template<typename T> class MRCOREUE4_API ComponentTemplate { public: typedef T Type; //DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnValueChange, ComponentTemplate<T>*, compent, T, t); //TBaseDelegate<void, ComponentTemplate<T>*, T> onValueChange; //FOnValueChange onValueChange; public:...
Edit 按钮激活后,是对调色板中瓦片的操作,未激活是对 Scene 面板中瓦片的操作 层级(Layer):可以在 2D 游戏物体中的 SpriteRenderer 和地形 TilemapRenderer 组件中的Order in layer属性中去设置层级的大小(值越大,越后渲染,值大的游戏物体会覆盖值小的游戏物体) 丰富游戏世界 根据游戏对象的某个轴向去绘制游戏对...
ObjectChangeEvents class in UnityEditor Leave feedback Description Exposes events that allow you to track undoable changes to objects in the editor. Any undoable change to any object loaded in the editor (both GameObject and assets such as Material object) are recorded and exposed as a stream...
发现并没有触发OnTriggerEnter事件。 于是我猜测可能Edit -> Physics ->Layer Collsion Mathrix设置的不对,查了下也没有问题。 最后想了想肯定是代码里有个全局的开关将碰撞检测的功能给关了,但是又觉得不可能啊,其他功能也有用到碰撞检测啊,于是抱着试试的态度查了下,果然有个控制器再控制这个功能 public class ...
● Undo Selection Change(撤销):当你误操作之后,可以使用该功能回到上一步的操作,快捷键是【Ctrl + Z】。● Redo(取消回撤):当你撤销次数过多时,可以使用该功能前进到上一步的撤销,快捷键是【Ctrl + Y】。● Cut(剪切):选择某个对象并剪切,快捷键是【Ctrl + X】。
.ChangeSelectionstate();}}}if(Input.GetMouseButtonDown(O)&&_currentSelection!=nuLl){pickupobj=_currentselection;}if(Input.GetMouseButtonup(0)&&_currentSelection!=null){pickupobj=null;}if(_pickUpobj!=null){if(Physics.Raycast(ray,outRaycastHitgroundHit,100,_groundLayer)){_pickUpobj.SetTargetPos...
“Objects are on different lighting layers.” 物体在不同的Lighting Layer上 “Objects have different \”Cast Shadows\“ settings.” 此物体有不同的投影体设置 “Objects either have different shadow caster shaders, or have different shader properties / keywords that affect the output of the shadow ...
开启了StaticBatching结果还是发生了多次DrawCall,那是不是没优化?——虽然不能保证一定降低DrawCall,但是它避免了 render state change(在同一个StaticBatch内的DrawCalls的GPU state不变),因为真正费时的是【CPU设置渲染状态然后向GPU提交Draw Call】 Link:https://thegamedev.guru/unity-p ...
[Header("Environment Settings")]publicTransform spawnPoint;publicGameObject targetObject;publicLayerMask groundLayer; [Header("Reward Parameters")]publicfloatmoveReward =0.1f;publicfloattargetReward =5.0f;privateRigidbody agentRb;privateVector3 startPosition;voidStart(){ ...
可以指精灵遮罩 (Sprite Mask)、UI 遮罩 (UI Mask) 或层遮罩 (Layer Mask)。更多信息 对象(Object): 请参阅__游戏对象 (GameObject)__。 包(Packages): Packages are collections of Assets to be shared and re-used in Unity. There are two types of packages supported in Unity: Asset packages and...