只待苍霞 Script 11 从3月20号开始一直在研究Unity5的新功能, 重新通读了一次官方Manual手册.这次的大版本更新, 我个人感觉只能用"威力强劲"来形容.这次的教学定位很清晰, 适合对Unity4有一定程度了解的朋友, 并不适合完全的初学者.大家可以将我漏讲的部分提醒我一下, 我会及时更新相应方面的内容.每个方面写在一个
using System; using UnityEngine; //[ExecuteInEditMode] public class CameraResolutionScaler : MonoBehaviour { public Camera camera; [Range(0.1F, 1.0F)] public float renderScale = 1.0F; public FilterMode filterMode = FilterMode.Bilinear; private Rect originalRect; private Rect scaledRect; private...
10 Move code out of loops when possible 11 Only run code when things change 12 Run code every [x] frames 13 Use caching 14 Use the right data structure 15 Minimize the impact of garbage collection 16 Use object pooling 17 Avoiding expensive calls to the Unity API 18 Other Unity API call...
Everything we have said here about Blueprint Classes also applies to C++ Classes, and everything is equally true of actors and components. These systems are designed to support large-scale development of extensible functionality, and can scale to projects with 10's or 100's of developers.但是...
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...
This allows you to add logic to an entire object, not only an individual component. Combined with inheritance (explained below), this gives you a lot of flexibility when designing your game.UE4中有一个非常酷的功能:你新建的 Actor蓝图类(此处不是组件蓝图类)可以使用蓝图来实现可视化编辑。这意味着...
Be sure to change Intensity back to 1, as everything will look kind of washed out otherwise. Editing prefabs in this way is quick. It’s fine for simple GameObjects without any children. However, what if you wanted to move one of those barrels in the Environment prefab? If you select ...
Change the button’s display transform to x=1.87, y=.05, z=0 and width = 9; height = 3 with a scale of x=0.25, y=0.25, which makes the button smaller and in the view of the user.Select the button object in the Hierarchy window and then select the plus sign on the O...
TheCanvasis the area that all UI elements should be inside. The Canvas is a Game Object with a Canvas component on it, and all UI elements must be children of such a Canvas. 所有UI元素都必须放置在画布内。画布带有一个Canvas组件,所有的UI元素都必须是这样的画布的子物体。
Use the following script on your camera: <camera>.SetReplacementShader( <shader>, ""); where <camera> is your camera and <shader> is the shader you are using on the object you care about. As a warning, using a tag here will slow things back down. This prevents a ton of callbacks ...