修正了一個可能會阻止 Visual Studio 偵錯工具偵錯原生程式的註冊問題。 已修正評估 UnityScript 和 Boo 運算式時可能發生的例外狀況。 修正了在 Unity 中變更 .NET API 層級時,不會觸發專案檔案更新的回歸錯誤。 已修正使用者程式代碼無法參與記錄回呼處理程式的 API 問題。1.0...
——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 手动在3D建模软件里合并静态物体也是不错的选择,但缺点是,Unity无法对这种合并的网格做剔...
class in UnityEngine.UI / 继承自:UI.MaskableGraphic 实现接口:ICanvasRaycastFilter,ILayoutElement,ISerializationCallbackReceiver 描述 显示UI 系统的Sprite。 静态变量 defaultETC1GraphicMaterial默认 Canvas Ericsson 纹理压缩 1 (ETC1) 和 Alpha 材质的缓存。
概念里,受击阶段是受击动作的某些不存在重叠的阶段(即使时间有重叠,但是影响的受击盒应该是不同的),所以可以理解为动作做到某个时刻了,命中这批受击盒就会___,这里是“就会开启临时的BeCancelledTag”,对于下面两项actionChange属性来说,就是“会导致双方动作变化”了。 ●attackerActionChange(使攻击者动画变化...
Implemented in:UnityEngine.CoreModule Leave feedback Description Base class for everything attached to aGameObject. Note that your code will never directly create a Component. Instead, you write script code, and attach the script to aGameObject. Additional resources:ScriptableObjectas a way to create...
// 相机切换至 RotTarget_01,使用闪现的方式this.SendCommand(newCMD_ChangeCamTarget(HK_TargetEnum.RotTarget_01).SetUsingFlash()); 可通过SetCamLock链式方法,设置切换后,是否锁住相机。 // 相机切换至 RotTarget_01,且切换后锁住相机this.SendCommand(newCMD_ChangeCamTarget(HK_TargetEnum.RotTarget_01).Set...
UniTask.Delay's DelayType.DeltaTime, UnscaledDeltaTime do not work correctly because they can not get deltaTime in editor. Therefore run on EditMode, automatically change DelayType to DelayType.Realtime that wait for the right time. All PlayerLoopTiming run on the timing EditorApplication.update....
In Unity, changeTexture QualityinEdit>Project Settings>Quality Settings. Fill raterefers to the pixels that can be drawn per second by the GPU. In Unity, use theXRSettings.renderViewportScaleproperty. Optimize depth buffer sharing We recommend that youenableDepth buffer sharingto optimize forhologram...
I like to create prefabs (which I covered in the second article) from my particle systems so I can easily reuse them, and I can then easily instantiate them via code by first assigning the script to a game object (assuming it’s in a class that derives from ...
// Make the rigid body not change rotation if(GetComponent()) GetComponent().freezeRotation =true; Apply(); } #region Gesture Event Messages privatefloatnextDragTime = 0.8f; publicboolOnlyRotateWhenDragStartsOnObject =false; privatevoidOnDrag(DragGesture gesture) ...