我对 Unity ScrollRect / ScrollView 优化 / 性能的了解

What I Have Learned About Unity ScrollRect / ScrollView Optimization / Performance

ScrollView 性能是一个真正的拖累(明白吗?),尤其是在移动平台上。我经常发现自己的帧率低于 15 fps,这让用户体验感到震惊和不知所措。经过大量研究和测试后,我编制了一份清单,以大幅提高性能。我现在至少得到 30 fps,大部分 CPU 时间分配给 WaitForTargetFPS.

我希望这对在这方面也有困难的任何人有所帮助。优化解决方案很难获得。欢迎在这里使用和修改我的任何代码。

一个: .GetComponent<>() 调用效率低下,尤其是在编辑器之外。避免在任何类型的 Update() 方法中使用它们。

两个: OnValueChanged()ScrollView 被拖动的每一帧被调用。因此,它在某种意义上等同于 Update(),因此您应该避免在此方法中使用 .GetComponent<>() 调用。

三个: 每当 Canvas 上的任何元素发生更改时,整个 Canvas 必须重建其批次。此操作可能非常昂贵。因此,建议将 UI 元素拆分为至少两个 Canvases,一个用于更改的元素很少或从不和一个经常变化的元素。

每当 ScrollView 滚动整个 Canvas 它是脏的。因此建议您将每个 ScrollView 放在单独的 Canvas.

Unity Canvas 重建说明: https://unity3d.com/learn/tutorials/topics/best-practices/fill-rate-canvases-and-input?playlist=30089

四个: EventSystem.Update() 处理场景中的输入检测,使用光线投射通过层次结构进行过滤,以便找到接受此输入的组件。因此,这些计算仅在与场景交互时进行,例​​如滚动 ScrollView 时。从图形和文本中删除不必要的 RaycastTarget 属性将缩短处理时间。这可能不会有太大区别,但如果您不够小心,对象可能会使输入处理时间真正增加。

五个: 对于任何类型的遮罩组件,即使是 RectMask2DScrollView 中的所有对象都会被批处理和渲染。如果您的 ScrollView 中有很多元素,建议您使用某种池化解决方案。 App Store 上有很多这样的应用程序。

统一池解释: https://unity3d.com/learn/tutorials/topics/best-practices/optimizing-ui-controls

但是,如果您的项目与此不兼容,需要持久元素,我建议您隐藏屏幕外对象以减少性能开销。 Transform.SetParent()GameObject.SetActive() 都是资源密集型方法,而是附加一个 CanvasGroup组件到每个元素并调整alpha值达到同样的效果。

这是一个静态脚本,用于检测对象是否可见并相应地设置 alpha:

using UnityEngine;
using UnityEngine.UI;

public class ScrollHider : MonoBehaviour {
    static public float contentTop;
    static public float contentBottom;


    static public bool HideObject(GameObject givenObject, CanvasGroup canvasGroup, float givenPosition, float givenHeight) {
        if ((Mathf.Abs(givenPosition) + givenHeight > contentTop && Mathf.Abs(givenPosition) + givenHeight < contentBottom) || (Mathf.Abs(givenPosition) > contentTop && Mathf.Abs(givenPosition) < contentBottom)) {
            if (canvasGroup.alpha != 1) {
                canvasGroup.alpha = 1;
            }
            return true;
        } else {
            if (canvasGroup.alpha != 0) {
                canvasGroup.alpha = 0;
            }
            return false;
        }
    }

    static public void Setup(Scroll givenScroll) {
        contentTop = (1 - givenScroll.verticalNormalizedPosition) * (givenScroll.content.rect.height - givenScroll.viewport.rect.height);
        contentBottom = contentTop + givenScroll.viewport.rect.height;
    }
}

六个: Unity 的内置 ScrollRect 组件允许广泛的模块化功能。但是,就性能而言,它可能比您自己编写要慢得多。这是一个实现相同目的的 Scroll 脚本,但仅支持 Unity 的 ScrollRect.

