当前测试使用的Entities版本为1.0.16
Unity Entities 1.0.16使用方法:
Create a component for the spawner example | Entities | 1.0.16
1. 创建SubScene
2. 在SubScene下创建挂载Authoring脚本:
Authoring是MonoBehaviour脚本,主要用来序列化配置需要创建的实体prefab资源或参数;
因为Entities目前不支持用资源名动态加载资源!没错,AssetsBundle或Addressables都不能用于Entities;也就意味着现阶段不能用Entities开发DLC或热更游戏。
Entities必须使用SubScene,而SubScene不能从资源动态加载,路被彻底封死了。
public class EntitiesAuthoring : MonoBehaviour
{
public GameObject m_Prefab;
public int m_Row;
public int m_Col;
}
3. 把步骤2的挂有Authoring脚本的GameObject转换为Entity:
SubScene中挂载的MonoBehaviour不会被执行,必须转换为Entity;
此步骤主要是把Authoring中的参数转接到自己定义的ComponentData;
class EntitiesAuthoringBaker : Baker<EntitiesAuthoring>
{
public override void Bake(EntitiesAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent<EntitiesComponentData>(entity, new EntitiesComponentData
{
m_PrefabEntity = GetEntity(authoring.m_Prefab, TransformUsageFlags.Dynamic | TransformUsageFlags.Renderable),
m_Row = authoring.m_Row,
m_Col = authoring.m_Col
});
}
}
struct EntitiesComponentData : IComponentData
{
public Entity m_PrefabEntity;
public int m_Row;
public int m_Col;
}
4. 编写创建Entity的System脚本:
由于MonoBehaviour不会在SubScene中执行,System就类似MonoBehavior,拥有OnCreate, OnUpdate, OnDestroy生命周期。Entities框架会自动执行所有已经定义的System,若不想自动执行System可以在头部添加[DisableAutoCreation],然后使用state.World.CreateSystem<MoveEntitiesSystem>()手动创建System。
[BurstCompile]
partial struct SpawnEntitiesSystem : ISystem
{
void OnCreate(ref SystemState state)
{
//Application.targetFrameRate = 120;
state.RequireForUpdate<EntitiesComponentData>();
}
void OnDestroy(ref SystemState state)
{
}
void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var data in SystemAPI.Query<EntitiesComponentData>())
{
Unity.Mathematics.Random m_Random = new Unity.Mathematics.Random(1);
var m_RandomRange = new float4(-data.m_Row * 0.5f, data.m_Row * 0.5f, -data.m_Col * 0.5f, data.m_Col * 0.5f);
var halfSize = new float2(data.m_Col * 0.5f, data.m_Row * 0.5f);
for (int i = 0; i < data.m_Row; i++)
{
for (int j = 0; j < data.m_Col; j++)
{
var entity = state.EntityManager.Instantiate(data.m_PrefabEntity);
ecb.SetComponent(entity, LocalTransform.FromPosition(new float3(j - halfSize.x, 0, i - halfSize.y)));
ecb.AddComponent<TargetMovePointData>(entity, new TargetMovePointData() { targetPoint = new float3(m_Random.NextFloat(m_RandomRange.x, m_RandomRange.y), 0, m_Random.NextFloat(m_RandomRange.z, m_RandomRange.w)) });
}
}
state.Enabled = false;
}
}
}
5. 定义一个System专门控制所有小人的移动:
使用JobSystem并行计算和设置小人的位置:
[BurstCompile]
partial struct MoveEntitiesJob : IJobParallelFor
{
[ReadOnly]
public Unity.Mathematics.Random random;
[ReadOnly]
public float4 randomRange;
[ReadOnly]
public float moveSpeed;
[ReadOnly]
public NativeArray<Entity> entities;
[NativeDisableParallelForRestriction]
public EntityManager entityManager;
[WriteOnly]
public EntityCommandBuffer.ParallelWriter entityWriter;
[BurstCompile]
public void Execute(int index)
{
var entity = entities[index];
var tPointData = entityManager.GetComponentData<TargetMovePointData>(entity);
var tPoint = tPointData.targetPoint;
