参考http://www.codershu.com/2017/06/14/UnityOptimizeAnimationClip/
网上有许多脚本,思路都是一样的,但是菜鸟我用的时候会报各种错误,只有这个脚本只有一个报错,感觉似乎能解决,
然后在原脚本上添加了一句using UnityEngine.Profiling; OK!没报错了!
主要思路
1.压缩浮点数精度
2.去除scale曲线
FBX的Animations设置中,Anim.Compression :Keyframe Reduction;
如果设置为Keyframe Reduction and Compression 确实也会减少文件大小,但是可能出现动作衔接抖动问题。
代码如下
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Reflection;
using UnityEditor;
using System.IO;
using UnityEngine.Profiling;
namespace EditorTool
{
class AnimationOpt
{
static Dictionary<uint, string> _FLOAT_FORMAT;
static MethodInfo getAnimationClipStats;
static FieldInfo sizeInfo;
static object[] _param = new object[1];
static AnimationOpt()
{
_FLOAT_FORMAT = new Dictionary<uint, string>();
for (uint i = 1; i < 6; i++)
{
_FLOAT_FORMAT.Add(i, "f" + i.ToString());
}
Assembly asm = Assembly.GetAssembly(typeof(Editor));
getAnimationClipStats = typeof(AnimationUtility).GetMethod("GetAnimationClipStats", BindingFlags.Static | BindingFlags.NonPublic);
Type aniclipstats = asm.GetType("UnityEditor.AnimationClipStats");
sizeInfo = aniclipstats.GetField("size", BindingFlags.Public | BindingFlags.Instance);
}
AnimationClip _clip;
string _path;
public string path { get { return _path; } }
public long originFileSize { get; private set; }
public int originMemorySize { get; private set; }
public int originInspectorSize { get; private set; }
public long optFileSize { get; private set; }
public int optMemorySize { get; private set; }
public int optInspectorSize { get; private set; }
public AnimationOpt(string path, AnimationClip clip)
{
_path = path;
_clip = clip;
_GetOriginSize();
}
void _GetOriginSize()
{
originFileSize = _GetFileZie();
originMemorySize = _GetMemSize();
originInspectorSize = _GetInspectorSize();
}
void _GetOptSize()
{
optFileSize = _GetFileZie();
optMemorySize = _GetMemSize();
optInspectorSize = _GetInspectorSize();
}
long _GetFileZie()
{
FileInfo fi = new FileInfo(_path);
return fi.Length;
}
int _GetMemSize()
{
return Profiler.GetRuntimeMemorySize(_clip);
}
int _GetInspectorSize()
{
_param[0] = _clip;
var stats = getAnimationClipStats.Invoke(null, _param);
return (int)sizeInfo.GetValue(stats);
}
void _OptmizeAnimationScaleCurve()
{
if (_clip != null)
{
//去除scale曲线
foreach (EditorCurveBinding theCurveBinding in AnimationUtility.GetCurveBindings(_clip))
{
string name = theCurveBinding.propertyName.ToLower();
if (name.Contains("scale"))
{
AnimationUtility.SetEditorCurve(_clip, theCurveBinding, null);
Debug.LogFormat("关闭{0}的scale curve", _clip.name);
}
}
}
}
void _OptmizeAnimationFloat_X(uint x)
{
if (_clip != null && x > 0)
{
//浮点数精度压缩到f3
AnimationClipCurveData[] curves = null;
curves = AnimationUtility.GetAllCurves(_clip);
Keyframe key;
Keyframe[] keyFrames;
string floatFormat;
if (_FLOAT_FORMAT.TryGetValue(x, out floatFormat))
{
if (curves != null && curves.Length > 0)
{
for (int ii = 0; ii < curves.Length; ++ii)
{
AnimationClipCurveData curveDate = curves[ii];
if (curveDate.curve == null || curveDate.curve.keys == null)
{
//Debug.LogWarning(string.Format("AnimationClipCurveData {0} don't have curve; Animation name {1} ", curveDate, animationPath));
continue;
}
keyFrames = curveDate.curve.keys;
for (int i = 0; i < keyFrames.Length; i++)
{
key = keyFrames[i];
key.value = float.Parse(key.value.ToString(floatFormat));
key.inTangent = float.Parse(key.inTangent.ToString(floatFormat));
key.outTangent = float.Parse(key.outTangent.ToString(floatFormat));
