unity性能优化之降低动画文件的大小

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     Animation是Unity中的动画文件,主要内容由一个个关键帧数据构成。通过将Unity的资源序列化方式调整为Text,就可以以文本方式查看动画文件。通过菜单项Edit -> Project Settings -> Editor打开Editor Settings窗口,就可以设置资源序列化方式

      

打开一个anim文件看里面内容:里面使用的浮点数精度都比较高,因此我们可以通过降低精度的方式来减小动画文件的大小

      


具体做法查看以下代码:

void OnPostprocessModel(GameObject g) {
	List<AnimationClip> animationClipList = new List<AnimationClip>(AnimationUtility.GetAnimationClips(g));
	if (animationClipList.Count == 0) {
		AnimationClip[] objectList = UnityEngine.Object.FindObjectsOfType (typeof(AnimationClip)) as AnimationClip[];
		animationClipList.AddRange(objectList);
	}
	
	foreach (AnimationClip theAnimation in animationClipList)
	{
		
		try 
		{
			//去除scale曲线
			foreach (EditorCurveBinding theCurveBinding in AnimationUtility.GetCurveBindings(theAnimation))
			{
				string name = theCurveBinding.propertyName.ToLower();
				if (name.Contains("scale"))
				{
					AnimationUtility.SetEditorCurve(theAnimation, theCurveBinding, null);
				}
			} 
			
			//浮点数精度压缩到f3
			AnimationClipCurveData[] curves = null;
			curves = AnimationUtility.GetAllCurves(theAnimation);
			Keyframe key;
			Keyframe[] keyFrames;
			for (int ii = 0; ii < curves.Length; ++ii)
			{
				AnimationClipCurveData curveDate = curves[ii];
				if (curveDate.curve == null || curveDate.curve.keys == null)
				{
					continue;
				}
				keyFrames = curveDate.curve.keys;
				for (int i = 0; i < keyFrames.Length; i++)
				{
					key = keyFrames[i];
					key.value = float.Parse(key.value.ToString("f3"));
					key.inTangent = float.Parse(key.inTangent.ToString("f3"));
					key.outTangent = float.Parse(key.outTangent.ToString("f3"));
					keyFrames[i] = key;
				}
				curveDate.curve.keys = keyFrames;
				theAnimation.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
			}
		}
		catch (System.Exception e)
		{
			Debug.LogError(string.Format("CompressAnimationClip Failed !!! animationPath : {0} error: {1}", assetPath, e));
		}
	}
}



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转载自blog.csdn.net/Rhett_Yuan/article/details/79726563