Unity 优化只读属性{get;}读取性能

结论

先说结论,在高频场景下,可以使用以下方式优化属性读取性能:

#if UNITY_EDITOR
    private int health;
    public int Health { get => health; }
#else
    public int Health;
#endif

代码解释:

  1. 开发阶段用只读属性,防止外部随意修改
  2. 发布后,用字段,获得更好的性能
  3. 优化后,读取速度是原来的2-3倍,但都在ns级别
  4. 理论上,如果项目是用更老版本的Unity或C#,能取得更好的优化效果

性能测试

using System;
using System.Diagnostics;
using System.Text;
using UnityEngine;

/// <summary>
/// Unity 内性能基准测试:字段 vs 属性(模拟 DEVELOPMENT_BUILD 条件编译)
/// 挂载到任意 GameObject,点击 Play 后按空格键运行测试
/// </summary>
public class ProperVsFieldTest : MonoBehaviour
{
    [Header("测试配置")]
    [SerializeField] private int warmupIterations = 100;      // 预热次数
    [SerializeField] private int testIterations = 10000;     // 正式测试次数
    [SerializeField] private int unitsPerFrame = 100;          // 模拟每帧遍历单位数

    // 模拟 DEVELOPMENT_BUILD:私有字段 + 只读属性
    public class PropertyUnit
    {
        private int health;
        public int Health { get { return health; } }

        public PropertyUnit(int h) => health = h;
        public void TakeDamage(int dmg) => health -= dmg;
    }

    // 模拟 RELEASE:直接 public 字段
    public class FieldUnit
    {
        public int Health;
        public FieldUnit(int h) => Health = h;
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            RunBenchmark();
        }
    }

    void RunBenchmark()
    {
        var sb = new StringBuilder();
        sb.AppendLine("=== Unity Health Access Benchmark ===");
        sb.AppendLine($"Iterations: {testIterations:N0} | Units/Frame: {unitsPerFrame}");
        sb.AppendLine("----------------------------------------");

        // 1. 字段读取
        var fieldUnits = new FieldUnit[unitsPerFrame];
        for (var i = 0; i < unitsPerFrame; i++) fieldUnits[i] = new FieldUnit(100);

        var fieldReadTime = Measure(() =>
        {
            var sum = 0;
            for (var i = 0; i < testIterations; i++)
            {
                for (var u = 0; u < unitsPerFrame; u++)
                {
                    sum += fieldUnits[u].Health;
                }
            }
            return sum;
        }, warmupIterations);
        sb.AppendLine($"[字段读取]  {fieldReadTime,8} ms | 单次: {fieldReadTime * 1000000.0 / (testIterations * unitsPerFrame):F2} ns");

        // 2. 属性读取
        var propUnits = new PropertyUnit[unitsPerFrame];
        for (var i = 0; i < unitsPerFrame; i++) propUnits[i] = new PropertyUnit(100);

        var propReadTime = Measure(() =>
        {
            var sum = 0;
            for (var i = 0; i < testIterations; i++)
            {
                for (var u = 0; u < unitsPerFrame; u++)
                {
                    sum += propUnits[u].Health;
                }
            }
            return sum;
        }, warmupIterations);
        var ratio = (double)propReadTime / fieldReadTime;
        sb.AppendLine($"[属性读取]  {propReadTime,8} ms | 单次: {propReadTime * 1000000.0 / (testIterations * unitsPerFrame):F2} ns | 倍率: {ratio:F2}x");

        // 3. 字段写入
        var fieldWriteTime = Measure(() =>
        {
            for (var i = 0; i < testIterations; i++)
            {
                for (var u = 0; u < unitsPerFrame; u++)
                {
                    fieldUnits[u].Health = i;
                }
            }
        }, warmupIterations);
        sb.AppendLine($"[字段写入]  {fieldWriteTime,8} ms | 单次: {fieldWriteTime * 1000000.0 / (testIterations * unitsPerFrame):F2} ns");

        // 4. 属性内部修改(通过方法)
        var propModifyTime = Measure(() =>
        {
            for (var i = 0; i < testIterations; i++)
            {
                for (var u = 0; u < unitsPerFrame; u++)
                {
                    propUnits[u].TakeDamage(1);
                }
            }
        }, warmupIterations);
        sb.AppendLine($"[属性修改]  {propModifyTime,8} ms | 单次: {propModifyTime * 1000000.0 / (testIterations * unitsPerFrame):F2} ns");

        // 5. 模拟真实游戏:每帧读取所有单位血量更新 UI
        var frameSimField = Measure(() =>
        {
            for (var frame = 0; frame < testIterations; frame++)
            {
                var totalHp = 0;
                for (var u = 0; u < unitsPerFrame; u++)
                    totalHp += fieldUnits[u].Health;
            }
        }, 100);

        var frameSimProp = Measure(() =>
        {
            for (var frame = 0; frame < testIterations; frame++)
            {
                var totalHp = 0;
                for (var u = 0; u < unitsPerFrame; u++)
                    totalHp += propUnits[u].Health;
            }
        }, 100);

        sb.AppendLine("----------------------------------------");
        sb.AppendLine($"[帧模拟-字段] {frameSimField,6} ms / {testIterations}帧");
        sb.AppendLine($"[帧模拟-属性] {frameSimProp,6} ms / {testIterations} | 倍率: {(double)frameSimProp / frameSimField:F2}x");
        sb.AppendLine("=== End ===");

        UnityEngine.Debug.Log(sb.ToString());
    }

    /// <summary>
    /// 测量 Action 的执行时间,自动预热并取最佳值
    /// </summary>
    long Measure(Func<int> action, int warmup)
    {
        // 预热
        for (var i = 0; i < warmup; i++) action();
        GC.Collect();
        GC.WaitForPendingFinalizers();

        var sw = Stopwatch.StartNew();
        var result = action(); // 使用返回值防止编译器优化掉整个循环
        sw.Stop();

        // 防止 result 被优化掉
        if (result == -999999) UnityEngine.Debug.Log("unlikely");

        return sw.ElapsedMilliseconds;
    }

    long Measure(Action action, int warmup)
    {
        for (var i = 0; i < warmup; i++) action();
        GC.Collect();
        GC.WaitForPendingFinalizers();

        var sw = Stopwatch.StartNew();
        action();
        sw.Stop();
        return sw.ElapsedMilliseconds;
    }
}

使用方式:

  1. 挂载到场景中的任意 GameObject
  2. 运行后, 按空格键
  3. 等待数秒后,查看Console的输出结果

测试结果

=== Unity Health Access Benchmark ===
Iterations: 10,000 | Units/Frame: 100

[字段读取] 3 ms | 单次: 3.00 ns
[属性读取] 7 ms | 单次: 7.00 ns | 倍率: 2.33x
[字段写入] 3 ms | 单次: 3.00 ns
[属性修改] 6 ms | 单次: 6.00 ns
[帧模拟-字段] 2 ms / 10000帧
[帧模拟-属性] 6 ms / 10000 | 倍率: 3.00x

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