Create Empty Child: 创建空物体在当前物体下,即子物体 3D Object: 3D物体 2D Object : 2D物体 Light : 灯光 Audio:声音 UI:UI Particel System : 粒子系统 Camera : 相机 Center On Child : 在子物体居中 Make Parent : 设置父物体 Clear Parent : 清楚父物体 Apply Change To Prefab : 修改内容应用于...
privatePhotoCapture photoCaptureObject =null;voidOnPhotoCaptureCreated(PhotoCapture captureObject){ photoCaptureObject = captureObject; Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First(); CameraParameters c =newCameraParameters(); c....
Enable extended Dynamic hints Select this to enable extended dynamic hints, which displays more information when a property, object, or tool is hovered for enough time, or when a dynamic hint appears. Perform Bump Map Check Select this to enable bump map checks upon material imports, which help...
opaqueSortMode Opaque object sorting mode. orthographic Is the camera orthographic (true) or perspective (false)? orthographicSize Camera's half-size when in orthographic mode. overrideSceneCullingMask Sets the culling mask used to determine which objects from which Scenes to draw. See EditorSceneMan...
transform.LookAt(playerObject.transform); } void LateUpdate () { //相机跟随(使用固定偏移方法) this.transform.position = offSetPos + playerObject.transform.position; //视野拉伸(使用Camera.fieldOfView方法) ScrollOfView(cameraObject,fieldViewMin, fieldViewMax, scrollSpeed); //视野旋转(使用Transform.Ro...
此外,對象查詢會持續存在,直到使用 「Solver_RemoveObject」 或「Solver_RemoveAllObjects」 呼叫移除物件為止,以允許限制的多物件放置。 物件放置查詢包含三個部分:具有參數的放置類型、規則清單和條件約束清單。 若要執行查詢,請使用下列 API。 C++ 複製 public static int Solver_PlaceObject( [In] string object...
细分视图通常提供标签为 Gather object references 的按钮,它可以收集一些对象更深层的内存信息。 第8章在深入学习内存管理的复杂性,以及Native 和 Managed 的内存与垃圾回收器时,内存区域会是有用的工具。 5)音频区域 音频区域是音频统计数据的预览,也可以用于估量音频系统的CPU消耗,以及所有播放中或暂停的音源和音频...
From the left Action Maps panel, select either Main or Input Controls to view additional action mappings. 4. Important: disable the Device Simulator if you do not plan on using it: Select the Device Simulator object then disable it in the Inspector window. Having the device simulator active...
void DrawColorSwatch(SceneView view) { // Test that this callback is for the Scene View that we're interested in, and also check if the toggle is on // or off (value). if (view != containerWindow || !value) { return; }
Component有如下这些种类,我制作了一张表格来记录它们的用途: 组件附属于游戏物体.把一个Renderer(渲染器)组件附到游戏对象,可以使游戏对象显示到场景,附一个Camera(摄像机)可以把物体变成一个摄像机物体.所有脚本都是组件,因此都能附到游戏对象上. 常用的组件可以通过简单的成员变量取得: ...