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      "context": "我的UWA问答中的“2020-06-13 - 使用Unity的Profile工具查看内存问题，上面有个save按钮，保存后是一个.data结尾的文件。请问这个文件怎么查看呢？怎么打开”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-newtonsoft-json-deserialization-performance",
      "title": "Newtonsoft Json反序列化耗时太长",
      "url": "https://www.pystone.net/notes/uwa-answer-newtonsoft-json-deserialization-performance/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-newtonsoft-json-deserialization-performance#knowledge-atlas",
      "label": "2020-06-18 - Newtonsoft Json反序列化耗时太长",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-rotated-texture-aliasing",
      "title": "unity纹理旋转造成的锯齿",
      "url": "https://www.pystone.net/notes/uwa-answer-rotated-texture-aliasing/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-rotated-texture-aliasing#knowledge-atlas",
      "label": "2020-06-23 - unity纹理旋转造成的锯齿",
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      "humanReviewed": true,
      "context": "我的UWA问答中的“2020-06-23 - unity纹理旋转造成的锯齿”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-linear-color-space-render-texture-value",
      "title": "unity的颜色线性空间下randTexture单个像素的色值大于shader的输出值的困惑",
      "url": "https://www.pystone.net/notes/uwa-answer-linear-color-space-render-texture-value/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-linear-color-space-render-texture-value#knowledge-atlas",
      "label": "2020-09-05 - unity的颜色线性空间下randTexture单个像素的色值大于shader的输出值的困惑",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2020-09-05 - unity的颜色线性空间下randTexture单个像素的色值大于shader的输出值的困惑”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-alpha-channel-image-size",
      "title": "贴图Alpha通道的对图片大小的影响",
      "url": "https://www.pystone.net/notes/uwa-answer-alpha-channel-image-size/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-alpha-channel-image-size#knowledge-atlas",
      "label": "2020-11-05 - 贴图Alpha通道的对图片大小的影响",
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      "humanReviewed": true,
      "context": "我的UWA问答中的“2020-11-05 - 贴图Alpha通道的对图片大小的影响”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-effect-overdraw-in-local-resource-check",
      "title": "本地资源检测，特效检测中overdraw相关问题",
      "url": "https://www.pystone.net/notes/uwa-answer-effect-overdraw-in-local-resource-check/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-effect-overdraw-in-local-resource-check#knowledge-atlas",
      "label": "2020-12-04 - 本地资源检测，特效检测中overdraw相关问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2020-12-04 - 本地资源检测，特效检测中overdraw相关问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-shaderlab-memory-without-built-in-shaders",
      "title": "没有引用内置shader情况下shaderlab占用仍较大",
      "url": "https://www.pystone.net/notes/uwa-answer-shaderlab-memory-without-built-in-shaders/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-shaderlab-memory-without-built-in-shaders#knowledge-atlas",
      "label": "2021-02-21 - 没有引用内置shader情况下shaderlab占用仍较大",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-02-21 - 没有引用内置shader情况下shaderlab占用仍较大”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
    },
    {
      "id": "note:uwa-answer-android-visual-jitter",
      "title": "在某些安卓机型上出现画面抽搐的现象",
      "url": "https://www.pystone.net/notes/uwa-answer-android-visual-jitter/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-android-visual-jitter#knowledge-atlas",
      "label": "2021-02-22 - 在某些安卓机型上出现画面抽搐的现象",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-02-22 - 在某些安卓机型上出现画面抽搐的现象”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
    },
    {
      "id": "note:uwa-answer-linear-color-space-animation-material-color",
      "title": "线性空间 动作文件控制材质球颜色失真问题",
      "url": "https://www.pystone.net/notes/uwa-answer-linear-color-space-animation-material-color/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-linear-color-space-animation-material-color#knowledge-atlas",
      "label": "2021-02-23 - 线性空间 动作文件控制材质球颜色失真问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-02-23 - 线性空间 动作文件控制材质球颜色失真问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-profiler-asset-bundles-serialized-file-memory",
      "title": "Profiler Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别",
      "url": "https://www.pystone.net/notes/uwa-answer-profiler-asset-bundles-serialized-file-memory/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-profiler-asset-bundles-serialized-file-memory#knowledge-atlas",
      "label": "2021-03-05 - Profiler Detailed内存中NotSaved-AssetBundles和Other-SerializedFile有什么区别",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-05 - Profiler Detailed内存中NotSaved-AssetBundles和Other-SerializedFile有什么区别”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
    },
    {
      "id": "note:uwa-answer-perspective-camera-screen-boundary",
      "title": "倾斜视角的透视相机算3d空间里的物体对应屏幕边界",
      "url": "https://www.pystone.net/notes/uwa-answer-perspective-camera-screen-boundary/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-perspective-camera-screen-boundary#knowledge-atlas",
      "label": "2021-03-09 - 倾斜视角的透视相机算3d空间里的物体对应屏幕边界",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-09 - 倾斜视角的透视相机算3d空间里的物体对应屏幕边界”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-unity-job-system-issue",
      "title": "Unity Jobsystem问题",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-job-system-issue/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-job-system-issue#knowledge-atlas",
