// 创建文件并写入数据(带异常处理)voidWriteDataToFileWithErrorHandling(stringfilePath,stringdata){try{using(StreamWriterwriter=newStreamWriter(filePath,false)){writer.WriteLine(data);// 写入数据}}catch(IOExceptionioEx){Debug.LogError("IO异常: "+ioEx.Message);// 输出IO异常信息}}// 读取文件数据(...
2)Cortoutine 扩展——Extending Coroutines: Return Values and Error Handling 不知道你们调用 StartCortoutine 的时候有没有注意到 StartCortoutine 返回了 YieldInstruction 的子类 Cortoutine 对象,这个返回除了嵌套使用 StartCortoutine 在 yiled retrun StartCortoutine 有用到,其他情况机会就没有考虑它的存在,反正...
然后帧同步回合以及游戏帧回合开始更新 privatevoidUpdateGameFrameRate(){//log.Debug ("Runtime Average is " + runtimeAverage.GetMax ());//log.Debug ("Network Average is " + networkAverage.GetMax ());LockstepTurnLength=(networkAverage.GetMax()*2/*two round trips*/)+1/*minimum of 1 ms*...
} else { //TODO: Error Handling log.Debug ("WARNING!!! Unexpected lockstepID Confirmed : " + confirmedActionLockStepTurn + " from player: " + confirmingPlayerID); } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 发...
之前说的Debug.Log();此函数是打印Unity控制台的。 好办,有高人已经重新把控制台给换了地方,打印到界面的控制台上。 就是类似控制台的一个界面。 先放结果图样: 1.问题来了,怎么实现的呢? 上代码: 我给改了名字叫TestConsole.cs了,因为之前名字为Console,这样想我这样都在一个工程中为大家测试,容易造成混乱...
{Str="Hello, Client!"};byte[]responseBuffer=responseMessage.ToByteArray();clientSocket.Send(responseBuffer);Console.WriteLine("Sent response.");// 关闭连接clientSocket.Shutdown(SocketShutdown.Both);clientSocket.Close();}catch(Exceptionex){Console.WriteLine($"Error handling client: {ex.Message}"...
using UnityEngine; using System.Collections; public class UseDebugConsole : MonoBehaviour { // Use this for initialization void Start() { DebugConsole.Log("use debugconsole normal"); DebugConsole.Log("use debugconsole warning", "warning"); DebugConsole.Log("use debugconsole error", "error");...
Error handling# Use the error code or type that the SDK returns for a method in your error handling logic. Avoid using error messages as they might change in the future. Unity SDK tutorial Using Cloud Save from Unity SDK sample Example with authentication Player Data Save an item Fetch data...
Unity includes software-based handling of the NullReferenceException. The AOT compiler includes quick checks for null references each time a method or variable is accessed on an object. This feature affects script performance which is why it is enabled only for development builds (enable the “scri...
Debug.LogWarning("An error has occured while linking dummy guid to local account: " + e); return false; } } 在上面显示的示例代码中,通过在设备 ID 的末尾添加一个破折号“-”符号来创建虚拟设备。设备 id 必须由字母和数字组成,长度范围为10 ~ 60字节。Unity 允许我们通过调用 SystemInfo.deviceUniqueI...