Bone的UpdateWorldTransform方法消耗巨大,有没有可能用Burst加速?另外spine的每帧计算结果都是固定的是否考虑缓存计算结果?
性能优化
linky Bone的UpdateWorldTransform方法消耗巨大,有没有可能用Burst加速?
Parallelization is covered in this issue ticket. We won't be using burst due to the imposed constraints not going well with the basic runtime architecture. Nevertheless, basically all parts of Update
and LateUpdate
which can be parallelized are off-loaded to worker threads. Most of the work has been done already, however some cleanup remains until we will officially release the feature.
linky 另外spine的每帧计算结果都是固定的是否考虑缓存计算结果?
What do you mean exactly by the first of these two sentences? Machine translation was unfortunately not very good.
@linky I don't quite understand your question. All data changes each frame during animation. No computation can really be cached. What exactly do you think remains constant and should be cached?
linky 相比这个问题我更想知道并行化工作有没有预计的发布时间
We can't provide dates on this one, sorry, it's released when it's done and fulfils our quality criteria.