This commit is contained in:
PC-20230316NUNE\Administrator
2024-02-01 19:06:51 +08:00
parent aa4d6c3ce2
commit 877dca3b43
7518 changed files with 653768 additions and 162059 deletions

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ASTAR_NO_ZIP ; Enable to strip out usage of the DotNetZip library. Increases serialized data size, but this is only relevant if you are using cached startup or loading serialized graphs during runtime. You can delete the Pathfinding.Ionic.Zip.Reduced dll after you have enabled this. You will have to reconfigure all graph settings after enabling.
ASTAR_FAST_NO_EXCEPTIONS ; Needs to be enabled for the iPhone build setting Fast But No Exceptions to work.
ASTAR_GRID_NO_CUSTOM_CONNECTIONS ; Disabling this will reduce memory usage and improve performance slightly but you will not be able to add custom connections to grid nodes using e.g the NodeLink component.
ASTAR_LEVELGRIDNODE_FEW_LAYERS ; Reduces the max number of layers for LayeredGridGraphs from 255 to 16. Saves memory.
ASTAR_NO_PENALTY ; Enabling this disables the use of penalties. Reduces memory usage.
ASTAR_NO_POOLING ; Disable pooling for some reason. Could be debugging or just for measuring the difference.
ASTAR_NoGUI ; Disables the use of the OnGUI function, can possibly improve performance by a tiny bit (disables the InGame option for path debugging).
ASTAR_POOL_DEBUG ; Enables debugging of path pooling. Will log warnings and info messages about paths not beeing pooled correctly.
ASTAR_RECAST_CLASS_BASED_LINKED_LIST ; Disables the array based linked list. This might handle very large tiles better, however it is usually slower to scan and uses more memory (during scanning).
ASTAR_RECAST_BFS ; Enables an experimental optimization to recast. Faster scanning and updating but can sometimes fail to generate any navmesh at all (this is relatively rare though).
ASTAR_RECAST_LARGER_TILES ; Raises the vertex count limit on recast tiles, but reduces the max number of tiles.
ASTAR_SET_LEVELGRIDNODE_HEIGHT ; Enables a field height for each node if you want to use that information. Not used by any included scripts. Warning: Will break node serialization (for e.g cached startup) if changed.
ProfileAstar ; Enables profiling of the pathfinding process.
ASTAR_UNITY_PRO_PROFILER ; Requires ProfileAstar, profiles section of astar code which will show up in the Unity Pro Profiler.
ASTAR_JPS ; Enables jump point search support for grid graphs. There is a separate toggle in the grid graph settings. Disable this if you do not use it since it reduces memory usage.
ASTAR_LARGER_GRIDS ; Enables grid graphs larger than 1024x1024. This is not recommended for most users since such large grid graphs use a lot of memory and can be quite slow.
1 ASTAR_NO_ZIP Enable to strip out usage of the DotNetZip library. Increases serialized data size, but this is only relevant if you are using cached startup or loading serialized graphs during runtime. You can delete the Pathfinding.Ionic.Zip.Reduced dll after you have enabled this. You will have to reconfigure all graph settings after enabling.
2 ASTAR_FAST_NO_EXCEPTIONS Needs to be enabled for the iPhone build setting Fast But No Exceptions to work.
3 ASTAR_GRID_NO_CUSTOM_CONNECTIONS Disabling this will reduce memory usage and improve performance slightly but you will not be able to add custom connections to grid nodes using e.g the NodeLink component.
4 ASTAR_LEVELGRIDNODE_FEW_LAYERS Reduces the max number of layers for LayeredGridGraphs from 255 to 16. Saves memory.
5 ASTAR_NO_PENALTY Enabling this disables the use of penalties. Reduces memory usage.
6 ASTAR_NO_POOLING Disable pooling for some reason. Could be debugging or just for measuring the difference.
7 ASTAR_NoGUI Disables the use of the OnGUI function, can possibly improve performance by a tiny bit (disables the InGame option for path debugging).
8 ASTAR_POOL_DEBUG Enables debugging of path pooling. Will log warnings and info messages about paths not beeing pooled correctly.
9 ASTAR_RECAST_CLASS_BASED_LINKED_LIST Disables the array based linked list. This might handle very large tiles better, however it is usually slower to scan and uses more memory (during scanning).
10 ASTAR_RECAST_BFS Enables an experimental optimization to recast. Faster scanning and updating but can sometimes fail to generate any navmesh at all (this is relatively rare though).
11 ASTAR_RECAST_LARGER_TILES Raises the vertex count limit on recast tiles, but reduces the max number of tiles.
12 ASTAR_SET_LEVELGRIDNODE_HEIGHT Enables a field height for each node if you want to use that information. Not used by any included scripts. Warning: Will break node serialization (for e.g cached startup) if changed.
13 ProfileAstar Enables profiling of the pathfinding process.
14 ASTAR_UNITY_PRO_PROFILER Requires ProfileAstar, profiles section of astar code which will show up in the Unity Pro Profiler.
15 ASTAR_JPS Enables jump point search support for grid graphs. There is a separate toggle in the grid graph settings. Disable this if you do not use it since it reduces memory usage.
16 ASTAR_LARGER_GRIDS Enables grid graphs larger than 1024x1024. This is not recommended for most users since such large grid graphs use a lot of memory and can be quite slow.