这意味着,通过子对象的 activeSelf 属性无法确定其在场景中当前是否处于活动状态。因此,你应当使用 activeInHierarchy 属性,该属性会将父对象的覆盖效果考虑在内。 (2)不要使用SetActiveRecursively 早期版本中有一个称为 SetActiveRecursively 的功能,可用于激活或停用给定父对象的子对象。为避免破坏旧代码,虽然保留了低版...
这意味着您无法通过读取其activeSelf属性来确定子对象当前是否处于激活状态。所以,您应该使用activeInHierarchy属性,它将考虑父进程的覆盖效果。 //使用递归给一个GameObject和其所有的下层对象设置激活状态 voidDeactivateChildren(GameObjectg, boola) { g.SetActive(a); foreachTransformchilding.transform) { Deactivate...
Click Run all in the player to build and run your tests on the currently active target platform.Note that your current platform displays in brackets on the button. For example, in the screenshot below, the button reads Run all in player (StandaloneWindows), because the current platform is ...
相关知识:1)在NGUI中,一个Panel对应一个DrawCall(当然一个panel里面的UISprite来自多个图集,就会有多个drawCall);2)当一个UISprite等UIWidget控件的active改变时,DrawCall会重新计算一遍;3)DrawCall的计算比较耗时,首先会收集DrawCall下所有UIWidget的verts,norms,trans,uvs,cols等信息,还要向GPU传输数据,相对比较耗时。
Be careful when placing game objects in georeferenced sub-scenes. Any assets meant to be active for the entire level should not be children of sub-scene objects. This includes global tilesets like Cesium World Terrain, as well as the DynamicCamera. If you accidentally place these in a sub-...
在Inspector 里,勾选 Active 复选框 设置长宽比 在Game 窗口里,将长宽比设为 16:9 6. 在2D画面中,两个对象如果重叠,谁显示在上面呢? 办法1 :修改 Order In Layer ( 推荐 ) 值越小越显示在下面 办法2 :修改 Z 坐标 1 即使一个对象被遮住,也是可以操作的 ...
m_bInsertion = GetStack.Count !=0?true:false;// 公告移动if(NoticeText.gameObject.activeInHierarchy) { NoticeText.transform.localPosition -= Speed;if(NoticeText.transform.localPosition.x <= _MoveEndPoint) { NoticeText.transform.localPosition = _MoveStartPoint;if(m_nRun ==1) m_nRun++; ...
Once you've imported the package, the first step is to add theZappar Cameraobject into your scene. Use the menu optionZappar/Camerato add zappar camera setup in the active scene. You can select between the Front (selfie or user facing) or the Rear camera of the device, which will intern...
Mod: When set to AsyncLoad, Graph Owner is not initialized if it is not ‘activeInHierarchy’ (useful for pooling). Fix: Global Blackboard variables data binding was not initialized. Fix: Ctrl+S could not be used for saving when Graph Editor has focus. Fix: BT Switch node to work with...
This is fine, because jobs are meant to terminate in at most 4 frames, but in my case, an accumulation batch or a denoising pass can take mutiple seconds, so I wanted a way to forcibly abort all active jobs. To achieve this, I pass a NativeArray<bool> that contains a single element...