      "label": "2021-03-10 - Unity Jobsystem问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-10 - Unity Jobsystem问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-duplicate-lightmap-memory-loading",
      "title": "lightmap 在内存中有重复加载",
      "url": "https://www.pystone.net/notes/uwa-answer-duplicate-lightmap-memory-loading/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-duplicate-lightmap-memory-loading#knowledge-atlas",
      "label": "2021-03-17 - lightmap 在内存中有重复加载",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-17 - lightmap 在内存中有重复加载”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-release-unity-memory-on-exit",
      "title": "Unity内存如何在退出时释放",
      "url": "https://www.pystone.net/notes/uwa-answer-release-unity-memory-on-exit/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-release-unity-memory-on-exit#knowledge-atlas",
      "label": "2021-03-17 - Unity内存如何在退出时释放",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-17 - Unity内存如何在退出时释放”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-distant-grid-line-aliasing",
      "title": "想要实现网格线的效果，但是远处的线会花，是什么原因？",
      "url": "https://www.pystone.net/notes/uwa-answer-distant-grid-line-aliasing/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-distant-grid-line-aliasing#knowledge-atlas",
      "label": "2021-03-18 - 想要实现网格线的效果，但是远处的线会花，是什么原因？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-18 - 想要实现网格线的效果，但是远处的线会花，是什么原因？”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-asset-bundle-loading-methods",
      "title": "关于AssetBundle加载方式的适用环境",
      "url": "https://www.pystone.net/notes/uwa-answer-asset-bundle-loading-methods/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-asset-bundle-loading-methods#knowledge-atlas",
      "label": "2021-03-23 - 关于AssetBundle加载方式的适用环境",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-03-23 - 关于AssetBundle加载方式的适用环境”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-set-shader-graph-generated-properties",
      "title": "Shader Graph做的Shader，属性值都是随机的比如_basecolor这种，怎么赋值呢",
      "url": "https://www.pystone.net/notes/uwa-answer-set-shader-graph-generated-properties/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-set-shader-graph-generated-properties#knowledge-atlas",
      "label": "2021-03-24 - Shader Graph做的Shader，属性值都是随机的比如_basecolor这种，怎么赋值呢",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-24 - Shader Graph做的Shader，属性值都是随机的比如basecolor这种，怎么赋值呢",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-astc-apk-larger-than-etc2",
      "title": "为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK",
      "url": "https://www.pystone.net/notes/uwa-answer-astc-apk-larger-than-etc2/",
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      "label": "2021-03-24 - 为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK",
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      "context": "我的UWA问答中的“2021-03-24 - 为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-optimize-frequent-set-active-ui",
      "title": "如何优化UI中大量使用SetActive(true)/(false)",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-optimize-frequent-set-active-ui#knowledge-atlas",
      "label": "2021-03-26 - 如何优化UI中大量使用SetActive(true)-(false)",
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      "context": "我的UWA问答中的“2021-03-26 - 如何优化UI中大量使用SetActive(true)-(false)”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-text-mesh-pro-position-offset",
      "title": "TMP文字一运行渲染位置会向下偏移，postion没有变化，稍微动一下就会恢复正常，怎么回事？",
      "url": "https://www.pystone.net/notes/uwa-answer-text-mesh-pro-position-offset/",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-unity-world-space-ui-batching-break",
      "title": "Unity 3D场景UI被打断合批的原因？",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-world-space-ui-batching-break/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-world-space-ui-batching-break#knowledge-atlas",
      "label": "2021-04-09 - Unity 3D场景UI被打断合批的原因？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-04-09 - Unity 3D场景UI被打断合批的原因？”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-editor-loaded-texture-atlas-conflict",
      "title": "Unity editor模式不运行游戏的情况下，内存加载的图片导致游戏图集加载错误",
      "url": "https://www.pystone.net/notes/uwa-answer-editor-loaded-texture-atlas-conflict/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-editor-loaded-texture-atlas-conflict#knowledge-atlas",
      "label": "2021-04-14 - Unity editor模式不运行游戏的情况下，内存加载的图片导致游戏图集加载错误",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-04-14 - Unity editor模式不运行游戏的情况下，内存加载的图片导致游戏图集加载错误”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-urp-brdf-formula-difference",
      "title": "URP的BRDF计算的疑惑，与论文中的公式不一样？",
      "url": "https://www.pystone.net/notes/uwa-answer-urp-brdf-formula-difference/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-urp-brdf-formula-difference#knowledge-atlas",
      "label": "2021-04-23 - URP的BRDF计算的疑惑，与论文中的公式不一样？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-04-23 - URP的BRDF计算的疑惑，与论文中的公式不一样？”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-profiler-job-alloc-overflow",
      "title": "Profiler中的JobAlloc.Overflow的占用是什么原因呢？",
      "url": "https://www.pystone.net/notes/uwa-answer-profiler-job-alloc-overflow/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-profiler-job-alloc-overflow#knowledge-atlas",
      "label": "2021-04-27 - Profiler中的JobAlloc.Overflow的占用是什么原因呢？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-04-27 - Profiler中的JobAlloc.Overflow的占用是什么原因呢？”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-mesh-memory-usage",
      "title": "关于mesh占用内存的问题",
