Release mode gives faster C# performance when you run your Project in Play mode in the Editor, but you can’t attach any external debuggers. For more information, see Code Optimization Mode. Editor Theme Choose the background to use in the Unity Editor. Light Applies the light grey back...
Inherits from:Object / Implemented in:UnityEngine.CoreModule Leave feedback Description Base class for everything attached to aGameObject. Note that your code will never directly create a Component. Instead, you write script code, and attach the script to aGameObject. Additional resources:ScriptableOb...
Object Pooling is a great way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy GameObjects. It is a good practice and design pattern to keep in mind to help relieve the processing power of
已修正 Visual Studio 2012 中 UnityScript 的偵錯工具提示。 已修正僅當除錯常數在 Unity 中變更時的專案生成。 已修正 Unity 專案總管中的鍵盤導航問題。 已修正 UnityScript 中轉義字串的色彩標示。 修正了我們的檔案開啟器,以在 Unity 外部使用時,更能猜測項目名稱。 當使用者在 Unity 中使用委派給 UnityVS...
In order to add a new menu to the top-level toolbar, you should create an editor script (a script file that is placed anywhere in the project under a folder named Editor). Menu items are created in script code as static methods that are marked with the MenuItem attribute. For example...
Right-click the Assets folder in the Project window and select Create > C# Script. Name the new C# script "EnemyAI". To attach scripts to game objects drag the newly created script onto the Enemy object in the Hierarchy pane. Now that object will use behaviors from this script. Select ...
管理一个有几千物体的场景,点击单个物体,关掉它显示,或者修改它的static方式之类的根本就是噩梦,用Qherarchy的话,稍微点击下小眼睛关闭就好,对我来说是必备插件,而且可以很容易查找到物体是否有attach script,以及脚本是否出错,非常好使。我知道很多人是用Hierachy2 的,那个的功能和Qhierarchy类似,但是当时在unity4 ...
Right-click the Assets folder in the Project window and select Create > C# Script. Name the new C# script "EnemyAI". To attach scripts to game objects drag the newly created script onto the Enemy object in the Hierarchy pane. Now that object will use behaviors from this script. Select ...
* default settings in the inspector, create an empty GameObject and attach * this script to it from you standard assets folder. That will provide * access to the default settings in the inspector) * * ::To use, call DebugConsole.functionOrProperty() where ...
All are fully editable in the inspector. For custom Enum ReactiveProperty, it's easy to write a custom inspectable ReactiveProperty[T].If you needs [Multiline] or [Range] attach to ReactiveProperty, you can use MultilineReactivePropertyAttribute and RangeReactivePropertyAttribute instead of Multi...