public static class PrefabTools { [MenuItem("KTools/Prefab生成", false, 100)] public static void GenerateCode() { // YanLingFaShi假定是每个模型的资源根目录 // 根据选择的目录文件,其中包含了FBX文件,程序生成的controller文件,自动生成prefab,绑定animator string targetPath = @"Assets\Resources\Prefabs"...
或者在一些条件下,需要对场景中的一些Prefab实例进行批量修改。这时候也需要批量apply到Prefab上。 思路 遍历场景中所有GameObject,如果是Prefab实例,找到这个Prefab实例的Prefab根节点(可能重复,所以这里还需要过滤一下,避免重复处理),然后找到这个Prefab实例对应的Prefab,用场景中的这个物体制作一个Prefab替换掉原来的Prefab...
var prefabForder = codeGenerateInfo.PrefabFolder; serialiedScript.FindProperty("PrefabFolder").stringValue = prefabForder; serialiedScript.FindProperty("GeneratePrefab").boolValue = generatePrefab; var fullPrefabFolder = prefabForder.Replace("Assets", Application.dataPath); serialiedScript.ApplyModified...
Unity's workflow is based on prefabs. In Unity you build a set of GameObjects with components, then create a prefab from them. You can then place instances of the prefab in your world, or instantiate them at runtime. Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通...
Drag and drop into your scene and instantly you have a third person view with multiple animations and full access to the source code, as shown in Figure 3. Figure 3 A Third-Person Prefab Animations An entire book could be dedicated (and has) to the Mecanim animation system in Unity. ...
Unity's workflow is based on prefabs. In Unity you build a set of GameObjects with components, then create a prefab from them. You can then place instances of the prefab in your world, or instantiate them at runtime. Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通...
ObjectPool<RevisedProjectile>(CreateProjectile, OnGetFromPool, OnReleaseToPool, OnDestroyPooledObject, collectionCheck, defaultCapacity, maxSize); } // 在创建物品以填充对象池时被调用 private RevisedProjectile CreateProjectile() { RevisedProjectile projectileInstance = Instantiate(projectilePrefab); ...
预制件 (Prefab)*: 一种资源类型,可用于存储游戏对象以及配套的组件和属性。预制件充当模板,在此模板的基础之上可以创建场景中的新对象实例。更多信息 Unity 单位 (Unity unit)*: Unity 项目中使用的单位大小。默认情况下,1 个 Unity 单位为 1 米。要使用其他缩放比例,请在导入资源时在 Import Settings 中设置...
LoadArtWorksByPath(newDirectoryInfo(Path.GetDirectoryName(Uri.UnescapeDataString(newUriBuilder(Assembly.GetExecutingAssembly().CodeBase).Path))+"/目标文件夹相对于当前dll的相对路径")); Unity游戏的重要组成因素:GameObject和object 请注意这条note 试想这样一个场景: ...
预制体 (Prefab):Unity 中的一种特殊资源,预制体就是一个或者一系列组件的集合体,可以使用预制体实例化克隆体,后续可对克隆体属性进行统一修改。 进入预制体编辑模式的方法: 双击预制体 选中预制体资源,点击 openPrefab 点击蓝色克隆体名称右边的小箭头