示例代码:基础粒子系统创建usingUnityEngine;publicclassParticleSystemExample:MonoBehaviour{publicParticleSystemparticleSystem;voidStart(){// 设置粒子系统发射粒子particleSystem.Play();}voidUpdate(){// 控制粒子系统发射速度particleSystem.
3、导入一张图片,勾选读写权限 4、把图片类型,设置为 Sprite,Mode 为 Multiple 4、点击对应图片的 Sprite Editor,进行图片分割处理,可根据需要自行分割 5、 若果上面一步需要 2D Sprite 工具,若没有,可以 在 Package Manager 中下载安装 6、这时选中图片,右键 ImageSlicer - Process to Sprites,开始切割为单张...
创建粒子系统:右键点击 Effect > ParticleSystem,如果想要粒子系统使用精灵图片资源,则需要勾选 SheetAnimation,将模式改为 Sprites 在多个图片资源中随机产生:点击➕按钮添加多个精灵资源,设置 StartFrame 为 Random Between Two Constants(常量代表使用的资源索引) 禁止粒子在播放中更换图片资源:将 FrameOverTime 的动画...
目前(2021)只有Mesh Renderers, Trail Renderers, Line Renderers, Particle Systems and Sprite Renderers可以被批处理,而 skinned Meshes, Cloth, and other types of rendering components 不可以被批处理. Dynamic Batching(Meshes) 动态批处理:在运行时Unity自动把每一帧画面里符合条件*的多个模型网格合并为一个...
emission.enabled = true; // Applies the new value directly to the Particle SystemModule effect multipliersEvery module has special multiplier properties that allow you to change the overall effect of a curve without having to edit the curve itself. These multiplier properties are all named after ...
● 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】。
ChangeParticleMatToMobileShader 目的:批量修改特效材质引用的Shader替换成Mobile的Shader,因为美术有时在做特效时,对Shader的引用不会考虑性能,所以需要替换成高性能的Shader。直接替换guid。 string materialPath ="Assets/LuaFramework/AssetBundleRes/scene/effect"; ...
The Shape module defines the surface from which particles are emitted and can drastically change the appearance of your particle effect. All the shapes have properties that define their dimensions, except for Mesh, which will follow the details of the me
“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 “SRP: This material has custom buffer override” 材质有自定义重写的Buffer 新增 ...
Added new scripting function Animator.Rebind(). You can use this function to manually rebind the animator data set to unity when you change something in your GameObject hierarchy. For humanoid rigs, in the importer, you can specify a transform node that will be used as root motion for an an...