前言
一、AssetBundle优化策略概览
1. 打包阶段优化
// 1. 使用合适的压缩方式
// LZ4压缩 - 加载速度快,支持随机访问
BuildAssetBundleOptions options = BuildAssetBundleOptions.ChunkBasedCompression;
// LZMA - 压缩率高,但加载时需要完整解压
BuildAssetBundleOptions options = BuildAssetBundleOptions.None;
// 不压缩 - 加载最快,但包体积最大
BuildAssetBundleOptions options = BuildAssetBundleOptions.UncompressedAssetBundle;
2. 资源分类打包策略
- 按场景打包:每个场景独立打包
- 按功能模块打包:UI、角色、特效等分开
- 按使用频率打包:常用资源单独打包
- 按更新频率打包:经常更新的资源独立打包
二、加载流程优化
1. 异步加载代替同步加载
// 异步加载AssetBundle
IEnumerator LoadAssetBundleAsync(string path)
{
var bundleLoadRequest = AssetBundle.LoadFromFileAsync(path);
yield return bundleLoadRequest;
AssetBundle bundle = bundleLoadRequest.assetBundle;
// 异步加载资源
var assetLoadRequest = bundle.LoadAssetAsync<GameObject>("PrefabName");
yield return assetLoadRequest;
GameObject prefab = assetLoadRequest.asset as GameObject;
Instantiate(prefab);
}
2. 预加载策略
public class AssetBundlePreloader : MonoBehaviour
{
private Dictionary<string, AssetBundle> loadedBundles = new Dictionary<string, AssetBundle>();
// 预加载常用AssetBundle
public IEnumerator PreloadBundles(List<string> bundlePaths)
{
foreach(var path in bundlePaths)
{
yield return LoadAndCacheBundle(path);
}
}
private IEnumerator LoadAndCacheBundle(string path)
{
if(loadedBundles.ContainsKey(path)) yield break;
var request = AssetBundle.LoadFromFileAsync(path);
yield return request;
loadedBundles[path] = request.assetBundle;
}
public AssetBundle GetCachedBundle(string path)
{
return loadedBundles.ContainsKey(path) ? loadedBundles[path] : null;
}
}
三、内存与缓存优化
1. 使用UnityWebRequest AssetBundle缓存
IEnumerator LoadWithCache(string url)
{
using (UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(url))
{
// 启用缓存版本控制
request.downloadHandler = new DownloadHandlerAssetBundle(url, 0);
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
// 使用bundle...
}
}
}
2. 智能缓存管理
public class SmartAssetBundleCache
{
private class CacheEntry
{
public AssetBundle bundle;
public float lastUsedTime;
public int referenceCount;
}
private Dictionary<string, CacheEntry> cache = new Dictionary<string, CacheEntry>();
private float maxCacheTime = 300f; // 5分钟
public AssetBundle GetOrLoad(string path)
{
// 清理过期缓存
CleanupExpiredCache();
if (cache.TryGetValue(path, out CacheEntry entry))
{
entry.lastUsedTime = Time.time;
entry.referenceCount++;
return entry.bundle;
}
// 加载新Bundle
AssetBundle bundle = AssetBundle.LoadFromFile(path);
cache[path] = new CacheEntry
{
bundle = bundle,
lastUsedTime = Time.time,
referenceCount = 1
};
return bundle;
}
private void CleanupExpiredCache()
{
List<string> toRemove = new List<string>();
foreach(var kvp in cache)
{
if (kvp.Value.referenceCount == 0 &&
Time.time - kvp.Value.lastUsedTime > maxCacheTime)
{
kvp.Value.bundle.Unload(false);
toRemove.Add(kvp.Key);
}
}
foreach(var key in toRemove) cache.Remove(key);
}
}
四、依赖关系优化
1. 共享依赖包管理
public class DependencyManager
{
private AssetBundleManifest manifest;
private Dictionary<string, AssetBundle> loadedDependencies = new Dictionary<string, AssetBundle>();
public IEnumerator LoadWithDependencies(string bundleName)
{
// 1. 加载主AssetBundle的依赖
string[] dependencies = manifest.GetAllDependencies(bundleName);
foreach(string dep in dependencies)
{
if(!loadedDependencies.ContainsKey(dep))
{
yield return LoadDependencyAsync(dep);
}
}
// 2. 加载主AssetBundle
yield return LoadMainBundleAsync(bundleName);
}
private IEnumerator LoadDependencyAsync(string depName)
{
var request = AssetBundle.LoadFromFileAsync(GetBundlePath(depName));
yield return request;
loadedDependencies[depName] = request.assetBundle;
}
}
五、多线程与分帧加载
1. 分帧加载大资源
