Model导入或映射Material有什么问题: ①、Model映射的Material和Shader无法打包依赖收集。 ②、美术同学很容易导入材质而不映射Custom Material,直接默认Standard Shader。 写个工具搞定: /* * ===…
string guid = AssetDatabase.AssetPathToGUID(relativePath); MonoScript monoScript = AssetDatabase.LoadAssetAtPath<MonoScript>(relativePath); System.Type scriptType = monoScript.GetClass(); context.monoscriptInfos.Add(new MonoScriptInfo { GUID = guid, ClassName = scriptType.Name, Namespace = script...
可以在Scene视图中显示自定义的Gizmo 下面的例子,是在Scene视图中,当挂有MyScript的GameObject被选中,且距离相机距离超过10的时候,便显示自定义的Gizmo。 Gizmo的图片需要放入Assets/Gizmo目录中。 例子: using UnityEngine; using UnityEditor; public class MyScript : MonoBehaviour { } public class MyScriptGizmoDr...
serializedObject.ApplyModifiedProperties (); } } 3、定制属性面板 官方有一个很不错的例子:http://docs.unity3d.com/ScriptReference/Editor.html 把Property暴露到面板上:http://wiki.unity3d.com/index.php?title=Expose_properties_in_inspector 详细的Editor例子:http://catlikecoding.com/unity/tutorials/edit...
// The property drawer class should be placed in an editor script, inside a folder calledEditor. // Use with "[MyToggle]" before a float shader property. public class MyToggleDrawer :MaterialPropertyDrawer{ // Draw the property inside the given rect public override void OnGUI (Rectposition,...
class in UnityEngine.UI / 继承自:UI.MaskableGraphic 实现接口:ICanvasRaycastFilter,ILayoutElement,ISerializationCallbackReceiver 描述 显示UI 系统的Sprite。 静态变量 defaultETC1GraphicMaterial默认 Canvas Ericsson 纹理压缩 1 (ETC1) 和 Alpha 材质的缓存。
snap.Apply(); return snap; } 保存截图: System.IO.File.WriteAllBytes(Application.dataPath + "/test.png", exactCamData().EncodeToPNG()); 4) 操作componenent 添加: CircleCollider2D cld = (CircleCollider2D)colorYuan[i].AddComponent(typeof(CircleCollider2D)); ...
(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); m_IsGrounded = false; m_Animator.applyRootMotion = false; m_GroundCheckDistance = 0.1f; } } //转向的速度 void ApplyExtraTurnRotation() { // help the character turn faster (this is in addition to root rotation in the ...
res.height).First(); Texture2D targetTexture = new Texture2D(cameraResolution.width, cameraResolution.height); // Copy the raw image data into our target texture photoCaptureFrame.UploadImageDataToTexture(targetTexture); // Do as we wish with the texture such as apply it to a material, etc...
Unity 2017.1版本的Physics2DSettings里面有一个Default Contact Offset,表示当两个collider之间的距离小于它们的ContactOffset之和就会产生碰撞。把这个值设置小一点应该能解决题主的问题,如下图所示: Unity 5.x中Contact Offset,默认是0.01,这也是为何1.702不行,而1.706可以的原因。