EditorUtility.DisplayDialog("Export Error", "Could not create Chunks folder. Aborting Export.", "Ok"); return; } string progressTitle = "导出拆分后的场景"; EditorUtility.DisplayProgressBar(progressTitle, "Preparing", 0); string originalScenePath = CurrentScene(); int counter = -1; foreach ...
错误:error CS1061: ‘Vector2’ does not contain a definition for ‘X’ and no accessible extension method ‘X’ accepting a first argument of type ‘Vector2’ could be found (are you missing a using directive or an assembly reference?) 解决:脚本中获取游戏对象的位置使用x、y、z。 ①请确保...
static void CreateAssetBundles () { string dir = "AssetBundles"; //如果路径不存在就创建 if (Directory.Exists (dir) == false) Directory.CreateDirectory (dir); /**用这个方法进行打包 第一个参数为打包到目标文件 第二个参数为打包选项 第三个参数为打包的目标平台 */ BuildPipeline.BuildAssetBundles...
for (int i = 0; i < selectedObjects.Length; i++) { Debug.Log($"{selectedObjects[i].name}: {UntypedWeakReferenceId.CreateFromObjectInstance(selectedObjects[i])}"); } } } 2,弱引用场景 在Unity 中,弱引用场景的方式与弱引用对象是一致的。想要了解更多,请参考弱引用对象。 Unity 使用 UntypedWe...
string path = "Data/AddressableCreateGroup"; 加载“.asset”资源到脚本对象“createGroup” AddressableCreateGroup createGroup = Resources.Load<AddressableCreateGroup>(path); 从脚本对象中读取资源内容 for (int i = 0; i < createGroup.createGroupPaths.Count; i++) ...
Cannot perform upm operation: Unable to add package [https://mycompany.github.com/gitproject/com.mycompany.mypackage.git]: Error when executing git command. fatal: could not read Username for 'https://mycompany.github.com': terminal prompts disabled [NotFound] UnityEditor.EditorApplication:Interna...
executeMethod class 'PerformBuild' could not be found. Argument was -executeMethod PerformBuild.CommandLineBuild 折腾一大圈最后确认时-projectPath配置应该是项目Assets上一级目录 .如果目录不正确则找不到PerformBuild脚本 3 Archiving artifacts 生成打包zip并存档内容用法错误 ...
publicAssetTypeassetType=AssetType.other;publicList<PointerData>oldPointerData=newList<PointerData>();publicList<PointerData>newPointerData=newList<PointerData>();}publicenumAssetType{isTexture,isSprite,isMaterial,isFBX,isPrefab,isAsset,other}//原始预制体路径privatestring_originalPrefabPath=string.Empty...
staticvoidBuildAssetBundles() { stringdir ="AssetBundles"; if(!Directory.Exists(dir)) { //2.在工程根目录下创建dir目录 Directory.CreateDirectory(dir); } //3.构建AssetBundle资源,AB资源包是一个压缩文件,可以把它看成是一个压缩的文件夹,里面 ...
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