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@@ -287,7 +287,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
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### Sprite
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### Sprite
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#### Max Count
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#### Max Count
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-每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
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#### Subpixels
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#### Subpixels
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开启后允许sprite不与像素对齐, 默认开启.
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开启后允许sprite不与像素对齐, 默认开启.
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@@ -297,7 +297,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
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### Tilemap
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### Tilemap
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#### Max Count
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#### Max Count
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-每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component_max_count_optimizations).
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#### Max Tile Count
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#### Max Tile Count
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每个集合可同时显示的瓷砖最大数目, 默认是 `2048`.
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每个集合可同时显示的瓷砖最大数目, 默认是 `2048`.
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@@ -314,21 +314,21 @@ spine 模型最大数目, 默认是 `128`.
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### Mesh
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### Mesh
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#### Max Count
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#### Max Count
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-每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
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---
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---
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### Model
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### Model
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#### Max Count
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#### Max Count
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-每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
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---
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---
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### GUI
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### GUI
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#### Max Count
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#### Max Count
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-GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
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#### Max Particlefx Count
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#### Max Particlefx Count
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同一时间粒子发射器最大数目, 默认是 `64`.
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同一时间粒子发射器最大数目, 默认是 `64`.
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@@ -341,7 +341,7 @@ GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#compone
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### Label
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### Label
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#### Max Count
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#### Max Count
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-label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
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#### Subpixels
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#### Subpixels
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开启后允许 lables 不与像素对齐, 默认开启.
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开启后允许 lables 不与像素对齐, 默认开启.
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@@ -351,7 +351,7 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
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### Particle FX
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### Particle FX
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#### Max Count
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#### Max Count
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-同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
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#### Max Particle Count
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#### Max Particle Count
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同一时间粒子最大数目, 默认是 `1024`.
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同一时间粒子最大数目, 默认是 `1024`.
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@@ -361,21 +361,21 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
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### Collection proxy
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### Collection proxy
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#### Max Count
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#### Max Count
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-集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component_max_count_optimizations).
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---
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---
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### Collection factory
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### Collection factory
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#### Max Count
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#### Max Count
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-集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
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---
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---
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### Factory
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### Factory
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#### Max Count
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#### Max Count
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-游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimzations).
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+游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
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---
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---
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