通过Unity的端到端解决方案加速多人游戏开发,使集成、迭代和部署比以往任何时候都更可靠和更快。 LiveOps Services 通过Unity的LiveOps服务增强实时游戏运营,实现无缝的后端管理、个性化玩家体验、数据驱动的更新和可扩展的变现,以维持玩家参与和游戏成功。
unity 在OnDisable 方法里设置父节点会报这个错。 voidOnDisable() {//transform.parent = oldParent;transform.SetParent(oldParent); }
该函数可以获取任意一种 UnityEngine.Object 类型(GameObject,MonoBehaviour 等),并创建它的拷贝。 public GameObject EnemyPrefab; public Vector3 SpawnPosition; public Quaternion SpawnRotation; void Start() { GameObject NewGO = (GameObject)Instantiate(EnemyPrefab, SpawnPosition, SpawnRotation); NewGO.name = ...
Contribute GI: On / Receive GI: Lightmaps Set the color to display when ContributeGI is enabled in the GameObject’s Static Editor Flags, and the Renderer’s ReceiveGI property is set to Light Probes. Grid Set the color of the grid in the Scene view. Guide Line Set the color of the ...
if (spewDebugText) HandDebugLog("HoverBegin " + _hoveringInteractable.gameObject); _hoveringInteractable.SendMessage("OnHandHoverBegin", this, SendMessageOptions.DontRequireReceiver); //Note: The _hoveringInteractable can change after sending the OnHandHoverBegin message so we need to check it agai...
//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; } ...
DOText(string to, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) C.其他通用方式 这些是允许以特定方式在值之间切换的额外的泛型方法。 static DOTween.Punch(getter, setter, Vector3 direction, float duration, int vibrato, float...
(checkPos,checkDir,checkDistance,enemyLayer.value);if(characterHit.collider!=null){if(characterHit.collider.CompareTag("Normal")||characterHit.collider.CompareTag("Special")){characterHit.collider.gameObject.GetComponentInParent<EnemyCharacter>().ChangeMoveDir();}if(charType!=EnemyType.Shell){Change...
using UnityEngine; using System.Collections; // This is not an editor script. public class MyPlayer : MonoBehaviour { public int armor = 75; public int damage = 25; public GameObject gun; void Update() { // Update logic here... } } 代码1-5 比如代码1-5所示定义了一个组...
网上貌似有一堆问IsPointerOverGameObject不管用的问题,其实主要出现在移动端上。 找到EventSystem.cs文件打开,看看注释。 主要是两点: 1、需要传递触摸的ID。 2、应该在OnMouseDown()、Input.GetMouseButtonDown(0)、Input.GetTouch(0).phase == TouchPhase.Began里面使用。