var transform = entityManager.GetComponentData<LocalTransform>(entity);
float3 curPoint = transform.Position;
var offset = tPoint - curPoint;
if (math.lengthsq(offset) < 0.4f)
{
tPointData.targetPoint = new float3(random.NextFloat(randomRange.x, randomRange.y), 0, random.NextFloat(randomRange.z, randomRange.w));
entityWriter.SetComponent(index, entity, tPointData);
}
float3 moveDir = math.normalize(tPointData.targetPoint - curPoint);
transform.Rotation = Quaternion.LookRotation(moveDir);
transform.Position += moveDir * moveSpeed;
entityWriter.SetComponent(index, entity, transform);
}
}
Entities测试结果:
10万个移动的小人,140多帧,同等数量级比自定义BatchRendererGroup帧数高出20+,那是因为Entities Graphics内部实现了BatchRendererGroup的剔除Culling,相机视口外的物体会被Culling。自定义BatchRendererGroup只要在OnPerformCulling回调方法中实现Culling也能达到相同的性能:
其实到这里测试已经没有意义了,GPU端Entities Graphics结局已经注定,所谓Entities ECS结构也只是对CPU的性能提升,但海量物体的渲染GPU是最大的瓶颈。
使用Entities 1.0.16安卓端性能:
1万个小人,12帧;
查了查URP的渲染实现,其实内部也是Batch Renderer Group, 所以这也注定了无论是自定义Batch Renderer Group还是使用Entities,在移动端都是一样的性能。
扩展讨论:
Unity是支持配置Android端多线程策略的,Android CPU大小核性能差距巨大,大核性能强劲但耗电量大,小核弱鸡但省电,如果Jobs分配到小核执行会比主线程还慢,就会导致负优化。
既然万人同屏延迟主要在渲染线程,那么能否通过配置只允许渲染线程用大核心呢?(或者Unity默认策略就是这样的);
可以参考:Unity - Manual: Android thread configuration对Android线程策略进行配置。
结论:
目前为止(Entities 1.0.16)有太多致命局限性,也只是对PC平台做了性能优化,并且有开挂般的大幅提升;
但是对于移动平台收效甚微,JobSystem在移动平台并行线程数迷之变少,并且暂无开放接口设置。图形库必须为OpenGLES3及以上或Vulkan,与使用限制和开发门槛相比,ECS结构微弱的性能提升不值一提。
移动平台万人同屏方案尝试失败,弃坑。不过苍蝇再小也是肉,单线程的Unity编程方式早已跟不上如今的硬件发展,虽然HybridCLR不支持Burst加速,只能以解释方式执行JobSystem,但是安全的多线程对大量数据的计算仍然有很大的意义。
期待Entities的资源系统早日面世...文章来源:https://www.toymoban.com/news/detail-726226.html
最后附上Entities万人同屏测试代码:文章来源地址https://www.toymoban.com/news/detail-726226.html
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
using UnityEngine.Jobs;
public class EntitiesAuthoring : MonoBehaviour
{
public GameObject m_Prefab;
public int m_Row;
public int m_Col;
}
class EntitiesAuthoringBaker : Baker<EntitiesAuthoring>
{
public override void Bake(EntitiesAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent<EntitiesComponentData>(entity, new EntitiesComponentData
{
m_PrefabEntity = GetEntity(authoring.m_Prefab, TransformUsageFlags.Dynamic | TransformUsageFlags.Renderable),
m_Row = authoring.m_Row,
m_Col = authoring.m_Col
});
}
}
struct EntitiesComponentData : IComponentData
{
public Entity m_PrefabEntity;
public int m_Row;
public int m_Col;
}
[BurstCompile]
partial struct SpawnEntitiesSystem : ISystem
{
void OnCreate(ref SystemState state)
{
//Application.targetFrameRate = 120;
state.RequireForUpdate<EntitiesComponentData>();
}
void OnDestroy(ref SystemState state)
{
}
void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var data in SystemAPI.Query<EntitiesComponentData>())
{
Unity.Mathematics.Random m_Random = new Unity.Mathematics.Random(1);
var m_RandomRange = new float4(-data.m_Row * 0.5f, data.m_Row * 0.5f, -data.m_Col * 0.5f, data.m_Col * 0.5f);
var halfSize = new float2(data.m_Col * 0.5f, data.m_Row * 0.5f);
for (int i = 0; i < data.m_Row; i++)
{
