Vector3和Vector2的每个分量 默认为float 浮点数,但是有些情况下,我们只需要整形int就可以了。Unity提供了Vector2Int 和 Vector3Int. public class TipsVector2Int : MonoBehaviour { //UnityTips By @UnityAsk [Header("当不需要精确到浮点数的适时候,比如只用整形就
问无法隐式将类型int‘转换为unityengine.vector3’ENtransform.position的类型为Vector3。您应该在if条件...
transform.position = new Vector3(0, 0, 0); // 通过Tag,找到Tag值为“Player”的物体 GameObject obj = GameObject.FindGameObjectWithTag("Player"); //Debug.Log(obj.name); // 通过Tag,找到Tag值为“Player”的所有物体 GameObject[] objs = GameObject.FindGameObjectsWithTag("Player"); for (int ...
SimpleJson、MiniJson等等,在这之中马三比较钟意于LitJson,其源码规模适中、代码规范可读性好、跨平台能力强、解析速度快,但是美中不足的是LitJson对float(官方最新Release已经支持float)、以及Unity的Vector2、Vector3、Rect、AnimationCurve等类型不支持,譬如在解析float的时候会报Max allowed object depth reached while t...
private Vector3 convert2World(Vector3 src) { return transform.TransformPoint(src); } } 关于这段代码应该没什么解释的,主要是关于三角形顶点计算、uv计算这些。随便找一篇创建Mesh的文章看完应该就可以看懂了。 虽然里面用到了NGUI的图集,但渲染和更新已经完全和NGUI无关了。
Vector3 toTop = cameraTransform.up * halfHeight; Vector3 topLeft = cameraTransform.forward * near + toTop - toRight; float scale = topLeft.magnitude / near; topLeft.Normalize(); topLeft *= scale; Vector3 topRight = cameraTransform.forward * near + toRight + toTop; ...
This setting will automatically convert the Main Camera object that already exists in Unity to a VR camera.Now that the app is set, set up the scene. In the Hierarchy window, add a cube with the scale of x=10, y=0.1 and z=10. Reset the position of the cube to be x=0,...
Interpolates between the extra data provided at each end point. This data has 4 float components and can implicitly be converted to Vector2, Vector3, Vector4, Quaternion, Rect, Vector2Int, Vector3Int and RectInt. BezierPoint.ExtraData GetExtraData( float normalizedT, ExtraDataLerpFunction lerp...
localScale = Vector3.one; } public void Activate() { int count = tfContent.transform.childCount; var itemW = GetComponent<RectTransform>().rect.width; var tmpWidth = ((float)count * itemW); tfContent.sizeDelta = new Vector2(tmpWidth, 0); float widthNotShow = tfContent.rect.width - ...
Vector3 toTop = cameraTransform.up * halfHeight; Vector3 topLeft = cameraTransform.forward * near + toTop - toRight; float scale = topLeft.magnitude / near; topLeft.Normalize(); topLeft *= scale; Vector3 topRight = cameraTransform.forward * near + toRight + toTop; ...