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D:/hxhwin7/U3d5.1.1/U3dlongtest5.0.1
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捕龙项目日志
20150420-Revision9
Statistics
54.3FPS(18.4ms)
CPU:main 18.2ms render thread 1.9ms
Batches:39 Saved by batching:0
Tris:106.9k Verts:100.8k
Screen:1135*638 - 8.3MB
SetPass calls:31 Shadow casters:12
Visible skinned meshes:2 Animations:0
隐藏大龙long2后:
49.3FPS(20.3ms)
CPU:main 20.3ms render thread 1.8ms
Batches:30 Saved by batching:0
Tris:55.5k Verts:54.1k
Screen:1135*638 - 8.3MB
SetPass calls:26 Shadow casters:9
Visible skinned meshes:1 Animations:0
隐藏大龙long2、小龙long3后:
48.6FPS(20.6ms)
CPU:main 20.6ms render thread 1.0ms
Batches:21 Saved by batching:0
Tris:4.1k Verts:7.4k
Screen:1135*638 - 8.3MB
SetPass calls:20 Shadow casters:6
Visible skinned meshes:0 Animations:0
单个场景Scenes/test01.unity
1、弩钩预制体Prefabs/Hook01.prefab
弩钩脚本Scripts/Hook.cs
暴露给编辑器的公有变量:
Speed=5
Live Time=8
Power=1
弩钩模型test01sc/rocket.fbx
弩钩材质球rocket1
弩钩碰撞体组件Box Collider
Is Trigger打钩
2、玩家对象Player1、玩家预制体Prefabs/Player.prefab
玩家脚本Scripts/Player.cs
暴露给编辑器的公有变量:
Rot Angle L=100
Rot Angle R=260
Rotate Speed=40
Hook Rate=0.09704454
Hook=Hook01(Transform)
玩家模型test01sc/Player.FBX
3、龙对象long2、long3、龙预制体Prefabs/long1.prefab
龙脚本Scripts/Longtest01.cs
暴露给编辑器的公有变量:
Life=2
Speed=1
Rot Speed=30
Timer=3
Rot Step=10
Rot Step X=0
Rot Step Y=0
Rot Step Z=0
右边的大龙long2:
Step X=-0.03
Step Y=0.01
Step Z=0.01
左边的小龙long3:
Step X=0
Step Y=0
Step Z=0
龙刚体组件Rigidbody 1个
龙碰撞体组件Capsule Collider 4个
龙模型test01sc/fly-2.FBX
使用Profiler工具分析CPU占用、GPU占用、内存占用情况
待机界面+Profiler CPU Usage
CPU:1.30ms GPU:0.00ms
A. WaitForTargetFPS:
Total=0.0%,Self=0.0%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
Vsync(垂直同步)功能所,即显示当前帧的CPU等待时间
B. Overhead:
Total=18.9%,Self=18.9%,Calls=1,GC Alloc=0B,Time ms=0.24,Self ms=0.24
Profiler总体时间-所有单项的记录时间总和。用于记录尚不明确的时间消耗,以帮助进一步完善Profiler的统计。
C. Physics.Simulate:
Total=0.7%,Self=0.7%,Calls=1,GC Alloc=0B,Time ms=0.01,Self ms=0.01
当前帧物理模拟的CPU占用时间。
D. Camera.Render:
Total=28.1%,Self=5.9%,Calls=4,GC Alloc=0B,Time ms=0.36,Self ms=0.07
相机渲染准备工作的CPU占用量
E. RenderTexture.SetActive:
Total=0.1%,Self=0.1%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
设置RenderTexture操作.
底层实现:
1.比对当前帧与前一帧的ColorSurface和DepthSurface.
2.如果这两个Buffer一致则不生成新的RT,否则则生成新的RT,并设置与之相对应的Viewport和空间转换矩阵.
