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“
"example.txt");CheckFileExistence();}privatevoidCheckFileExistence(){boolfileExists=File.Exists(filePath);if(fileExists){Debug.Log("文件存在");}else{Debug.Log("文件不存在");}}}
AI代码解释 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.p...
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;publicfloatl...
//更新鼠标锁定的状态的 public void UpdateCursorLock() { //if the user set "lockCursor" we check & properly lock the cursos if (lockCursor) InternalLockUpdate(); } //控制鼠标锁定 private void InternalLockUpdate() { if (Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; } ...
{continue;}if(textureImporter.mipmapEnabled){outputList.Add(file);Debug.Log(file);}}}WriteLog("NPOT.log",outputList);}privatevoidWriteLog(stringfileName,List<string>outputList){if(!Directory.Exists(@"Logs")){Directory.CreateDirectory(@"Logs");}if(!File.Exists("Logs/"+fileName)){using(...
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. ...
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...
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(...