The shared material of this object. Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too. It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of...
The shared material of this object. Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too. It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of...
The shared material of this object. Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of ...
Generic; using UnityEngine; using UnityEditor; public class ChangeMat : MonoBehaviour { [MenuItem("Tools/ChangeNewMat")] static void ChangeNewMat() { GameObject obj = Selection.activeGameObject; foreach (Renderer it in obj.transform.GetComponentsInChildren<Renderer>()) { Material mat = AssetData...
也就是说我们每一次引用就会生成一个新的material到内存中。但是在引用后并不会改变我们项目工程中材质球的原始属性设置。 Renderer.sharedMaterial The shared material of this object. Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are...
Material material;voidAwake(){material=newMaterial();// Dynamically generated material}voidOnDestroy(){if(material!=null){Destroy(material);// Destroying a material when you have finished using it}} 材料应该在使用完后销毁(OnDestroy)。 根据项目的规则和规范,在适当的时间销毁材料。 译者增加部分 如果...
整合: 已修正使用執行個體選取對話方塊時的流程重新整理。 已修正 UNT0006 診斷,為協同程式和 AssetPostprocessor.OnAssignMaterialModel 提供錯誤警告。4.8.2.02020 年 11 月 10 日發行新功能整合: 已改善 UNT0010 診斷以套用至繼承自 Component 的所有項目,而不只是 MonoBehaviour。
{ // Change this tag to Npc if(this.tag != "Npc") this.tag = "Npc"; if(this.gameObject.layer != 13) this.gameObject.layer = 13; indexDialog = 0; playerControl = GameObject.FindGameObjectWithTag("Player").GetComponent<HeroController>(); if(npcType == NpcType.QuestNpc) { quest...
在執行時間修改 Renderer.material 的屬性,會建立一份資料複本,因此可能會中斷批次處理。 使用 Renderer.sharedMaterial 來修改 Gameobject 之間的共用材質屬性。 GPU 效能建議 深入瞭解如何將 Unity 中的圖形轉譯進行最佳化 帶寬和填滿率 在GPU 上轉譯畫面格時,應用程式會受到記憶體頻寬或填滿速率的系結。
“SRP: End of the batch flush” Batch Flush结束 “SRP: Node is not compatible with SRP batcher” 节点与SRP Batcher不兼容 “SRP: Node material requires device state change” 节点材质需要改变渲染设备状态 “SRP: First call from ScriptableRenderLoopJob” ScriptableRenderLoopJob第一次调用 ...