ue2m 通常,.skel.bytes
的文件大小不应该是一个大问题,但927KB对于一个二进制文件来说确实有点大。我建议在你的导出设置中勾选 Animation clean up
并取消勾选 Nonessential data
,如果你没有这样设置的话。
你可以在需要时才加载纹理,例如使用Adressables、Asset Bundles或任何其他延迟加载的手段。
过去有一些关于优化加载有大量皮肤的骨架的主题,我们的Unity专家Harald已经回答了这些问题,所以请参考他们:
https://esotericsoftware.com/forum/d/15867-memory-management-of-character-with-many-outfits
https://esotericsoftware.com/forum/d/16427-mix-and-match-outfits--addressables-loading-issue
The .skel.bytes
file size should not be a big problem usually, but 927KB is indeed a bit large for a binary file. I recommend checking Animation clean up
and unchecking Nonessential data
in your export settings, if you do not set them so.
You can load the textures only when needed, by e.g. using Adressables, Asset Bundles or any other means of delayed loading.
There are some threads about optimizing the loading of skeletons with large numbers of skins in the past, and our Unity expert, Harald has answered the questions, so please refer to them:
https://esotericsoftware.com/forum/d/15867-memory-management-of-character-with-many-outfits
https://esotericsoftware.com/forum/d/16427-mix-and-match-outfits--addressables-loading-issue