架构师/引擎级知识体系架构介绍
1. Unity引擎源码级理解
MonoBehaviour底层机制
// Unity不是真正调用虚方法,而是通过反射缓存+快速调用
// 理解这个可以避免很多性能陷阱
public class UnityInternals {
// Unity内部类似这样的结构(伪代码)
class MonoBehaviourCallbackCache {
private Dictionary<Type, MethodInfo> updateMethods = new Dictionary<Type, MethodInfo>();
public void CacheCallbacks(MonoBehaviour behaviour) {
Type type = behaviour.GetType();
// 在添加组件时,Unity会检查是否有这些方法
MethodInfo update = type.GetMethod("Update",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (update != null) {
updateMethods[type] = update;
}
}
public void InvokeUpdate(MonoBehaviour behaviour) {
Type type = behaviour.GetType();
if (updateMethods.TryGetValue(type, out MethodInfo method)) {
method.Invoke(behaviour, null); // 实际使用更快的调用方式
}
}
}
// 这就是为什么:
// 1. 空Update()也有开销(Unity仍然会调用)
// 2. private Update()也能工作
// 3. virtual Update()不会被子类覆盖(Unity只看当前类)
}
// 深入理解组件查找
public class ComponentLookup {
// GetComponent的真实成本
void PerformanceAnalysis() {
// 每次都遍历组件列表 - O(n)
GetComponent<Rigidbody>();
// Unity内部使用类似这样的结构
// Dictionary<Type, Component> componentCache
// 但仍有字典查找开销
// 最优:缓存引用 - O(1)
Rigidbody cachedRb;
}
// GetComponentInChildren的真实成本
void DeepSearch() {
// 递归遍历整个子树!
// 时间复杂度:O(n * m) 其中n是节点数,m是平均组件数
GetComponentInChildren<Animator>();
// 如果你有1000个子节点,每个10个组件
// 最坏情况:10,000次类型检查!
}
}
Transform底层与矩阵
public class TransformInternals {
// Transform实际上维护两套数据:
// 1. local: position/rotation/scale
// 2. world: 通过矩阵计算得出
// 每次修改transform.position时,Unity会:
void SetPosition(Vector3 newPosition) {
// 1. 标记为"脏"
// 2. 在渲染前统一计算矩阵(避免频繁计算)
// 3. 通知所有子节点也变脏
}
// 理解这个可以优化:
void OptimizedTransformUpdate() {
// 糟糕:每帧修改父节点
void Update_Bad() {
parentTransform.position += Vector3.up * Time.deltaTime;
// 导致所有子节点矩阵重新计算!
}
// 更好:只修改叶子节点
void Update_Good() {
leafTransform.position += Vector3.up * Time.deltaTime;
// 不影响其他节点
}
// 最优:批量更新
void Update_Best() {
// 一次性修改多个Transform
// 然后调用Physics.SyncTransforms()
// Unity会批量更新物理引擎
}
}
// Transform层级的真实成本
void HierarchyDepthMatters() {
// 深度为10的层级:
// transform.position getter需要:
// 1. 检查是否脏
// 2. 如果脏,递归计算所有父节点的世界矩阵
// 3. 最终计算自己的世界矩阵
// 建议:关键性能路径上避免深层级(<5层)
}
}
2. 内存布局与缓存一致性
using System.Runtime.InteropServices;
// 理解内存对齐对性能的影响
[StructLayout(LayoutKind.Sequential)]
public struct AlignedStruct {
// 差的布局(24字节,带padding)
public byte a; // 1字节
// +7字节padding
public long b; // 8字节
public int c; // 4字节
// +4字节padding
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PackedStruct {
// 紧凑布局(13字节,无padding)
public byte a; // 1字节
public long b; // 8字节
public int c; // 4字节
}
[StructLayout(LayoutKind.Sequential)]
public struct OptimalStruct {
// 最优布局(16字节,自然对齐)
public long b; // 8字节
public int c; // 4字节
public byte a; // 1字节
// +3字节padding(但总大小更优)
}
// 缓存友好的数据结构(SoA vs AoS)
public class CacheFriendlyData {
// Array of Structures(AoS)- 缓存不友好
public struct Entity {
public Vector3 position;
public Vector3 velocity;
public float health;
public int id;
}
Entity[] entities = new Entity[10000];
void UpdatePositions_Bad() {
// 每次访问都加载整个Entity(64字节)
// 但只使用position和velocity(24字节)
// 缓存命中率低!
