DontDestroyGameObject Resources.UnloadUnusedAssets Use OnBecameVisible() and OnBecameInvisible() callbacks Use sqrMagnitude for comparing vector magnitudes Shader.PropertyToID Animator.StringToHash AddComponent & GetComponent GetComponent -> Cache Compoent GameObject.Find compareString -> GameObject.CompareTag Send...
GameObject temp = (GameObject)guis[x]; temp.transform.position= position; } } } boolconnectedToMouse =false; voidUpdate() { // If we are visible and the screenHeight has changed, reset linespacing if(visible ==true&& screenHeight != Screen.height) { InitGuis(); } if(draggable ==true...
(If a GameObject is inactive during start up Awake is not called until it is made active.) OnEnable: (only called if the Object is active): This function is called just after the object is enabled. This happens when a MonoBehaviour instance is created, such as when a level is loaded ...
在Unity 中,每个 GameObject 都有一个变换组件(Transform Component),用于指定该 GameObject 在世界中的位置、旋转度以及缩放比例。 虚幻4 也一样,Actor 有一个Root Component,能够作为场景组件的任意子类。场景组件(Scene Component)指定了 Actor 在世界中的位置、角度及缩放比例,而这些属性会影响该 Actor 的所有子对...
if(nmaxLod<chDist) nmaxLod = chDist; floatcy = y - Mathf.Floor(tiles * 0.5f); floatcx = x - Mathf.Floor(tiles * 0.5f); tile =newGameObject ("Lod_"chDist.ToString()":"y.ToString()"x"x.ToString()); Vector3 pos=tile.transform.position; ...
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 GI: Light Probes Set the color to display when ContributorGI is enabled in the GameObject’s Static Editor Flags, and ...
一、transform.Find("cccc").GetComponent<GameObject>();这个写法无法赋值。二、素材包名称为中文时,是...
MonoBehaviour is a component, and needs to be attached to a GameObject. UNT0011: ScriptableObject should only be created using CreateInstance(). ScriptableObject needs to be created by the Unity engine to handle Unity message methods. USP0001 for IDE0029: Unity objects shouldn't use null ...
isFloor=false;publicTransformcheckPoint;publicfloatcheckRaius=0.5f;publicLayerMaskfloorLayer;publicfloatjumpHight=10;publicRyunm_AnimatorControllerplayerAni;voidStart(){Cursor.lockState=CursorLockMode.Locked;Cursor.visible=false;if(_player_CC==null){_player_CC=this.GetComponent<CharacterController>();}is...
// This is startup code, shouldn't query the player object every // frame. Store a ref to it. var player = GameObject.FindGameObjectWithTag("Player"); if (!player) { Debug.LogError( "Could not find the main player. Ensure it has the player tag set."); ...