一 、事故描述
我有一个需求:在工程文件中找得到所有的图片(Texture 2D),然后把WebGL发布打包时的图片压缩规则进行修改。
项目中有图片2千多张,其中2k分辨率的图片上百张,当我右键进行批量处理的时候,内存蹭蹭蹭往上冒,直接吃满,然后显示Unity挂掉,接着其他程序也会挂,最后电脑卡住…
二、原因分析
当我全选整个项目中的图片,然后右键菜单执行该脚本后,它加载图片的代码如下:
Object[] textures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);
这个数组会爆仓内存。
其次:每张图单独处理的时候,我new了两个东西,如下
new的第一个组件
// 创建特定平台压缩实例
TextureImporterPlatformSettings platformSettings = new TextureImporterPlatformSettings();
//设置属性
new的第二个组件
//设置importSettings
TextureImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;
//设置属性
这两个组件是在一个for循环里面,用完之后,没有设置为null。
三、换种思路
- 1、只抓取资源id
string[] guids = AssetDatabase.FindAssets("t:texture2d");
- 2、用id取获取图片对象
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
- 3、new 出来的组件记得清空
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path) ;
TextureImporterPlatformSettings platformSettings = new TextureImporterPlatformSettings();
TextureImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;//属性赋值
//.....//-----------------清空对象-----------------至于什么时候触发GC,那就不知道了
platformSettings = null;
importer = null;
texture = null;
- 3、图片上的组件用完及时清空
static void FindAllTexture2D(){//****************************************参数设置区**********begin//TODO 做成EditWindow类型TextureImporterFormat format = TextureImporterFormat.ASTC_12x12; //图片压缩格式int compressionQuality = 60; //压缩比例string platform = "WebGL"; //发布的平台 //************************************************************end//查找工程文件中的所有精灵图片string[] guids = AssetDatabase.FindAssets("t:texture2d");Debug.Log($"Found {guids.Length} Texture2d assets.");foreach (string guid in guids){try{string path = AssetDatabase.GUIDToAssetPath(guid);Debug.Log($"{path}");// 使用AssetDatabase加载Texture2DTexture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);//Debug.Log($"{texture.name}");if (texture == null) continue;// 创建特定平台压缩实例TextureImporterPlatformSettings platformSettings = new TextureImporterPlatformSettings();platformSettings.overridden = true;platformSettings.name = platform;// 设置为压缩platformSettings.textureCompression = TextureImporterCompression.Compressed;// 设置压缩格式platformSettings.format = format; //TextureImporterFormat.ASTC_12x12;platformSettings.compressionQuality = compressionQuality; //40platformSettings.maxTextureSize = GetMaxSize(texture as Texture2D); //32//设置importSettingsTextureImporter importer =AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;if (importer == null) continue;importer.SetPlatformTextureSettings(platformSettings);//Apply 设置importer.SetPlatformTextureSettings(platformSettings);//保存资源importer.SaveAndReimport();//资源清空platformSettings = null;importer = null;texture = null;}catch (Exception ex){Debug.Log( $" ~~~~~error~~~~~ 设置报错:{ex.Message}");}}}
四、附录:出错的脚本
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;public class SetTextureCompression
{//****************************************参数设置区**********begin//TODO 做成EditWindow类型private static TextureImporterFormat format = TextureImporterFormat.ASTC_12x12; //图片压缩格式private static int compressionQuality = 60; //压缩比例private static string platform = "WebGL"; //发布的平台 //************************************************************end/// <summary>/// 设置贴图在build时的压缩选项/// </summary>[MenuItem("Assets/设置发布WebGL时贴图的压缩格式")]static void SetCompression(){int count = 0;Object[] textures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);if (textures.Length > 0){foreach (Object texture in textures){// 创建特定平台压缩实例TextureImporterPlatformSettings platformSettings = new TextureImporterPlatformSettings();platformSettings.overridden = true;platformSettings.name = platform;// 设置为压缩platformSettings.textureCompression = TextureImporterCompression.Compressed;// 设置压缩格式platformSettings.format = format; platformSettings.compressionQuality = compressionQuality; platformSettings.maxTextureSize = GetMaxSize(texture as Texture2D); //设置importSettingsTextureImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;importer.SetPlatformTextureSettings(platformSettings);//Apply 设置importer.SetPlatformTextureSettings(platformSettings);//保存资源importer.SaveAndReimport();count++;}//Debug.Log("Texture Compression Set!");}else{Debug.LogWarning("没有选中图片!");}Debug.Log($"一共处理了{count}张图片!");}/// <summary>/// 获取图片的分辨率,取分辨率中高宽的最大值,然后返回图片的【MaxSize】/// MaxSize的定义:assets->Image->【Texture2D ImportSettings】->【Override For WebGL】->【Max Size】 /// 区间:16,32,64,128,256,512,1024,2048,4096,8192,16384////// 举例:图片分辨率 = 12 * 24,那么图片的MaxSize = 32/// </summary>/// <param name="texture"></param>/// <returns></returns>static int GetMaxSize(Texture2D texture){//分辨率区间的预备var start = new List<int> { 0, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384 };var end = new List<int> { 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 100000 };var zones = start.Zip(end, (item1, item2) => (startIdx: item1, endIdx: item2)).ToList();//取分辨率高宽的最大值var size = new List<int> { texture.width, texture.height }.Max(); //取【宽】【高】中的最大值//判断所属的区间var maxSize = zones.First(x => x.startIdx <= size && size <= x.endIdx).endIdx;//Debug.Log($"图的分辨率 = {texture.width} * {texture.height} size = {size}, MaxSize = {maxSize}");return maxSize;}
}