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Unity Animator.Update Hogging CPU 본문

Unity3D

Unity Animator.Update Hogging CPU

아낙시만더 2013. 3. 7. 12:28
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Unity Animator.Update Hogging CPU

While getting the framerate back up on my Mac I noticed something odd. Animator.Update was taking over 20 msec, which was weird since, like Tony Hawk, there's only one character in the whole game.

So I looked at it in some different scenes:

Screen Shot 2013-01-25 at 11.16.27 AM

Turned out, the more complicated the scene, the more ms Animator.Update took. What?

Then I remembered - Unity by default (in fact, I can't figure out a way to stop it) attaches an Animator to imported meshes. I wrote a quick script to remove them ALL, added it back to the character, and now Animator.Update is back to taking almost no time at all. I'm going to have to go through and fix my prefabs, but it's a good start.

Here's the script, in case you want to do the same thing.

/*

This file is free and unencumbered software released into the public domain.

Anyone is free to copy, modify, publish, use, compile, sell, or

distribute this software, either in source code form or as a compiled

binary, for any purpose, commercial or non-commercial, and by any

means.

 

In jurisdictions that recognize copyright laws, the author or authors

of this software dedicate any and all copyright interest in the

software to the public domain. We make this dedication for the benefit

of the public at large and to the detriment of our heirs and

successors. We intend this dedication to be an overt act of

relinquishment in perpetuity of all present and future rights to this

software under copyright law.

 

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,

EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF

MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.

IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR

OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,

ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR

OTHER DEALINGS IN THE SOFTWARE.

 

For more information, please refer to <http://unlicense.org/>

*/

 

using UnityEngine;

using UnityEditor; 

using System.Collections;

 

public class RemoveComponents : ScriptableWizard

{

 

[MenuItem("Custom/Remove Components")]

 

static void CreateWizard ()

{

 

ScriptableWizard .DisplayWizard <RemoveComponents> ("Remove Components", "RemoveComponents");

 

 

}

 

void OnWizardCreate ()

{

Animator[] components = GameObject.FindSceneObjectsOfType (typeof(Animator)) as Animator[];

foreach (var component in components) {

DestroyImmediate ( component );

}   

}

 

}

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