      "url": "https://www.pystone.net/notes/uwa-answer-mesh-memory-usage/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-mesh-memory-usage#knowledge-atlas",
      "label": "2021-04-28 - 关于mesh占用内存的问题",
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      "context": "我的UWA问答中的“2021-04-28 - 关于mesh占用内存的问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-sprite-atlas-asset-bundle-duplication",
      "title": "UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题",
      "url": "https://www.pystone.net/notes/uwa-answer-sprite-atlas-asset-bundle-duplication/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-sprite-atlas-asset-bundle-duplication#knowledge-atlas",
      "label": "2021-04-30 - UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题",
      "origin": "explicit",
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      "context": "我的UWA问答中的“2021-04-30 - UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-legacy-animation-compression-rotation-frames",
      "title": "关于Legacy动画压缩精度到3位后Unity在Rotaiton曲线中产生自动补帧的问题",
      "url": "https://www.pystone.net/notes/uwa-answer-legacy-animation-compression-rotation-frames/",
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      "id": "note:uwa-answer-directory-not-found-exception",
      "title": "DirectoryNotFoundException: Could not find a part of the path",
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      "label": "2021-05-07 - DirectoryNotFoundException- Could not find a part of the path",
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      "id": "note:uwa-answer-ugui-update-batches-cost",
      "title": "UGUI.Rendering.UpdateBatches较高",
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      "id": "note:uwa-answer-unity-conditional-compilation-symbols",
      "title": "Unity宏定义问题",
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      "label": "2021-05-07 - Unity宏定义问题",
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      "id": "note:uwa-answer-implement-mesh-renderer-effect",
      "title": "自己如何实现MeshRender 的效果",
      "url": "https://www.pystone.net/notes/uwa-answer-implement-mesh-renderer-effect/",
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      "label": "2021-05-09 - 自己如何实现MeshRender 的效果",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-ugui-dynamic-item-draw-call",
      "title": "UGUI 动态加载Item DrawCall问题",
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      "label": "2021-05-11 - UGUI 动态加载Item DrawCall问题",
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      "id": "note:uwa-answer-fbx-default-material-persists-after-restart",
      "title": "本地删除FBX的DefaultMaterial在unity重启后无效",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-fbx-default-material-persists-after-restart#knowledge-atlas",
      "label": "2021-05-11 - 本地删除FBX的DefaultMaterial在unity重启后无效",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-addressables-load-scene-progress",
      "title": "Addressables.LoadSceneAsync 怎么获取加载进度",
      "url": "https://www.pystone.net/notes/uwa-answer-addressables-load-scene-progress/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-addressables-load-scene-progress#knowledge-atlas",
      "label": "2021-05-13 - Addressables.LoadSceneAsync 怎么获取加载进度",
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      "id": "note:uwa-answer-navmesh-point-from-two-dimensional-coordinate",
      "title": "Unity2019或者更高版本，有没有办法把二维坐标（无y值） 转换到 NavMesh上的点。",
      "url": "https://www.pystone.net/notes/uwa-answer-navmesh-point-from-two-dimensional-coordinate/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-navmesh-point-from-two-dimensional-coordinate#knowledge-atlas",
      "label": "2021-05-13 - Unity2019或者更高版本，有没有办法把二维坐标（无y值） 转换到 NavMesh上的点。",
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      "context": "我的UWA问答中的“2021-05-13 - Unity2019或者更高版本，有没有办法把二维坐标（无y值） 转换到 NavMesh上的点。”导航项",
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      "id": "note:uwa-answer-game-performance-stutter-diagnosis",
      "title": "游戏性能卡顿",
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      "id": "note:uwa-answer-loading-check-consistency-editor-cost",
      "title": "loading.checkconsistency editor only 编辑器上这个比较耗时，请问是做什么的，如何优化",
      "url": "https://www.pystone.net/notes/uwa-answer-loading-check-consistency-editor-cost/",
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      "label": "2021-05-14 - loading.checkconsistency editor only 编辑器上这个比较耗时，请问是做什么的，如何优化",
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      "context": "我的UWA问答中的“2021-05-14 - loading.checkconsistency editor only 编辑器上这个比较耗时，请问是做什么的，如何优化”导航项",
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      "id": "note:uwa-answer-timeline-internal-create-playable-cost",
      "title": "TimeLine 的 Internal_CreatePlayable 开销很大",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-timeline-internal-create-playable-cost#knowledge-atlas",
      "label": "2021-05-14 - TimeLine 的 Internal_CreatePlayable 开销很大",
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      "context": "2021-05-14 - TimeLine 的 InternalCreatePlayable 开销很大",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-api-compatibility-level-net-standard",
      "title": "unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢",
      "url": "https://www.pystone.net/notes/uwa-answer-api-compatibility-level-net-standard/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-api-compatibility-level-net-standard#knowledge-atlas",
      "label": "2021-05-18 - unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-05-18 - unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-unity-material-texture-redundancy",
