awarefert.blogg.se

Unity store data in grid
Unity store data in grid





unity store data in grid

When the header is in memory, Unity then streams the binary data from the.

  • At runtime, when the application needs the texture or mesh, Unity loads the header from the.
  • res file and the binary data to a separate.
  • At build time, Unity writes the header data to a.
  • The loading and uploading operations occur mainly on the main thread, in a single frame. When all of the data is in memory, Unity then uploads the binary data from memory to the GPU.
  • At runtime, when the application needs the texture or mesh, Unity loads both the header data and binary data for that texture or mesh from the.
  • unity store data in grid

    At build time, Unity writes both the header and the binary data for the mesh or texture to the same.

    unity store data in grid

    In the asynchronous upload pipeline, Unity must load only the header data in a single frame, and it can stream the binary data to the GPU over subsequent frames. In the synchronous upload pipeline, Unity must load both the metadata (header data) and the texel or vertex data (binary data) for the texture or mesh in a single frame. The main difference between the synchronous and asynchronous upload pipelines is where Unity saves the data at build time, which affects how Unity loads it at runtime. If a texture or mesh is ineligible for the asynchronous upload pipeline, Unity uses the synchronous upload pipeline automatically. If a texture or mesh is eligible for the asynchronous upload pipeline, Unity uses the asynchronous upload pipeline automatically. When Unity uses the asynchronous upload pipeline, it can perform other tasks while it loads and uploads the data in the background. This can cause visible pauses in your application. When Unity uses the synchronous upload pipeline, it cannot perform other tasks while it loads and uploads the data. These two processes are called the synchronous upload pipeline and the asynchronous upload pipeline. More info See in Glossary data from disk and upload it to the GPU in two different ways: synchronously or asynchronously. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. Unity can load texture and mesh The main graphics primitive of Unity.







    Unity store data in grid