Layers层级管理,类似Photoshop的层级,可以方便的设置各个层级的可见性。Unity内置预设了几个层级:Everything、Nothing、Default、TransparentFX、Ignore Raycast、Water、UI,对应着:全选,全不选,默认,透明特效,忽略射线,水,界面。每一项后面都有一个小眼睛,标识可见与不可见。因为这是最上层菜单的,所以,这里的设置将会影...
Cache Folder Location 单击Browse 按钮可指定缓存的位置。 Cache compression This option enables Unity to compress datafiles in the GI cache to use less hard drive space. The datafiles are LZ4-compressed by default, and the naming scheme is a hash and a file extension. Unity computes the hashes...
this path is in the StreamingAssets folder. Addressables automatically includes local content built to the default location in StreamingAssets when you build a Player (but not from other locations).译:Local.LoadPath:要加载在应用程序中本地安装的资产的位置。默认...
Note: The above instructions assume the relevant Editor is installed in the default location through the Unity Hub. Adjust the path in the command if you use an Editor installed in a different location. For more information about how to find your Editor’s location path, seeInstall and uninsta...
The default Unity window layout is shown in Figure 3. Figure 3 The Default Unity Window Here’s what you’ll see: Project: All the files in your project. You can drag and drop from Explorer into Unity to add files to your project. Scene: The currently open scene. Hierarchy: All the ...
如果这是第一次,请使用TextAsset.text中的值。如果不使用,则使用DataHandler类保存的值。大致是这样的...
Animation in 2D uses Mecanim by default. The simplest way to create an animation is to drag and drop images into your scene and let Unity create the animations for you. To start, I drag some single sprites into Unity and in turn Unity creates several things for me. First, it creates a...
{GENERATED_BODY()public:// Sets default values for this component's propertiesUNewActorComponent1();protected:// Called when the game startsvirtualvoidBeginPlay()override;public:// Called every framevirtualvoidTickComponent(floatDeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFuncti...
各个选项分别为External Script Editor(外部脚本编辑器)、Editor Attaching(编辑器附加操作)、Image application(图像应用程序)、Asset Server diff tool(不同的资源服务器管理工具)、Android SDK Location(Android SDK路径),根据实际情况选择合适工具。 ● 当单击Colors(颜色)选项,会进入颜色编辑界面,如图2-35所示,里面...
这里的isPressed要稍微提一下,我们按住Ctrl点击isPressed会发现,按住的判断是通过ReadValue()与一个默认值pressPointOrDefault进行对比返回的结果。所以也可以用 Keyboard.current.aKey.ReadValue()>=N 自己指定一个数值N来进行判断,一般来说按下与抬起只会返回0/1,考虑到浮点数的精度问题,建议不要直接使用0或者1来...