      "title": "Unity2018.4上材质对贴图的冗余引用是否可以不管？",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-material-texture-redundancy/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-material-texture-redundancy#knowledge-atlas",
      "label": "2021-05-21 - Unity2018.4上材质对贴图的冗余引用是否可以不管？",
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      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-05-21 - Unity2018.4上材质对贴图的冗余引用是否可以不管？”导航项",
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      "id": "note:uwa-answer-json-utility-float-precision",
      "title": "JsonUtility.ToJson 浮点型保留小数问题",
      "url": "https://www.pystone.net/notes/uwa-answer-json-utility-float-precision/",
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      "label": "2021-05-24 - JsonUtility.ToJson 浮点型保留小数问题",
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      "context": "我的UWA问答中的“2021-05-24 - JsonUtility.ToJson 浮点型保留小数问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-world-to-screen-point-invalid-coordinate",
      "title": "WorldToScreenPoint获取到的屏幕坐标异常",
      "url": "https://www.pystone.net/notes/uwa-answer-world-to-screen-point-invalid-coordinate/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-world-to-screen-point-invalid-coordinate#knowledge-atlas",
      "label": "2021-05-26 - WorldToScreenPoint获取到的屏幕坐标异常",
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      "context": "我的UWA问答中的“2021-05-26 - WorldToScreenPoint获取到的屏幕坐标异常”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-animation-state-count-performance",
      "title": "动画状态机中AnimationState的数量过多相关问题",
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      "label": "2021-05-29 - 动画状态机中AnimationState的数量过多相关问题",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-live2d-smooth-gradient",
      "title": "Live2D平滑渐变方案",
      "url": "https://www.pystone.net/notes/uwa-answer-live2d-smooth-gradient/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-live2d-smooth-gradient#knowledge-atlas",
      "label": "2021-06-05 - Live2D平滑渐变方案",
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      "context": "我的UWA问答中的“2021-06-05 - Live2D平滑渐变方案”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-socket-select-optimization",
      "title": "Socket.Select的优化方法",
      "url": "https://www.pystone.net/notes/uwa-answer-socket-select-optimization/",
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      "label": "2021-06-09 - Socket.Select的优化方法",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-32-and-64-bit-process-address-space",
      "title": "关于32位进程最多能分配1.5GB，64位进程最多能分配8TB的问题",
      "url": "https://www.pystone.net/notes/uwa-answer-32-and-64-bit-process-address-space/",
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      "label": "2021-06-28 - 关于32位进程最多能分配1.5GB，64位进程最多能分配8TB的问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-06-28 - 关于32位进程最多能分配1.5GB，64位进程最多能分配8TB的问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-xcode-archive-memory-usage",
      "title": "Xcode Archive 内存占用 200G",
      "url": "https://www.pystone.net/notes/uwa-answer-xcode-archive-memory-usage/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-xcode-archive-memory-usage#knowledge-atlas",
      "label": "2021-08-06 - Xcode Archive 内存占用 200G",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-on-process-shader-repeated-callbacks",
      "title": "OnProcessShader回调方法，为什么同一个shader会多次回调此方法？",
      "url": "https://www.pystone.net/notes/uwa-answer-on-process-shader-repeated-callbacks/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-on-process-shader-repeated-callbacks#knowledge-atlas",
      "label": "2021-08-11 - OnProcessShader回调方法，为什么同一个shader会多次回调此方法？",
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      "id": "note:uwa-answer-resources-unload-asset-behavior",
      "title": "关于resource.unloadasset()资源卸载疑问",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-resources-unload-asset-behavior#knowledge-atlas",
      "label": "2021-08-13 - 关于resource.unloadasset()资源卸载疑问",
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      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-material-asset-bundle-texture-duplication",
      "title": "材质球AssetBundle打包时，纹理会被冗余包含进包内",
      "url": "https://www.pystone.net/notes/uwa-answer-material-asset-bundle-texture-duplication/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-material-asset-bundle-texture-duplication#knowledge-atlas",
      "label": "2021-08-14 - 材质球AssetBundle打包时，纹理会被冗余包含进包内",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-08-14 - 材质球AssetBundle打包时，纹理会被冗余包含进包内”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-32-bit-process-over-four-gigabytes",
      "title": "32位的CPU下，程序使用的空间能不能超过4GB呢？",
      "url": "https://www.pystone.net/notes/uwa-answer-32-bit-process-over-four-gigabytes/",
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      "label": "2021-08-20 - 32位的CPU下，程序使用的空间能不能超过4GB呢？",
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      "humanReviewed": true,
      "context": "我的UWA问答中的“2021-08-20 - 32位的CPU下，程序使用的空间能不能超过4GB呢？”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-new-struct-in-update",
      "title": "Update中new struct对象",
      "url": "https://www.pystone.net/notes/uwa-answer-new-struct-in-update/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-new-struct-in-update#knowledge-atlas",
      "label": "2021-09-02 - Update中new struct对象",
