CameraFollow和Camera lamp的第一个父对象来实现。如果它们没有公共父对象,请考虑重构它以使它们具有公共...
1.删除播放器时,您也应该删除此脚本。这可以通过删除FollowObject、CameraFollow和Camera lamp的第一个父...
Debug.Log($"this.gameObject == null {this.gameObject == null}"); Debug.Log("test over"); 报错后函数不再执行,“test over”未输出 总结:Mono代码判定其所属节点是否已被销毁,用this==null判定,不可用this.gameObject == null 或 gameObject == null 疑似有问题的代码:TODO 1.5 ?.语法相关 未继承...
Unity 常见报错问题解决方案 目录 Unity 常见报错问题解决方案 【已解决】Unity Coroutinue 协程未有效执行的问题 【待解决】Not a Prefab scene 7 ‘UniversalAdditionalCamera... 【解决】Expanding invalid MinMaxAABB 【解决】Java开发工具包(JDK)目录未设置或无效。请在“首选项“>“外部工具“中将其修复22 使用...
The safety checks ensure that the GameObject is in a valid state, hasn't been destroyed, and so on. This overhead is not particularly large for any single call, but it can add up in a game that has thousands of MonoBehaviours. For this reason, empty Update() calls can be particularly...
been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Rendering.PostProcessing.PostProcessManager.IsVolumeRenderedByCamera (UnityEngine.Rendering.PostProcessing.PostProcessVolume volume, ...
MissingReferenceException: The object of type ‘GameObject’ has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.GameObject.GetComponent[RectTransform] () (at ...
选择要展开的图像 If AssetBundle.Unload(true) is called, then M will be removed from the scene, destroyed and unloaded. However, if AssetBundle.Unload(false) is called, then AB's header information will be unloaded but M will remain in the scene and will still be functional. Calling AssetBun...
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...
{publicstringkey;AsyncOperationHandle<GameObject>opHandle;publicIEnumeratorStart(){opHandle=Addressables.LoadAssetAsync<GameObject>(key);yieldreturnopHandle;if(opHandle.Status==AsyncOperationStatus.Succeeded){GameObjectobj=opHandle.Result;Instantiate(obj,transform);}}voidOnDestroy(){Addressables.Release(op...