項目內存占用比較高,前期並沒有設置圖片的壓縮格式,想寫一個方法批量修改,參考網上的文章,在自己做的過程中遇到些問題在這里記錄一下
1、路徑里面Replace("/",@"\")替換原來路徑中的反斜杠,不然找不到資源
2、我用的Unity2019.4 需要用TextureImporterPlatformSettings來設置相應屬性,這里遇到個坑,我直接New一個對象出來,結果 Override for Android始終不會設置為true
下面是我完整的代碼,順便實現了圖片導入時自動設置壓縮格式,目前只測了Android環境的部分。
參考文章:
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/批量設置選中節點下圖片壓縮格式")]
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);
//查找子文件夾
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;
//判斷圖片大小
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
if (texture != null)
{
int textureSize = Mathf.Max(texture.height, texture.width);
//Debug.Log(textureSize);
int SizeType = FitSize(textureSize);
//設置圖片壓縮格式
SetPlatformSettings(importer, SizeType);
}
else
{
Debug.Log("Texture2D為null:" + path);
}
}
/// <summary>
/// 設置圖片平台壓縮格式
/// </summary>
/// <param name="importer">導入對象</param>
/// <param name="sizeType">尺寸類型(512,1024...)</param>
public static void SetPlatformSettings(TextureImporter importer, int sizeType)
{
//參考 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"); //必須用Get方法得到,否則Override for Android不會被設為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的整數次冪
public static bool IsPowerOfTwo(TextureImporter importer)
{
Vector2Int size = GetTextureImporterSize(importer);
return (size.x == size.y) && (size.x > 0) && ((size.x & (size.x - 1)) == 0);
}
//貼圖不存在、meta文件不存在、圖片尺寸發生修改需要重新導入
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);
}
//獲取導入圖片的寬高
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;
}
}
// 繼承 AssetPostprocessor 資源管理,用於接收事件
public class AutoSetTextureImport : AssetPostprocessor
{
// 當導入圖片資源時,觸發該事件
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的圖片導入時都設置為sprite
importer.textureType = TextureImporterType.Sprite;
}
Vector2Int tSize = AutoSetTexture.GetTextureImporterSize(importer);
int textureSize = Mathf.Max(tSize.y, tSize.x);
int SizeType = AutoSetTexture.FitSize(textureSize);
//設置壓縮格式
AutoSetTexture.SetPlatformSettings(importer, SizeType);
}
}
}
}
-------------------------------------------------------------------------------------------------------
實際運用遇到的問題:
1、Selected texture format 'Unsupported' for platform 'Android' is not valid with the current texture type 'Default'. 有些圖報錯,暫時跳過
2、在android環境把圖片壓縮后,profiler中看,內存反而增加了,原來場景貼圖4096*4096的圖,默認Default的自動壓縮,內存占用是16m,現在用etc2壓縮,MaxSize設置4096,內存占用是64M,
原來2048*2048內存占用5.3m,maxsize設置2048壓縮后內存占用16m,另外cup原來大部分時間在16ms左右,現在都接近66了
3、我將maxsize設置降低一檔,比如4069設置為2048,1024設為512,這樣再查看profiler,內存確實降下來了,cpu也降下來了,但是圖片質量太低,慘不忍睹。
目前我暫時放棄壓縮了,使用unity默認設置,有大神知道問題所在,請留言指點,謝謝!