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      "context": "我的UWA问答中的“2021-09-02 - Update中new struct对象”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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    {
      "id": "note:uwa-answer-skinned-mesh-renderer-uv4-storage",
      "title": "SkinnedMeshRenderer的uv4存储问题",
      "url": "https://www.pystone.net/notes/uwa-answer-skinned-mesh-renderer-uv4-storage/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-skinned-mesh-renderer-uv4-storage#knowledge-atlas",
      "label": "2021-09-09 - SkinnedMeshRenderer的uv4存储问题",
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      "context": "我的UWA问答中的“2021-09-09 - SkinnedMeshRenderer的uv4存储问题”导航项",
      "citation": "https://www.pystone.net/notes/game-graphics-and-runtime/#%E6%88%91%E7%9A%84uwa%E9%97%AE%E7%AD%94"
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      "id": "note:uwa-answer-duplicate-materials-in-unity-memory",
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  "contentMarkdown": "# 游戏图形与运行时\n\n> 此页是集合 MOC：用于建立稳定入口和反向链接。它由工具生成，不替代人工维护的主题关系。\n\n- 上级：[[10-计算机、信息技术与工程/计算机、信息技术与工程|计算机、信息技术与工程]]\n- 收录：208 篇笔记\n\n## Cocos\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Cocos/Cocos-JSB|Cocos-JSB]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Cocos/Cocos2dx binding|Cocos2dx binding]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Cocos/cocos2dx|cocos2dx]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Cocos/Cocos技术生态|Cocos技术生态]]\n\n## Unity\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Android内存管理|Android内存管理]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Animation优化|Animation优化]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Assembly Definition File & Package Manager|Assembly Definition File & Package Manager]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Atlas【图集】|Atlas【图集】]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Audio|Audio]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/BatchMode|BatchMode]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Camera & Screen|Camera & Screen]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/CSharp调用Java&与Android交互|CSharp调用Java&与Android交互]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/CubeMap & Skybox|CubeMap & Skybox]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Destroy|Destroy]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Draw Call与Batching|Draw Call与Batching]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/DrawCall|DrawCall]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/GPU和CPU的区别|GPU和CPU的区别]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Graphics - Tier Settings & Quality Level|Graphics - Tier Settings & Quality Level]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/IL2CPP|IL2CPP]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/IL2CPP与IL2CPP VM|IL2CPP与IL2CPP VM]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Image & Raw Image|Image & Raw Image]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Map及其与Material、Texture的关系|Map及其与Material、Texture的关系]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Material|Material]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Mesh in U3D|Mesh in U3D]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/NavMesh|NavMesh]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Overdraw|Overdraw]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/ScriptableObject|ScriptableObject]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Skinned Mesh Renderer|Skinned Mesh Renderer]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/U3D资源优化知识点汇总|U3D资源优化知识点汇总]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/UGUI|UGUI]]\n- [Unity Native Programming【C#与C++互相调用】](<10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity Native Programming【C%23与C++互相调用】.md>)\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity Profiler|Unity Profiler]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity、Mono与.NET的关系|Unity、Mono与.NET的关系]]\n- [Unity与C#预处理指令](<10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity与C%23预处理指令.md>)\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity中Culling相关技术|Unity中Culling相关技术]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity中的Texture相关知识|Unity中的Texture相关知识]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity中的路径获取|Unity中的路径获取]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity场景管理和切换|Unity场景管理和切换]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity渲染相关API|Unity渲染相关API]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity的架构|Unity的架构]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity的渲染顺序|Unity的渲染顺序]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Unity项目Android调试过程|Unity项目Android调试过程]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/UPM自定义资源包及相关规范|UPM自定义资源包及相关规范]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/Windows与MacOS在U3D项目中的使用|Windows与MacOS在U3D项目中的使用]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/“游戏程序员核心竞争力”问题总结|“游戏程序员核心竞争力”问题总结]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【Editor Extension】IMGUI|【Editor Extension】IMGUI]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【内存】PSS内存组成|【内存】PSS内存组成]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【内存】Unity内存组成|【内存】Unity内存组成]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【内存】内存底层深入|【内存】内存底层深入]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【动画】Unity动画系统|【动画】Unity动画系统]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【资源】Asset Bundle|【资源】Asset