"example.txt");CheckFileExistence();}privatevoidCheckFileExistence(){boolfileExists=File.Exists(filePath);if(fileExists){Debug.Log("文件存在");}else{Debug.Log("文件不存在");}}}
带有名字空间 public bool Foldout; //列表展开 public string VarPrefix;//变量private/protect/public public string VarSampleType;//变量类型不带名字空间 public SerializeFieldData(string varName, GameObject[] targets = null
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. ...
if (collider.gameObject.tag == "Player") { // More on game controller shortly. GameController.Score++; // You don’t do: Destroy(this); because 'this' // is a script component on a game object so you use // this.gameObject or just gameObject to destroy the object. Destroy(...
if (collider.gameObject.tag == "Player") { // More on game controller shortly. GameController.Score++; // You don’t do: Destroy(this); because 'this' // is a script component on a game object so you use // this.gameObject or just gameObject to destroy ...
If I drag and drop this code onto another GameObject, a completely separate instance of that code component gets instantiated. This is a basic example and it can be made more efficient by, say, adding a RigidBody component to this object, but I’ll keep it simple here. Figure 9 The ...
In development builds, Unity displays the following error message if you try to use Unity APIs in multithreaded code: UnityException: Internal_CreateGameObject can only be called from the main thread. \ Constructors and field initializers will be executed from the loading thread when loading a sce...
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...
//在场景中创建多个GameObject 挂载该文件, public class TestCrash : MonoBehaviour { [UnmanagedFunctionPointer(CallingConvention.Cdecl)] delegate int CBCreateObject(); public JsEnv env; public static TestCrash instance; void Awake() { if (instance == null) ...
if (!File.Exists(targetPath)) File.Copy(file, targetPath); } } } } #endif We use the UNITY_EDITORscripting symbolto check whether we are in the Unity Editor. We are in the Editor, so it returns true, and the code executes.