我们这里选择在Hierarchy窗口的空白处直接右键,选择3D Object->Cube。你可能会问为啥没有Create?我猜可能是因为这个操作以后要非常频繁的使用,能少一层菜单就能加快一定的开发效率。 创建完成后,其实就能明白,这个Cube确实是真的Cube,在右侧我们也能注意到它显示出来了。 看样子我们本篇文章的任务已经完成了?很显然还...
1. 在Project窗口中,点击Create,然后选择你想要创建的对象类型。例如,你可以选择创建一个新的3D Object,如Cube或者Sphere。2. 创建的对象会出现在Project窗口中。你可以将它拖拽到Scene窗口或者Hierarchy窗口中,这样它就会出现在你的游戏世界里。3. 在Inspector窗口中,你可以编辑这个对象的各种属性,如...
也可以使用SetActive(false)禁用游戏对象。也可以单独禁用组件,这仍然允许代码执行,但会阻止调用Update和OnCollisionEnter等 Unity 事件方法。 静态Destroy函数:https://docs.unity3d.com/ScriptReference/Object.Destroy.html 访问组件 在Unreal 中,要查找附加到 Actor 的组件,可以使用蓝图中的GetComponentByClass节点,或使...
public class EnemyHealth : MonoBehavior private EnemyAI _enemyAI; // Use this for initialization. void Start () { // Get a ref to the EnemyAI script component on this game object. var enemyAI = this.GetComponent<EnemyAI>(); } // Update is called once per frame. void Update () {...
// Create a custom game object GameObject go = new GameObject("Custom Game Object"); // Ensure it gets reparented if this was a context click (otherwise does nothing) GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); ...
I like to create prefabs (which I covered in the second article) from my particle systems so I can easily reuse them, and I can then easily instantiate them via code by first assigning the script to a game object (assuming it’s in a class that derives from ...
public class CreateObj : MonoBehaviour { //此处通过一个引用来保存对象,因为被取消激活的对象是不能被find函数找到的!!! private GameObject go = null; void Awake() { go = new GameObject("game object"); } void Update() { //添加脚本组件,默认不激活 ...
public static class ScriptableObjectUtility { public static void CreateAsset<T>() where T : ScriptableObject { T asset = ScriptableObject.CreateInstance<T>(); string path = AssetDatabase.GetAssetPath(Selection.activeObject); if (path == "") ...
if (!Selection.activeObject || Selection.GetTransforms(SelectionMode.Unfiltered).Length > 1) return;//编辑状态下没有选中物体 if (Selection.activeGameObject.tag.CompareTo("pathnode") == 0) { m_parent = Selection.activeGameObject.GetComponent<PathNode>(); ...
Create function breakpoints on MonoBehavior methods and apply them to multiple MonoBehavior classes. Support Make Object ID in the debugger. Support breakpoint hit count in the debugger. Support break-on-exception in the debugger (Experimental. See Options Dialog). Support creation of objects and ...