Bundle]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/【转载】RenderTexture及其用途|【转载】RenderTexture及其用途]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/从Enumerator到StartCoroutine底层分析|从Enumerator到StartCoroutine底层分析]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/关于脚本的生命周期、函数的执行顺序|关于脚本的生命周期、函数的执行顺序]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/小知识点与小工具|小知识点与小工具]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/序列化与反序列化|序列化与反序列化]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/强哥UI课|强哥UI课]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/研究Unity引擎的技巧|研究Unity引擎的技巧]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/编辑器扩展|编辑器扩展]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/获取场景点数和面数|获取场景点数和面数]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/资源与内存【加载、卸载、Destroy】|资源与内存【加载、卸载、Destroy】]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unity/资源路径与文件加载|资源路径与文件加载]]\n\n## Unreal\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Build - UE CI|Build - UE CI]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Build - Unreal Build System|Build - Unreal Build System]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/UDIM贴图|UDIM贴图]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/UE 移动设备调试|UE 移动设备调试]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/UE二进制插件兼容问题及其延申|UE二进制插件兼容问题及其延申]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/UI方案|UI方案]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unity-Unreal|Unity-Unreal]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal C++|Unreal C++]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal c++常见问题|Unreal c++常见问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal Plugin多个模块开发与编译|Unreal Plugin多个模块开发与编译]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal入门路线|Unreal入门路线]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal学习与拓展规划|Unreal学习与拓展规划]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal插件开发|Unreal插件开发]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/Unreal资源管理|Unreal资源管理]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/【TODO】解决困惑-Actor与component关系|【TODO】解决困惑-Actor与component关系]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/Unreal/常见问题|常见问题]]\n\n## WebGL\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Cocos Engine 技术|Cocos Engine 技术]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Emscripten-C++到WebAssembly编译机制|Emscripten-C++到WebAssembly编译机制]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Emscripten-C++编译流程|Emscripten-C++编译流程]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/H5 WebGL 应用技术框架差异|H5 WebGL 应用技术框架差异]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/JavaScript & TypeScript|JavaScript & TypeScript]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/JavaScriptCpp互操作深入-JSB|JavaScriptCpp互操作深入-JSB]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/JavaScript（From CSharp）|JavaScript（From CSharp）]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/P1 WebGL生态地图与核心API|P1 WebGL生态地图与核心API]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/P2 Three & Babylon|P2 Three & Babylon]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/P3 Unity3D WebGL|P3 Unity3D WebGL]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Unity WebGL 中 CSharp ↔ JavaScript ↔ Native 互操作-底层运行全剖析|Unity WebGL 中 CSharp ↔ JavaScript ↔ Native 互操作-底层运行全剖析]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Unity WebGL 中 CSharp ↔ JavaScript ↔ Native 互操作编写方法|Unity WebGL 中 CSharp ↔ JavaScript ↔ Native 互操作编写方法]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Unity WebGL 中 JavaScript层调用 C++ 接口|Unity WebGL 中 JavaScript层调用 C++ 接口]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Unity3D WebGL 框架全景|Unity3D WebGL 框架全景]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL 应用与微信小游戏运行时架构、内存组成和分析方法|WebGL 应用与微信小游戏运行时架构、内存组成和分析方法]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL及Unity3D WebGL框架速览|WebGL及Unity3D WebGL框架速览]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL应用-wasm与javascript互操作原理浅谈|WebGL应用-wasm与javascript互操作原理浅谈]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL应用-wasm与javascript互操作底层实现|WebGL应用-wasm与javascript互操作底层实现]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL应用-Wasm加载使用原理|WebGL应用-Wasm加载使用原理]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL应用平台能力接口|WebGL应用平台能力接口]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL应用框架深入-WebAssembly编译与运行时框架|WebGL应用框架深入-WebAssembly编译与运行时框架]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL浏览器前端HTTP请求与跨域资源共享问题|WebGL浏览器前端HTTP请求与跨域资源共享问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/WebGL浏览器平台文件系统|WebGL浏览器平台文件系统]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Web开发中的CORS|Web开发中的CORS]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/Web生态相关技术|Web生态相关技术]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/关于多线程问题|关于多线程问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/关于微信小游戏与小程序框架的差异|关于微信小游戏与小程序框架的差异]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/底层深入-WebGL应用运行时环境（渲染+逻辑）|底层深入-WebGL应用运行时环境（渲染+逻辑）]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/底层深入-WebGL应用逻辑运行时（JavaScript与WebAssembly）|底层深入-WebGL应用逻辑运行时（JavaScript与WebAssembly）]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/底层深入-什么是 运行时|底层深入-什么是 运行时]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/WebGL/微信小游戏开发|微信小游戏开发]]\n\n## 我的UWA问答\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-06-13 - Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？|2020-06-13 - Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-06-13 - unity自身GC和.net的GC如何协调工作的|2020-06-13 - unity自身GC和.net的GC如何协调工作的]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-06-13 - 使用Unity的Profile工具查看内存问题，上面有个save按钮，保存后是一个.data结尾的文件。请问这个文件怎么查看呢？