If enabled, when you adjust the value of a scale axis, the other values adjust proportionately. Line Thickness 设置您的转换工具的线条粗细。 Enable filtering while searching 启用可使 Scene 视图中的任何不匹配项变灰。默认启用。 Enable
Lets add to the OnSceneGUI method so that we can have a widget which allows us to display and adjust the offset position inside the scene view. Because the offset is stored relative to the parent transform, we need to use the Transform.InverseTransformPoint and Transform.TransformPoint methods...
If your application is using complex algorithms such as inverse kinematics, path finding, etc, look to find a simpler approach or adjust relevant settings for their performance CPU-to-GPU performance recommendations Generally, CPU-to-GPU performance comes down to thedraw callssubmitted to the graphic...
SaintsField is a Unity Inspector extension tool focusing on script fields like NaughtyAttributes but different. Developed by: TylerTemp, 墨瞳 Unity: 2019.1 or higher Tip A better document with TOC & Search: saintsfield.comes.today (Yes, the project name comes from, of course, Saints Row 2)...
LOD BiasAdjusts the detail level of GameObjects by scaling the distances where Unity transitions between different level of detail (LOD) meshes. ALOD Biasvalue between 0 and 1 results in Unity selecting lower-quality LODs at closer distances than normal. A value of 1 or more results in Unity...
UI层的矩形按钮、矩形头像,很多时候都需要有个高亮的边框来点缀。最近本人写了一个扩展版的UI边框,跟使用UITexture一样方便,得到了特效师的高度评价,便拿出来献丑分享。效果如下: 小新的头像是一个UITexture,外面的边框是一个叫做UIHollowedTexture的UI组件(拿UITexture魔改而来),可以设置边框贴图,可以UV滚动。本文接...
1.Create and apply your first script 33 We will start this lesson by creating our very first C# script that will control the vehicle’s movement. This is a modal window. No compatible source was found for this media. In the Project window,Right-click >Create> Foldernamed “Scripts” ...
用示例代码创建一个脚本文件,并将其放在你的项目文件夹中(右键单击Unity中的Project窗口并选择Create->C# Script,然后将上面的代码示例复制粘贴到文件中保存)。 在Unity中创建一个Cube GameObject(菜单:GameObject->3D Object->Cube).要向它添加你的新脚本,可以将脚本从Project窗口拖放到Inspector窗口中。
Assert(particleSystem != null); // set scaling mode and adjust local scale and gravity particleSystem.scalingMode = ParticleSystemScalingMode.Local; var oldScale = GetScaleInternal(particleSystem); particleSystem.transform.localScale = Vector3.one * scale; // NOTE now we assume gravityModifier ...
func _adjustHeight(height : float) -> void: _body.position.y = - height / _maxFlyHeight * missileBodyMaxOffset var shadowScale = _paramScaleA * height + _paramScaleB _shadow.scale = Vector2.ONE * shadowScale var shadowAlpha = _paramAlphaA * shadowScale + _paramAlphaB ...