i < data.m_Row; i++)
            {
                for (int j = 0; j < data.m_Col; j++)
                {
                    var entity = state.EntityManager.Instantiate(data.m_PrefabEntity);
                    ecb.SetComponent(entity, LocalTransform.FromPosition(new float3(j - halfSize.x, 0, i - halfSize.y)));
                    ecb.AddComponent<TargetMovePointData>(entity, new TargetMovePointData() { targetPoint = new float3(m_Random.NextFloat(m_RandomRange.x, m_RandomRange.y), 0, m_Random.NextFloat(m_RandomRange.z, m_RandomRange.w)) });
                }
            }
            state.Enabled = false;
            
        }
    }
    [BurstCompile]
    partial struct MoveEntitiesSystem : ISystem
    {
        Unity.Mathematics.Random m_Random;
        float4 m_RandomRange;
        void OnCreate(ref SystemState state)
        {
            state.RequireForUpdate<TargetMovePointData>();
        }
        void OnStartRunning(ref SystemState state)
        {
            if (SystemAPI.TryGetSingleton<EntitiesComponentData>(out var dt))
            {
                m_RandomRange = new float4(-dt.m_Row * 0.5f, dt.m_Row * 0.5f, -dt.m_Col * 0.5f, dt.m_Col * 0.5f);
            }
            else
            {
                m_RandomRange = new float4(-50, 50, -50, 50);
            }
        }
        void OnDestroy(ref SystemState state)
        {

        }

        void OnUpdate(ref SystemState state)
        {
            EntityCommandBuffer.ParallelWriter ecb = GetEntityCommandBuffer(ref state);
            m_Random = new Unity.Mathematics.Random((uint)Time.frameCount);
            var entityQuery = SystemAPI.QueryBuilder().WithAll<TargetMovePointData>().Build();
            var tempEntities = entityQuery.ToEntityArray(Allocator.TempJob);

            var moveJob = new MoveEntitiesJob
            {
                random = m_Random,
                moveSpeed = SystemAPI.Time.DeltaTime * 4,
                randomRange = m_RandomRange,
                entities = tempEntities,
                entityManager = state.EntityManager,
                entityWriter = ecb
            };
            var moveJobHandle = moveJob.Schedule(tempEntities.Length, 64);
            moveJobHandle.Complete();
        }
        private EntityCommandBuffer.ParallelWriter GetEntityCommandBuffer(ref SystemState state)
        {
            var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
            var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
            return ecb.AsParallelWriter();
        }
    }
    struct TargetMovePointData : IComponentData
    {
        public float3 targetPoint;
    }
    [BurstCompile]
    partial struct MoveEntitiesJob : IJobParallelFor
    {
        [ReadOnly]
        public Unity.Mathematics.Random random;
        [ReadOnly]
        public float4 randomRange;

        [ReadOnly]
        public float moveSpeed;

        [ReadOnly]
        public NativeArray<Entity> entities;
        [NativeDisableParallelForRestriction]
        public EntityManager entityManager;
        [WriteOnly]
        public EntityCommandBuffer.ParallelWriter entityWriter;

        [BurstCompile]
        public void Execute(int index)
        {
            var entity = entities[index];
            var tPointData = entityManager.GetComponentData<TargetMovePointData>(entity);
            var tPoint = tPointData.targetPoint;
            var transform = entityManager.GetComponentData<LocalTransform>(entity);

            float3 curPoint = transform.Position;
            var offset = tPoint - curPoint;
            if (math.lengthsq(offset) < 0.4f)
            {
                tPointData.targetPoint = new float3(random.NextFloat(randomRange.x, randomRange.y), 0, random.NextFloat(randomRange.z, randomRange.w));
                entityWriter.SetComponent(index, entity, tPointData);
            }

            float3 moveDir = math.normalize(tPointData.targetPoint - curPoint);
            transform.Rotation = Quaternion.LookRotation(moveDir);
            transform.Position += moveDir * moveSpeed;
            entityWriter.SetComponent(index, entity, transform);
        }
    }
}

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