怎么打开|2020-06-13 - 使用Unity的Profile工具查看内存问题，上面有个save按钮，保存后是一个.data结尾的文件。请问这个文件怎么查看呢？怎么打开]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-06-18 - Newtonsoft Json反序列化耗时太长|2020-06-18 - Newtonsoft Json反序列化耗时太长]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-06-23 - unity纹理旋转造成的锯齿|2020-06-23 - unity纹理旋转造成的锯齿]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-09-05 - unity的颜色线性空间下randTexture单个像素的色值大于shader的输出值的困惑|2020-09-05 - unity的颜色线性空间下randTexture单个像素的色值大于shader的输出值的困惑]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-11-05 - 贴图Alpha通道的对图片大小的影响|2020-11-05 - 贴图Alpha通道的对图片大小的影响]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2020-12-04 - 本地资源检测，特效检测中overdraw相关问题|2020-12-04 - 本地资源检测，特效检测中overdraw相关问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-02-21 - 没有引用内置shader情况下shaderlab占用仍较大|2021-02-21 - 没有引用内置shader情况下shaderlab占用仍较大]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-02-22 - 在某些安卓机型上出现画面抽搐的现象|2021-02-22 - 在某些安卓机型上出现画面抽搐的现象]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-02-23 - 线性空间 动作文件控制材质球颜色失真问题|2021-02-23 - 线性空间 动作文件控制材质球颜色失真问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-05 - Profiler Detailed内存中NotSaved-AssetBundles和Other-SerializedFile有什么区别|2021-03-05 - Profiler Detailed内存中NotSaved-AssetBundles和Other-SerializedFile有什么区别]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-09 - 倾斜视角的透视相机算3d空间里的物体对应屏幕边界|2021-03-09 - 倾斜视角的透视相机算3d空间里的物体对应屏幕边界]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-10 - Unity Jobsystem问题|2021-03-10 - Unity Jobsystem问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-17 - lightmap 在内存中有重复加载|2021-03-17 - lightmap 在内存中有重复加载]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-17 - Unity内存如何在退出时释放|2021-03-17 - Unity内存如何在退出时释放]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-18 - 想要实现网格线的效果，但是远处的线会花，是什么原因？|2021-03-18 - 想要实现网格线的效果，但是远处的线会花，是什么原因？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-23 - 关于AssetBundle加载方式的适用环境|2021-03-23 - 关于AssetBundle加载方式的适用环境]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-24 - Shader Graph做的Shader，属性值都是随机的比如_basecolor这种，怎么赋值呢|2021-03-24 - Shader Graph做的Shader，属性值都是随机的比如_basecolor这种，怎么赋值呢]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-24 - 为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK|2021-03-24 - 为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-03-26 - 如何优化UI中大量使用SetActive(true)-(false)|2021-03-26 - 如何优化UI中大量使用SetActive(true)-(false)]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-09 - TMP文字一运行渲染位置会向下偏移，postion没有变化，稍微动一下就会恢复正常，怎么回事？|2021-04-09 - TMP文字一运行渲染位置会向下偏移，postion没有变化，稍微动一下就会恢复正常，怎么回事？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-09 - Unity 3D场景UI被打断合批的原因？|2021-04-09 - Unity 3D场景UI被打断合批的原因？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-14 - Unity editor模式不运行游戏的情况下，内存加载的图片导致游戏图集加载错误|2021-04-14 - Unity editor模式不运行游戏的情况下，内存加载的图片导致游戏图集加载错误]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-23 - URP的BRDF计算的疑惑，与论文中的公式不一样？|2021-04-23 - URP的BRDF计算的疑惑，与论文中的公式不一样？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-27 - Profiler中的JobAlloc.Overflow的占用是什么原因呢？|2021-04-27 - Profiler中的JobAlloc.Overflow的占用是什么原因呢？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-28 - 关于mesh占用内存的问题|2021-04-28 - 关于mesh占用内存的问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-04-30 - UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题|2021-04-30 - UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-02 - 关于Legacy动画压缩精度到3位后Unity在Rotaiton曲线中产生自动补帧的问题|2021-05-02 - 关于Legacy动画压缩精度到3位后Unity在Rotaiton曲线中产生自动补帧的问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-07 - DirectoryNotFoundException- Could not find a part of the path|2021-05-07 - DirectoryNotFoundException- Could not find a part of the path]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-07 - UGUI.Rendering.UpdateBatches较高|2021-05-07 - UGUI.Rendering.UpdateBatches较高]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-07 - Unity宏定义问题|2021-05-07 - Unity宏定义问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-09 - 自己如何实现MeshRender 的效果|2021-05-09 - 自己如何实现MeshRender 的效果]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-11 - UGUI 动态加载Item DrawCall问题|2021-05-11 - UGUI 动态加载Item DrawCall问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-11 - 本地删除FBX的DefaultMaterial在unity重启后无效|2021-05-11 - 本地删除FBX的DefaultMaterial在unity重启后无效]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-13 - Addressables.LoadSceneAsync 怎么获取加载进度|2021-05-13 - Addressables.LoadSceneAsync 怎么获取加载进度]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-13 - Unity2019或者更高版本，有没有办法把二维坐标（无y值） 转换到 NavMesh上的点。|2021-05-13 - Unity2019或者更高版本，有没有办法把二维坐标（无y值） 转换到 NavMesh上的点。]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-13 - 游戏性能卡顿|2021-05-13 - 游戏性能卡顿]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-14 - loading.checkconsistency editor only 编辑器上这个比较耗时，请问是做什么的，如何优化|2021-05-14 - loading.checkconsistency editor only 编辑器上这个比较耗时，请问是做什么的，如何优化]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-14 - TimeLine 的 Internal_CreatePlayable 开销很大|2021-05-14 - TimeLine 的 Internal_CreatePlayable 开销很大]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-18 - unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢|2021-05-18 - unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-21 - Unity2018.4上材质对贴图的冗余引用是否可以不管？|2021-05-21 - Unity2018.4上材质对贴图的冗余引用是否可以不管？