UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errorsat UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askFor...
EditorApplication.CallbackFunction function= () =>OnGlobalEventHandler (Event.current); FieldInfo info=typeof(EditorApplication).GetField ("globalEventHandler", BindingFlags.Static | BindingFlags.Instance |BindingFlags.NonPublic); EditorApplication.CallbackFunction functions= (EditorApplication.CallbackFunction)in...
Custom editor in the Inspector. using UnityEditor; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements; [CustomEditor(typeof(MyPlayer))] public class MyPlayerEditor : Editor { const string resourceFilename = "custom-editor-uie"; public override VisualElement CreateInspector...
at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) 一二一二一二61 Prefab 5 楼主解决了吗?我也是同样的...
CallbackFunction要从 EditorApplication 回调中调用的委托。 HierarchyWindowItemCallback要在每个 OnGUI 事件上为 Hierarchy 窗口中的每个可见列表项调用的委托。 ProjectWindowItemCallback要在每个 OnGUI 事件上为 Project 窗口中的每个可见列表项调用的委托。
The serializedObject can be used inside the OnInspectorGUI function of a custom Editor as described on the page about the Editor class. The serializedObject should not be used inside OnSceneGUI or OnPreviewGUI. Use the target property directly in those callback functions instead.就是说...
If you’d rather not adjust every frame, there are libraries to do single function call movements, such as the freely available iTween library. The first thing I do is right-click in the Project window to create a new C# script called EnemyAI. To assign this script to an object, I ...
Figure 9 The Data Folder in a Visual Studio Project Wrapping Up The build process is extremely simple. Bring up build settings, click build, open solution, deploy. I showed options for customizing your builds via plug-ins and preprocessor directives. Because you can ...
(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } //build and compile 着色器程序 //顶点...
新增 應用程式開發介面 ,讓使用者參與 LogCallback。錯誤修正修正Visual Studio 2012 中 Unity Project Explorer 的背景回復。 已修正為完整 .NET 設定檔使用者產生專案的作業。 修正為 Web 目標的使用者產生專案的作業。 修正專案產生,以包含 Unity 所使用的 DEBUG 和 TRACE 編譯符號。 修正在我們的 Goto 符號視...