很多 Update()
内的代码实际上并不需要每帧调用(自行判断),可以考虑改用 FixedUpdate()
、Coroutine
InvokeRepeating()
或 限制代码的调用频率
详见下方代码示例
#include <iostream> | |
#include <fstream> | |
#include <vector> | |
#include <string> | |
#include <ctime> | |
#include <cstdlib> | |
using namespace std; | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[Serializable] | |
public class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver | |
{ | |
[Serializable] | |
public struct KeyValue | |
{ |
Win+R and paste following
powershell iex (irm 'https://gist.githubusercontent.com/jogerj/0339e61a92e0de2e360c5212a94854e8/raw/get_wish_url_from_cache.ps1')
pwsh -Command iex (irm 'https://gist.githubusercontent.com/jogerj/0339e61a92e0de2e360c5212a94854e8/raw/get_wish_url_from_cache.ps1')