Unity - force Android 硬件加速

Unity - force Android hardware acceleration

我制作了一个使用 post 处理效果的 2D 游戏。因此,当 post-processing 关闭时,游戏在我的旧平板电脑上运行良好,而当它打开时,游戏会卡顿,但我想探索我的可能性。

有没有办法在我的 Unity 项目中强制 android 硬件加速?

编辑:我将此清单放在项目的 android 文件夹中。

我做对了吗?性能无显着差异。

<?xml version="1.0" encoding="utf-8"?>
<manifest
    xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.unity3d.player"
    xmlns:tools="http://schemas.android.com/tools"
    android:installLocation="preferExternal"
    android:versionCode="1"
    android:versionName="1.0">
    <supports-screens
        android:smallScreens="true"
        android:normalScreens="true"
        android:largeScreens="true"
        android:xlargeScreens="true"
        android:anyDensity="true"/>

    <application
        android:hardwareAccelerated="true"
        android:theme="@style/UnityThemeSelector"
        android:icon="@drawable/app_icon"
        android:label="@string/app_name">
        <activity android:name="com.unity3d.player.UnityPlayerActivity"
                  android:label="@string/app_name">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
            <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
        </activity>
    </application>
</manifest>

编辑截图:

只需将 android:hardwareAccelerated="true"> 添加到 <application 标签内的 Android Manifest。就是这样。

步骤如下:

1.Go 到 <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk,将 AndroidManifest.xml 文件复制到您的 <ProjectName>Assets\Plugins\Android

2.Open 从 <ProjectName>Assets\Plugins\Android 复制的清单文件并添加您的清单。

<application之后加上android:hardwareAccelerated="true">。保存、构建和 运行.

程序员的回答只有在您没有任何其他 android 插件和它们自己的 Android 清单时才有效。这是最简单的方法(Unity 2018.1+):

  1. 下载 Assets/Editor/ModifyUnityAndroidAppManifestSample.cs 脚本 here 并将其放在项目中的相同位置。

  2. AndroidManifestclass中添加如下函数:

    internal void SetHardwareAccel(){
       GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("hardwareAccelerated", "true")); 
    }  
    
  3. OnPostGenerateGradleAndroidProject(string basePath)

    中调用androidManifest.SetHardwareAccel();

编辑:如果上面的 link 中断或者你不喜欢执行多个步骤(不是我们所有人),这里是 class (包括上面的方法和调用)你可以粘贴进入 Assets/Editor/ModifyUnityAndroidAppManifestSample.cs:

using System.IO;
using System.Text;
using System.Xml;
using UnityEditor.Android;

public class ModifyUnityAndroidAppManifestSample : IPostGenerateGradleAndroidProject
{

    public void OnPostGenerateGradleAndroidProject(string basePath)
    {
        // If needed, add condition checks on whether you need to run the modification routine.
        // For example, specific configuration/app options enabled

        var androidManifest = new AndroidManifest(GetManifestPath(basePath));

        androidManifest.SetHardwareAccel();

        // Add your XML manipulation routines

        androidManifest.Save();
    }

    public int callbackOrder { get { return 1; } }

    private string _manifestFilePath;

    private string GetManifestPath(string basePath)
    {
        if (string.IsNullOrEmpty(_manifestFilePath))
        {
            var pathBuilder = new StringBuilder(basePath);
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("src");
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("main");
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("AndroidManifest.xml");
            _manifestFilePath = pathBuilder.ToString();
        }
        return _manifestFilePath;
    }
}


internal class AndroidXmlDocument : XmlDocument
{
    private string m_Path;
    protected XmlNamespaceManager nsMgr;
    public readonly string AndroidXmlNamespace = "http://schemas.android.com/apk/res/android";
    public AndroidXmlDocument(string path)
    {
        m_Path = path;
        using (var reader = new XmlTextReader(m_Path))
        {
            reader.Read();
            Load(reader);
        }
        nsMgr = new XmlNamespaceManager(NameTable);
        nsMgr.AddNamespace("android", AndroidXmlNamespace);
    }

    public string Save()
    {
        return SaveAs(m_Path);
    }

    public string SaveAs(string path)
    {
        using (var writer = new XmlTextWriter(path, new UTF8Encoding(false)))
        {
            writer.Formatting = Formatting.Indented;
            Save(writer);
        }
        return path;
    }
}


internal class AndroidManifest : AndroidXmlDocument
{
    private readonly XmlElement ApplicationElement;

    public AndroidManifest(string path) : base(path)
    {
        ApplicationElement = SelectSingleNode("/manifest/application") as XmlElement;
    }

    private XmlAttribute CreateAndroidAttribute(string key, string value)
    {
        XmlAttribute attr = CreateAttribute("android", key, AndroidXmlNamespace);
        attr.Value = value;
        return attr;
    }

    internal XmlNode GetActivityWithLaunchIntent()
    {
        return SelectSingleNode("/manifest/application/activity[intent-filter/action/@android:name='android.intent.action.MAIN' and " +
                "intent-filter/category/@android:name='android.intent.category.LAUNCHER']", nsMgr);
    }

    internal void SetApplicationTheme(string appTheme)
    {
        ApplicationElement.Attributes.Append(CreateAndroidAttribute("theme", appTheme));
    }

    internal void SetStartingActivityName(string activityName)
    {
        GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("name", activityName));
    }
    internal void SetHardwareAccel(){
        GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("hardwareAccelerated", "true"));
}
}