UNITY Destroy()和DestroyImadiate()的区别

using System.Collections;
using System.Collections.Generic;
using System.Timers;
using UnityEngine;
using System.Diagnostics;
public class testdestroy : MonoBehaviour {

    GameObject cubeGo;
    Transform rootTrans;
    // Use this for initialization

    Stopwatch timer;
    void Start () {
        cubeGo = GameObject.Find("Cube");
        rootTrans = GameObject.Find("root").transform;

        timer = new Stopwatch();
    }
    
    // Update is called once per frame
    void Update () {
        if (Input.GetKey(KeyCode.LeftControl))
        {
            var go = Instantiate(cubeGo);
            go.transform.SetParent(rootTrans);
            
        }
        else if (Input.GetKey(KeyCode.A))
        {//11111111111
            for (int i = 0; i < rootTrans.GetChildCount(); ++i)
            {
                timer.Reset();
                timer.Start();
                Destroy(rootTrans.GetChild(i).gameObject);
                timer.Stop();

                UnityEngine.Debug.Log("1:time elipsed===:" + timer.Elapsed);
            }

            rootTrans.DetachChildren();
        }
        else if (Input.GetKey(KeyCode.D))
        {//2222222222
            while (true)
            {
                var cc = rootTrans.childCount;
                //UnityEngine.Debug.Log("cc============================" + cc);
                if (cc == 0)
                    break;
                timer.Reset();

                timer.Start();
                DestroyImmediate(rootTrans.GetChild(0).gameObject);
                timer.Stop();

                UnityEngine.Debug.Log("2:time elipsed===:" + timer.Elapsed);
            }

        }
        else if (Input.GetKey(KeyCode.F))
        {
            DestroyImmediate(cubeGo.transform);
        }
    }
}
1,DestroyImmediate立即销毁目标,并将目标置为null,且将目标的所有上层引用置空,如用DestroyImmediate销毁OBJ下的所子物体后 OBJ.childcount将变为0,见代码//22222222222
2,Destroy则在本帧结束前,渲染之前销毁目标和上层引用。不会立即销毁,Destroy调用后,目标数据仍然存在,不为null,上层引用也正常。见代码//111111111处,因为销毁物体后,childcount
仍然保持不变,这常会造成其它地方的逻辑出错,子结点已经销毁了却还能取到,因此,我们应该将子结点从父物体摘除,rootTrans.DetachChildren();这样其它地方代码再获取子结点及其数量时就不导致逻辑出错了。

3,基于上述原理,测试Destroy和DestroyImmediate的时间占用,发现后者几乎是前者的10倍。

补充:
    void Start () {
        var root = gameObject.transform;
        for (var i = 0; i < root.childCount; ++i)
        {//方式一,正确删除所有子结点
            var c = root.GetChild(i).gameObject;
            GameObject.Destroy(c);
        }
        for (var i = 0; i < root.childCount; ++i)
        {//方式二,删不干净,会有一些剩余节点
            var c = root.GetChild(0).gameObject;
            GameObject.DestroyImmediate(c);
        }
        for (var i = 0; i < root.childCount; ++i)
        {//方式三,删不干净,会有一些剩余节点,只删除了偶数节点0,2,4,6,剩余奇数节点1,3,5,7
            var c = root.GetChild(i).gameObject;
            GameObject.DestroyImmediate(c);
        }
        while (root.childCount > 0)
        {//方式四,正确删除所有子结点
            var c = root.GetChild(0).gameObject;
            GameObject.DestroyImmediate(c);
           }
  

      for (int i = go.childCount - 1; i >= 0; i--) {//方式五,正确删除所有子结点
        GameObject.DestroyImmediate(go.GetChild (i).gameObject);
      }


    }
原文地址:https://www.cnblogs.com/timeObjserver/p/6679632.html