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OK, thank you for your explanation. I have to use Axel-F's code.
There are 4 pdb files in the "Managed" directory: Assembly-CSharp.pdb Unity.TextMeshPro.pdb spine-unity.pdb Unity.Analytics.DataPrivacy.pdb And...
After the game is built, the .pdb files are still in the target directory.
I still can't get it to work. Please help... The command line is: /c/Program\ Files/Unity/Editor/Unity.exe \ -quit \ -batchmode \...
It does not work, even if I change the value to false. But the interface is right, thank you. I will try it again.
It does not work with Unity 2018.4.12f1, so I have to use the code from Axel-F. Has the setting interface changed? (I know unity has a GUI option...
Thank you for your advice, I will try Burst Jobs and DOTS sooner or later.
I rewrote the loading and saving logic with C++, and finally escaped from the clutches of Boehm-Demers-Weiser GC. Here is the cost time...
Thank you for your concern. :D Optimizing the loading codes requires more effort, I don't have much time these days, and I think convert them into...
At the same time, I removed the array allocation in the method "Append", the save speed is now faster a lot, the pause time (about 3 seconds) is...
Hello everyone, here's my latest progress: I compiled mono.dll myself, with "SGen GC" instead of "Boehm-Demers-Weiser GC". (search "github...
I think GC is not the main cause, but I will do my best to reduce GC in the next version of the game. And I tried to replace the .exe file and...
Yes, you are right. I'm trying to solve this problem from every angle I realized. But the truth is, the game's codes are very complicated, I...
The load & save procedure of my game is too slow, I have to find some solution to greatly reduce the time consumption. :(
Maybe this is the shallow reason of this problem, but I'm not sure: What's the difference between mono.exe and mono-bdwgc.exe?
Please refer to this post: Multi-threaded operation in Unity is 28 times slower than normal C# program? I run the executable of "CSharpTest.zip"...
Thank you for your advice, I definitely will refactor my codes to follow these guidelines. But my biggest concern is, why Unity consumes so much...
The projects have been uploaded, you can have a try. ;)
Yes, possible, we need a test. I wiped out all the logs and run again, the time spent is basically unchanged: from 130.145 seconds to 131.029 seconds.