主题: unity
-
Unity URP render graph passes: declare dependencies before drawing
Design custom URP passes around explicit inputs and outputs, and migrate older passes against the documentation for the installed engine and package.
-
Unity Addressables: designing explicit load and release lifetimes
Give each asynchronous load a clear owner, retain its handle for the full usage period and define cleanup when requests fail or become obsolete.
-
Unity Burst and Jobs: Design Dependencies Around Shared Native Data
Structure Burst-compatible computation as producers and consumers, declare native-container access, and complete the final dependency before the main thread reads or disposes shared memory.
-
Unity uGUI: Split Canvases Around Changes That Actually Occur
Choose Canvas boundaries by update behavior, distinguish batching from layout recalculation, and verify the cost of a dynamic interface without assuming every split improves performance.
-
Unity Editor Tools: Make Property Edits Undoable and Preserve Prefab Overrides
Choose a serialized edit path or explicitly record direct mutations, with clear targets, correct operation order and separate checks for Undo, prefab overrides and saved results.
-
Unity SRP Batcher: optimise CPU preparation without confusing it with instancing
Understand the SRP Batcher’s CPU-side purpose, inspect material and shader compatibility, and measure it separately from GPU instancing.
-
Unity Cinemachine: Design Camera Selection and Directional Blends
Treat shot eligibility, composition and transition rules as separate decisions, with explicit priorities and named custom blends for predictable camera changes.
-
Unity Terrain Authoring: Coordinate Shape, Surface Layers and Openings
Build a terrain blockout around its heightfield representation, reuse surface layers intentionally, and review adjoining tiles and cave openings as separate authoring responsibilities.
-
Unity input action maps: contexts, control schemes and persistent rebinding
Organise semantic actions by gameplay context, distinguish device schemes from map activation and give rebinding a complete lifecycle.
-
Unity player loop: separating input, physics and camera updates
Assign input intent, physics changes and camera presentation to deliberate update phases so frame-rate changes do not duplicate or lose gameplay commands.
-
Unity ScriptableObjects: shared definitions and individual runtime state
Separate reusable asset definitions from the changing state of each spawned object, and make runtime copies and persistence explicit.
机器可读: JSON