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  "contentMarkdown": "# 关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问\n\n> [!note] 我的 UWA 问答\n> 本文收录我在 UWA 问答发表的公开回答。问题内容归原提问者；回答保留当时语境，技术结论可能受 Unity 版本、平台和项目条件限制。\n\n## 问题\n\n在自己项目中，有多个AnimatorController， 也创建了很多AnimationState，但是在检测报告中，显示通过，好奇UWA是如何检测该检查项的\n\n- 提问者：Ansley\n- 提问时间：2021-09-29 22:55:57\n\n## 我的回答\n\n这条规则描述上和实现上没有统一哈，后面的版本会修复。\n\n实现上检测的是赋值了AnimationClip的AnimationState数量。\n\n理论上即使没有赋值AnimationClip，AnimationState数量过大也会增加CPU压力的。\n\n- 回答时间：2021-09-30 02:50:39\n- 最后更新：2021-09-30 02:50:39\n- 采纳状态：未采纳\n\n## 来源与关系\n\n- 上位集合：[[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- UWA 标签：资源管理\n- 原始问题：[关于UWA 资源检查的AnimationState数量过高的AnimatorController 疑问](https://answer.uwa4d.com/question/61540dfd8f8c834241c22b33)\n- 源页最后更新：2021-09-30 02:50:39\n"
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