유니티 Read Write Enabled - yuniti Read Write Enabled

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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.

유니티 Read Write Enabled - yuniti Read Write Enabled

더 많은 내용은 "유니티 그래픽스 최적화 스타트업"을 참고하세요

I new to Unity.

Can some one tell me what this error mean

Ensure Read/Write is enabled on the Particle System's Texture 

유니티 Read Write Enabled - yuniti Read Write Enabled

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

유니티 Read Write Enabled - yuniti Read Write Enabled

Hope you will fix your mistake

유니티 Read Write Enabled - yuniti Read Write Enabled

Enea Dume

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answered Aug 20, 2018 at 9:40

유니티 Read Write Enabled - yuniti Read Write Enabled

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

  1. I was using a Cone shape for particle emission (Shape tab)
  2. By my own mistake, I selected Texture Default-ParticleSystem
  3. I don't know exactly why, but these Unity Default textures always cause the discussed error
  4. In this case it's tricky to find, because Unity doesn't clearly tell which texture is wrongly set (from the Render tab or from the Shape tab).

유니티 Read Write Enabled - yuniti Read Write Enabled

Solution

  1. I've just removed the Shape Texture setting it to "None" then the error disappeared

answered Aug 22, 2019 at 3:08

유니티 Read Write Enabled - yuniti Read Write Enabled

Tarcisio JúniorTarcisio Júnior

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1

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Description

Returns 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 markNoLongerReadable argument of Mesh.UploadMeshData.

In most cases, you should disable this option to save runtime memory usage. You should only enable it under the following circumstances:

  • When you read from or write to the Mesh data in your code.
  • When you pass the Mesh to StaticBatchingUtility.Combine() to combine the Mesh at run time.
  • When you pass the mesh to CanvasRenderer.SetMesh.
  • When you use the Mesh to bake a NavMesh using the NavMesh building components at run time.
  • When the Mesh is convex, you use the Mesh with a Mesh Collider, and the Mesh Collider's Transform has negative scaling (for example, (–1, 1, 1)).
  • When you use the Mesh with a Mesh Collider, and the Mesh Collider's transform is skewed or sheared (for example, when a rotated Transform has a scaled parent Transform).
  • When you use the Mesh with a Mesh Collider, and the Mesh Collider's Cooking Options flags are set to any value other than the default.
  • When using a Mesh with a Particle System's Shape module or Renderer module when not using GPU instancing.

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;

public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().sharedMesh; print(mesh.isReadable); } }