对于需要多次引用的对象,例如Transform
,或其他对象,建议将其缓存到一个变量中以供后续使用,以减少不必要的开销。
Last active
January 5, 2024 02:24
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Unity游戏优化(三)对象缓存
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using UnityEngine; | |
public class TestComponent : MonoBehaviour | |
{ | |
private Transform _transform; //用于保存该物体transform的变量 | |
private Camera _camera; //用于保存该物体Camera的变量 | |
void Awake() | |
{ | |
_transform = transform;//在组件初始化时获取该物体的transform组件并赋值到变量中 | |
_camera = GetComponent<Camera>();//Camera同理 | |
} | |
void MyFunction() | |
{ | |
var position = _transform.position;//调用_transform变量,而不是transform | |
//... | |
} | |
} |
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