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      "context": "2021-05-11：本地删除FBX的DefaultMaterial在unity重启后无效（内存管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
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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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-implement-mesh-renderer-effect#knowledge-atlas",
      "label": "自己如何实现MeshRender 的效果",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-05-09：自己如何实现MeshRender 的效果（引擎技术、资源管理、动画模块、渲染模块）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "id": "note:uwa-answer-unity-conditional-compilation-symbols",
      "title": "Unity宏定义问题",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-conditional-compilation-symbols/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-conditional-compilation-symbols#knowledge-atlas",
      "label": "Unity宏定义问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-05-07：Unity宏定义问题（引擎技术）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
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      "id": "note:uwa-answer-directory-not-found-exception",
      "title": "DirectoryNotFoundException: Could not find a part of the path",
      "url": "https://www.pystone.net/notes/uwa-answer-directory-not-found-exception/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-directory-not-found-exception#knowledge-atlas",
      "label": "DirectoryNotFoundException: Could not find a part of the path",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-05-07：DirectoryNotFoundException: Could not find a part of the path（资源管理、项目管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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      "id": "note:uwa-answer-ugui-update-batches-cost",
      "title": "UGUI.Rendering.UpdateBatches较高",
      "url": "https://www.pystone.net/notes/uwa-answer-ugui-update-batches-cost/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-ugui-update-batches-cost#knowledge-atlas",
      "label": "UGUI.Rendering.UpdateBatches较高",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-05-07：UGUI.Rendering.UpdateBatches较高（UGUI）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-legacy-animation-compression-rotation-frames#knowledge-atlas",
      "label": "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",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "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（资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "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",
      "humanReviewed": true,
      "context": "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（资源管理、UI、UGUI）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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": "关于mesh占用内存的问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-04-28：关于mesh占用内存的问题（资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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": "Profiler中的JobAlloc.Overflow的占用是什么原因呢？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-04-27：Profiler中的JobAlloc.Overflow的占用是什么原因呢？（Shader、资源管理、UI、渲染模块、性能优化、终端平台、GPU）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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": "URP的BRDF计算的疑惑，与论文中的公式不一样？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-04-23：URP的BRDF计算的疑惑，与论文中的公式不一样？（终端平台、渲染模块）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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": "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": "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（项目管理、资源管理、内存管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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": "Unity 3D场景UI被打断合批的原因？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-04-09：Unity 3D场景UI被打断合批的原因？（UI、渲染模块）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-text-mesh-pro-position-offset#knowledge-atlas",
      "label": "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？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "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？（UI、渲染模块）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "id": "note:uwa-answer-optimize-frequent-set-active-ui",
      "title": "如何优化UI中大量使用SetActive(true)/(false)",
      "url": "https://www.pystone.net/notes/uwa-answer-optimize-frequent-set-active-ui/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-optimize-frequent-set-active-ui#knowledge-atlas",
      "label": "如何优化UI中大量使用SetActive(true)/(false)",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-26：如何优化UI中大量使用SetActive(true)/(false)（UI、资源管理、UGUI、终端平台）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "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（Shader）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-astc-apk-larger-than-etc2#knowledge-atlas",
      "label": "为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "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（资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
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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": "关于AssetBundle加载方式的适用环境",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-23：关于AssetBundle加载方式的适用环境（内存管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