的垂直、夹紧和惯性属性
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;

public class Scroll : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler, IScrollHandler {
    private Camera mainCamera;
    private RectTransform canvasRect;
    public RectTransform viewport;
    public RectTransform content;
    private Rect viewportOld;
    private Rect contentOld;

    private List<Vector2> dragCoordinates = new List<Vector2>();
    private List<float> offsets = new List<float>();
    private int offsetsAveraged = 4;
    private float offset;
    private float velocity = 0;
    private bool changesMade = false;

    public float decelration = 0.135f;
    public float scrollSensitivity;
    public OnValueChanged onValueChanged;


    [System.Serializable]
    public class OnValueChanged : UnityEvent { }

    [HideInInspector]
    public float verticalNormalizedPosition
    {
        get
        {
            float sizeDelta = CaculateDeltaSize();
            if (sizeDelta == 0) {
                return 0;
            } else {
                return 1 - content.transform.localPosition.y / sizeDelta;
            }
        }
        set
        {
            float o_verticalNormalizedPosition = verticalNormalizedPosition;
            float m_verticalNormalizedPosition = Mathf.Max(0, Mathf.Min(1, value));
            float maxY = CaculateDeltaSize();
            content.transform.localPosition = new Vector3(content.transform.localPosition.x, Mathf.Max(0, (1 - m_verticalNormalizedPosition) * maxY), content.transform.localPosition.z);
            float n_verticalNormalizedPosition = verticalNormalizedPosition;
            if (o_verticalNormalizedPosition != n_verticalNormalizedPosition) {
                onValueChanged.Invoke();
            }
        }
    }

    private float CaculateDeltaSize() {
        return Mathf.Max(0, content.rect.height - viewport.rect.height); ;
    }


    private void Awake() {
        mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
        canvasRect = transform.root.GetComponent<RectTransform>();
    }

    private Vector2 ConvertEventDataDrag(PointerEventData eventData) {
        return new Vector2(eventData.position.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.position.y / mainCamera.pixelHeight * canvasRect.rect.height);
    }

    private Vector2 ConvertEventDataScroll(PointerEventData eventData) {
        return new Vector2(eventData.scrollDelta.x / mainCamera.pixelWidth * canvasRect.rect.width, eventData.scrollDelta.y / mainCamera.pixelHeight * canvasRect.rect.height) * scrollSensitivity;
    }

    public void OnPointerDown(PointerEventData eventData) {
        velocity = 0;
        dragCoordinates.Clear();
        offsets.Clear();
        dragCoordinates.Add(ConvertEventDataDrag(eventData));
    }

    public void OnScroll(PointerEventData eventData) {
        UpdateOffsetsScroll(ConvertEventDataScroll(eventData));
        OffsetContent(offsets[offsets.Count - 1]);
    }

    public void OnDrag(PointerEventData eventData) {
        dragCoordinates.Add(ConvertEventDataDrag(eventData));
        UpdateOffsetsDrag();
        OffsetContent(offsets[offsets.Count - 1]);
    }

    public void OnPointerUp(PointerEventData eventData) {
        dragCoordinates.Add(ConvertEventDataDrag(eventData));
        UpdateOffsetsDrag();
        OffsetContent(offsets[offsets.Count - 1]);
        float totalOffsets = 0;
        foreach (float offset in offsets) {
            totalOffsets += offset;
        }
        velocity = totalOffsets / offsetsAveraged;
        dragCoordinates.Clear();
        offsets.Clear();
    }

    private void OffsetContent(float givenOffset) {
        float newY = Mathf.Max(0, Mathf.Min(CaculateDeltaSize(), content.transform.localPosition.y + givenOffset));
        if (content.transform.localPosition.y != newY) {
            content.transform.localPosition = new Vector3(content.transform.localPosition.x, newY, content.transform.localPosition.z);
        }
        onValueChanged.Invoke();
    }

    private void UpdateOffsetsDrag() {
        offsets.Add(dragCoordinates[dragCoordinates.Count - 1].y - dragCoordinates[dragCoordinates.Count - 2].y);
        if (offsets.Count > offsetsAveraged) {
            offsets.RemoveAt(0);
        }
    }

    private void UpdateOffsetsScroll(Vector2 givenScrollDelta) {
        offsets.Add(givenScrollDelta.y);
        if (offsets.Count > offsetsAveraged) {
            offsets.RemoveAt(0);
        }
    }

    private void LateUpdate() {
        if (viewport.rect != viewportOld) {
            changesMade = true;
            viewportOld = new Rect(viewport.rect);
        }
        if (content.rect != contentOld) {
            changesMade = true;
            contentOld = new Rect(content.rect);
        }
        if (velocity != 0) {
            changesMade = true;
            velocity = (velocity / Mathf.Abs(velocity)) * Mathf.FloorToInt(Mathf.Abs(velocity) * (1 - decelration));
            offset = velocity;
        }
        if (changesMade) {
            OffsetContent(offset);
            changesMade = false;
            offset = 0;
        }
    }
}

一个很好的 article 解释说默认值 targetFrameRate 可能是造成 scrollView 不流畅滚动行为的原因。这可以通过以下方式解决:

Application.targetFrameRate = 60; // or whatever you wish. 60 turned out enough for us

当然,此设置仅在您解决了性能问题后才有效(Phedg1 对此进行了很好的解释)。