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  "contentMarkdown": "# Profiler中的JobAlloc.Overflow的占用是什么原因呢？\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如图，而且右边还有个警告，这个是什么啊？\n\n![image.png](assets/608693786bb31032f9791468/01.png)\n\n- 提问者：叶子呀\n- 提问时间：2021-04-27 02:18:32\n\n## 我的回答\n\n看到网上对这个问题的一些讨论。据Unity官方人员描述，Unity在渲染时准备合批工作时，会在Native层分配内存，出现Overflow时会使用备选的内存分配方式。JobAlloc.Overflow意味着当前使用了一种较慢的内存分配方式。\n\n问题不大，且没有什么更好的解决方法，所以在后续的Unity版本中取消了这个警告。\n\n亲测升级版本到2019.4就没有这个提示了。\n\n参考：https://forum.unity.com/threads/profiler-camera-render-warnings.470040/\n\n- 回答时间：2021-04-27 06:35:58\n- 最后更新：2021-04-27 06:35:58\n- 采纳状态：已采纳\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：Shader、资源管理、UI、渲染模块、性能优化、终端平台、GPU\n- 原始问题：[Profiler中的JobAlloc.Overflow的占用是什么原因呢？](https://answer.uwa4d.com/question/608693786bb31032f9791468)\n- 源页最后更新：2021-04-27 06:35:58\n"
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