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[原]unity3d ios平台内存优化(一)

發布時間:2025/7/14 编程问答 15 豆豆
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關于內存優化,人云亦云 各有己見。本文將通過設置Strpping Level ,減少內存使用。

先看三幅圖:

1、沒做任何優化,默認選項

2、設置Stripping level 為 Use micro mscorlib; 設置 script call Optimization為Fast but no exceptions

????

因為本demo用到jsonFX json解析器,牽扯到system.dll 里面的東西,所以程序直接崩掉。(Don't use anything that lives in System.dll or System.Xml.dll in your code. Those two are not compatible with micro mscorlib.)

3、解決了以上bug,優化后的效果:?? 內存基本減少了8.5MB 左右

如何解決第二部的殘留問題呢:官方給了這么一個說法

How to Deal with Stripping when Using Reflection

Stripping heavily depends on static code analysis and sometimes it fails to do the job right, especially when dynamic features (like reflection) are used. In such cases some hinting what classes shouldn't be touched is needed. Unity iOS supports per project custom stripping black list. The process is simple:

1. Create link.xml file and place it directly into Assets (project root) folder.

2. link.xml sample structure is as follows:

<linker>
?????? <assembly fullname="System.Web.Services">
?????????????? <type fullname="System.Web.Services.Protocols.SoapTypeStubInfo" preserve="all"/>
?????????????? <type fullname="System.Web.Services.Configuration.WebServicesConfigurationSectionHandler" preserve="all"/>
?????? </assembly>
?????? <assembly fullname="System">
?????????????? <type fullname="System.Net.Configuration.WebRequestModuleHandler" preserve="all"/>
?????????????? <type fullname="System.Net.HttpRequestCreator" preserve="all"/>
?????????????? <type fullname="System.Net.FileWebRequestCreator" preserve="all"/>
?????? </assembly>
</linker>

結合本例:需要如下link.xml文件

<linker>
?????? <assembly fullname="System">
?? ??? ??? ?<type fullname="System.ComponentModel.TypeConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.ArrayConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.BaseNumberConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.BooleanConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.ByteConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.CharConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.CollectionConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.ComponentConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.CultureInfoConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.DateTimeConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.DecimalConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.DoubleConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.EnumConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.ExpandableObjectConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.Int16Converter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.Int32Converter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.Int64Converter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.NullableConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.SByteConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.SingleConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.StringConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.TimeSpanConverter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.UInt16Converter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.UInt32Converter" preserve="all"/>
?? ??? ??? ?<type fullname="System.ComponentModel.UInt64Converter" preserve="all"/>
?????? </assembly>
</linker>

第二步的錯誤得出 JsonFX需要依賴System.dll中的類型轉化函數,所以通過以上link文件 保留system.dll中的類型轉換函數。

另附:反射的link如下:

<linker>
??????????? <assembly fullname="mscorlib">
?????????????????? <type fullname="System.Reflection"preserve="all"/>
?????????????????? <type fullname="System.Security.Cryptography"preserve="all"/>
?????????? </assembly>
</linker>

參考資料:http://www.rbcafe.com/Softwares/Unity/Documentation/Manual/iphone-playerSizeOptimization.html

轉載于:https://www.cnblogs.com/U-tansuo/p/Unity_performance_optimization.html

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