Controller The device has input data for buttons and axes, and can be used as a controller. TrackingReference The device represents a static tracking reference object. It has device tracking, but that tracking data shouldn’t change. Left Use this characteristic in combination with the HeldInHand...
Animation Cubemap Lens Flare Custom Font Render Texture Physic Material GUI skin Animator Controller Avatar Body Mask Avatar Skeleton Mask 创建 文件夹 Java脚本 C#脚本 Boo脚本 着色器 Shader中的一种 创建预置(将对象作为预置源可以批量设置多个由其复制的对象属性,也可以应用于多个场景中) 材质 动画 立方体...
01、当鼠标按钮被按下时返回true. 1boolresult = Input.GetMouseButton(0); 02、当按下指定鼠标按钮的第一帧返回true. 1boolresult = Input.GetMouseButtonDown(0); 03、当释放鼠标按键的第一帧返回true. 1boolresult = Input.GetMouseButtonUp(0); 2)获取键盘输入(PC) 01、当通过名称指定的按键被用户按住时返...
Unity computes the hashes based on the inputs to the lighting system, so changing any of the following settings, properties or assets can lead to lighting recomputation:- Materials (Textures, Albedo, Emission)- Lights- Geometry- Static flags- Light Probe groups- Reflection probes- Lightmap ...
public MapSize atlasSize; public FilterMode filter; … } public Directional directional = new Directional { atlasSize = MapSize._1024, filter = FilterMode.PCF2x2, … }; 我们将为新的过滤器模式创建着色器变体。 将具有三个关键字的静态数组添加到Shadows。
float3 uv1 : TEXCOORD1; // lightmap UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD2; half3 worldlight : TEXCOORD1; #if USING_FOG fixed fog : TEXCOORD3; ...
Static component就是静态的,可以将其光照和阴影信息烘焙到light map里,渲染消耗是最低的 Stationary则在二者之间,不会移动,但是会改变,可以使用cached lighting model,比如cached dynamic shadows The Mobility setting controls whether an Actor will be allowed to move or change in some way during gameplay. This...
(Input.GetKeyDown(KeyCode.W)){m_Anim.SetBool("jump",true);}elseif(Input.GetKeyDown(KeyCode.S)){m_Anim.SetBool("slide",true);}elseif(Input.GetKeyDown(KeyCode.A)){Change_PlayerZ(true);}elseif(Input.GetKeyDown(KeyCode.D)){Change_PlayerZ(false);}if(m_CurrentBaseState.fullPathHash==...
Normal map •调用自定义的编辑器方法,提取资产: 提取资产 该方法可以提取Avatar的头部、身体、上衣、裤子及鞋子的相关资产,代码如下: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 using UnityEngine;using UnityEditor;namespace Metaverse{/// <summary>/// 用于提取ReadyPlayerMe的Avatar服装资源/// <...
Scriptable Build Pipeline 是什么?能来带什么好处? 自定义 Unity 如何构建应用内容 将原先处于C++的引擎代码移到了C# 加速了AssetBundle的构建时间 改善增量构建处理 对开发者来说具备更多的灵活性 Unity版本要求 Unity 2018.3 + 术语 Asset 磁盘上的源文件,通常位于项目的 “Assets” 文件夹中。