Figure 2 2D Mode Not Selected—Camera Has Focus The highlighted camera is set up as an orthographic camera, one of two camera modes in Unity. This camera type, which is commonly used in 2D, doesn’t scale objects further away as your eyes would see them; that is, there’s no depth ...
As the Camera moves closer or farther away... Low-level native plug-in Profiler API Int32: The UnityEngine.Object instance ID. This is 0 if the object is not specified. Managed code stripping The UnityLinker cannot always detect instances where code in your Project references other code ...
From script, this is always exposed as the worldCamera property. If this property is not set, then Unity UI will search for the main camera by looking for Camera components attached to GameObjects with the Main Camera tag. This lookup will occur at least once per World Space or Camera ...
Use it to reduce the time spent in Camera.Render on the main thread, which is often a bottleneck. Note: This feature is experimental. It might not deliver a performance improvement for your project, and might introduce new crashes. 纹理压缩格式 Choose DXT, ETC2, or ASTC to set the ...
Fixed shadow cascade transition not working properly with bias. Fixed screen space shadow debug view not showing when no shadows is available. Fixed debug window reset. Fixed camera bridge action in release build (case 1367866). Fixed contact shadow disappearing when shadowmask is used and no non...
void OnSceneGUI() { var spline = target as SplineComponent; var e = Event.current; GUIUtility.GetControlID(FocusType.Passive); var mousePos = (Vector2)Event.current.mousePosition; var view = SceneView.currentDrawingSceneView.camera.ScreenToViewportPoint(Event.current.mousePosition); var mouseIs...
You know, I didn’t mind the cold so much. Plus, not sitting in traffic for 90 minutes every day to get to work was an incredible blessing. The worst part was the food. It’s a culinary wasteland up there. Only like three restaurants in the whole city that I would eat at ever ...
What this function does is take a vertex that is represented in local object space, and tranforms it into the rendering camera's clip space. Notice we're passing along the transformed point by setting OUT.position's value. If you want to learn more about this, here is a great discussion...
(0,-viewport_height,0);// Calculate the horizontal and vertical delta vectors from pixel to pixel.autopixel_delta_u=viewport_u/image_width;autopixel_delta_v=viewport_v/image_height;// Calculate the location of the upper left pixel.autoviewport_upper_left=camera_center-vec3(0,0,focal_length...
4,官方在这个renderFeature里面有点放飞自我,很多写法随着版本的更新都在改。简单举几个例子,像获取camTexture的方式改掉了还是大改,之前是直接用,现在放到了RTHandle这个体系下。预处理的推荐方法也很含混,之前是Configure,现在推荐OnCameraSetup。所以你在抄别人code的时候,务必看一下版本对不对的上。