已新增 CodeLens 的支援(Unity 腳本和訊息)。 已新增 UNT0012 診斷功能。 在 StartCoroutine()中偵測並包裝對協同程式的呼叫。 已新增 UNT0013 診斷功能。 偵測並移除無效或冗餘的 SerializeField 屬性。 已新增 UNT0014 診斷功能。 偵測使用非元件或非介面類型呼叫 GetComponent()。 已針對 USP0009新增IDE0051 抑制...
// How to switch QualitySettings entirely// The argument number is the order of the QualitySettings, starting with 0.QualitySettings.SetQualityLevel(0);// How to change only SkinWeightsQualitySettings.skinWeights=SkinWeights.TwoBones; 减少Keys 动画文件依赖于键的数量,这可能会在运行时消耗存储和内存。
Auto Refresh Enable this setting to import Assets automatically as they change. Import Worker Count % Enter your Desired Import Worker Count for new projects in percentage of available logical CPU cores. For example, if your system has 16 logical cores and this preference is set to 25%, the ...
Components (r,g,b) define a color in RGB color space. Alpha component (a) defines transparency - alpha of one is completely opaque, alpha of zero is completely transparent. using UnityEngine; public class ColorExample :MonoBehaviour{ void Start() { // Initialize with RGBColorredColor = new...
Change display settings 更改显示设置 Use 在右上角使用Menu 菜单 。 节点的检查器视图 操作 步骤 ID 内容ID号 Title 标题 可选文本仅供参考。没有显示给玩家。 Description 描述 可选文本仅供参考。没有显示给玩家。 Actor 角色 说这句台词的角色。 Conversant 对话 说话人对角色(听众)说话。 Group 分组 如果...
Cancel Create saved search Sign in Sign up Reseting focus {{ message }} This repository was archived by the owner on Jan 29, 2025. It is now read-only. TwoTailsGames / Unity-Built-in-Shaders Public archive Notifications You must be signed in to change notification settings ...
// 相机切换至 RotTarget_01,使用闪现的方式this.SendCommand(newCMD_ChangeCamTarget(HK_TargetEnum.RotTarget_01).SetUsingFlash()); 可通过SetCamLock链式方法,设置切换后,是否锁住相机。 // 相机切换至 RotTarget_01,且切换后锁住相机this.SendCommand(newCMD_ChangeCamTarget(HK_TargetEnum.RotTarget_01).Set...
* line spacing is correct (To see this; drag and let go in the editor * and the text spacing will snap back) * * USAGE: * ::Drop in your standard assets folder (if you want to change any of the * default settings in the inspector, create an empty GameObject and attach ...
数学上,这种转换,是通过更换基向量来完成的,change basis,也就是把老空间的basis vector映射到新空间的basis vector。 在Unity HLSL Shader里面,我们有一些内置的方法完成这个操作: 3.2 从模型空间到世界空间转换:OS -> WS //顶点位置 Vertex Position positionWS = TransformObjectToWorld(positionOS); //法线 No...
Amplify Color, previously known as Color3 Advanced Grading, brings industry-level color grading to your game by mimicking the color transforms made inside a tool like Photoshop; e.g. change contrast, color curves, exposure, saturation, hue and more, or a combination of all transforms at once....