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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": "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": "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？（资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "Unity内存如何在退出时释放",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-17：Unity内存如何在退出时释放（终端平台）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
    },
    {
      "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": "lightmap 在内存中有重复加载",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-17：lightmap 在内存中有重复加载（渲染模块、资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "Unity Jobsystem问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-10：Unity Jobsystem问题（C#编程）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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    {
      "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": "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": "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（终端平台）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "Profiler Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-03-05：Profiler Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别（资源管理、内存管理、终端平台）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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      "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": "线性空间 动作文件控制材质球颜色失真问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-02-23：线性空间 动作文件控制材质球颜色失真问题（资源管理、渲染模块）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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      "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": "在某些安卓机型上出现画面抽搐的现象",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-02-22：在某些安卓机型上出现画面抽搐的现象（渲染模块、动画模块、物理模块）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "没有引用内置shader情况下shaderlab占用仍较大",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-02-21：没有引用内置shader情况下shaderlab占用仍较大（Shader）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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": "本地资源检测，特效检测中overdraw相关问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2020-12-04：本地资源检测，特效检测中overdraw相关问题（终端平台）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
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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": "贴图Alpha通道的对图片大小的影响",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2020-11-05：贴图Alpha通道的对图片大小的影响（资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
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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": "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": "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（GPU、渲染模块、性能优化、终端平台、性能排查工具）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
    },
    {
      "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": "unity纹理旋转造成的锯齿",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2020-06-23：unity纹理旋转造成的锯齿（资源管理、UI、UGUI）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
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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": "Newtonsoft Json反序列化耗时太长",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2020-06-18：Newtonsoft Json反序列化耗时太长（Script、资源管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
    },
    {
      "id": "note:uwa-answer-unity-and-dotnet-garbage-collection",
      "title": "unity自身GC和.net的GC如何协调工作的",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-and-dotnet-garbage-collection/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-and-dotnet-garbage-collection#knowledge-atlas",
      "label": "unity自身GC和.net的GC如何协调工作的",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2020-06-13：unity自身GC和.net的GC如何协调工作的（内存管理）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
    },
    {
      "id": "note:uwa-answer-open-unity-profiler-data-file",
      "title": "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",
      "url": "https://www.pystone.net/notes/uwa-answer-open-unity-profiler-data-file/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-open-unity-profiler-data-file#knowledge-atlas",
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      "origin": "explicit",
      "humanReviewed": true,
      "context": "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（性能优化、性能排查工具）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
    },
    {
      "id": "note:uwa-answer-unity-ios-texture-compression-executable",
      "title": "Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-ios-texture-compression-executable/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-ios-texture-compression-executable#knowledge-atlas",
      "label": "Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？",
      "origin": "explicit",
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      "context": "2020-06-13：Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？（资源管理、引擎技术、其他）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2020"