for (int i = 0; i < entities.Length; i++) {
entities[i].position += entities[i].velocity * Time.deltaTime;
}
}
// Structure of Arrays(SoA)- 缓存友好
Vector3[] positions = new Vector3[10000];
Vector3[] velocities = new Vector3[10000];
float[] healths = new float[10000];
int[] ids = new int[10000];
void UpdatePositions_Good() {
// 连续访问内存,缓存命中率高!
// CPU可以预取数据
for (int i = 0; i < positions.Length; i++) {
positions[i] += velocities[i] * Time.deltaTime;
}
}
}
// SIMD优化(Single Instruction Multiple Data)
using Unity.Mathematics;
using Unity.Burst;
[BurstCompile]
public static class SIMDOptimization {
// 使用Burst编译器和数学库实现SIMD
public static void MultiplyVectors(float3[] a, float3[] b, float3[] result) {
for (int i = 0; i < a.Length; i++) {
// Burst会自动向量化这个循环
// 同时处理4个float3(SSE)或8个(AVX)
result[i] = a[i] * b[i];
}
}
// 手动SIMD控制
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float DotProduct(float3 a, float3 b) {
// 使用math库的优化实现
return math.dot(a, b); // 编译为单条SIMD指令
}
}
3. 协程的底层实现与状态机
// !!!协程本质上是编译器生成的状态机
public class CoroutineInternals {
// 你写的代码:
IEnumerator MyCoroutine() {
Debug.Log("Start");
yield return new WaitForSeconds(1f);
Debug.Log("After 1 second");
yield return null;
Debug.Log("Next frame");
}
// 编译器生成的状态机(简化版):
class MyCoroutineStateMachine : IEnumerator {
private int state = 0;
private float timer;
public bool MoveNext() {
switch (state) {
case 0:
Debug.Log("Start");
timer = 1f;
state = 1;
return true; // yield return
case 1:
timer -= Time.deltaTime;
if (timer <= 0) {
Debug.Log("After 1 second");
state = 2;
}
return true;
case 2:
Debug.Log("Next frame");
state = 3;
return true;
case 3:
return false; // 协程结束
}
return false;
}
public object Current { get; private set; }
public void Reset() { }
}
// 理解这个后,你可以:
// 1. 避免协程的GC(使用对象池)
// 2. 理解为什么协程有开销
// 3. 知道何时用协程,何时用Update
// 高性能替代方案
class ManualStateMachine {
private enum State { Idle, Waiting, Processing, Done }
private State currentState = State.Idle;
private float timer;
public void Update() {
switch (currentState) {
case State.Idle:
StartProcess();
break;
case State.Waiting:
timer -= Time.deltaTime;
if (timer <= 0) {
currentState = State.Processing;
}
break;
case State.Processing:
Process();
currentState = State.Done;
break;
}
}
void StartProcess() {
timer = 1f;
currentState = State.Waiting;
}
void Process() {
// 处理逻辑
}
}
}
4. 渲染管线深度优化
// 理解GPU指令流水线
public class RenderingOptimization {
// GPU工作原理:
// CPU → 命令队列 → GPU驱动 → GPU执行
// (延迟1-3帧)
// 减少Draw Call的高级技巧
void AdvancedBatching() {
// 1. GPU Instancing(同材质同Mesh)
MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
Matrix4x4[] matrices = new Matrix4x4[1000];
for (int i = 0; i < 1000; i++) {
matrices[i] = Matrix4x4.TRS(
new Vector3(i % 32, 0, i / 32),
Quaternion.identity,
Vector3.one
);
}
// 1000个对象 = 1次Draw Call
Graphics.DrawMeshInstanced(mesh, 0, material, matrices);
// 2. 动态合批(不同材质)
// 使用Texture Array
Material batchMaterial = new Material(shader);
Texture2DArray textureArray = new Texture2DArray(256, 256, 100, TextureFormat.RGBA32, false);
batchMaterial.SetTexture("_MainTexArray", textureArray);
// 3. 手动合并Mesh
CombineInstance[] combine = new CombineInstance[meshes.Length];
for (int i = 0; i < meshes.Length; i++) {
combine[i].mesh = meshes[i];
combine[i].transform = transforms[i].localToWorldMatrix;
}
Mesh combinedMesh = new Mesh();
combinedMesh.CombineMeshes(combine, true, true);
}
// 遮挡剔除的实现原理
void CustomOcclusionCulling() {
// Unity的遮挡剔除使用PVS(Potentially Visible Set)
// 离线预计算每个区域能看到哪些对象
// 运行时实现(简化):
Camera camera = Camera.main;
