336x280(권장), 300x250(권장), 250x250, 200x200 크기의 광고 코드만 넣을 수 있습니다. 텍스쳐의 Read/Write Enabled 텍스쳐의 임포트 셋팅 중 Read/Write Enabled 플래그도 메모리에 영향을 미칩니다. 이 플래그가 활성화되어 있다면 텍스쳐 데이터가 CPU 메모리에 상주하게 됩니다. 원래 텍스처 데이터는 GPU에서 사용할 수 있도록 GPU 메모리에 상주합니다. 하지만, 이 플래그가 활성화가 되면 추가적으로 CPU 메모리에도 상주하게 됨으로써 메모리 사용량이 두 배가 되는 것입니다. 이 플래그는 유저 스크립트에서 Texture.GetPixel 혹은 Texture.SetPixel 등의 코드를 통해 텍스쳐의 읽기 및 쓰기가 가능한지의 여부를 의미합니다. 만일 런타임이나 로딩타임동안 스크립트에서 텍스쳐의 데이터에 접근할 필요가 있다면 이 플래그가 활성화되어야 합니다. 하지만, 대부분의 경우에는 렌더링에 사용되는 텍스처가 스크립트에서 변경될 일이 없으므로 이 플래그를 비활성화 시켜야 메모리를 절약할 수 있습니다. 때문에, 기본적으로는 비활성화되어되어있습니다. 더 많은 내용은 "유니티 그래픽스 최적화 스타트업"을 참고하세요
I new to Unity. Can some one tell me what this error mean
Particle system need to play on start but sometimes work(play effect) sometimes not. Thanks asked Aug 8, 2018 at 12:27
1 Error because your image has not been marked as enabled Here's how to fix it Hope you will fix your mistake
Enea Dume 2,9003 gold badges20 silver badges35 bronze badges answered Aug 20, 2018 at 9:40
Thịnh ĐàoThịnh Đào 2663 silver badges2 bronze badges 2 I've got the same error, but with a different reason, so I'd like to share to help others that can get stuck in the same situation: Cause
Solution
answered Aug 22, 2019 at 3:08
Tarcisio JúniorTarcisio Júnior 1,0371 gold badge12 silver badges25 bronze badges 1 Suggest a change Success!Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation. Close Your name Your email Suggestion* Cancel Switch to Manual DescriptionReturns true if the Mesh is read/write enabled, or false if it is not. When a Mesh is read/write enabled, Unity uploads the Mesh data to GPU-addressable memory, but also keeps it in CPU-addressable memory. When a Mesh is not read/write enabled, Unity uploads the Mesh data to GPU-addressable memory, and then removes it from CPU-addressable memory. You can set this value using the Read/Write Enabled checkbox when importing a model to Unity. To set the value to false at run time, set the In most cases, you should disable this option to save runtime memory usage. You should only enable it under the following circumstances:
Note that the Particle System will automatically change Meshes to readable when assigned through the inspector Notes: When Unity creates a Mesh from script, this value is initially set to true. Meshes not marked readable will throw an error on accessing any data arrays from script at runtime. Access is always allowed in the Unity Editor outside of the game and rendering loop, regardless of this setting. See Also: StaticBatchingUtility.Combine. using UnityEngine; using System.Collections; |