    },
    {
      "id": "note:uwa-answer-invalid-mac-address-from-csharp",
      "title": "c#获取的mac地址为00:00:00:00:00:0000EE是为什么",
      "url": "https://www.pystone.net/notes/uwa-answer-invalid-mac-address-from-csharp/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-invalid-mac-address-from-csharp#knowledge-atlas",
      "label": "c#获取的mac地址为00:00:00:00:00:0000EE是为什么",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "2021-08-04：c#获取的mac地址为00:00:00:00:00:0000EE是为什么（终端平台）",
      "citation": "https://www.pystone.net/notes/my-uwa-answers/#2021"
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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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-32-bit-process-over-four-gigabytes#knowledge-atlas",
      "label": "32位的CPU下，程序使用的空间能不能超过4GB呢？",
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    {
      "id": "note:uwa-answer-fbx-default-material-persists-after-restart",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-fbx-default-material-persists-after-restart#knowledge-atlas",
      "label": "本地删除FBX的DefaultMaterial在unity重启后无效",
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      "citation": "https://www.pystone.net/notes/uwa-answer-fbx-default-material-persists-after-restart/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-effect-overdraw-in-local-resource-check#knowledge-atlas",
      "label": "本地资源检测，特效检测中overdraw相关问题",
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      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
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      "label": "材质球AssetBundle打包时，纹理会被冗余包含进包内",
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      "title": "动画状态机中AnimationState的数量过多相关问题",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-animation-state-count-performance#knowledge-atlas",
      "label": "动画状态机中AnimationState的数量过多相关问题",
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      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-animation-state-count-performance/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "atlas": "https://www.pystone.net/?node=uwa-answer-32-and-64-bit-process-address-space#knowledge-atlas",
      "label": "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": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-32-and-64-bit-process-address-space/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-asset-bundle-loading-methods#knowledge-atlas",
      "label": "关于AssetBundle加载方式的适用环境",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-asset-bundle-loading-methods/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-legacy-animation-compression-rotation-frames#knowledge-atlas",
      "label": "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",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-legacy-animation-compression-rotation-frames/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "id": "note:uwa-answer-mesh-memory-usage",
      "title": "关于mesh占用内存的问题",
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      "atlas": "https://www.pystone.net/?node=uwa-answer-mesh-memory-usage#knowledge-atlas",
      "label": "关于mesh占用内存的问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-mesh-memory-usage/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "title": "关于resource.unloadasset()资源卸载疑问",
      "url": "https://www.pystone.net/notes/uwa-answer-resources-unload-asset-behavior/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-resources-unload-asset-behavior#knowledge-atlas",
      "label": "关于resource.unloadasset()资源卸载疑问",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-resources-unload-asset-behavior/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "title": "关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问",
      "url": "https://www.pystone.net/notes/uwa-answer-animator-controller-animation-state-count/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-animator-controller-animation-state-count#knowledge-atlas",
      "label": "关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-animator-controller-animation-state-count/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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/",
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      "label": "没有引用内置shader情况下shaderlab占用仍较大",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-shaderlab-memory-without-built-in-shaders/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "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": "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": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-perspective-camera-screen-boundary/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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)",
      "url": "https://www.pystone.net/notes/uwa-answer-optimize-frequent-set-active-ui/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-optimize-frequent-set-active-ui#knowledge-atlas",
      "label": "如何优化UI中大量使用SetActive(true)/(false)",
      "origin": "explicit",
