Unity.IO.LowLevel UnityEditor.Profiling.Memory Other PrefabUtility.SaveAsPrefabAsset public static GameObject SaveAsPrefabAsset (GameObject root, string assetPath); 参数 instanceRoot 要保存为预制件资源的游戏对象。 assetPath 要在其中保存预制件的路径。 success 保存操作的结果(成功或不成功)。将其与控制...
If you change a GameObject’s parameters in the Inspector window. 项目范围内的更改 Project-wide changes in Unity apply to your entire project rather than a specific scene. For example, if you create a temporary scene to test changes, you can save the project and not the scene. ...
Other:Objects that are neither assets, GameObjects, or components. Information such as used memory Unity uses for different systems can be found here. Not Saved:Objects marked asDontSave Builtin Resources:Unity Editor resources or Unity default resources, such as Shaders you have added to the Al...
usingUnityEditor; using UnityEngine; using System.IO; public class EditorUtilitySaveFilePanel :MonoBehaviour{ [MenuItem("Examples/SaveTextureto file")] static void Apply() {Texture2Dtexture =Selection.activeObjectasTexture2D; if (texture == null) {EditorUtility.DisplayDialog( "SelectTexture", "You...
class, struct, GameObject, Prefab实例、Component、ScriptableObject、Array、Dictionary、List、HashSet、Queue,甚至Unity对象的引用,以及更多。 对于业余爱好者... 无论是否有代码,它都很容易使用,并且有很好的文档。 对于专家... 一个快速、功能丰富、极其灵活的保存系统 ...
1- Create a prefab for one of your objects. (e.g. "terrain1" object) 2- In your script (class level), define the following variables as follows: public GameObject terrain1Prefab; GameObject terrain1Instance; 3- Link the public variable "terrain1Prefab" to your created prefab. ...
Actual result: TestScript's reference to the child of SourceRootPrefab GameObject is lostReproducible with: 2018.4.12f1, 2019.2.10f1, 2019.3.0b8, 2020.1.0a11Notes: References to the first level children and Group(1) children of the SourceRootPr...
GameObject cellObject = _raycaster.GetRayHitObject(); Cell cellComponent = cellObject.GetComponent<Cell>(); _selfCharacter.transform.position = cellObject.transform.position; _selfCharacter.PositionOnGrid = cellComponent; } } } Now it works in the editor, but when I runPlayMode, the pre...
2. In the Project window, open the “Assets/Test.prefab“ prefab 3. In the Scene View, make sure “Auto Save” is enabled 4. In the Hierarchy window, select the “Test” GameObject 5. In the Inspector window, in the “Some Text” field write ...
State of pickups, destructibles, moveables, animators, GameObject active/inactive states, and more Objects spawned into the scene Includes support for Ultimate Inventory System. It also includes: Scene change portals Scene save/load Checkpoint save triggers ...