Unity3d - 移动摄像头将FPS减少一半?

时间:2015-07-19 23:33:24

标签: unity3d camera lag frame-rate

我在Unity中遇到相机问题。当摄像机通过任何方式移动时,如果不是更多,它似乎会将我的FPS减半。它在PC上并不是很明显,除非我从800fps到大约150fps,但是在移动设备上,它会在Nexus 4上降低平滑的60fps,达到20fps。这绝对是毁灭性的。

这是我正在使用的相机的属性&脚本然而,如果没有任何这些组件和完全重置的相机组件,这个问题仍然会发生:

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;
                    }
                }
            }
        }


    }
}

有没有人知道为什么会发生这种情况以及如果不解决它我该如何解决呢?

通过仔细检查,我认为它与Canvas是屏幕空间有关。但它需要那种方式。再次,任何解决方法?

检查探查器截图的评论。

1 个答案:

答案 0 :(得分:2)

解决问题:

在分析器中,我发现Canvas.SendWillRenderCanvases()导致了巨大的峰值。我通过关闭画布中的Pixel Perfect完全解决了这个问题。现在像黄油一样光滑。