Unity 使用多线程注意 1. 变量都是共享的(都能指向相同的内存地址) 2. UnityEngine 的 API 不能在分线程运行 3. UnityEngine 定义的基本结构(int, float, struct 定义的数据类型)可以在分线程计算,如 Vector3(struct)可以, 但 Texture2d(class,根父类为 Object) 不可以。 4. UnityEngine 定义的基本类型的...
usingUnityEngine;publicclassController:MonoBehaviour{/// /// 被控制的对象/// publicTransformtarget;/// /// 旋转速度/// publicVector3rotSpeed;/// /// 移动速度/// publicVector3movSpeed;// Update is called once per framevoidUpdate(){target.Rotate(rotSpeed*Time.deltaTime);target.Translate(mov...
protogen -i:..protoData.proto -protoData.cs 3)C#调用生成的代码 using UnityEngine; using System; using System.IO; using ProtoBuf; using ProtoData; using LitJson; [Serializable] public class CloneData{ public float sendTime; public int userID, finishCircleCount; public Vector3 pos; public Qua...
UnityEngine_Vector3_Binding.Register(app); ETModel_Session_Binding.Register(app); System_Runtime_CompilerServices_AsyncVoidMethodBuilder_Binding.Register(app); System_Threading_Tasks_Task_1_ILTypeInstance_Binding.Register(app); System_Runtime_CompilerServices_TaskAwaiter_1_ILTypeInstance_Binding.Register...
[SerializeField] private Animator animator; [SerializeField] private Canvas worldCanvas; private Vector3 targetPos; private Vector3 targetRot; private const float lerpSpeed = 5f; /// /// 初始化 /// /// public void Init(AvatarProperty ap) { UserId = ap.UserId; Camera mainCamera = Cam...
可能是由于以下几个原因导致的: 1. 缺少Protobuf库:首先需要确保你的项目中已经正确地集成了Protobuf库。可以通过以下步骤来添加Protobuf库: a. 在Xcode中打开你...
optional unit32 sex =2;//repeated:在一个格式良好的消息中,这种字段可以重复任意多次(包括0次)。重复的值的顺序会被保留。表示该值可以重复,相当于java中的List, c/c++ vector数组;repeated uint32 set =3;//存放unit3类型的动态数组}//消息结束//message嵌套调用message address_book {...
你的最佳游戏配置解决方案 {excel, csv, xls, xlsx, json, bson, xml, yaml, lua, unity scriptableobject} => {json, bson, xml, lua, yaml, protobuf(pb), msgpack, flatbuffers, erlang, custom template} data + {c++, java, c#, go(golang), lua, javascript(js), t
- Repeated fields are in arrays, not ArrayList or Vector. Null array elements are allowed and silently ignored. - Full support for serializing/deserializing repeated packed fields. - Support extensions (in proto2). - Unset messages/groups are null, not an immutable empty default ...
* Movement towards working with .NET 3.5 and Unity * Expression trees are no longer used * AOT generics issues in Unity/il2cpp have a workaround (see this commit for details) * Floating point values are now compared bitwise (affects NaN value comparisons) ...