Plane[] frustumPlanes = GeometryUtility.CalculateFrustumPlanes(camera);
foreach (Renderer renderer in allRenderers) {
Bounds bounds = renderer.bounds;
// 1. 视锥剔除
if (!GeometryUtility.TestPlanesAABB(frustumPlanes, bounds)) {
renderer.enabled = false;
continue;
}
// 2. 距离剔除
float distance = Vector3.Distance(camera.transform.position, bounds.center);
if (distance > maxRenderDistance) {
renderer.enabled = false;
continue;
}
// 3. 遮挡查询(需要GPU反馈)
// 使用上一帧的深度缓冲判断是否被遮挡
renderer.enabled = true;
}
}
private Renderer[] allRenderers;
private float maxRenderDistance;
private Mesh mesh;
private Material material;
private Mesh[] meshes;
private Transform[] transforms;
private Shader shader;
}
// CommandBuffer高级技巧
public class AdvancedCommandBuffer : MonoBehaviour {
private CommandBuffer commandBuffer;
private RenderTexture tempRT;
void Setup() {
commandBuffer = new CommandBuffer();
commandBuffer.name = "Custom Effects";
// 1. 获取临时RT(自动管理大小)
int screenCopyID = Shader.PropertyToID("_ScreenCopy");
commandBuffer.GetTemporaryRT(screenCopyID, -1, -1, 0, FilterMode.Bilinear);
// 2. 复制屏幕内容
commandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, screenCopyID);
// 3. 自定义渲染
commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
commandBuffer.DrawMesh(fullscreenQuad, Matrix4x4.identity, customMaterial, 0, 0);
// 4. 多Pass渲染
for (int i = 0; i < 5; i++) {
commandBuffer.Blit(screenCopyID, screenCopyID, blurMaterial, 0); // 水平模糊
commandBuffer.Blit(screenCopyID, screenCopyID, blurMaterial, 1); // 垂直模糊
}
// 5. 合成
commandBuffer.Blit(screenCopyID, BuiltinRenderTextureType.CameraTarget, compositeMaterial);
// 6. 清理
commandBuffer.ReleaseTemporaryRT(screenCopyID);
// 7. 注册到相机
Camera.main.AddCommandBuffer(CameraEvent.AfterForwardOpaque, commandBuffer);
}
void OnDestroy() {
if (commandBuffer != null) {
Camera.main.RemoveCommandBuffer(CameraEvent.AfterForwardOpaque, commandBuffer);
commandBuffer.Release();
}
}
private Mesh fullscreenQuad;
private Material customMaterial;
private Material blurMaterial;
private Material compositeMaterial;
}
5. Native Plugin开发
// C++ Plugin(NativePlugin.cpp)
#include <cstring>
// 从C#调用的函数必须使用C链接
extern "C" {
// 导出函数
#ifdef _WIN32
#define EXPORT_API __declspec(dllexport)
#else
#define EXPORT_API
#endif
// 高性能数据处理
EXPORT_API void ProcessVertices(float* vertices, int count, float scale) {
// 使用SIMD优化
#ifdef __AVX__
__m256 scaleVec = _mm256_set1_ps(scale);
for (int i = 0; i < count; i += 8) {
__m256 data = _mm256_loadu_ps(&vertices[i]);
data = _mm256_mul_ps(data, scaleVec);
_mm256_storeu_ps(&vertices[i], data);
}
#else
// 降级版本
for (int i = 0; i < count; i++) {
vertices[i] *= scale;
}
#endif
}
// 回调到C#
typedef void (*DebugCallback)(const char* message);
static DebugCallback gDebugCallback = nullptr;
EXPORT_API void SetDebugCallback(DebugCallback callback) {
gDebugCallback = callback;
}
EXPORT_API void TriggerEvent() {
if (gDebugCallback) {
gDebugCallback("Event from native code!");
}
}
// 异步操作
#include <thread>
#include <queue>
#include <mutex>
struct Task {
float* data;
int count;
void (*callback)(float* result, int count);
};
static std::queue<Task> taskQueue;
static std::mutex queueMutex;
static std::thread workerThread;
static bool running = true;
void WorkerThreadFunc() {
while (running) {
Task task;
{
std::lock_guard<std::mutex> lock(queueMutex);
if (!taskQueue.empty()) {
task = taskQueue.front();
taskQueue.pop();
} else {
continue;
}
}
// 处理任务
ProcessVertices(task.data, task.count, 2.0f);
// 回调(注意:不能直接调用Unity API!)
