This really just provides a helper button that fixes you to two axes during scene development, but has no effect in your actual game. You can click it at any time to pop in and out of 2D working mode. A 2D game in Unity is really still a 3D environment; ...
This really just provides a helper button that fixes you to two axes during scene development, but has no effect in your actual game. You can click it at any time to pop in and out of 2D working mode. A 2D game in Unity is really still a 3D environment; your work is just ...
#name{} Button{} .classlist{} // 两个selector直接组合, 代表层级关系 #container1 .yellow // 名为container1的带.yellow的selector的子element { background-color: yellow; } // 直接父element为selector1,且自身element为selector2 selector1 > selector2 {...} // 满足任意一个selector的element...
public class Player : MonoBehaviour { public Rigidbody2D rb; public int movespeed; public int jumppower; public Transform groundCheck; public float groundCheckRadius; public LayerMask whatIsGround; private bool onGround; private Animator anim; void Start () { rb = GetComponent<Rigidbody2D>(); a...
Skybox: For rendering background environments behind all geometry(用于渲染所有几何背后的背景环境) Sprites: For use with the 2D sprite system(用于2D精灵系统) Toon: Cartoon-style rendering.(卡通 风格 渲染) Unlit: For rendering that entirely bypasses all light & shadowing(渲染完全绕过所有光影) ...
// Grab the screen behind the object into _BackgroundTexture ShaderLab command: UsePass The UsePass command inserts a named Pass from another Shader object. You can use this command to reduce code duplication in sha... ShaderLab command: ZTest Depth testing allows GPUs that have "Early-Z" ...
You can register callback to get notified each time when Adjust SDK updates conversion value for the user. using com.adjust.sdk; public class ExampleGUI : MonoBehaviour { void OnGUI() { if (GUI.Button(new Rect(0, 0, Screen.width, Screen.height), "callback")) { AdjustConfig adjustConfi...
Consider a simple UI with a background, a button and some text on the button. Because objects in the transparent queue are sorted from back to front, in the case that a pixel falls within a text glyph, the GPU must sample the background’s texture, then the button’s texture, and fi...
stylesheet来自定义Visual Element的形状,也可以使用event callback来自定义Visual Element的行为 VisualElement的派生类可以再添加behaviour和功能,比如UI Controls,下面的这些都是基于Visual Element派生出来的: Button Toggles Text Input fields 后面还会介绍更多的内置的Controls ...
ShutterButtonMode: Configures how/whether to display the shutter (capture) button RenderMode: Configures how to invoke Camera Kit (whether in Full Screen or Behind Unity's surface, seen "through" transparent areas) StartWithCamera: Configures which Camera (front, back) should be initialized with ...