for (int j = 0; j < data.m_Col; j++)
{
var entity = state.EntityManager.Instantiate(data.m_PrefabEntity);
ecb.SetComponent(entity, LocalTransform.FromPosition(new float3(j - halfSize.x, 0, i - halfSize.y)));
ecb.AddComponent<TargetMovePointData>(entity, new TargetMovePointData() { targetPoint = new float3(m_Random.NextFloat(m_RandomRange.x, m_RandomRange.y), 0, m_Random.NextFloat(m_RandomRange.z, m_RandomRange.w)) });
}
}
state.Enabled = false;
}
}
[BurstCompile]
partial struct MoveEntitiesSystem : ISystem
{
Unity.Mathematics.Random m_Random;
float4 m_RandomRange;
void OnCreate(ref SystemState state)
{
state.RequireForUpdate<TargetMovePointData>();
}
void OnStartRunning(ref SystemState state)
{
if (SystemAPI.TryGetSingleton<EntitiesComponentData>(out var dt))
{
m_RandomRange = new float4(-dt.m_Row * 0.5f, dt.m_Row * 0.5f, -dt.m_Col * 0.5f, dt.m_Col * 0.5f);
}
else
{
m_RandomRange = new float4(-50, 50, -50, 50);
}
}
void OnDestroy(ref SystemState state)
{
}
void OnUpdate(ref SystemState state)
{
EntityCommandBuffer.ParallelWriter ecb = GetEntityCommandBuffer(ref state);
m_Random = new Unity.Mathematics.Random((uint)Time.frameCount);
var entityQuery = SystemAPI.QueryBuilder().WithAll<TargetMovePointData>().Build();
var tempEntities = entityQuery.ToEntityArray(Allocator.TempJob);
var moveJob = new MoveEntitiesJob
{
random = m_Random,
moveSpeed = SystemAPI.Time.DeltaTime * 4,
randomRange = m_RandomRange,
entities = tempEntities,
entityManager = state.EntityManager,
entityWriter = ecb
};
var moveJobHandle = moveJob.Schedule(tempEntities.Length, 64);
moveJobHandle.Complete();
}
private EntityCommandBuffer.ParallelWriter GetEntityCommandBuffer(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
return ecb.AsParallelWriter();
}
}
struct TargetMovePointData : IComponentData
{
public float3 targetPoint;
}
[BurstCompile]
partial struct MoveEntitiesJob : IJobParallelFor
{
[ReadOnly]
public Unity.Mathematics.Random random;
[ReadOnly]
public float4 randomRange;
[ReadOnly]
public float moveSpeed;
[ReadOnly]
public NativeArray<Entity> entities;
[NativeDisableParallelForRestriction]
public EntityManager entityManager;
[WriteOnly]
public EntityCommandBuffer.ParallelWriter entityWriter;
[BurstCompile]
public void Execute(int index)
{
var entity = entities[index];
var tPointData = entityManager.GetComponentData<TargetMovePointData>(entity);
var tPoint = tPointData.targetPoint;
var transform = entityManager.GetComponentData<LocalTransform>(entity);
float3 curPoint = transform.Position;
var offset = tPoint - curPoint;
if (math.lengthsq(offset) < 0.4f)
{
tPointData.targetPoint = new float3(random.NextFloat(randomRange.x, randomRange.y), 0, random.NextFloat(randomRange.z, randomRange.w));
entityWriter.SetComponent(index, entity, tPointData);
}
float3 moveDir = math.normalize(tPointData.targetPoint - curPoint);
transform.Rotation = Quaternion.LookRotation(moveDir);
transform.Position += moveDir * moveSpeed;
entityWriter.SetComponent(index, entity, transform);
}
}
}
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