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Singleton模式/静态变量容器导致的资源常驻 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 co...
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...
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 ...
这也会导致在GameObject被摧毁时,会自动销毁动画。 注:如果将动画添加到序列中,则无效。 例:transform.DOMoveX(4, 1).SetLink(aGameObject, LinkBehaviour.PauseOnDisableRestartOnEnable); SetLoops(int loops, LoopType loopType = LoopType.Restart) 作用:设置动画的循环选项,选项有三种:Restart, Yoyo, ...
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) ...
gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The na...
(); //锁定鼠标后再解锁,鼠标将自动回到屏幕中心 Cursor.lockState = CursorLockMode.Locked; // Cursor.lockState = CursorLockMode.None; //隐藏鼠标 Cursor.visible = false; } private void Update() { isGround = Physics.CheckSphere(groundCheck.position,checkRedius,groundLayer); if(isGround && ...
using UnityEngine; public class Clicker : MonoBehaviour { void OnMouseDown() { // Code here is called when the GameObject is clicked on. } } This is probably the easiest way to detect mouse clicks. If you are just starting out using Unity and only have a simple use case then this is...
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; ...