F. Monobehaviour.OnMouse_ :
Total=0.6%,Self=0.0%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
用于检测鼠标的输入消息接收和反馈,
SendMouseEvents.DoSendMouseEvents
Total=0.5%,Self=0.5%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
SendMouseEvents.DoSendMouseEvents
Total=0.5%,Self=0.5%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
G. HandleUtility.SetViewInfo:
Total=0.1%,Self=0.1%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
仅用于Editor中,作用是将GUI和Editor中的显示看起来与发布版本的显示一致。
H. GUI.Repaint:
Total=8.7%,Self=3.3%,Calls=1,GC Alloc=1.4KB,Time ms=0.11,Self ms=0.04
GUI的重绘(说明在有使用原生的OnGUI)
HI.Event.Internal_MakeMasterEventCurrent:
Total=0.3%,Self=0.3%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
负责GUI的消息传送
J. Cleanup Unused Cached Data:
Total=0.2%,Self=0.2%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
清空无用的缓存数据,主要包括RenderBuffer的垃圾回收和TextRendering的垃圾回收。
1.RenderTexture.GarbageCollectTemporary:存在于RenderBuffer的垃圾回收中,清除临时的FreeTexture.
2.TextRendering.Cleanup:TextMesh的垃圾回收操作
K. Application.Integrate Assets in Background:
Total=0.0%,Self=0.0%,Calls=1,GC Alloc=0B,Time ms=0.00,Self ms=0.00
遍历预加载的线程队列并完成加载,同时,完成纹理的加载、Substance的Update等.
待机界面+Profiler Rendering:
Used Textures 使用的纹理5 - 21.5MB
Used Textures 使用的纹理5 - 21.5MB
The number of textures used to draw this frame and their memory usage.
绘制该帧使用的纹理数和它们使用的内存。
Render Textures
渲染纹理1 - 1.4MB
The number of Render Textures and their memory usage. The number of times the active Render Texture was switched each frame is also displayed.
渲染纹理的数量和它们使用的内存。每帧切换激活纹理的次数也显示。
SetPass Calls=7
Draw Calls=11
Total Batches=11
三角面=11,顶点数=172
VRAM usage显存使用=10.5MB to 32.2MB(of 128.0MB)【Win7台式机显存大小1696MB】
Approximate bounds of current video memory (VRAM) usage. This also shows how much video memory your graphics card has.
Approximate bounds of current video memory (VRAM) usage. This also shows how much video memory your graphics card has.
当前显存(VRAM)的使用情况的大约范围,同时显示你的显卡有多少显存。
VBO total=49 - 316.8KB
顶点缓冲区对象总数
The number of unique meshes (Vertex Buffers Objects or VBOs) that are uploaded to the graphics card. Each different model will cause a new VBO to be created. In some cases scaled objects will cause additional VBOs to be created. In the case of a static batching, several different objects can potentially share the same VBO.
上传到图形卡的唯一网格(顶点缓冲区)的数量。各种不同的模式,将导致要创建新的VBO。在某些情况下缩放对象会导致要创建额外的VBO。在静态批处理的情况下,然而对象数量可以共享相同的VBO。
首先打开Profiler选择Memory选项,在游戏运行的某一帧查看Simple/Detailed选项数据
Simple模式的数据很直观,可以知道内存大体被哪部分占用了
待机界面+Memory Profiler+Simple:
A. Used Total:
当前帧的Unity内存、Mono内存、GfxDriver内存、Profiler内存的总和
总共用了253.8MB=Unity用了139.9MB+Mono用了11.8MB+GfxDriver用了49.0MB+FMOD用了15.2MB+Profiler用了53.1MB
B. Reserved Total:
系统在当前帧的申请内存
总共申请0.63GB=Unity的496.7MB+Mono的42.1MB+GfxDriver的49.0MB+FMO的15.2MB+Profiler的60.0MB
C. Total System Memory Usage:
当前帧的虚拟内存使用量=0.93GB,通常是我们当前使用内存的1.5~3倍
D. GameObjects in Scene:
当前帧场景中的GameObject数量=269
E. Total Objects in Scene:
当前帧场景中的Object数量=1199(除GameObject外,还有Component等).
