一个预制体变体可以将任何prefab作为它的base,包括模型预制体和其他的预制体变体。 创建预制体变体(Creating a Prefab Variant) 有不止一种方法在一个预制体的基础上创建一个预制体变体。 你可以在Project视图的预制体上右击并且选择Create>Prefab Variant,这样就能创建一个被选中的预制体的初始状态没有任何覆写的变体...
string path = "Assets/Prefabs/EmptyPrefab.prefab"; GameObject prefab = PrefabUtility.CreateEmptyPrefab(path); Debug.Log("Empty prefab created at " + path); } } 上述代码创建了一个名为EmptyPrefabCreator的脚本,并在Unity编辑器的菜单栏中添加了一个名为"Tools/Create Empty Prefab"的选项。当用户点击...
函数名:GetPrefabAssetPathOfNearestInstanceRoot public static string GetPrefabAssetPathOfNearestInstanceRoot(GameObject instanceRoot); 该函数用于获取最近的预制体实例根节点的路径。它接受一个GameObject参数,表示预制体实例的根节点,然后返回一个字符串,表示该预制体实例根节点所对应的预制体的路径。
CreatePrefab函数用于创建一个新的预制体。它接受两个参数:路径(path)和游戏对象(go)。路径参数指定了预制体的保存位置,而游戏对象参数则是要创建预制体的对象。 以下是CreatePrefab函数的示例使用代码: usingUnityEditor;usingUnityEngine;publicclassPrefabCreator:MonoBehaviour{[MenuItem("Tools/Create Prefab")]public...
函数CreatePrefab用于创建预制体。它需要两个参数:路径(path)和游戏对象(go)。路径参数指定预制体的保存位置,游戏对象参数是创建预制体的对象。例如,创建预制体的脚本可以在菜单栏中添加"Tools/Create Prefab"选项,当选择一个游戏对象并点击选项时,会使用CreatePrefab函数创建并保存预制体。CreateEmpty...
When you modify a Prefab Asset, the changes are reflected in all instances. You can override any instance of the Prefab to create variations between Prefab instances, while still linking those instances to the same Prefab Asset. Doing so creates an instance override on that instance of the Pref...
(Figure 03) 选择要展开的图像 Figure 03: Prefab buttons appear above the Transform values in the Inspector. Like any other asset in Unity, Prefabs can be edited after they are created. A Prefab can be edited on a per-object basis, where a single instance of a Prefab is changed for an ...
来自Unity官方开发者电子书《Create modular game architecture in unity with scriptableobjects》 前言 在unity官方文档的 Advanced best practice guides 中,提供了多本电子书,其中都包含许多有价值的信息。 本文将《Create modular game architecture in unity with scriptableobjects》翻译为中文版本供有需要的小伙伴参考...
CreateUIBase.AddNewObj(pNewObj2, "ItemImg", new Vector3(0, 0, 0), new Vector2(InforHeight * 0.8f, InforHeight * 0.8f), CreateUIBase.CompTypeEnum.CT_Img, ""); CreateUIBase.AddNewObj(pNewObj, "ItemName" , new Vector3(-((ItemInfoSize.x - InforHeight) / 2) + (InforHeight *...
A Prefab instance (Key) in the scene Creating Prefab instancesYou can create instances of the Prefab Asset in the Editor by dragging the Prefab Asset from the Project view to the Hierarchy or Scene view.Dragging