五、自动化测试验证 1. 兼容性测试套件 csharp 复制 下载 using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; public class CompatibilityTests { [Test] public void TestLegacyInputSystem() { var inputObject = new GameObject("InputTest"); var input = inputObject.AddComponent<Input...
However, a more common method is to instantiate a GameObject in Prefab form, with preconfigured components, property values, and child objects. For more information, refer to Instantiating Prefabs at runtime in the Manual.You can modify many of the properties of this class in the Editor using ...
camera 附加到该GameObject的Camera(没有返回null) light 附加到该GameObject的Light(没有返回null) animation 附加到该GameObject的Animation(没有返回null) constantForce 附加到该GameObject的ConstantForce(没有返回null) renderer 附加到该GameObject的Renderer(没有返回null) audio 附加到该GameObject的Audio(没有返回null...
当在Editor模式下(运行的时候不触发),当script第一次attached到GameObject时/ 当GameObject的Reset按钮被按下时会触发。 用于initialise the script's properties Awake() 当场景开始运行时\ 当一个Prefab被实例化出来的时候会触发 Awake总是在任何Start()之前被触发 If a GameObject is inactive during start up, A...
Note:RequireComponent only checks for missing dependencies whenGameObject.AddComponentis called. This happens both in the Editor, or at runtime. Unity does not automatically add any missing dependences to the components with GameObjects that lack the new dependencies. ...
Show Add Component Button: when enabled,Add Componentbutton will appear while inspecting a GameObject Show Remove Component Button: when enabled,Remove Componentbutton will appear under inspected components Show Tooltips: when enabled, hovering over a variable’s name for a while will show a tooltip ...
对于OnCollision和OnTrigger事件,另一个GameObject必须在这个列表中。如果接受的gameobject是空的,那么所有的gameobject都是允许的。 Action行动 Action行动 描述 Set Quest State 设置任务状态 设置任务和/或任务进入状态 Run Lua Code 运行Lua代码 运行Lua表达式。 Play Sequence 播放顺序 播放过场动画 Show Alert 显示警...
Camera.main.gameObject.addComponent(ExampleScript); 编译代码,然后在Unity中点击执行。 运行结果如下 如此,我们就了解了如何在热更新中操作协程
void Update() { m_CurrentSpeed += m_Acceleration * Time.deltaTime; // Use parameter from the ScriptableObject to control the behaviour of the Vehicle if (m_VehicleType && m_VehicleType.m_MaxSpeed < m_CurrentSpeed) m_CurrentSpeed = m_VehicleType.m_MaxSpeed; gameObject.transform.position +...
public RectMask2D Mask2D; public Vector4 Forward; public void Start () { StartCoroutinue (DOLineMove); } public IEnumerator DOLineMove () { yield return Mask2D .padding -= Forward; StartCoroutinue (DOLineMove ()); } 问题分析 协程 的运行前提是 所挂载的 GameObject 对象保持 Active 状态。