private ChatController chatController; void Awake() { chatController = FindObjectOfType<ChatController>(); } public override void OnStartLocalPlayer() { //。。。 chatController.playerController = this; } [Comm
新建一个NetPlayerSync脚本,挂在第三人称控制器的玩家身上,主要代码如下: using System.Collections; using System.Collections.Generic; using UnityEngine; using Unity.Netcode; using UnityEngine.UI; using Invector.vCharacterController; public class NetPlayerSync : NetworkBehaviour { /// <summary> /// 动画...
通过与Axis属性结合使用,Relative Axis属性可控制推力是随同游戏对象一起“旋转”,还是按绝对值应用推力。如果对象没有旋转,则辅助图标上看不出变化。要了解差异,请查看下面的图。 开启Relative Axis属性后,旋转对象意味着方向随之旋转(本质上位于局部空间中): 选择要展开的图像 选择要展开的图像 关闭Relative Axis属性...
{ // Options for which axes to use //使用那个轴 public enum AxisOption { Both, // Use both OnlyHorizontal, // Only horizontal OnlyVertical // Only vertical } //控制方式 public enum ControlStyle { //绝对的,从图片的中心操作 Absolute, // operates from teh center of the image //相对的...
通用Unity API (Input.GetButton/GetAxis) 命名空間:UnityEngine、UnityEngine.XR 類型:輸入、XR。InputTracking Unity 目前會使用其一般Input.GetButton/Input.GetAxisAPI 來公開 Querys SDK、OpenVR SDK和 Windows Mixed Reality 的輸入,包括手部和運動控制器。 如果您的 app 使用這些 API 進行輸入,它可以輕鬆地支援...
(); } m_Camera.transform.localPosition = newCameraPosition; } //获得键盘输入 private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_Is...
void Test(ChangeEvent<bool> evt) { if (evt.newValue) { Debug.Log("ON"); text = "Toggle ON"; } else { Debug.Log("OFF"); text = "Toggle OFF"; } } } [EditorToolbarElement(id, typeof(SceneView))] class DropdownToggleExample : EditorToolbarDropdownToggle, IAccessContainerWindow ...
继承自unity.object的类 数组和List 注意: 字典不能通过添加Serializable属性进行序列化 如果一个类基类不能被序列化,那它即便添加了序列化特性也无法被序列化 序列化不能保存另一个要反序列化的对象指针,因为反序列化是new一个新的对象,指针指向的内存将不会是原对象 ...
this will let you use joints and forces on your character. Character Controllers are always aligned along the Y axis, so you also need to use a Rigidbody if your character needs to be able to change orientation in space (for example under a changing gravity). However, be aware that tunin...
AxisEventData BaseEventData BaseInput BaseInputModule BaseRaycaster EventSystem EventTrigger ExecuteEvents HoloLensInputModule Physics2DRaycaster PhysicsRaycaster PointerEventData PointerInputModule RaycastResult StandaloneInputModule TouchInputModule UIBehaviour