You can modify tag and layer values via script using theGameObject.tagandGameObject.layerproperties. You can also check a GameObject’s tag efficiently by using theCompareTagmethod, which includes validation of whether the tag exists, and does not cause any memory allocation. ...
创建一个新层(edit->project settings->tags and layers),命名为”Ground”,把plane设为”Ground”,创建一些cube作为障碍物,把这些cube设为新的层”Obstacles”。 2.创建一个新GameObject,命名为A*,添加"AstarPath"脚本。脚本中最重要的是两个东西是“Graphs”和下方的“Scan”按钮。“Graphs”包含了所有的寻路图...
"example.txt");CheckFileExistence();}privatevoidCheckFileExistence(){boolfileExists=File.Exists(filePath);if(fileExists){Debug.Log("文件存在");}else{Debug.Log("文件不存在");}}}
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators OperatorDescription boolDoes the object exist? operator !=Compares if two objects refer to a different object. ...
usingUnity.Entities;usingUnity.Mathematics;usingUnityEngine;usingRandom=Unity.Mathematics.Random;publicclassBulletSpawnerAuthoring:MonoBehaviour{// public GameObject effect;publicuintseed=0;publicGameObjectprefab;publicintamount=1;publicfloatcooldown=0.2f;publicfloatspreadAngle=0f;publicfloatspeed=10f;publicfloat...
using Photon.Pun;using UnityEngine;publicclassClickFloor:MonoBehaviour{publicGameObject m_Prefab;voidUpdate(){if(Input.GetMouseButtonDown(0)){Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHit hit;if(Physics.Raycast(ray,out hit)){PhotonNetwork.Instantiate(m_Prefab.name,hit.point+newVect...
publicstructSyncEvt:GameEvent.IGameEvent{// 事件信息可自定义(可以没有)// 事件参数1publicintparam1;publicGameObjectparam2;...} 2,异步事件 publicstructAsyncEvt:GameEvent.IGameTask{// 事件信息部分同上} 订阅事件 [GameEvent.GameEvent]属性
LoadSceneAsync("scene2"); // .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject // after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour var asset2 = await Resources.LoadAsync<TextAsset>("bar").WithCancellation(this.Get...
public void Export(GameObject obj, List<AnimationClip> clips, string name) { AnimationClip current_clip; for (int i = 0, length = clips.Count; i < length; i++) { current_clip = clips[i]; if (current_clip != null) { current_clip.legacy = true; ...
The following types of commands exists: Commands that change the font size to a static size: ChangeFontSizeByPercentage(double percentage): Where the percentage is the percentage of the original font size to reduce it to. ChangeFontSize(int size): Where the size if the new size of the fo...