請務必記錄遊戲何時執行載入事件,原因有二:
- 避免在載入過程中汙染影格時間資料。
- 分析載入時間,找出載入時間超出可接受範圍的時間和位置。
載入事件可以有關聯的中繼資料:
public class LoadingTimeMetadata
{
public enum LoadingState
{
Unknown = 0,
/// <summary>
/// The first time the game is run.
/// </summary>
FirstRun = 1,
/// <summary>
/// App is not backgrounded.
/// </summary>
ColdStart = 2,
/// <summary>
/// App is backgrounded.
/// </summary>
WarmStart = 3,
/// <summary>
/// App is backgrounded, least work needed.
/// </summary>
HotStart = 4,
/// <summary>
/// Asset loading between levels.
/// </summary>
InterLevel = 5
}
public LoadingState state;
public enum LoadingSource
{
UnknownSource = 0,
/// <summary>
/// Uncompressing data.
/// </summary>
Memory = 1,
/// <summary>
/// Reading assets from APK bundle.
/// </summary>
Apk = 2,
/// <summary>
/// Reading assets from device storage.
/// </summary>
DeviceStorage = 3,
/// <summary>
/// Reading assets from external storage, e.g. SD card.
/// </summary>
ExternalStorage = 4,
/// <summary>
/// Loading assets from the network.
/// </summary>
Network = 5,
/// <summary>
/// Shader compilation.
/// </summary>
ShaderCompilation = 6,
/// <summary>
/// Time spent between process starting and onCreate.
/// </summary>
PreActivity = 7,
/// <summary>
/// Total time spent between process starting and first render frame.
/// </summary>
FirstTouchToFirstFrame = 8,
/// <summary>
/// Time from start to end of a group of events.
/// </summary>
TotalUserWaitForGroup = 9
}
public LoadingSource source;
/// <summary>
/// 0 = no compression, 100 = max compression
/// </summary>
public int compression_level;
public enum NetworkConnectivity
{
Unknown = 0,
Wifi = 1,
CellularNetwork = 2
}
public NetworkConnectivity network_connectivity;
/// <summary>
/// Bandwidth in bits per second.
/// </summary>
public ulong network_transfer_speed_bps;
/// <summary>
/// Latency in nanoseconds.
/// </summary>
public ulong network_latency_ns;
}
凡是與需求無關的欄位都可以是零。
載入事件也可以有關聯的註解。您可以使用與影格時間註解相同的方式定義,方法是在 Annotation
訊息中使用一或多個欄位。
Result<ulong> StartRecordingLoadingTime(LoadingTimeMetadata eventMetadata,
TAnnotation
annotation);
這個函式會開始記錄與指定中繼資料和註解相關聯的載入時間事件,並填入要用於 StopRecordingLoadingTime()
函式的 Result<ulong>.value
。
ErrorCode StopRecordingLoadingTime(ulong handle);
這個函式會停止記錄先前由 StartRecordingLoadingTime()
啟動的事件。系統會在下一個工作階段清除時上傳事件。
載入群組函式
在遊戲中,您可以針對使用者看到的單一載入期間記錄多個載入事件。例如:檔案載入、場景載入、解壓縮和著色器編譯。
請務必告知 Android Performance Tuner,並指出載入事件屬於這類群組,藉此取得更高品質的深入分析資料。針對下列開始和停止函式加入載入事件以執行此作業。
Result<ulong> StartLoadingGroup(LoadingTimeMetadata eventMetadata, TAnnotation
annotation);
這個函式會啟動與指定中繼資料和註解相關聯的載入群組,並填入要用於 StopLoadingGroup()
函式的 Result<ulong>.value
。Play 後端目前未使用中繼資料和註解,但只有註解可設為 null
。後續所有載入事件都會標上專屬的群組 ID。
ErrorCode StopLoadingGroup(ulong handle);
這個函式會停止先前由 StartLoadingGroup()
啟動的載入群組。除非再次呼叫 StartLoadingGroup()
,否則後續的載入事件都不會有群組 ID。
圖 1.載入群組的範例。
範例
以下範例說明如何在遊戲中新增載入時間函式。
檔案載入事件
以下程式碼範例顯示如何記錄遊戲中的檔案載入事件。
public RawImage image;
IEnumerator LoadImageFromStreamingAssets(string imageName)
{
string imagePath = "file://" + Path.Combine(Application.streamingAssetsPath, imageName);
using (var r = UnityWebRequestTexture.GetTexture(imagePath))
{
LoadingTimeMetadata fileLoadingMetadata = new LoadingTimeMetadata()
{
state = LoadingTimeMetadata.LoadingState.InterLevel,
source = LoadingTimeMetadata.LoadingSource.DeviceStorage,
// Fields are zero by default but they could be set as follows
compression_level = 0,
network_connectivity = 0,
network_transfer_speed_bps = 0,
network_latency_ns = 0
};
Annotation annotation = new Annotation()
{
Scene = Scene.MagicalForest
};
// Start recording loading time.
Result<ulong> result = performanceTuner.StartRecordingLoadingTime(fileLoadingMetadata, annotation);
yield return r.SendWebRequest();
// Stop recording loading time.
performanceTuner.StopRecordingLoadingTime(result.value);
if (r.isNetworkError || r.isHttpError)
{
Debug.Log(r.error);
}
else
{
Texture2D tex = DownloadHandlerTexture.GetContent(r);
image.texture = tex;
}
}
}
場景載入事件
以下程式碼範例顯示如何記錄遊戲中的場景載入事件。
IEnumerator LoadScene(int sceneIndex)
{
LoadingTimeMetadata metadata = new LoadingTimeMetadata()
{state = LoadingTimeMetadata.LoadingState.InterLevel};
Annotation annotation = new Annotation() {Scene = (Scene) (sceneIndex + 1)};
Result<ulong> result = performanceTuner.StartRecordingLoadingTime(metadata, annotation);
AsyncOperation asyncSceneLoad = SceneManager.LoadSceneAsync(sceneIndex, LoadSceneMode.Single);
while (!asyncSceneLoad.isDone)
{
yield return null;
}
performanceTuner.StopRecordingLoadingTime(result.value);
}
載入群組函式
以下程式碼範例顯示如何在遊戲中新增載入群組函式。
IEnumerator LoadImages()
{
LoadingTimeMetadata groupMetadata = new LoadingTimeMetadata()
{
state = LoadingTimeMetadata.LoadingState.InterLevel,
source = LoadingTimeMetadata.LoadingSource.DeviceStorage,
};
Result<ulong> result = performanceTuner.StartLoadingGroup(groupMetadata, null);
yield return StartCoroutine(LoadImageFromStreamingAssets("image1.jpeg"));
yield return StartCoroutine(LoadImageFromStreamingAssets("image2.jpeg"));
yield return StartCoroutine(LoadImageFromStreamingAssets("image3.jpeg"));
yield return StartCoroutine(LoadImageFromStreamingAssets("image4.jpeg"));
var stopErrorCode = performanceTuner.StopLoadingGroup(0);
}