if (task.callback) {
task.callback(task.data, task.count);
}
}
}
EXPORT_API void InitNativePlugin() {
workerThread = std::thread(WorkerThreadFunc);
}
EXPORT_API void ShutdownNativePlugin() {
running = false;
if (workerThread.joinable()) {
workerThread.join();
}
}
}
// C# 调用Native Plugin
using System.Runtime.InteropServices;
using AOT;
public class NativePluginWrapper {
// Windows
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
const string DLL_NAME = "NativePlugin";
// macOS
#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
const string DLL_NAME = "NativePlugin.bundle";
// Linux
#elif UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
const string DLL_NAME = "NativePlugin.so";
// iOS
#elif UNITY_IOS
const string DLL_NAME = "__Internal";
// Android
#elif UNITY_ANDROID
const string DLL_NAME = "NativePlugin";
#endif
// 导入函数
[DllImport(DLL_NAME)]
private static extern void ProcessVertices(float[] vertices, int count, float scale);
[DllImport(DLL_NAME)]
private static extern void SetDebugCallback(DebugCallbackDelegate callback);
[DllImport(DLL_NAME)]
private static extern void InitNativePlugin();
[DllImport(DLL_NAME)]
private static extern void ShutdownNativePlugin();
// 委托定义
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugCallbackDelegate(string message);
// 必须用MonoPInvokeCallback标记(IL2CPP需要)
[MonoPInvokeCallback(typeof(DebugCallbackDelegate))]
private static void OnDebugCallback(string message) {
Debug.Log($"Native: {message}");
}
void Start() {
InitNativePlugin();
SetDebugCallback(OnDebugCallback);
}
void OnDestroy() {
ShutdownNativePlugin();
}
// 使用Native代码处理数据
void ProcessMeshData() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] flatVertices = new float[vertices.Length * 3];
// 展平数据
for (int i = 0; i < vertices.Length; i++) {
flatVertices[i * 3 + 0] = vertices[i].x;
flatVertices[i * 3 + 1] = vertices[i].y;
flatVertices[i * 3 + 2] = vertices[i].z;
}
// 调用Native处理(比C#快5-10倍)
ProcessVertices(flatVertices, flatVertices.Length, 2.0f);
// 恢复数据
for (int i = 0; i < vertices.Length; i++) {
vertices[i].x = flatVertices[i * 3 + 0];
vertices[i].y = flatVertices[i * 3 + 1];
vertices[i].z = flatVertices[i * 3 + 2];
}
mesh.vertices = vertices;
mesh.RecalculateBounds();
}
}
6. 编辑器工具链开发
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
// 自定义构建流程
public class CustomBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport {
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report) {
Debug.Log($"开始构建: {report.summary.platform}");
// 1. 检查资源
ValidateAssets();
// 2. 生成配置文件
GenerateConfig(report.summary.platform);
// 3. 代码注入
InjectCode();
// 4. 资源优化
OptimizeAssets();
}
public void OnPostprocessBuild(BuildReport report) {
Debug.Log($"构建完成: {report.summary.totalTime}");
// 1. 生成版本文件
GenerateVersionFile(report);
// 2. 上传到服务器
if (report.summary.result == BuildResult.Succeeded) {
UploadBuild(report.summary.outputPath);
}
}
void ValidateAssets() {
// 检查所有材质是否有丢失的纹理
string[] materials = AssetDatabase.FindAssets("t:Material");
