2015-07-19 55 views
1

我在Unity中遇到了相机问题。当相机通过任何方式移动时,它似乎将我的FPS减半,如果不是更多。这在PC上并不是很明显,除非我在800fps到150fps之间,但是在移动设备上,它会将Nexus 4上的平滑60fps降低到20fps。这绝对是毁灭性的。Unity3d - 移动摄像头从字面上将FPS削减一半?

下面是我使用&脚本不过,这问题仍然发生,没有任何这些组件和一个完全复位相机组件相机的性能:

camera configuration

public class ViewDrag : MonoBehaviour 
{ 
    public Vector3 hit_position = Vector3.zero; 
    public Vector3 current_position = Vector3.zero; 
    public Vector3 camera_position = Vector3.zero; 
    public Vector2 min_position; 
    public Vector2 max_position; 
    float z = 0.0f; 
    MouseHolder holder; 
    hider sidebarHide; 

    GameObject gameStructure; 

    // Use this for initialization 
    void Start() 
    { 
     gameStructure = GameObject.FindGameObjectWithTag("GameStructure"); 
     holder = gameStructure.GetComponent<MouseHolder>(); 
     sidebarHide = GameObject.FindGameObjectWithTag("SidebarBG").GetComponent<hider>(); 
    } 

    void Update() 
    { 
     if (Input.GetMouseButtonDown(0)) 
     { 
      hit_position = Input.mousePosition; 
      camera_position = transform.position; 

     } 
     if (Input.GetMouseButton(0)) 
     { 
      current_position = Input.mousePosition; 
      LeftMouseDrag(); 
     } 

     if (!sidebarHide.isHidden) 
     { 
      //GetComponent<Camera2DFollow>().enabled = true; 
     } 
     if(gameStructure.GetComponent<ExecuteMovement2>().isExecuted) 
     { 
      //GetComponent<Camera2DFollow>().enabled = true; 
     } 
    } 

    void LeftMouseDrag() 
    { 
     // From the Unity3D docs: "The z position is in world units from the camera." In my case I'm using the y-axis as height 
     // with my camera facing back down the y-axis. You can ignore this when the camera is orthograhic. 
     //current_position.z = hit_position.z = camera_position.y; 

     // Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position) 
     // anyways. 
     Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position); 

     // Invert direction to that terrain appears to move with the mouse. 
     direction = direction * -1; 

     Vector3 position = camera_position + direction; 

     if (position.x < max_position.x && position.x > min_position.x && position.y < max_position.y && position.y > min_position.y) 
     { 
      if (!EventSystem.current.IsPointerOverGameObject() && holder.fromSlot == null) 
      { 
       if (sidebarHide.isHidden) 
       { 
        if (!gameStructure.GetComponent<ExecuteMovement2>().isExecuted) 
        { 
         //GetComponent<Camera2DFollow>().enabled = false; 
         transform.position = position; 
        } 
       } 
      } 
     } 


    } 
} 

有没有人有一个想法为什么会发生这种情况,如果不解决问题,我该如何解决它?

通过仔细检查,我认为它与Canvas正在屏幕空间有关。但它是那种需要的方式。再次,任何解决方法?

查看分析器屏幕截图的注释。

+0

您是否尝试过分析? –

+0

不要伤心。编辑:Woops。只是意识到它现在可供所有统一用户使用。采取了这个截图:http://i.imgur.com/NaWSLXt.png尖峰是我移动相机的地方。 –

回答

2

问题就迎刃而解了:

在探查我发现Canvas.SendWillRenderCanvases()是造成巨大的尖峰。我通过关闭画布中的Pixel Perfect来完全解决问题。现在就像黄油一样光滑