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UnityでMeshを毎フレーム生成する場合の解放処理の比較テスト
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// UnityでMeshを毎フレーム生成する場合の解放処理の比較テスト | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MeshTest : MonoBehaviour | |
{ | |
public enum Mode | |
{ | |
None, | |
Clear, | |
Destroy, | |
DestroyImmediate, | |
DestroyImmediateSetDarty, | |
UnloadUnusedAssets, | |
} | |
[SerializeField] Mode mode = Mode.Clear; | |
[SerializeField, Range(0, 1000)] int VertexCount = 100; | |
[SerializeField] Material material; | |
Mesh mesh; | |
void Start() | |
{ | |
mesh = new Mesh(); | |
mesh.name = "TestMesh"; | |
} | |
void Update() | |
{ | |
ClearMesh(); | |
SetMesh(); | |
Graphics.DrawMesh(mesh, Vector3.zero, Quaternion.identity, material, 0); | |
} | |
void SetMesh() | |
{ | |
Vector3[] vertices = new Vector3[VertexCount]; | |
int[] indices = new int[VertexCount]; | |
for (int i = 0; i < VertexCount; i++) | |
{ | |
vertices[i] = Random.insideUnitSphere; | |
indices[i] = i; | |
} | |
mesh.vertices = vertices; | |
mesh.SetIndices(indices, MeshTopology.LineStrip, 0); | |
} | |
void ClearMesh() | |
{ | |
switch (mode) | |
{ | |
case Mode.None: | |
mesh = null; | |
break; | |
case Mode.Clear: | |
mesh.Clear(); | |
break; | |
case Mode.Destroy: | |
Destroy(mesh); | |
mesh = null; | |
break; | |
case Mode.DestroyImmediate: | |
DestroyImmediate(mesh, true); | |
mesh = null; | |
break; | |
case Mode.DestroyImmediateSetDarty: | |
#if UNITY_EDITOR | |
UnityEditor.EditorUtility.SetDirty(mesh); | |
#endif | |
DestroyImmediate(mesh, true); | |
mesh = null; | |
break; | |
case Mode.UnloadUnusedAssets: | |
mesh = null; | |
Resources.UnloadUnusedAssets(); | |
break; | |
} | |
if (!mesh) | |
{ | |
mesh = new Mesh(); | |
mesh.name = "TestMesh " + Time.frameCount; | |
} | |
} | |
} |
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