This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm (Experimental)
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

优化资产

While actively working with the project content, you may keep assets that are not used in the project or disregard the assets interconnection. This may be of minor importance duirng development, but the final product doesn't need any extra weight.在积极处理项目内容时,您可以保留未在项目中使用的资产,也可以不考虑资产互连。在开发过程中,这可能不太重要,但是最终产品不需要任何额外的重量。

This section contains the tools that will help you to get rid of unused assets and check out the most consuming textures with a prospect of their optimization.本节包含的工具将帮助您摆脱未使用的资产,并检查最消耗纹理并对其进行优化。

本節中的文章

最新更新: 2020-11-24
Build: ()