Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
Camera.main is a convenient Unity API call that returns a reference to the first enabled Camera component that is tagged with "Main Camera". This is another example of something that looks like a variable but is in fact an accessory. In this case, the accessor calls an internal function si...
Check the value of the following variable in your script:var isAllSourceLoaded = Configurator.s_ConfiguratorInstance.settings.ProductSources.All(p => p.IsLoaded); What is a MixedProductSource?MixedProductSource is the default variation of the ProductSource component. It uses the AssetDatabase ...
allocation and deallocations. This is done by allocating a large pool of identical objects and reusing inactive, available instances from this pool instead of constantly spawning and destroying objects over time. Object pools are great for reuseable components that have variable lifetime during an ...
Should the weight value of the base layer always be set to one or should the weight be zero when using another layer? The base layer weight is always 1 and override layers will completely override the base layer.(Base Layer权重始终为1) Is there any way to get a variable value from the...
This bug originates from IL2CPP itself and only occurs in Unity 2021 and earlier versions.Editor[fix] fix the issue in Unity 6000 where the modification of the trimmed AOT DLL output directory for the visionOS build target caused CopyStrippedAOTAssemblies::GetStripAssembliesDir2021 to fail in ...
Add another Cube object to the scene using the same process as above, and name this one "Player". Tag the player object "Player" as well (see Tag drop-down control just under name field). We'll use this in the enemy script to help locate the player game object. In the Scene view...
Currently, inspection of code generated by IL2CPP reveals that the simple declaration and assignment of a variable of typeSystem.Functionallocates a new object. This is true whether the variable is explicit (declared in a method/class) or implicit (declared as an argument to another method). ...
Just drop any GUIText game object onto this exposed field or use the search widget where this script component exposes the Score Text variable in the editor. Figure 8 Creating the _scoreText Variable XML Copy public class GameController : MonoBehaviour { private int _score; // Drag a Gui...
invoking theResources.UnloadAssetAPI. The Instance ID for these Objects remains valid and will still contain a valid File GUID and LocalID entry. If any Mono variable or other Object holds a reference to an Object that is unloaded withResources.UnloadAsset, then that Object will be reloaded as...