In the dynamic world of game development, Unity stands as a titan, consistently making its mark within gaming studios worldwide. It's not unusual to hear Unity's name echo through meeting rooms as developers meticulously plan for mobile game creation. This unanimous preference for Unity in the ...
Not every GameObject is going to stick around forever. Discover how to both produce and demolish those extraneous sprites here.
Learn how to save and load a game in Unity using PlayerPrefs, Serialization and JSON. Complete your user’s experience by allowing them to save their game.
Learn how to save and load a game in Unity using PlayerPrefs, Serialization and JSON. Complete your user’s experience by allowing them to save their game.
In this Unity3D tutorial you will learn a simple way to move the camera around an object in the scene while always looking at it. If you have tried RotateAround() and it's not working for you, you have come to the right place :)You...
一些3D 艺术资源包导出模型时使 z 轴朝上。Unity 中的大多数标准脚本都假定 y 轴代表 3D 世界中的__向上__。在 Unity 中修复旋转问题通常比修改脚本来适配的做法更容易。该模型的 z 轴指向上方 如有可能,建议在 3D 建模应用程序中修复模型,使 y 轴在导出前朝上。
Most of theAnimationClipswill enable this setting. Only clips that will change theGameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it.More info ...
BoundBoxAttachment in Spine is more useful for other runtimes.Other runtimes work in engines that don't have features like Unity does.I think some people implemented using BoundingBox data to generate colliders Unity. Though I can't remember who or how, sorry.So it means I can access ...
Ever want to blow up your friends? Learn how to make a game like a Bomberman with Unity 3D in this step by step tutorial that will have you setting bombs off with ease.
When you use Addressables in a project, Unity recommends that you move your scenes and any data in Resources folders into Addressable groups and manage them as Addressables. 译:使用可寻址资产时,Unity建议将场景和任何在资源文件夹中的数据移动到可寻址组中,并将它们管理为可寻址资产。