F. Total Object Count:
Object数据1199+ Asset数量2518=3717
G. Textures:1361/89.6MB
渲染数据统计窗口Rendering Statistics Window
一、待机界面:
1、Animations动画=0
The number of animations playing. 正在播放动画的数量。
2、Visible Skinned Meshes可见蒙皮网格=0
The number of skinned meshes rendered.
渲染蒙皮网格的数量。
3、Screen屏幕=1188*668 - 9.1MB
The size of the screen, along with its anti-aliasing level and memory usage.
屏幕的大小,连同其抗锯齿级别和内存的使用率。
4、Tris and Verts三角面=78与顶点数=172
The number of triangles and vertices drawn. This is mostly important when optimizing for low-end hardware
绘制三角形和顶点的数目。为低端硬件的优化时(optimizing for low-end hardware),这多是重要的。
5、Batched (Draw Calls)=11
批处理(描绘调用)
6、Time per frame and FPS
每帧的时间=5.4ms和FPS=184.6FPS
二、选坦克界面:
1、Animations动画=12
2、Visible Skinned Meshes可见蒙皮网格=0
3、Screen屏幕=1188*668 - 9.1MB
4、Tris and Verts三角面=104与顶点数=224
5、Batched (Draw Calls)=24
6、Time per frame and FPS
每帧的时间=3.8ms和FPS=261.8FPS
三、战斗场景
1、Animations动画=0
2、Visible Skinned Meshes可见蒙皮网格=0
3、Screen屏幕=1188*668 - 9.1MB
4、Tris and Verts三角面=16.3k与顶点数=25.8k
5、Batched (Draw Calls)=122
6、Time per frame and FPS
每帧的时间=8.6ms和FPS=116.8FPS
20150521-Revision118
Assets\Toon_Level_Kit卡通场景合集
Assets\TerrainComposer地形制作插件
Assets\ReliefPack
Assets\Ultimate Game Tools\RopeEditor
Ultimate Rope Editor插件
Assets/DynamicWater
Dynamic Water System交互式水面系统
Assets/EasyWater逼真水面制作插件
Assets/Graph_Maker在Unity3D中实现复杂图标的绘制,包括折线图,饼状图,柱状图等
GameManager.cs
GameManager.cs
用UILabel控件显示积分数、弩箭数、龙币数
Longbasic.cs
弩箭预制体标签Hook01、脚本hookbasic
播放捕获音效,获取积分和经验
public AudioClip m_capturedClip;
m_audio.PlayOneShot(m_capturedClip);
20150509-Revision87
Assets\Toon_Level_Kit卡通场景合集
Assets\TerrainComposer地形制作插件
Assets\ReliefPack
Relief Terrain Pack地形材质插件、编辑器地形扩展插件
Assets\QuickRopes 2制作绳索的专用插件
Assets\NGUI 3.7.8版的
Assets\LeanTween补间动画插件
8个炮位Pos
Assets\QuickRopes 2制作绳索的专用插件
Assets\NGUI 3.7.8版的
Assets\LeanTween补间动画插件
8个炮位Pos
Pos01~08
炮位0处的弩对象Ballistatest02
炮位1处的弩对象Ballistatest
炮位6处的弩对象Ballistatest03
8个炮位处的UI对象UI Root
000~006
射击音效
D:\hxhwin7\U3d5.1.1\20150509-Revision87\longtest4.640508\Assets\FX\music\fire.wav
Ballistatest.cs脚本挂在弩预制体上
功能4:背景音乐
D:\hxhwin7\U3d5.1.1\20150509-Revision87\longtest4.640508\Assets\FX\music\BGM1.mp3
GameManager.cs脚本挂在Script游戏对象上
//背景音乐
public AudioClip m_musicClip;
//声音源
protected AudioSource m_Audio;
m_Audio = this.GetComponent<AudioSource>();
Update中添加:
//循环播放音乐
if (!m_Audio.isPlaying) {
m_Audio.clip =m_musicClip;