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      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-optimize-frequent-set-active-ui/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-open-unity-profiler-data-file",
      "title": "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",
      "url": "https://www.pystone.net/notes/uwa-answer-open-unity-profiler-data-file/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-open-unity-profiler-data-file#knowledge-atlas",
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      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-open-unity-profiler-data-file/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
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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": "贴图Alpha通道的对图片大小的影响",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-alpha-channel-image-size/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "title": "同一个material，在unity内存统计中却有多个",
      "url": "https://www.pystone.net/notes/uwa-answer-duplicate-materials-in-unity-memory/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-duplicate-materials-in-unity-memory#knowledge-atlas",
      "label": "同一个material，在unity内存统计中却有多个",
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      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-duplicate-materials-in-unity-memory/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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": "为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK",
      "origin": "explicit",
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      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-astc-apk-larger-than-etc2/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "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": "线性空间 动作文件控制材质球颜色失真问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-linear-color-space-animation-material-color/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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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": "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": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-distant-grid-line-aliasing/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "title": "游戏图形与运行时",
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      "atlas": "https://www.pystone.net/?node=game-graphics-and-runtime#knowledge-atlas",
      "label": "游戏图形与运行时",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "我的UWA问答中的“我的UWA问答”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-game-performance-stutter-diagnosis",
      "title": "游戏性能卡顿",
      "url": "https://www.pystone.net/notes/uwa-answer-game-performance-stutter-diagnosis/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-game-performance-stutter-diagnosis#knowledge-atlas",
      "label": "游戏性能卡顿",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-game-performance-stutter-diagnosis/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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    {
      "id": "note:uwa-answer-count-shader-variants-during-build",
      "title": "有什么方法可以知道打包的时候的一个Shader有多少变体？",
      "url": "https://www.pystone.net/notes/uwa-answer-count-shader-variants-during-build/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-count-shader-variants-during-build#knowledge-atlas",
      "label": "有什么方法可以知道打包的时候的一个Shader有多少变体？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-count-shader-variants-during-build/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
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      "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": "在某些安卓机型上出现画面抽搐的现象",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-android-visual-jitter/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-implement-mesh-renderer-effect#knowledge-atlas",
      "label": "自己如何实现MeshRender 的效果",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-implement-mesh-renderer-effect/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Addressables.LoadSceneAsync 怎么获取加载进度",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-addressables-load-scene-progress/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-invalid-mac-address-from-csharp",
      "title": "c#获取的mac地址为00:00:00:00:00:0000EE是为什么",
      "url": "https://www.pystone.net/notes/uwa-answer-invalid-mac-address-from-csharp/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-invalid-mac-address-from-csharp#knowledge-atlas",
      "label": "c#获取的mac地址为00:00:00:00:00:0000EE是为什么",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-invalid-mac-address-from-csharp/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-directory-not-found-exception",
      "title": "DirectoryNotFoundException: Could not find a part of the path",
      "url": "https://www.pystone.net/notes/uwa-answer-directory-not-found-exception/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-directory-not-found-exception#knowledge-atlas",
      "label": "DirectoryNotFoundException: Could not find a part of the path",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-directory-not-found-exception/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-json-utility-float-precision#knowledge-atlas",