foreach (string guid in materials) {
string path = AssetDatabase.GUIDToAssetPath(guid);
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
if (mat.mainTexture == null) {
Debug.LogError($"材质缺少纹理: {path}");
}
}
}
void GenerateConfig(BuildTarget platform) {
// 根据平台生成配置
string config = $@"{{
""platform"": ""{platform}"",
""version"": ""{Application.version}"",
""timestamp"": ""{System.DateTime.Now}""
}}";
System.IO.File.WriteAllText("Assets/Resources/BuildConfig.json", config);
AssetDatabase.Refresh();
}
void InjectCode() {
// 使用Roslyn进行代码生成/修改
}
void OptimizeAssets() {
// 自动压缩纹理、优化模型等
}
void GenerateVersionFile(BuildReport report) {
// 生成版本记录
}
void UploadBuild(string path) {
// 上传到CDN或应用商店
}
}
// 自定义资源导入器
public class CustomTextureImporter : AssetPostprocessor {
void OnPreprocessTexture() {
TextureImporter importer = (TextureImporter)assetImporter;
// 根据路径自动设置压缩格式
if (assetPath.Contains("/UI/")) {
importer.textureType = TextureImporterType.Sprite;
importer.spritePixelsPerUnit = 100;
importer.mipmapEnabled = false;
} else if (assetPath.Contains("/Terrain/")) {
importer.textureType = TextureImporterType.Default;
importer.mipmapEnabled = true;
importer.maxTextureSize = 2048;
}
// 平台特定设置
var androidSettings = importer.GetPlatformTextureSettings("Android");
androidSettings.overridden = true;
androidSettings.format = TextureImporterFormat.ASTC_6x6;
importer.SetPlatformTextureSettings(androidSettings);
var iosSettings = importer.GetPlatformTextureSettings("iPhone");
iosSettings.overridden = true;
iosSettings.format = TextureImporterFormat.ASTC_6x6;
importer.SetPlatformTextureSettings(iosSettings);
}
void OnPostprocessTexture(Texture2D texture) {
// 后处理纹理
Debug.Log($"导入纹理: {assetPath}, 大小: {texture.width}x{texture.height}");
}
}
// 批量工具
public class BatchTools : EditorWindow {
[MenuItem("Tools/批量工具")]
static void ShowWindow() {
GetWindow<BatchTools>("批量工具");
}
void OnGUI() {
if (GUILayout.Button("批量重命名材质")) {
BatchRenameMaterials();
}
if (GUILayout.Button("生成LOD")) {
BatchGenerateLODs();
}
if (GUILayout.Button("优化场景")) {
OptimizeAllScenes();
}
}
void BatchRenameMaterials() {
string[] guids = AssetDatabase.FindAssets("t:Material", new[] { "Assets/Models" });
foreach (string guid in guids) {
string path = AssetDatabase.GUIDToAssetPath(guid);
Material mat = AssetDatabase.LoadAssetAtPath<Material>(path);
string newName = $"MAT_{mat.shader.name.Replace("/", "_")}_{mat.name}";
AssetDatabase.RenameAsset(path, newName);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
void BatchGenerateLODs() {
// 自动生成LOD
}
void OptimizeAllScenes() {
// 优化所有场景
}
}
#endif
当然现在编辑器开发都使用Odin
7. 大规模项目架构
// 依赖注入容器
public class DIContainer {
private Dictionary<Type, object> singletons = new Dictionary<Type, object>();
private Dictionary<Type, Func<object>> factories = new Dictionary<Type, Func<object>>();
public void RegisterSingleton<T>(T instance) {
singletons[typeof(T)] = instance;
}
public void RegisterFactory<T>(Func<T> factory) {
