public void OnGUI() { this.mString=EditorGUILayout.TagField(this.mString);//TagField标签选择器:跟Inspctor检视面板上的Tag的功能和预设选项完全一样 this.mInt=EditorGUILayout.LayerField(this.mInt);//LayerField标签选择器:跟Inspctor检视面板上的Layer的功能和预设选项完全一样 this.mObject=EditorGUILayou...
See ObjectChangeKind for more information as to which types of changes are recorded. Undoing and redoing changes also records events. The stream of events is flushed once per frame. User interactions in the editor may map to multiple events in the event stream. Events EventDescription changes...
// Put theGameObjectin the ignore raycast layer (2) using UnityEngine; [ExecuteInEditMode] public class ExampleClass :MonoBehaviour{ void Awake() { //gameObject.layer uses only integers, but we can turn a layer name into a layer integer usingLayerMask.NameToLayer() int LayerIgnoreRaycast =...
// 创建AI训练场景核心组件publicclassTrainingEnvironment:MonoBehaviour{ [Header("Environment Settings")]publicTransform spawnPoint;publicGameObject targetObject;publicLayerMask groundLayer; [Header("Reward Parameters")]publicfloatmoveReward =0.1f;publicfloattargetReward =5.0f;privateRigidbody agentRb;privateVecto...
// 创建AI训练场景核心组件publicclassTrainingEnvironment:MonoBehaviour{[Header("Environment Settings")]publicTransformspawnPoint;publicGameObjecttargetObject;publicLayerMaskgroundLayer;[Header("Reward Parameters")]publicfloatmoveReward=0.1f;publicfloattargetReward=5.0f;privateRigidbodyagentRb;privateVector3startPositio...
On Value Change [响应事件] 2.6UIInput(输入框) 1)创建输入框: 创建一个Sprite作为输入框底板 为输入框的地板添加UIInut组件: NGUI 菜单 -> Attach -> Input Field Script [脚本] 未输入框添加BoxCollider 添加子物体Label并拖到Input组件的第一个选项[Label]中 ...
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 ...
Layer-Based Collision Detection 基于层的碰撞检测 在Unity3以后版本,我们介绍了一种称为“基于层的碰撞检测”(Layer-Based Collision Detection)的东西,可以让你有选择地控制Unity对象和他们附加的特定层碰撞。 选择选定游戏对象的层. Edit->Project Settings->Physics.,打开物理引用界面. 在碰撞矩阵中选择要与其他层...
/// Adaptation of the standard MouseOrbit script to use the finger drag gesture to rotate the current object using /// the fingers/mouse around a target object /// publicclassXgCameraOrbit : MonoBehaviour { publicenumPanMode { Disabled, ...
UE4中相对应的工作流程是基于蓝图类的。在UE4中,你可以你可创建一个拥有组件的Actor,选中它,并且在Details面板中点击"Blueprint / Add Script"按钮,然后选择一个位置存放蓝图类,最后点击保存。 Your new Blueprint Classes can be found in the Content Browser. You can double-click to edit them directly, or...