      "label": "JsonUtility.ToJson 浮点型保留小数问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-json-utility-float-precision/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "lightmap 在内存中有重复加载",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-duplicate-lightmap-memory-loading/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Live2D平滑渐变方案",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-live2d-smooth-gradient/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-loading-check-consistency-editor-cost#knowledge-atlas",
      "label": "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",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-loading-check-consistency-editor-cost/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Newtonsoft Json反序列化耗时太长",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-newtonsoft-json-deserialization-performance/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "OnProcessShader回调方法，为什么同一个shader会多次回调此方法？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-on-process-shader-repeated-callbacks/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Profiler Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-profiler-asset-bundles-serialized-file-memory/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Profiler中的JobAlloc.Overflow的占用是什么原因呢？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-profiler-job-alloc-overflow/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "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": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-set-shader-graph-generated-properties/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "SkinnedMeshRenderer的uv4存储问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-skinned-mesh-renderer-uv4-storage/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-socket-select-optimization#knowledge-atlas",
      "label": "Socket.Select的优化方法",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-socket-select-optimization/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-timeline-internal-create-playable-cost",
      "title": "TimeLine 的 Internal_CreatePlayable 开销很大",
      "url": "https://www.pystone.net/notes/uwa-answer-timeline-internal-create-playable-cost/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-timeline-internal-create-playable-cost#knowledge-atlas",
      "label": "TimeLine 的 Internal_CreatePlayable 开销很大",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-timeline-internal-create-playable-cost/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-text-mesh-pro-position-offset#knowledge-atlas",
      "label": "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？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-text-mesh-pro-position-offset/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-ugui-dynamic-item-draw-call",
      "title": "UGUI 动态加载Item DrawCall问题",
      "url": "https://www.pystone.net/notes/uwa-answer-ugui-dynamic-item-draw-call/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-ugui-dynamic-item-draw-call#knowledge-atlas",
      "label": "UGUI 动态加载Item DrawCall问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-ugui-dynamic-item-draw-call/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-ugui-update-batches-cost",
      "title": "UGUI.Rendering.UpdateBatches较高",
      "url": "https://www.pystone.net/notes/uwa-answer-ugui-update-batches-cost/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-ugui-update-batches-cost#knowledge-atlas",
      "label": "UGUI.Rendering.UpdateBatches较高",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-ugui-update-batches-cost/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "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",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-sprite-atlas-asset-bundle-duplication/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-unity-ios-texture-compression-executable",
      "title": "Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-ios-texture-compression-executable/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-ios-texture-compression-executable#knowledge-atlas",
      "label": "Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-unity-ios-texture-compression-executable/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Unity 3D场景UI被打断合批的原因？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-unity-world-space-ui-batching-break/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "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": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-editor-loaded-texture-atlas-conflict/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Unity Jobsystem问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-unity-job-system-issue/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Unity2018.4上材质对贴图的冗余引用是否可以不管？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-unity-material-texture-redundancy/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "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。",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-navmesh-point-from-two-dimensional-coordinate/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "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": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-linear-color-space-render-texture-value/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-unity-conditional-compilation-symbols",
