目录
- 一、概述
- 二、Demo
一、概述
Unity 多线程。看到这几个字就知道, Unity变得牛X了。Unity Job System ,这个是untiy为我们提供多线程开发的基础库。在Unity多线程开发的过程中有一个关键的概念:共享内存(NativeContainer),它是一种托管的数据类型,它拥有一个指向非托管分配内存的指针,是原生内存提供一种相对安全的C#封装。当和Unity C# Job System一起使用时,NativeContainer使得Job可以访问和主线程共享的数据。
二、Demo
使用Unity OOP模式 + Job System,做一个Cube不断归位上升的位移操作。小伙伴们可以通过控制m_use_job 开关来实现单线程和多线程模式之间的切换,然后去Windows -> Profiler ->CPU Usage -> Live查看一下自己的CPU使用情况。这是一个使用了多线程的demo,但是并不是真正的并行, 后边的demo里再去实现。
using Unity.Jobs;
using Unity.Collections;
using UnityEngine;
public struct MoveJob : IJob
{
public NativeArray<Vector3> poses;
public float time;
public void Execute()
{
for(int i = 0;i < poses.Length; ++i)
{
if (poses[i].y > 80)
{
poses[i] = new Vector3(poses[i].x, -30, poses[i].z) + Vector3.up * time * 10;
}
else
{
poses[i] = poses[i] + Vector3.up * time * 10;
}
}
}
}
public class JobSys : MonoBehaviour
{
public bool m_use_job = true; // 模式开关
public int m_cnt = 500; // 模型数量
public GameObject m_cube; // 基础模型
private GameObject[] m_cubes;
// Start is called before the first frame update
void Start()
{
m_cubes = new GameObject[m_cnt];
for(int i = 0; i < m_cnt; ++i)
{
m_cubes[i] = Instantiate(m_cube);
m_cubes[i].transform.position = UnityEngine.Random.insideUnitSphere * 50;
}
}
// Update is called once per frame
void Update()
{
if (m_use_job)
{
// 1. 创建填充共享数据
NativeArray<Vector3> poses = new NativeArray<Vector3>(m_cnt, Allocator.TempJob);
for (int i = 0; i < m_cnt; ++i)
{
poses[i] = m_cubes[i].transform.position;
}
// 2. 创建启用Job
MoveJob job = new MoveJob()
{
poses = poses,
time = UnityEngine.Time.deltaTime
};
JobHandle handle = job.Schedule();
handle.Complete();
// 3. 使用Job处理后的数据
for (int i = 0; i < m_cnt; ++i)
{
m_cubes[i].transform.position = poses[i];
}
// 4. 释放NativeArray
poses.Dispose();
}
else
{
for (int i = 0; i < m_cnt; ++i)
{
Vector3 pos = m_cubes[i].transform.position;
if(pos.y > 80)
{
m_cubes[i].transform.position = new Vector3(pos.x, -30, pos.z) + Vector3.up * UnityEngine.Time.deltaTime * 10;
}
else
{
m_cubes[i].transform.position = pos + Vector3.up * UnityEngine.Time.deltaTime * 10;
}
}
}
}
}