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-24 - JsonUtility.ToJson 浮点型保留小数问题|2021-05-24 - JsonUtility.ToJson 浮点型保留小数问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-26 - WorldToScreenPoint获取到的屏幕坐标异常|2021-05-26 - WorldToScreenPoint获取到的屏幕坐标异常]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-05-29 - 动画状态机中AnimationState的数量过多相关问题|2021-05-29 - 动画状态机中AnimationState的数量过多相关问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-06-05 - Live2D平滑渐变方案|2021-06-05 - Live2D平滑渐变方案]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-06-09 - Socket.Select的优化方法|2021-06-09 - Socket.Select的优化方法]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-06-28 - 关于32位进程最多能分配1.5GB，64位进程最多能分配8TB的问题|2021-06-28 - 关于32位进程最多能分配1.5GB，64位进程最多能分配8TB的问题]]\n- [2021-08-04 - c#获取的mac地址为00-00-00-00-00-0000EE是为什么](<10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-08-04 - c%23获取的mac地址为00-00-00-00-00-0000EE是为什么.md>)\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-08-06 - Xcode Archive 内存占用 200G|2021-08-06 - Xcode Archive 内存占用 200G]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-08-11 - OnProcessShader回调方法，为什么同一个shader会多次回调此方法？|2021-08-11 - OnProcessShader回调方法，为什么同一个shader会多次回调此方法？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-08-13 - 关于resource.unloadasset()资源卸载疑问|2021-08-13 - 关于resource.unloadasset()资源卸载疑问]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-08-14 - 材质球AssetBundle打包时，纹理会被冗余包含进包内|2021-08-14 - 材质球AssetBundle打包时，纹理会被冗余包含进包内]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-08-20 - 32位的CPU下，程序使用的空间能不能超过4GB呢？|2021-08-20 - 32位的CPU下，程序使用的空间能不能超过4GB呢？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-09-02 - Update中new struct对象|2021-09-02 - Update中new struct对象]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-09-09 - SkinnedMeshRenderer的uv4存储问题|2021-09-09 - SkinnedMeshRenderer的uv4存储问题]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-09-10 - 同一个material，在unity内存统计中却有多个|2021-09-10 - 同一个material，在unity内存统计中却有多个]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-09-30 - 关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问|2021-09-30 - 关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2021-11-12 - UWA本地资源检测 导入本地报错|2021-11-12 - UWA本地资源检测 导入本地报错]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2022-06-07 - 有什么方法可以知道打包的时候的一个Shader有多少变体？|2022-06-07 - 有什么方法可以知道打包的时候的一个Shader有多少变体？]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/2023-02-28 - UWA Pipeline|2023-02-28 - UWA Pipeline]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/我的UWA问答|我的UWA问答]]\n\n## 渲染基础\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/GPU Instancing及其应用|GPU Instancing及其应用]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/Icosphere|Icosphere]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/LOD工具调研|LOD工具调研]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/OpenGL|OpenGL]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/Sobel operator|Sobel operator]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/SRP|SRP]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/Unity Grahpics API|Unity Grahpics API]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【CG】3D数学基础|【CG】3D数学基础]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【CG】Front, Back, and Other Buffers|【CG】Front, Back, and Other Buffers]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【CG】GPU programming & Compute Shader|【CG】GPU programming & Compute Shader]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【CG】GPU, 驱动与Graphics API|【CG】GPU, 驱动与Graphics API]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【CG】GPU硬件架构及运行机制|【CG】GPU硬件架构及运行机制]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【Unity Shader】ShaderLab语法|【Unity Shader】ShaderLab语法]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【光照】光照探针|【光照】光照探针]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【光照】光线衰减与阴影|【光照】光线衰减与阴影]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【光照】全局光照|【光照】全局光照]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【光照】基础光照|【光照】基础光照]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【光照】渲染路径与光源类型|【光照】渲染路径与光源类型]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/【转载】Mobile SoC|【转载】Mobile SoC]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/卷积|卷积]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/法线与法线贴图|法线与法线贴图]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/渲染基础——Render-pipeline|渲染基础——Render-pipeline]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/理解伽马校正与Unity的Gamma or Linear workflow|理解伽马校正与Unity的Gamma or Linear workflow]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/矩阵与坐标转换|矩阵与坐标转换]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/纹理滤波相关知识整理|纹理滤波相关知识整理]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/美术术语|美术术语]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/渲染基础/齐次坐标与坐标变换|齐次坐标与坐标变换]]\n\n## 游戏性能优化\n\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/Linq usage & performance|Linq usage & performance]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/Unity性能优化全攻略|Unity性能优化全攻略]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/Unity性能优化知识体系|Unity性能优化知识体系]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/【优化】Messages of Monobehaviour|【优化】Messages of Monobehaviour]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/【优化】Unity内存泄露|【优化】Unity内存泄露]]\n- [【优化】Unity开发中的C#——CPU耗时优化](<10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/【优化】Unity开发中的C%23——CPU耗时优化.md>)\n- [【优化】Unity开发中的C#——内存与GC优化](<10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/【优化】Unity开发中的C%23——内存与GC优化.md>)\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/【性能分析】Snapdragon Profiler|【性能分析】Snapdragon Profiler]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/性能优化的本质是控制成本发生的频率、时机与范围|性能优化的本质是控制成本发生的频率、时机与范围]]\n- [[10-计算机、信息技术与工程/05-游戏图形与运行时/游戏性能优化/资源导入后处理&动画文件优化|资源导入后处理&动画文件优化]]\n"
}