      "title": "Unity宏定义问题",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-conditional-compilation-symbols/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-conditional-compilation-symbols#knowledge-atlas",
      "label": "Unity宏定义问题",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-unity-conditional-compilation-symbols/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-api-compatibility-level-net-standard/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Unity内存如何在退出时释放",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-release-unity-memory-on-exit/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "unity纹理旋转造成的锯齿",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-rotated-texture-aliasing/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-unity-and-dotnet-garbage-collection",
      "title": "unity自身GC和.net的GC如何协调工作的",
      "url": "https://www.pystone.net/notes/uwa-answer-unity-and-dotnet-garbage-collection/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-unity-and-dotnet-garbage-collection#knowledge-atlas",
      "label": "unity自身GC和.net的GC如何协调工作的",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-unity-and-dotnet-garbage-collection/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Update中new struct对象",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-new-struct-in-update/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "URP的BRDF计算的疑惑，与论文中的公式不一样？",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-urp-brdf-formula-difference/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-pipeline-shell-script-chinese-content",
      "title": "UWA Pipeline",
      "url": "https://www.pystone.net/notes/uwa-answer-pipeline-shell-script-chinese-content/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-pipeline-shell-script-chinese-content#knowledge-atlas",
      "label": "UWA Pipeline",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-pipeline-shell-script-chinese-content/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "id": "note:uwa-answer-local-resource-check-import-error",
      "title": "UWA本地资源检测 导入本地报错",
      "url": "https://www.pystone.net/notes/uwa-answer-local-resource-check-import-error/",
      "atlas": "https://www.pystone.net/?node=uwa-answer-local-resource-check-import-error#knowledge-atlas",
      "label": "UWA本地资源检测 导入本地报错",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-local-resource-check-import-error/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "WorldToScreenPoint获取到的屏幕坐标异常",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-world-to-screen-point-invalid-coordinate/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    },
    {
      "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": "Xcode Archive 内存占用 200G",
      "origin": "explicit",
      "humanReviewed": true,
      "context": "上位集合：我的 UWA 问答",
      "citation": "https://www.pystone.net/notes/uwa-answer-xcode-archive-memory-usage/#%E6%9D%A5%E6%BA%90%E4%B8%8E%E5%85%B3%E7%B3%BB"
    }
  ],
  "contentMarkdown": "# 我的 UWA 问答\n\n> [!note] 来源集合\n> 本页收录我在 UWA 问答公开发表的回答。它们是带时间和上下文的历史技术记录，不自动代表当前结论；复用前应核对 Unity 版本、平台、项目条件与源页后续讨论。\n\n## 收录概况\n\n- 回答涉及问题：61 个\n- 被采纳回答：15 个\n- 时间范围：2020-06-13 02:16:55 至 2023-02-28 05:59:06\n- 原始记录页：[石心.Yong 的 UWA 社区主页](https://community.uwa4d.com/u/1587367106011500546)\n\n## 主题分布\n\n- 资源管理：26 篇\n- 终端平台：15 篇\n- 渲染模块：13 篇\n- 内存管理：9 篇\n- Shader：7 篇\n- 引擎技术：7 篇\n- UI：6 篇\n- 性能优化：5 篇\n- UGUI：5 篇\n- 动画模块：4 篇\n- Script：3 篇\n- GPU：3 篇\n- 项目管理：2 篇\n- 性能排查工具：2 篇\n- AI：1 篇\n- Lua：1 篇\n- C#编程：1 篇\n- 物理模块：1 篇\n- 其他：1 篇\n\n## 2023\n\n- 2023-02-28：[[2023-02-28 - UWA Pipeline|UWA Pipeline]]（性能优化）\n\n## 2022\n\n- 2022-06-07：[[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？|有什么方法可以知道打包的时候的一个Shader有多少变体？]]（Shader）\n\n## 2021\n\n- 2021-11-12：[[2021-11-12 - UWA本地资源检测 导入本地报错|UWA本地资源检测 导入本地报错]]（资源管理）\n- 2021-09-30：[[2021-09-30 - 关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问|关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问]]（资源管理）\n- 2021-09-10：[[2021-09-10 - 同一个material，在unity内存统计中却有多个|同一个material，在unity内存统计中却有多个]]（资源管理）\n- 2021-09-09：[[2021-09-09 - SkinnedMeshRenderer的uv4存储问题|SkinnedMeshRenderer的uv4存储问题]]（动画模块）\n- 2021-09-02：[[2021-09-02 - Update中new struct对象|Update中new struct对象]]（内存管理）\n- 2021-08-20：[[2021-08-20 - 32位的CPU下，程序使用的空间能不能超过4GB呢？|32位的CPU下，程序使用的空间能不能超过4GB呢？]]（终端平台）\n- 2021-08-14：[[2021-08-14 - 材质球AssetBundle打包时，纹理会被冗余包含进包内|材质球AssetBundle打包时，纹理会被冗余包含进包内]]（内存管理、资源管理）\n- 2021-08-13：[[2021-08-13 - 关于resource.unloadasset()资源卸载疑问|关于resource.unloadasset()资源卸载疑问]]（资源管理、内存管理）\n- 2021-08-11：[[2021-08-11 - OnProcessShader回调方法，为什么同一个shader会多次回调此方法？|OnProcessShader回调方法，为什么同一个shader会多次回调此方法？]]