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该脚本使用 Unity Job System 和 Burst Compiler 高效管理大量剑对象的位移计算与坐标更新。通过双缓冲技术实现无锁并行计算#xff0c;适用于需要高性能批量处理Transform的场景。 核心类 SwordManager
成员变量
变量名类型说明swordPrefabGameObject剑对象预制体_d…概述
该脚本使用 Unity Job System 和 Burst Compiler 高效管理大量剑对象的位移计算与坐标更新。通过双缓冲技术实现无锁并行计算适用于需要高性能批量处理Transform的场景。 核心类 SwordManager
成员变量
变量名类型说明swordPrefabGameObject剑对象预制体_deltaPositionsNativeArrayfloat3每帧位移增量数据 (临时内存分配)_positionsBufferA/BNativeArrayfloat3双缓冲位置数据 (持久化内存分配)_swordTransformsTransformAccessArray批量访问Transform的容器_useBufferAbool双缓冲切换标志 作业系统实现
1. 位移计算作业 Vector3AddPositionsJob
[BurstCompile(FloatMode FloatMode.Fast)]
struct Vector3AddPositionsJob : IJobParallelFor
{[ReadOnly] public NativeArrayfloat3 lastPositions; // 上一帧位置[ReadOnly] public NativeArrayfloat3 deltaPositions; // 位移增量[WriteOnly] public NativeArrayfloat3 currentPositions;// 计算结果public void Execute(int index) currentPositions[index] lastPositions[index] deltaPositions[index];
}功能并行计算每个剑的新位置优化使用BurstCompile加速数学运算FloatMode.Fast启用快速浮点模式
2. Transform更新作业 UpdateTransformsJob
[BurstCompile]
struct UpdateTransformsJob : IJobParallelForTransform
{[ReadOnly] public NativeArrayfloat3 targetPositions;public void Execute(int index, TransformAccess transform) transform.position targetPositions[index];
}特性直接修改Unity Transform组件优势避免主线程的GameObject开销 主要方法详解
1. 初始化 Start()
// 创建1000个剑对象
ListTransform transforms new ListTransform();
for (int i 0; i 1000; i) {Instantiate(swordPrefab, randomPosition);
}// 初始化双缓冲
_positionsBufferA new NativeArrayfloat3(count, Allocator.Persistent);
_positionsBufferB new NativeArrayfloat3(count, Allocator.Persistent);2. 每帧更新 Update()
if (Input.GetKeyDown(KeyCode.Space))
{// 分配临时位移数据_deltaPositions new NativeArrayfloat3(..., Allocator.TempJob);// 调度位移计算作业var positionJob new Vector3AddPositionsJob {lastPositions _useBufferA ? bufferA : bufferB,currentPositions _useBufferA ? bufferB : bufferA};_positionJobHandle positionJob.Schedule(count, GetOptimalBatchSize());// 调度Transform更新作业var transformJob new UpdateTransformsJob {targetPositions _useBufferA ? bufferB : bufferA};_transformJobHandle transformJob.Schedule(_swordTransforms, _positionJobHandle);_useBufferA !_useBufferA; // 切换缓冲区
}3. 批次优化 GetOptimalBatchSize()
int GetOptimalBatchSize() Mathf.Max(32, totalCount / (SystemInfo.processorCount * 4));算法根据CPU核心数动态调整批次目标平衡线程开销与并行效率 内存管理策略 双缓冲机制 交替读写避免数据竞争Buffer A/B 使用Allocator.Persistent 临时数据 _deltaPositions使用Allocator.TempJob在Job完成后通过Dispose()释放 销毁时清理 void OnDestroy() {JobHandle.Complete(); // 确保作业完成_swordTransforms.Dispose();_positionsBufferA/B.Dispose();
}性能优化点 Burst编译加速 数学运算编译为高效Native代码FloatMode.Fast牺牲精度换取速度 Transform批量访问 使用TransformAccessArray减少API调用开销 数据布局 结构体数据连续内存存储避免CPU缓存失效 典型工作流程 #mermaid-svg-HLGxzsBoyBM54htk {font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:16px;fill:#333;}#mermaid-svg-HLGxzsBoyBM54htk .error-icon{fill:#552222;}#mermaid-svg-HLGxzsBoyBM54htk .error-text{fill:#552222;stroke:#552222;}#mermaid-svg-HLGxzsBoyBM54htk .edge-thickness-normal{stroke-width:2px;}#mermaid-svg-HLGxzsBoyBM54htk .edge-thickness-thick{stroke-width:3.5px;}#mermaid-svg-HLGxzsBoyBM54htk .edge-pattern-solid{stroke-dasharray:0;}#mermaid-svg-HLGxzsBoyBM54htk .edge-pattern-dashed{stroke-dasharray:3;}#mermaid-svg-HLGxzsBoyBM54htk .edge-pattern-dotted{stroke-dasharray:2;}#mermaid-svg-HLGxzsBoyBM54htk .marker{fill:#333333;stroke:#333333;}#mermaid-svg-HLGxzsBoyBM54htk .marker.cross{stroke:#333333;}#mermaid-svg-HLGxzsBoyBM54htk svg{font-family:"trebuchet ms",verdana,arial,sans-serif;font-size:16px;}#mermaid-svg-HLGxzsBoyBM54htk .actor{stroke:hsl(259.6261682243, 59.7765363128%, 87.9019607843%);fill:#ECECFF;}#mermaid-svg-HLGxzsBoyBM54htk text.actortspan{fill:black;stroke:none;}#mermaid-svg-HLGxzsBoyBM54htk .actor-line{stroke:grey;}#mermaid-svg-HLGxzsBoyBM54htk .messageLine0{stroke-width:1.5;stroke-dasharray:none;stroke:#333;}#mermaid-svg-HLGxzsBoyBM54htk .messageLine1{stroke-width:1.5;stroke-dasharray:2,2;stroke:#333;}#mermaid-svg-HLGxzsBoyBM54htk #arrowhead path{fill:#333;stroke:#333;}#mermaid-svg-HLGxzsBoyBM54htk .sequenceNumber{fill:white;}#mermaid-svg-HLGxzsBoyBM54htk #sequencenumber{fill:#333;}#mermaid-svg-HLGxzsBoyBM54htk #crosshead path{fill:#333;stroke:#333;}#mermaid-svg-HLGxzsBoyBM54htk .messageText{fill:#333;stroke:#333;}#mermaid-svg-HLGxzsBoyBM54htk .labelBox{stroke:hsl(259.6261682243, 59.7765363128%, 87.9019607843%);fill:#ECECFF;}#mermaid-svg-HLGxzsBoyBM54htk .labelText,#mermaid-svg-HLGxzsBoyBM54htk .labelTexttspan{fill:black;stroke:none;}#mermaid-svg-HLGxzsBoyBM54htk .loopText,#mermaid-svg-HLGxzsBoyBM54htk .loopTexttspan{fill:black;stroke:none;}#mermaid-svg-HLGxzsBoyBM54htk .loopLine{stroke-width:2px;stroke-dasharray:2,2;stroke:hsl(259.6261682243, 59.7765363128%, 87.9019607843%);fill:hsl(259.6261682243, 59.7765363128%, 87.9019607843%);}#mermaid-svg-HLGxzsBoyBM54htk .note{stroke:#aaaa33;fill:#fff5ad;}#mermaid-svg-HLGxzsBoyBM54htk .noteText,#mermaid-svg-HLGxzsBoyBM54htk .noteTexttspan{fill:black;stroke:none;}#mermaid-svg-HLGxzsBoyBM54htk .activation0{fill:#f4f4f4;stroke:#666;}#mermaid-svg-HLGxzsBoyBM54htk .activation1{fill:#f4f4f4;stroke:#666;}#mermaid-svg-HLGxzsBoyBM54htk .activation2{fill:#f4f4f4;stroke:#666;}#mermaid-svg-HLGxzsBoyBM54htk .actorPopupMenu{position:absolute;}#mermaid-svg-HLGxzsBoyBM54htk .actorPopupMenuPanel{position:absolute;fill:#ECECFF;box-shadow:0px 8px 16px 0px rgba(0,0,0,0.2);filter:drop-shadow(3px 5px 2px rgb(0 0 0 / 0.4));}#mermaid-svg-HLGxzsBoyBM54htk .actor-man line{stroke:hsl(259.6261682243, 59.7765363128%, 87.9019607843%);fill:#ECECFF;}#mermaid-svg-HLGxzsBoyBM54htk .actor-man circle,#mermaid-svg-HLGxzsBoyBM54htk line{stroke:hsl(259.6261682243, 59.7765363128%, 87.9019607843%);fill:#ECECFF;stroke-width:2px;}#mermaid-svg-HLGxzsBoyBM54htk :root{--mermaid-font-family:"trebuchet ms",verdana,arial,sans-serif;} MainThread positionJob WorkerThread transformJob 调度位移计算 完成计算 调度Transform更新 完成所有更新 MainThread positionJob WorkerThread transformJob 注意事项 线程安全 确保Job完成前不修改NativeArray数据使用JobHandle.Complete()同步 内存泄漏防范 严格匹配Allocator与Dispose()在OnDestroy中释放持久化内存 移动端适配 测试不同处理器核心数的批次表现调整GetOptimalBatchSize除数因子 Burst兼容性 避免在Job中使用非Burst兼容代码注意Managed类型的使用限制