public class FrameDistributedLoader : MonoBehaviour
{
private Queue<LoadTask> loadQueue = new Queue<LoadTask>();
private bool isLoading = false;
public void EnqueueLoadTask(string bundlePath, string assetName, Action<GameObject> callback)
{
loadQueue.Enqueue(new LoadTask
{
bundlePath = bundlePath,
assetName = assetName,
callback = callback
});
if(!isLoading) StartCoroutine(ProcessLoadQueue());
}
IEnumerator ProcessLoadQueue()
{
isLoading = true;
while(loadQueue.Count > 0)
{
LoadTask task = loadQueue.Dequeue();
// 每帧只加载一个资源,避免卡顿
yield return LoadSingleAsset(task);
// 如果队列还很长,可以每帧处理多个
if(loadQueue.Count > 10)
{
// 可根据帧率动态调整加载数量
int itemsThisFrame = Mathf.Min(loadQueue.Count, 3);
for(int i = 0; i < itemsThisFrame; i++)
{
task = loadQueue.Dequeue();
yield return LoadSingleAsset(task);
}
}
}
isLoading = false;
}
}
六、压缩与解压优化
1. 后台解压技术
using System.Threading.Tasks;
public class BackgroundDecompressor
{
public async Task<AssetBundle> LoadBundleAsync(string path, bool decompressInBackground = true)
{
if (decompressInBackground)
{
// 在后台线程加载和解压
return await Task.Run(() =>
{
return AssetBundle.LoadFromFile(path);
});
}
else
{
// 在主线程同步加载
return AssetBundle.LoadFromFile(path);
}
}
}
七、性能监控工具
1. 自定义性能分析器
public class AssetBundleProfiler : MonoBehaviour
{
private Dictionary<string, LoadRecord> loadRecords = new Dictionary<string, LoadRecord>();
public void RecordLoadStart(string bundleName)
{
loadRecords[bundleName] = new LoadRecord
{
startTime = Time.realtimeSinceStartup,
bundleName = bundleName
};
}
public void RecordLoadEnd(string bundleName)
{
if(loadRecords.TryGetValue(bundleName, out LoadRecord record))
{
record.endTime = Time.realtimeSinceStartup;
record.duration = record.endTime - record.startTime;
Debug.Log($"AssetBundle {bundleName} loaded in {record.duration:F3}s");
// 可以记录到文件或发送到分析服务器
LogToAnalytics(record);
}
}
class LoadRecord
{
public string bundleName;
public float startTime;
public float endTime;
public float duration;
}
}
八、实战建议
1. 综合优化方案
public class OptimizedAssetBundleLoader : MonoBehaviour
{
// 1. 使用对象池减少实例化开销
private ObjectPool objectPool;
// 2. 使用引用计数管理资源生命周期
private ReferenceCounter refCounter;
// 3. 实现优先级加载队列
private PriorityLoadQueue priorityQueue;
public IEnumerator LoadWithOptimizations(string bundlePath, string assetName, int priority = 0)
{
// 根据优先级安排加载
yield return priorityQueue.Enqueue(priority, () =>
{
return LoadAssetBundleWithDependencies(bundlePath, assetName);
});
}
private IEnumerator LoadAssetBundleWithDependencies(string bundlePath, string assetName)
{
// 检查缓存
if(TryGetFromCache(bundlePath, out AssetBundle bundle))
{
yield return LoadAssetFromBundle(bundle, assetName);
yield break;
}
// 异步加载
var loadRequest = AssetBundle.LoadFromFileAsync(bundlePath);
yield return loadRequest;
// 记录性能
AssetBundleProfiler.Instance.RecordLoad(bundlePath, loadRequest);
// 缓存结果
CacheBundle(bundlePath, loadRequest.assetBundle);
// 异步加载资源
yield return LoadAssetFromBundle(loadRequest.assetBundle, assetName);
}
}
九、平台特定优化
1. 不同平台策略
- iOS/Android:优先使用LZ4压缩
- PC/主机:可考虑不压缩或LZMA
- WebGL:注意包大小限制,使用合适的压缩
2. 增量更新策略
// 使用Hash验证,只下载变化的部分
public class IncrementalUpdater
{
public IEnumerator CheckAndUpdate(string remoteUrl, string localPath)
{
// 1. 获取远程版本信息
yield return GetRemoteVersion(remoteUrl);
// 2. 比较本地版本
if(NeedUpdate(localVersion, remoteVersion))
{
// 3. 只下载差异文件
yield return DownloadDeltaFiles(deltaList);
}
}
}
总结要点
- 打包策略:合理分割AssetBundle,使用LZ4压缩
- 加载方式:始终使用异步加载,避免阻塞主线程
- 缓存管理:实现智能缓存,及时清理无用资源
- 依赖处理:预加载共享依赖,减少重复加载
- 性能监控:持续监控加载性能,优化瓶颈
- 平台适配:针对不同平台采用不同策略
- 内存管理:合理使用Unload,避免内存泄漏
通过以上优化策略,可以显著提升AssetBundle的加载速度,改善游戏体验。建议根据项目实际情况选择适用的优化方案,并在开发过程中持续进行性能测试和优化。