Joins the contents of an array into one string。链接数组的内容为一个字符串。 Push Adds value to the end of the array。添加值到数组的末尾。 Add Adds value to the end of the array。添加值到数组的末尾。 Pop Removes the last element of the array and returns it。删除数组的最后一个元素并返...
Disables reordering of an array or list in the Inspector window. By default, array or list script variables are presented with a UI control that allows array element reordering via drag handles to the left of element content. You can use [NonReorderable] attribute on a script array or list ...
Fixed Layout makes sense to use when you have a pre-designed interface to work from. Automatic Layout makes sense to use when you don’t know how many elements you need up front, or don’t want to worry about hand-positioning each Control. For example, if you are creating a number of...
Note:Unity doesn't support serialization of a List of Lists, nor an Array of Arrays. 変数 lengthThe length property that returns or sets the number of elements in the Array.
components The components to attach, specified as an array of types that inherit from Component. Description Creates a new GameObject, with optional parameters to specify a name and set of components to attach. Use the constructor with no arguments to create a GameObject with an empty name proper...
5、Rich Text:富文本 1、Alignment: 前面三个按钮是水平方向(分别为左对齐、居中、右对齐),后面三个按钮是垂直方向(分别为顶对齐,居中,底对齐) 2、Align By Geometry: 官方解释: Use the extents of glyph geometry to perform horizontal alignment rather than glyph metrics. This can result in better fittin...
Add an array designator suffix, "[]", to the generic parameter name, for example "T[]". In this case, you can only have the <array/> child with no elements. This results in a configuration on the container that will ResolveAll() the instances of whatever "T" is in the closed gene...
Add an array designator suffix, "[]", to the generic parameter name, for example "T[]". In this case, you can only have the <array/> child with no elements. This results in a configuration on the container that will ResolveAll() the instances of whatever "T" is in the closed gene...
unity_ObjectToWorld starts // at address 96 instead of 64, because the computeBufferStartIndex parameter of SetData // is expressed as source array elements, so it is easier to work in multiples of sizeof(PackedMatrix). uint byteAddressObjectToWorld = kSizeOfPackedMatrix * 2; uint byte...
Are you ready to become a package? The Package Manager is a work in progress for Unity. Because of that, your package needs to meet these criteria to become an official Unity package: Your code accesses public Unity C# APIs only.