项目内存占用比较高,前期并没有设置图片的压缩格式,想写一个方法批量修改,参考网上的文章,在自己做的过程中遇到些问题在这里记录一下
1、路径里面Replace("/",@"\")替换原来路径中的反斜杠,不然找不到资源
2、我用的Unity2019.4 需要用TextureImporterPlatformSettings来设置相应属性,这里遇到个坑,我直接New一个对象出来,结果 Override for Android始终不会设置为true
下面是我完整的代码,顺便实现了图片导入时自动设置压缩格式,目前只测了Android环境的部分。
参考文章:
https://www.cnblogs.com/sanyejun/p/10259766.html
https://www.xuanyusong.com/archives/4663
using System.Collections; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEditor; using UnityEngine; public class AutoSetTexture : EditorWindow { [MenuItem("Tools/批量设置选中节点下图片压缩格式")] static void AutoSetASTC() { string[] guidArray = Selection.assetGUIDs; foreach (var item in guidArray) { string selectFloder = AssetDatabase.GUIDToAssetPath(item); DirectoryInfo root = new DirectoryInfo(selectFloder); GetFloder(root); } } static void GetFloder(DirectoryInfo root) { GetFile(root); //查找子文件夹 DirectoryInfo[] array = root.GetDirectories(); //Debug.Log(root); foreach (DirectoryInfo item in array) { GetFloder(item); } } static void GetFile(DirectoryInfo root) { //DirectoryInfo root = new DirectoryInfo(path); FileInfo[] fileDic = root.GetFiles(); foreach (var file in fileDic) { //Debug.Log(file); if (file.FullName.EndsWith(".png") || file.FullName.EndsWith(".jpg") || file.FullName.EndsWith(".tga") || file.FullName.EndsWith(".psd") || file.FullName.EndsWith(".PSD") || file.FullName.EndsWith(".exr") || file.FullName.EndsWith(".tif")) { //Debug.Log("-------------" + file.FullName); //Debug.Log(Application.dataPath); //Debug.Log(Application.dataPath.Replace("Assets", "")); SetPicFormat(file.FullName.Replace(Application.dataPath.Replace("Assets", "").Replace("/",@"\"), "")); } } } static void SetPicFormat(string path) { //Debug.Log(path); TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter; //判断图片大小 Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path); if (texture != null) { int textureSize = Mathf.Max(texture.height, texture.width); //Debug.Log(textureSize); int SizeType = FitSize(textureSize); //设置图片压缩格式 SetPlatformSettings(importer, SizeType); } else { Debug.Log("Texture2D为null:" + path); } } /// <summary> /// 设置图片平台压缩格式 /// </summary> /// <param name="importer">导入对象</param> /// <param name="sizeType">尺寸类型(512,1024...)</param> public static void SetPlatformSettings(TextureImporter importer, int sizeType) { //参考 https://www.xuanyusong.com/archives/4663 TextureImporterPlatformSettings setParam = new TextureImporterPlatformSettings(); TextureImporterFormat defaultAlpha; TextureImporterFormat defaultNotAlpha; #if UNITY_IOS //ios版本 setParam = importer.GetPlatformTextureSettings("iOS"); setParam.maxTextureSize = sizeType; bool isPowerOfTwo = IsPowerOfTwo(importer); defaultAlpha = isPowerOfTwo ? TextureImporterFormat.PVRTC_RGBA4 : TextureImporterFormat.ASTC_RGBA_4x4; defaultNotAlpha = isPowerOfTwo ? TextureImporterFormat.PVRTC_RGB4 : TextureImporterFormat.ASTC_RGB_6x6; setParam.overridden = true; setParam.format = importer.DoesSourceTextureHaveAlpha() ? defaultAlpha : defaultNotAlpha; importer.SetPlatformTextureSettings(setParam); #endif #if UNITY_ANDROID //安卓版本 setParam = importer.GetPlatformTextureSettings("Android"); //必须用Get方法得到,否则Override for Android不会被设为true setParam.maxTextureSize = sizeType; setParam.overridden = true; setParam.allowsAlphaSplitting = false; bool divisible4 = IsDivisibleOf4(importer); defaultAlpha = divisible4 || importer.textureType == TextureImporterType.Sprite ? TextureImporterFormat.ETC2_RGBA8 : TextureImporterFormat.ASTC_RGBA_4x4; defaultNotAlpha = divisible4 || importer.textureType == TextureImporterType.Sprite ? TextureImporterFormat.ETC2_RGB4 : TextureImporterFormat.ASTC_RGB_6x6; setParam.format = importer.DoesSourceTextureHaveAlpha() ? defaultAlpha : defaultNotAlpha; importer.SetPlatformTextureSettings(setParam); #endif importer.SaveAndReimport(); //AssetDatabase.ImportAsset(path); } static int[] formatSize = new int[] { 32, 64, 128, 256, 512, 1024, 2048, 4096 }; public static int FitSize(int picValue) { foreach (var one in formatSize) { if (picValue <= one) { return one; } } return 1024; } //被4整除 public static bool IsDivisibleOf4(TextureImporter importer) { Vector2Int size = GetTextureImporterSize(importer); return (size.x % 4 == 0 && size.y % 4 == 0); } //2的整数次幂 public static bool IsPowerOfTwo(TextureImporter importer) { Vector2Int size = GetTextureImporterSize(importer); return (size.x == size.y) && (size.x > 0) && ((size.x & (size.x - 1)) == 0); } //贴图不存在、meta文件不存在、图片尺寸发生修改需要重新导入 public static bool IsFirstImport(TextureImporter importer, string assetPath) { Vector2Int size = GetTextureImporterSize(importer); Texture tex = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath); bool hasMeta = File.Exists(AssetDatabase.GetAssetPathFromTextMetaFilePath(assetPath)); return tex == null || !hasMeta || (tex.width != size.x && tex.height != size.y); } //获取导入图片的宽高 public static Vector2Int GetTextureImporterSize(TextureImporter importer) { Vector2Int result = Vector2Int.zero; if (importer != null) { object[] args = new object[2]; MethodInfo mi = typeof(TextureImporter).GetMethod("GetWidthAndHeight", BindingFlags.NonPublic | BindingFlags.Instance); mi.Invoke(importer, args); return (new Vector2Int((int)args[0], (int)args[1])); } return result; } } // 继承 AssetPostprocessor 资源管理,用于接收事件 public class AutoSetTextureImport : AssetPostprocessor { // 当导入图片资源时,触发该事件 void OnPreprocessTexture() { TextureImporter importer = assetImporter as TextureImporter; if (importer != null) { if (AutoSetTexture.IsFirstImport(importer, assetPath)) { if (importer.mipmapEnabled == true) { importer.mipmapEnabled = false; } if (assetImporter.assetPath.Contains("Assets/Art/UI")) { //UI的图片导入时都设置为sprite importer.textureType = TextureImporterType.Sprite; } Vector2Int tSize = AutoSetTexture.GetTextureImporterSize(importer); int textureSize = Mathf.Max(tSize.y, tSize.x); int SizeType = AutoSetTexture.FitSize(textureSize); //设置压缩格式 AutoSetTexture.SetPlatformSettings(importer, SizeType); } } } }
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实际运用遇到的问题:
1、Selected texture format 'Unsupported' for platform 'Android' is not valid with the current texture type 'Default'. 有些图报错,暂时跳过
2、在android环境把图片压缩后,profiler中看,内存反而增加了,原来场景贴图4096*4096的图,默认Default的自动压缩,内存占用是16m,现在用etc2压缩,MaxSize设置4096,内存占用是64M,
原来2048*2048内存占用5.3m,maxsize设置2048压缩后内存占用16m,另外cup原来大部分时间在16ms左右,现在都接近66了
3、我将maxsize设置降低一档,比如4069设置为2048,1024设为512,这样再查看profiler,内存确实降下来了,cpu也降下来了,但是图片质量太低,惨不忍睹。
目前我暂时放弃压缩了,使用unity默认设置,有大神知道问题所在,请留言指点,谢谢!