keyFrames[i] = key;
}
curveDate.curve.keys = keyFrames;
_clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
}
}
}
else
{
Debug.LogErrorFormat("目前不支持{0}位浮点", x);
}
}
}
public void Optimize(bool scaleOpt, uint floatSize)
{
if (scaleOpt)
{
_OptmizeAnimationScaleCurve();
}
_OptmizeAnimationFloat_X(floatSize);
_GetOptSize();
}
public void Optimize_Scale_Float3()
{
Optimize(true, 3);
}
public void LogOrigin()
{
_logSize(originFileSize, originMemorySize, originInspectorSize);
}
public void LogOpt()
{
_logSize(optFileSize, optMemorySize, optInspectorSize);
}
public void LogDelta()
{
}
void _logSize(long fileSize, int memSize, int inspectorSize)
{
Debug.LogFormat("{0} \nSize=[ {1} ]", _path, string.Format("FSize={0} ; Mem->{1} ; inspector->{2}",
EditorUtility.FormatBytes(fileSize), EditorUtility.FormatBytes(memSize), EditorUtility.FormatBytes(inspectorSize)));
}
}
public class OptimizeAnimationClipTool
{
static List<AnimationOpt> _AnimOptList = new List<AnimationOpt>();
static List<string> _Errors = new List<string>();
static int _Index = 0;
[MenuItem("Assets/Animation/裁剪浮点数去除Scale")]
public static void Optimize()
{
_AnimOptList = FindAnims();
if (_AnimOptList.Count > 0)
{
_Index = 0;
_Errors.Clear();
EditorApplication.update = ScanAnimationClip;
}
}
private static void ScanAnimationClip()
{
AnimationOpt _AnimOpt = _AnimOptList[_Index];
bool isCancel = EditorUtility.DisplayCancelableProgressBar("优化AnimationClip", _AnimOpt.path, (float)_Index / (float)_AnimOptList.Count);
_AnimOpt.Optimize_Scale_Float3();
_Index++;
if (isCancel || _Index >= _AnimOptList.Count)
{
EditorUtility.ClearProgressBar();
Debug.Log(string.Format("--优化完成-- 错误数量: {0} 总数量: {1}/{2} 错误信息↓:\n{3}\n----------输出完毕----------", _Errors.Count, _Index, _AnimOptList.Count, string.Join(string.Empty, _Errors.ToArray())));
Resources.UnloadUnusedAssets();
GC.Collect();
AssetDatabase.SaveAssets();
EditorApplication.update = null;
_AnimOptList.Clear();
_cachedOpts.Clear();
_Index = 0;
}
}
static Dictionary<string, AnimationOpt> _cachedOpts = new Dictionary<string, AnimationOpt>();
static AnimationOpt _GetNewAOpt(string path)
{
AnimationOpt opt = null;
if (!_cachedOpts.ContainsKey(path))
{
AnimationClip clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
if (clip != null)
{
opt = new AnimationOpt(path, clip);
_cachedOpts[path] = opt;
}
}
return opt;
}
static List<AnimationOpt> FindAnims()
{
string[] guids = null;
List<string> path = new List<string>();
List<AnimationOpt> assets = new List<AnimationOpt>();
UnityEngine.Object[] objs = Selection.GetFiltered(typeof(object), SelectionMode.Assets);
if (objs.Length > 0)
{
for (int i = 0; i < objs.Length; i++)
{
if (objs[i].GetType() == typeof(AnimationClip))
{
string p = AssetDatabase.GetAssetPath(objs[i]);
AnimationOpt animopt = _GetNewAOpt(p);
if (animopt != null)
assets.Add(animopt);
}
else
path.Add(AssetDatabase.GetAssetPath(objs[i]));
}
guids = AssetDatabase.FindAssets(string.Format("t:{0}", typeof(AnimationClip).ToString().Replace("UnityEngine.", "")), path.ToArray());
}
else
{
guids = AssetDatabase.FindAssets(string.Format("t:{0}", typeof(AnimationClip).ToString().Replace("UnityEngine.", "")));
}
for (int i = 0; i < guids.Length; i++)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
AnimationOpt animopt = _GetNewAOpt(assetPath);
if (animopt != null)
assets.Add(animopt);
}
return assets;
}
}
}
道理上点击需要压缩的文件,右键,Animation,裁剪浮点数去除Scale
实际上似乎把所有动作文件都进行修改了,并且有一个报错
但是不管怎么说,动作文件被压缩好了。