修正可能防止 Visual Studio 偵錯工具偵錯原生程式的註冊問題。 修正評估 UnityScript 和 Boo 運算式時可能發生的例外狀況。 已修正迴歸,其中變更 Unity 中的 .NET API 層級不會觸發專案檔的更新。 修正使用者程式碼無法參與記錄回呼處理常式的應用程式開發介面問題。1.0...
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 ...
UnityEngine.TextCore UnityEngine.Tilemaps UnityEngine.tvOS UnityEngine.U2D UnityEngine.UIElements UnityEngine.UIElements.Experimental Classes AttachToPanelEvent Background BaseField<T0> BaseFieldTraits<T0,T1> BaseSlider<T0> BindableElement BlurEvent Box Button CallbackEventHandler ChangeEvent<T0> Clickable...
Take a look at the code in Figure 9 and note the public variable. If you look in the Editor, you can see that my public variable appears with an option to override the default values at run time. This is pretty cool. You can change defaults in the GUI for primitive types, and you...
当任务状态改变时,对话系统发送一个OnQuestStateChange消息。 Quest Management Example 任务管理的示例 在上面的例子任务中,NPC Sergeant Graves在对话中给玩家一个kill任务: 在突出显示的节点中,使用指向并单击Lua向导设置了脚本字段。它做两件事: 设置任务激活。
{args._targetEnum}"); tips_Txt.text = $"当前Camera目标为:{args._targetEnum}"; }).UnRegisterWhenGameObjectDestroyed(gameObject); } void Update() { // 相机切换至 RotTarget_01 if (Input.GetKeyDown(KeyCode.Alpha1)) { this.SendCommand(new CMD_ChangeCamTarget(HK_TargetEnum.RotTarget_01));...
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....
Open settings.gradle and insert the following lines (don't forget to change the path in the second line!): include ':UnityProject' project(':UnityProject').projectDir = new File('C:\\absolute path\\to your\\unity export folder') Open build.gradle of android module and insert the foll...
右键单击橙色START节点并选择创建子节点。点击子节点,在Inspector面板的Dialogue Text输入“Hello.”字段 右键单击灰色节点("Hello."),选择Create Child Node创建子节点,再次输入"Good Bye." 灰色节点是NPC说的,蓝色节点是玩家说的。你的谈话应如下所示
(); webViewPrefab.WebView.LoadProgressChanged += async (sender, eventArgs) => { if (eventArgs.Type == ProgressChangeType.Finished) { var headerText = await webViewPrefab.WebView.ExecuteJavaScript("document.getElementsByTagName('h1')[0].innerText"); Debug.Log("H1 text: " + headerText); }...