Create Empty Child: 创建空物体在当前物体下,即子物体 3D Object: 3D物体 2D Object : 2D物体 Light : 灯光 Audio:声音 UI:UI Particel System : 粒子系统 Camera : 相机 Center On Child : 在子物体居中 Make Parent : 设置父物体 Clear Parent : 清楚父物体 Apply Change To Prefab : 修改内容应用于...
要使用其他缩放比例,请在导入资源时在 Import Settings 中设置 Scale Factor 选项。 UPM 包 (UPM package)*: 由Unity Package Manager 管理的__包__。音频术语 音频剪辑 (Audio Clip)*: Unity 中音频数据的容器。Unity 支持单声道、立体声和多声道音频资源(最多八声道)。Unity 可以导入 .aif、.wav、.mp3 ...
UnityEngine.XR.XRSettings.renderViewportScale =0.7f; CPU 效能建議 以下內容涵蓋更深入的效能實務,特別將目標放在 Unity 與 C# 開發。 快取參考 建議您在初始化時快取所有相關元件和 GameObject 的參考,因為重複的函數調用,例如GetComponent<T>()和相機.main比儲存指標的記憶體成本更昂貴。 .Camera.main只會使用...
Every object in a Scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also...
The Z-axis value controls the distance (or depth) of the object from your view. This setting positions the cube to a distance of 0.9 meters in front of you. Change the Scale to .25, .25, .25. This changes the scale of the cube to .5 meters on each axis. By default, the cube...
TransformObjectToWorld(): u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat...
unity_ObjectToWorld starts // at address 96 instead of 64, because the computeBufferStartIndex parameter of SetData // is expressed as source array elements, so it is easier to work in multiples of sizeof(PackedMatrix). uint byteAddressObjectToWorld = kSizeOfPackedMatrix * 2; uint byte...
支持ObjectPool动态加载 支持无限不规则子物体动态加载 支持拖动并点击和拖拽 支持拖动并拖拽 支持ScrollRect拖动自动吸附功能(拖动是否超过一半自动进退) 前言 要实现以上效果,我从网上搜索得到部分解决方案链接,但不是完全满足想要的效果,就自己继续改造优化和添加想要的效果,本文最后会附带上完整Demo下载链接。
Value Change Callbacks for bound fields now happen after the value is applied to the target object (case 1324728) Nested InspectorElement for a different target and Editor type are now ignored when binding their parent Editor (case case 1336093) An element can now receive a PointerUpEvent notifi...
X Y和2D方向一致,向屏幕后方扩Z展Z轴。 17. 更改Scale和rotate会影响position和transform,在调整的时候注意逻辑顺序。 19. Console在window最后一个,拖拽出来可以调试script。 20. Game Object有moveto view和align with view可以从一个物体的视角去看。