后台加载线程的优先级。
可用于控制异步加载数据所需的时间以及在后台加载时对游戏的性能影响。
加载对象(Resources.LoadAsync、AssetBundle.LoadAssetAsync、AssetBundle.LoadAllAssetAsync)、场景 (SceneManager.LoadSceneAsync) 的异步加载函数在单独的后台加载线程中执行数据读取和反序列化,并在主线程中执行对象集成。
“集成”取决于对象类型和纹理,网格意味着将数据上传到 GPU,音频剪辑可准备数据以进行播放。
To avoid hiccups we limit integration time on a main thread depending on backgroundLoadingPriority value:
- ThreadPriority.Low - 2ms
- ThreadPriority.BelowNormal - 4ms
- ThreadPriority.Normal - 10ms
- ThreadPriority.High - 50ms
This is a maximum time all asynchronous operations can spend within a single frame on a main thread.
后台加载线程直接使用 backgroundLoadingPriority。
using UnityEngine;
public class ExampleScript : MonoBehaviour { void Example1() { // Load as much data as possible, as a result frame rate will drop. // Good for fast loading when showing progress bars.
Application.backgroundLoadingPriority = ThreadPriority.High; }
void Example2() { // Load data very slowly and try not to affect performance of the game. // Good for loading in the background while the game is playing.
Application.backgroundLoadingPriority = ThreadPriority.Low; } }
另请参阅:ThreadPriority 枚举、AsyncOperation.priority。