Vertaling van "entity component system" in Chinees
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实体组件系统
Unity's new entity component system helps eliminate inefficient object referencing.
Unity 的新实体组件系统可帮助消除低效的对象引用。
We've made a few changes to enable the entity component system to use the script.
我们进行了一些更改,以使实体组件系统能够使用脚本。
Combing the entity component system and the C# job system gives you a force more powerful than the sum of its parts.
实体组件系统和 C# 作业系统的结合可以为您提供比其各部分之和更强大的力量。
Since the entity component system sets up your data in an efficient, tightly packed manor, the job system can split up the data arrays so that they can be efficiently operated on in parallel.
由于实体组件系统以高效、紧凑的方式设置数据,因此作业系统可以拆分数据阵列,以便可以高效地并行操作。
This flags the data as a type to be used and tracked by the entity component system and allows the data to be allocated and packed in a smart way behind the scenes while you get to focus purely on your gameplay code.
The Burst compiler is the behind-the-scenes performance gain that results from the entity component system having organized your data more efficiently.
突发编译器是实体组件系统更高效地组织数据所产生的后台性能增益。
Unity's new C# job system, entity component system and Burst compiler technology leave those shortcomings in the dust.
Unity 的全新 C# 作业系统、实体组件系统和突发编译器技术不具备这些缺点。
The Unity entity component system and C# job system are two different things, but they go hand-in-hand.
Unity 实体组件系统和 C# 作业系统是两个不同的系统,但它们密不可分。
The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general.
Unity* 中的全新 C# 作业系统和实体组件系统不仅可以让您轻松利用以前未使用的 CPU 资源,还可以帮助您更高效地运行所有游戏代码。
With no dependencies on classic systems, the entity component system can use the available CPU time to track and update more objects.
由于不依赖于典型系统,实体组件系统可以使用可用的 CPU 时间来跟踪和更新更多对象。
The new compiler technology is employed on Unity's new math namespace and code within the C# job system (described below), relying on the fact that the system knows data has been set up the proper way with the entity component system.
This required component signifies that this GameObject will be treated like an entity and use the new entity component system.
这一必需组件表示此 GameObject 将被视为实体并使用新的实体组件系统。
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