AI代码解释 using UnityEngine;using UnityEngine.UI;//注意添加RawImage命名空间publicclassFadeInOut:MonoBehaviour,IFadeInOut{[HideInInspector]publicbool isBlack=false;//不透明状态[HideInInspector]publicfloat fadeSpeed=1;//透明度变化速率publicRawImage rawImage;publicRectTransform rectTransform;voidStart(){rec...
Use the Package Manager preferences to change the default cache location for the following packages:Packages installed from the Unity Registry Packages downloaded from the Asset StorePackage Manager on the Preferences window 属性功能 包 Set the cache location that determines where packages installed ...
默认创建的 Canvas 是很大的,可以设置 scale 里 X、Y、Z 为 0.01 Canvas Scaler(画布缩放器组):该组件定义 UI 如何根据不同屏幕大小进行缩放 UI Scale Mode(UI 的缩放模式): Constant Pixel Size or Constant Physical Size(恒定大小):这使得 UI 保持相同恒定不变的大小,无论屏幕是什么大小或形状。这使得 UI...
Center (only scale down): Draws the image at its native size unless it’s too large, in which case Unity scales the image down to fit. Scale to Fit (letter-boxed): Scales the image so that the longer dimension fits the screen size exactly. Unity fills in the empty space around the ...
运行时,可发送CMD_ChangeCamTarget指令(并传入对应参数)进行 Camera 目标切换。 // 相机切换至 RotTarget_01this.SendCommand(newCMD_ChangeCamTarget(HK_TargetEnum.RotTarget_01)); 可通过SetUsingFlash链式方法,设置相机目标切换为闪现方式(默认启用眨眼特效,若不启用则传入false)。
Transform.Scale are both Vector3 objects. A Vector3 is simply a three-dimensional vector; in other words, it’s nothing more than three points—just X, Y and Z. Through these three simple values, you can set an object’s location and even move an object in the direction of a vector....
In script code, you can then call the TryGetGeometry method on the UnityEngine.Experimental.XR.Boundary type to get a boundary polygon, specifying a boundary type of TrackedArea. If the user defined a boundary (you get back a list of vertices), it's safe to deliver aroom-scale experience...
将我们准备好的模型分别替换Cube,并适当修改它们的Scale 与 rotation,效果如图: 这里写图片描述 我们分别对两个模型进行参数设置,首先对ImageTarget 下的模型设置Scale 与 Rotation 这里写图片描述 我们还需要对它的Animation修改,在本次案例中,我们只需要"n2017_idle" 与"n2017_skill_2"。效果如图: ...
publicKeyCode toggleKey = KeyCode.BackQuote; /// <summary> /// Whether to open the window by shaking the device (mobile-only). /// </summary> publicboolshakeToOpen =true; /// <summary> /// The (squared) acceleration above which the window should open. ...
= null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v*m_CamForward + h*m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v*Vector...