m_Audio.Play();
}
20150430-Revision59
Assets\Ultimate Game Tools\RopeEditor
Ultimate Rope Editor插件
一个用于Unity3D游戏开发的绳子插件,便于实现制作绳索等物体
Terrain游戏对象
箭对象:
HookwithRope.Awake:JianwithRope
HookwithRope.Awake:HookwithRope(Clone)
功能2:空格或左键发射弩钩
Hookgun.Count=1
HookwithRope.Awake:HookwithRope(Clone)
i=0position=(-0.8, 2.9, -4.5)rotation=(0.0, 0.0, 0.0, 1.0)
功能3:射击音效
D:\hxhwin7\U3d5.1.1\20150430-Revision59\longtest4.640430\Assets\FX\shoot.WAV
Ballistabasic暴露给编辑器的公有成员变量:
// 声音
public AudioClip m_shootClip;
// 声音源
protected AudioSource m_audio;
m_audio = this.GetComponent<AudioSource>();
// 播放射击声音
m_audio.PlayOneShot(m_shootClip);
JianwithRope游戏对象
HookwithRope预制体
HookwithRope脚本
Jian1游戏对象
Jian1预制体
Hookbasic脚本
jian 1.fbx模型
弩对象:
Ballistabasic.Awake:Ballistatest01
Ballistabasic.Awake:Ballistatest01
功能1:按A键弩向左旋转,按D键弩向右旋转
RotateAnglesA=(0.0, -0.3, 0.0)
euleranglesleft=(0.0, 179.7, 0.0)
RotateAnglesA=(0.0, -0.5, 0.0)
euleranglesleft=(0.0, 179.3, 0.0)
……
RotateAnglesA=(0.0, -0.2, 0.0)
euleranglesleft=(0.0, 94.8, 0.0)
RotateAnglesD=(0.0, 0.3, 0.0)
RotateAnglesD=(0.0, 0.3, 0.0)
euleranglesright=(0.0, 180.3, 0.0)
RotateAnglesD=(0.0, 0.3, 0.0)
euleranglesright=(0.0, 180.6, 0.0)
……
RotateAnglesD=(0.0, 0.4, 0.0)
euleranglesright=(0.0, 260.2, 0.0)
Ballistatest01游戏对象
Ballistatest01预制体
Ballistabasic脚本
8个炮位
Pos
Pos01~Pos08逆时针,中间4个,右边2个,左边2个
PaoPosindex=0~3,4~5,6~7
20150708-Revision226
之前版本20150430-Revision59、20150509-Revision87就实现的功能:
功能1:按A键弩向左旋转,按D键弩向右旋转
7.3摇杆左右方向键实现弩炮左右旋转
功能2:空格或左键发射弩钩
功能3:射击音效
功能4:背景音乐
这个版本新增的功能:
功能5:龙群轨迹
功能6:用UGUI实现主界面、排行界面
1.unity
8个玩家位置(下4上4)
1.unity
8个玩家位置(下4上4)
Canvas2
CameraUI2
排行界面
Canvas0
CameraUI0
功能7:8手柄输入功能
选择编辑|工程设置|输入,在输入管理器设置8个水平轴和8个垂直轴
选择编辑|工程设置|输入,在输入管理器设置8个水平轴和8个垂直轴
7.1左方向键顺时针、右方向键逆时针选择炮座,B键选定炮座功能
驯龙项目上一个分支:
20150912-Revision571~20160316-Revision1695
驯龙项目上一个分支:
20150912-Revision571~20160316-Revision1695
LongSpawnNormal.Awake:LongSpawnNomal
龙轨迹预制体放在下面的目录:
G:\XunLong20160119\Assets\Project_hm\Prefabs\DragonsWithTracks 10.19
G:\XunLong20160119\Assets\Project_hm\Prefabs\Tracks7.14
Long01@fly_v2
PathGeneratorSpecial.cs
Round-TopRight-G 20
Longbasic.cs
Key=1
1号龙小葛伦科
龙轨迹预制体放在下面的目录:
G:\XunLong20160119\Assets\Project_hm\Prefabs\DragonsWithTracks 10.19
G:\XunLong20160119\Assets\Project_hm\Prefabs\Tracks7.14
Long01@fly_v2
PathGeneratorSpecial.cs
Round-TopRight-G 20
Longbasic.cs
Key=1
1号龙小葛伦科