protected override void InputCheck() { //单指移动 if (Input.touchCount == 1) { //触碰按住3D物体不动1秒后物体随手指一起移动 if (Input.GetTouch(0).phase == TouchPhase.Stationary) { TouchTime += Time.deltaTime; if (TouchTime > 1) { status = 0; } } if (status == 0) { StartC...
mItemPrefabPath.stringValue); if (GUILayout.Button("选择")) { string path = EditorUtility.OpenFilePanel("选择文件", "", ""); if (!string.IsNullOrEmpty(path)) { mItemPrefabPath.stringValue = path; } } EditorGUILayout.EndHorizontal(); ...
CheckStartRect = false; } } if (CheckStartRect) { print("MouseDown___"); //Vector3 curPosition = mousePToLineRendererP(); Vector3 curPosition = centerPToLineRendererP(RectFlag); GameObject newObj; newObj = (GameObject)Instantiate(LineRendererPrefab, LineRendererPrefab.transform.position, LineRe...
在编辑场景时将GameObject设置为Static有何作用? 设置游戏对象为Static将会剔除(或禁用)网格对象当这些部分被静态物体挡住而不可见时。因此,在你的场景中的所有不会动的物体都应该标记为Static。 有A和B两组物体,有什么办法能够保证A组物体永远比B组物体先渲染? 把A组物体的渲染队列大于B物体的渲染队列 把A、B设置...
screenHeight = Screen.height; if(pixelCorrect) usedLineSpacing = 1.0F / screenHeight * usedLineSpacing; if(guisCreated ==false) { if(DebugGui ==null)// If an external GUIText is not set, provide the default GUIText { DebugGui =newGameObject(); ...
其中提到最多的是利用EventSystem.current.IsPointerOverGameObject()来判断,这个方法的意义是判断鼠标是否点到了GameObject上面,这个GameObject包括UI也包括3D世界中的任何物体,所以他只能判断用户是都点到了东西。对于本文中的问题意义不是很大。那么这个问题到底该怎么解决呢?
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...
Background for Prefabs Set the color for the scene camera to clear to when the Scene FX skybox setting is turned off. Contribute GI: Off / Receive GI: Light Probes Set the color to display when ContributeGI is disabled in the GameObject’s Static Editor Flags. Contribute GI: On / Receive...
PinchRecognizer pinch = recogniers.Find(r => r.EventMessageName =="OnPinch")asPinchRecognizer; // check if we need to automatically add a screenraycaster if(OnlyRotateWhenDragStartsOnObject) { ScreenRaycaster raycaster = gameObject.GetComponent(); ...
void OnStopLive() { // 卸载WXGameLiveEvent组件 if (_wxgameliveObject != null) { GameObject.Destroy(_wxgameliveObject); _wxgameliveObject = null; } // 停止直播时,退出GVoice语音房间 if (mAudioPermissionGranted) { mVoiceEngine.invoke(4, 0, 0, null); // 禁用OnRecordingData回调 mVoiceEngi...