简简单单讲一讲unity中 判断VR手柄按下某按键 的 Valve.VR.SteamVR_Action_Boolean和Valve.VR.SteamVR_Action_Boolean.GetState(SteamVR_Input_Sou)的使用, 视频播放量 645、弹幕量 0、点赞数 14、投硬币枚数 8、收藏人数 15、转发人数 1, 视频作者 上月球去写甲骨文, 作者
简简单单讲一讲unity中 获取场景中所有显示或隐藏的物体 的 SceneManager.GetActiveScene().GetRootGameObjects();记得要using UnityEngine.SceneManagement;, 视频播放量 1826、弹幕量 1、点赞数 41、投硬币枚数 6、收藏人数 20、转发人数 2, 视频作者 上月球去写甲骨文,
rectTransform.sizeDelta = Vector2.zero;switch(GetComponentInParent<Canvas>().renderMode) {caseRenderMode.ScreenSpaceOverlay: rectTransform.position =newVector3(positon.x, positon.y, m_RippleParent.position.z);break;caseRenderMode.ScreenSpaceCamera: rectTransform.position =newRay(Camera.main.transform.pos...
Scaling Style :如果是手机游戏的就选择FixedSizeOnMobiles,它的意思就是开启UI整体缩放的支持。 Manual Height:这个属性就比较重要的,因为我们的自适应屏幕,原理就是根据Screen.width 和Screen.height来动态的计算它的实际高度,动态的修改这个值。 Min/Max inum Height:这就是支持的最大高度,和最小高度一般都是 640...
开发者ID:phoenixtail26,项目名称:Platformer,代码行数:45,代码来源:LOD.cs 注:本文中的UnityEngine.Camera.GetScreenWidth方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。
Screenshot of Player Settings Missing System libraries When targeting .Net Framework, the 'Api Compatibility Level' setting underEdit->Project Settings->Player->Other Settingsis set to .NET Framework, Unity doesn't include some System libraries by default. See alsoUnity documentation about system lib...
Size VkContext Enum Value Summary ASBuildMethod BufferType Result TraceRayFlag TraceRayHitFormat ShaderStage SlimMesh API Overview Interface Summary SlimMesh Struct Summary MeshInfo VR Engine 说明 C# Unity3D平台 Overview Class Summary HvrApi GetHvrSdkVersion GetHelmetHan...
using UnityEngine; using System.Collections; // Performs a mouse look. public class ExampleClass :MonoBehaviour{ float horizontalSpeed = 2.0f; float verticalSpeed = 2.0f; voidUpdate() { // Get the mouse delta. This is not in the range -1...1 float h = horizontalSpeed *Input.GetAxis(...
using UnityEngine; using System.Collections; using UnityEngine.iOS; //Input.GetTouchexample. // // Attach to an origin based cube. // A screen touch moves the cube on an iPhone or iPad. // A second screen touch reduces the cube size. ...
If you use macOS, you might have noticed that the physical screen resolution is different from the value that Unity gives you. This is because macOS renders to a high resolution buffer called the Backing Store, which it then scales down to the native screen resolution. Here's an example usi...