//判断GameObject的Prefab是否和右键选择的Prefab是同一路径。 if(path == AssetDatabase.GetAssetPath(Selection.activeGameObject)) { //输出场景名,以及Prefab引用的路径 Debug.Log(scene.path" "GetGameObjectPath(go)); } } } } } } publicstaticstringGetGameObjectPath(GameObject obj) { stringpath ="/"...
//判断GameObject的Prefab是否和右键选择的Prefab是同一路径。 if(path == AssetDatabase.GetAssetPath(Selection.activeGameObject)) { //输出场景名,以及Prefab引用的路径 Debug.Log(scene.path" "GetGameObjectPath(go)); } } } } } } publicstaticstringGetGameObjectPath(GameObject obj) { stringpath ="/"...
如下图所示,Unity3d做了一个功能,在Project视图中选择一个Prefab,然后右键选择Find References In Scene ,那么此时Unity会自动帮你在当前场景中找到Hierarchy视图中引用这个Prefab的GameObject。 但是这个方法有点局限性,就是它只能找到当前场景的,假设你的这个Prefab在很多场景中都引用了,那么这样是找不到了,为了美术我...
如下图所示,在Preiject下面方的Prefab 如果拖入Hierarchy视图中,它俩是具有关联关系的,如果你直接在Project视图中修改了Prefab那么所有Hierarchy视图中关联它的Prefab都会得到修改。小改动这样是没问题的,如果发生一些比较大的改动,那么Hierarchy视图中Prefab可能就会丢失或者坏掉。但是假如你有很多场景都引用同一个Prefab,这...
EditorGUILayout.ObjectField("Prefab", go,typeof(GameObject),false); } } list =null; } list = dict["fbx"];if(list !=null&& list.Count >0) {if(DrawHeader("FBX")) {foreach(stringiteminlist) { GameObject go = AssetDatabase.LoadAssetAtPath(item,typeof(GameObject))asGameObject; ...
GameObject.DestroyImmediate(meshCollider,true); } //删除空的Animation组件 Animation[]animations=prefab.GetComponentsInChildren<Animation>(true); foreach(Animationanimationinanimations){ if(animation.clip==null){ GameObject.DestroyImmediate(animation,true); ...
Enable A Gameobject From C# 视频课 9分43秒 98 部分试看 29. Singleton Pattern Without St 视频课 6分56秒 99 部分试看 30. Detecting Particle Collision 视频课 6分32秒 100 部分试看 31. Making Scripts Add Component 视频课 9分15秒 101 部分试看 32. Instantiating At Runtime 视频课 11分52秒 ...
When you want to reuse a GameObject configured in a particular way—like a non-player character (NPC), prop, or piece of scenery—in multiple places in your Scene, or across multiple Scenes in your Project, you should convert it to a Prefab. This technique is better than simply copying ...
` NGUITools.CheckForPrefabStage (gameObject); ` `#endif ` ` mStarted = false; ` ` mGo = gameObject; ` ` mTrans = transform; ` `} ` `static public void CheckForPrefabStage (GameObject gameObject) { ` `#if UNITY_EDITOR && UNITY_2018_3_OR_NEWER ` ...
做成Prefab吧。接下来做一个磁铁吧。注意我用的是红色长方体(North Bar)加蓝色长方体(South Bar)拼成...