Unity内置的asset资源有材质、贴图、音频等等,现在依靠ScriptableObject我们可以自定义新的资源类型,来存储我们自己的数据 可以解决某些多态问题 ScriptableObject是如何解决我们的问题的: ScriptableObject的数据是存储在asset里的,因此它不会在退出时被重置数据,这类似Unity里面的材质和纹理资源数据,我们在运行时刻改变它们的数...
(0.0f, 1.0f)); } } } MakeScriptableObject using UnityEngine; using System.Collections; using UnityEditor; public class MakeScriptableObject { [MenuItem("Assets/Create/My Scriptable Object")] public static void CreateMyAsset() { MyScriptableObjectClass asset = ScriptableObject.CreateInstance<My...
{ int renderQueueMin, renderQueueMax; int layerMask; }; // what kind of data should be set up per-object when rendering them [Flags] enum RendererConfiguration { None, PerObjectLightProbe, PerObjectReflectionProbes, PerObjectLightProbeProxyVolume, PerObjectLightmaps, ProvideLightIndices, // .....
调度新渲染通道的开头。如果在 using 语句中调用此内容,则 Unity 会在退出 using 代码块时自动调用 EndRenderPass。在任何时候只能有一个渲染通道处于活动状态。
11.10 Creating an object pool for the enemies 11.11 Key points Section IV: Cooking Up Animations Section 4: 4 chapters Hide chapters 12. Basic Animation Principles 12.1 Introduction to Unity animation types 12.2 Introducing the kitchen 12.3 Deciding on how to animate your GameObjects 12.4...
/// See the [Build Logging](https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@latest/index.html?subfolder=/manual/BuildLogger.html) documentation for more details. /// </summary> public interface IBuildLogger : IContextObject { Expand Down 2 changes: 1 addition ...
A free, scriptable object based, local save system for Unity. Works on all platforms using standard JSON Utility. - CarterGames/SaveManager
using System; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.Tilemaps { /// <summary> /// Pipeline Tiles are tiles which take into consideration its orthogonal neighboring tiles and displays a sprite depending on whether the neighboring tile is the same tile. /// </...
Fixed object order for scene asset bundles not being deterministic Fixed Shader Stripping values from Graphics Settings not applying to built data Fixed various code warnings for Unity 2018.3 and newer version Added forcing asset save on build[...
调度新渲染通道的开头。如果在 using 语句中调用此内容,则 Unity 会在退出 using 代码块时自动调用 EndRenderPass。在任何时候只能有一个渲染通道处于活动状态。