factories[typeof(T)] = () => factory();
}
public T Resolve<T>() {
Type type = typeof(T);
if (singletons.TryGetValue(type, out object singleton)) {
return (T)singleton;
}
if (factories.TryGetValue(type, out Func<object> factory)) {
return (T)factory();
}
throw new Exception($"未注册类型: {type}");
}
// 自动注入
public void Inject(object target) {
Type type = target.GetType();
foreach (FieldInfo field in type.GetFields(BindingFlags.NonPublic | BindingFlags.Instance)) {
if (field.GetCustomAttribute<InjectAttribute>() != null) {
object dependency = Resolve(field.FieldType);
field.SetValue(target, dependency);
}
}
}
}
[AttributeUsage(AttributeTargets.Field)]
public class InjectAttribute : Attribute { }
// 使用示例
public class GameBootstrap : MonoBehaviour {
private static DIContainer container = new DIContainer();
void Awake() {
// 注册服务
container.RegisterSingleton<INetworkService>(new NetworkService());
container.RegisterSingleton<IDataService>(new DataService());
container.RegisterFactory<IPoolService>(() => new PoolService());
// 初始化所有系统
InitializeSystems();
}
void InitializeSystems() {
var systems = new ISystem[] {
new InputSystem(),
new PhysicsSystem(),
new RenderSystem(),
new UISystem()
};
foreach (var system in systems) {
container.Inject(system);
system.Initialize();
}
}
}
public class PlayerController : MonoBehaviour {
[Inject] private INetworkService networkService;
[Inject] private IDataService dataService;
void Start() {
// DIContainer自动注入依赖
FindObjectOfType<GameBootstrap>().GetContainer().Inject(this);
}
}
// 模块化系统接口
public interface ISystem {
void Initialize();
void Update();
void Shutdown();
}
public interface INetworkService { }
public interface IDataService { }
public interface IPoolService { }
public class NetworkService : INetworkService { }
public class DataService : IDataService { }
public class PoolService : IPoolService { }
public class InputSystem : ISystem {
public void Initialize() { }
public void Update() { }
public void Shutdown() { }
}
public class PhysicsSystem : ISystem {
public void Initialize() { }
public void Update() { }
public void Shutdown() { }
}
public class RenderSystem : ISystem {
public void Initialize() { }
public void Update() { }
public void Shutdown() { }
}
public class UISystem : ISystem {
public void Initialize() { }
public void Update() { }
public void Shutdown() { }
}
顶级知识图谱总结
🏆 架构师/引擎级技术
│
├─ 🔬 引擎底层
│ ├─ MonoBehaviour调用机制
│ ├─ Transform矩阵计算
│ ├─ 组件查找原理
│ ├─ 协程状态机实现
│ └─ 对象生命周期管理
│
├─ 💾 底层内存
│ ├─ 内存对齐与布局
│ ├─ 缓存一致性优化
│ ├─ SoA vs AoS
│ ├─ SIMD向量化
│ └─ 栈vs堆的深度理解
│
├─ 🎨 图形深度
│ ├─ 自定义渲染管线
│ ├─ GPU流水线理解
│ ├─ 遮挡剔除算法
│ ├─ Draw Call优化极限
│ └─ CommandBuffer高级技巧
│
├─ 🔧 Native开发
│ ├─ C/C++ Plugin编写
│ ├─ P/Invoke性能优化
│ ├─ 跨平台编译
│ ├─ SIMD汇编优化
│ └─ 多线程同步
│
├─ 🛠️ 工具链
│ ├─ 自定义构建流程
│ ├─ 资源导入管道
│ ├─ 代码生成器
│ ├─ 自动化测试
│ └─ CI/CD集成
│
├─ 🏗️ 企业架构
│ ├─ 依赖注入框架
│ ├─ 模块化设计
│ ├─ 插件系统
│ ├─ 版本管理策略
│ └─ 大型团队协作
│
└─ 🚀 前沿技术
├─ DOTS/ECS深度
├─ 机器学习集成
├─ 光线追踪
├─ 程序化生成
└─ 云游戏架构

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