（Shader）\n- 2021-08-06：[[2021-08-06 - Xcode Archive 内存占用 200G|Xcode Archive 内存占用 200G]]（引擎技术、终端平台）\n- 2021-08-04：[c#获取的mac地址为00:00:00:00:00:0000EE是为什么](<2021-08-04%20-%20c%23获取的mac地址为00-00-00-00-00-0000EE是为什么.md>)（终端平台）\n- 2021-06-28：[[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|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]]（Script）\n- 2021-06-09：[[2021-06-09 - Socket.Select的优化方法|Socket.Select的优化方法]]（内存管理、引擎技术）\n- 2021-06-05：[[2021-06-05 - Live2D平滑渐变方案|Live2D平滑渐变方案]]（Shader、渲染模块、终端平台）\n- 2021-05-29：[[2021-05-29 - 动画状态机中AnimationState的数量过多相关问题|动画状态机中AnimationState的数量过多相关问题]]（动画模块、终端平台、性能优化）\n- 2021-05-26：[[2021-05-26 - WorldToScreenPoint获取到的屏幕坐标异常|WorldToScreenPoint获取到的屏幕坐标异常]]（终端平台、GPU）\n- 2021-05-24：[[2021-05-24 - JsonUtility.ToJson 浮点型保留小数问题|JsonUtility.ToJson 浮点型保留小数问题]]（Script）\n- 2021-05-21：[[2021-05-21 - Unity2018.4上材质对贴图的冗余引用是否可以不管？|Unity2018.4上材质对贴图的冗余引用是否可以不管？]]（Shader、资源管理、渲染模块）\n- 2021-05-18：[[2021-05-18 - unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢|unity里 Api Compatibility Level .net 4.x 与 .netstandard 2.0 的区别是什么呢]]（引擎技术）\n- 2021-05-14：[[2021-05-14 - TimeLine 的 Internal_CreatePlayable 开销很大|TimeLine 的 Internal_CreatePlayable 开销很大]]（引擎技术）\n- 2021-05-14：[[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|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]]（资源管理）\n- 2021-05-13：[[2021-05-13 - 游戏性能卡顿|游戏性能卡顿]]（渲染模块、Lua）\n- 2021-05-13：[[2021-05-13 - Addressables.LoadSceneAsync 怎么获取加载进度|Addressables.LoadSceneAsync 怎么获取加载进度]]（资源管理、终端平台）\n- 2021-05-13：[[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。|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。]]（资源管理、AI）\n- 2021-05-11：[[2021-05-11 - UGUI 动态加载Item DrawCall问题|UGUI 动态加载Item DrawCall问题]]（UGUI、渲染模块）\n- 2021-05-11：[[2021-05-11 - 本地删除FBX的DefaultMaterial在unity重启后无效|本地删除FBX的DefaultMaterial在unity重启后无效]]（内存管理）\n- 2021-05-09：[[2021-05-09 - 自己如何实现MeshRender 的效果|自己如何实现MeshRender 的效果]]（引擎技术、资源管理、动画模块、渲染模块）\n- 2021-05-07：[[2021-05-07 - Unity宏定义问题|Unity宏定义问题]]（引擎技术）\n- 2021-05-07：[[2021-05-07 - DirectoryNotFoundException- Could not find a part of the path|DirectoryNotFoundException: Could not find a part of the path]]（资源管理、项目管理）\n- 2021-05-07：[[2021-05-07 - UGUI.Rendering.UpdateBatches较高|UGUI.Rendering.UpdateBatches较高]]（UGUI）\n- 2021-05-02：[[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|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]]（资源管理）\n- 2021-04-30：[[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|UI在使用SpriteAtlas时的原理，以及打AB包的时候SpriteAtlas的“冗余”问题]]（资源管理、UI、UGUI）\n- 2021-04-28：[[2021-04-28 - 关于mesh占用内存的问题|关于mesh占用内存的问题]]（资源管理）\n- 2021-04-27：[[2021-04-27 - Profiler中的JobAlloc.Overflow的占用是什么原因呢？|Profiler中的JobAlloc.Overflow的占用是什么原因呢？]]（Shader、资源管理、UI、渲染模块、性能优化、终端平台、GPU）\n- 2021-04-23：[[2021-04-23 - URP的BRDF计算的疑惑，与论文中的公式不一样？|URP的BRDF计算的疑惑，与论文中的公式不一样？]]（终端平台、渲染模块）\n- 2021-04-14：[[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|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]]（项目管理、资源管理、内存管理）\n- 2021-04-09：[[2021-04-09 - Unity 3D场景UI被打断合批的原因？|Unity 3D场景UI被打断合批的原因？]]（UI、渲染模块）\n- 2021-04-09：[[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？|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？]]（UI、渲染模块）\n- 2021-03-26：[[2021-03-26 - 如何优化UI中大量使用SetActive(true)-(false)|如何优化UI中大量使用SetActive(true)/(false)]]（UI、资源管理、UGUI、终端平台）\n- 2021-03-24：[[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|Shader Graph做的Shader，属性值都是随机的比如_basecolor这种，怎么赋值呢]]（Shader）\n- 2021-03-24：[[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|为什么 ASTC压缩打出的APK包体 大于采用ETC2压缩打出的APK]]（资源管理）\n- 2021-03-23：[[2021-03-23 - 关于AssetBundle加载方式的适用环境|关于AssetBundle加载方式的适用环境]]（内存管理）\n- 2021-03-18：[[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？|想要实现网格线的效果，但是远处的线会花，是什么原因？]]（资源管理）\n- 2021-03-17：[[2021-03-17 - Unity内存如何在退出时释放|Unity内存如何在退出时释放]]（终端平台）\n- 2021-03-17：[[2021-03-17 - lightmap 在内存中有重复加载|lightmap 在内存中有重复加载]]（渲染模块、资源管理）\n- 2021-03-10：[[2021-03-10 - Unity Jobsystem问题|Unity Jobsystem问题]]（C#编程）\n- 2021-03-09：[[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|倾斜视角的透视相机算3d空间里的物体对应屏幕边界]]（终端平台）\n- 2021-03-05：[[2021-03-05 - Profiler Detailed内存中NotSaved-AssetBundles和Other-SerializedFile有什么区别|Profiler Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别]]（资源管理、内存管理、终端平台）\n- 2021-02-23：[[2021-02-23 - 线性空间 动作文件控制材质球颜色失真问题|线性空间 动作文件控制材质球颜色失真问题]]（资源管理、渲染模块）\n- 2021-02-22：[[2021-02-22 - 在某些安卓机型上出现画面抽搐的现象|在某些安卓机型上出现画面抽搐的现象]]（渲染模块、动画模块、物理模块）\n- 2021-02-21：[[2021-02-21 - 没有引用内置shader情况下shaderlab占用仍较大|没有引用内置shader情况下shaderlab占用仍较大]]（Shader）\n\n## 2020\n\n- 2020-12-04：[[2020-12-04 - 本地资源检测，特效检测中overdraw相关问题|本地资源检测，特效检测中overdraw相关问题]]（终端平台）\n- 2020-11-05：[[2020-11-05 - 贴图Alpha通道的对图片大小的影响|贴图Alpha通道的对图片大小的影响]]（资源管理）\n- 2020-09-05：[[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|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]]（GPU、渲染模块、性能优化、终端平台、性能排查工具）\n- 2020-06-23：[[2020-06-23 - unity纹理旋转造成的锯齿|unity纹理旋转造成的锯齿]]（资源管理、UI、UGUI）\n- 2020-06-18：[[2020-06-18 - Newtonsoft Json反序列化耗时太长|Newtonsoft Json反序列化耗时太长]]（Script、资源管理）\n- 2020-06-13：[[2020-06-13 - unity自身GC和.net的GC如何协调工作的|unity自身GC和.net的GC如何协调工作的]]（内存管理）\n- 2020-06-13：[[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|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]]（性能优化、性能排查工具）\n- 2020-06-13：[[2020-06-13 - Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？|Unity 2018.4 在 iOS 上压缩贴图用的是哪个可执行文件？]]（资源管理、引擎技术、其他）\n"
}
