pip-delete-this-directory.txt# Unit test / coverage reports htmlcov/ .tox/ .coverage .coverage.* .cache nosetests.xml coverage.xml *,cover .hypothesis/# Translations *.mo *.pot# Django stuff: *.log# Sphinx documentation docs/_build/# PyBuilder target/#QT.gitignore # C++ objects and libs...
(4)Delete删除资源。 (5)Import New Asset…导入新的资源。 (6)Import Package…导入资源包。 (7)Custom Package…导入自定义资源包,鼠标移动至Import Package上即显示。在unity5中将不再提供系统自带的资源包,如需使用,请至unity官网下载。 (8)Export Package…将资源打成资源包。 (9)Find References In Scene...
All projects on the computer share the cache.Preferences 窗口中的 GI Cache 范围 属性功能 Maximum Cache Size (GB) Use the slider to set the maximum GI cache folder size. Unity keeps the GI cache folder size below this number whenever possible. Unity periodically deletes unused files to ...
● Delete——“删除”,其快捷键为Shift+Del。 ● Frame selected——“摄像机移动到所选的物体前”,即若要在场景设计面板中近距离观察所选中的GameObject,便可单击Frame selected菜单,其快捷键为F,可以方便地切换观察视角,极大地方便工程的开发与设计。 ● Select All——“全选”,其快捷键为Ctrl+A。 ● Prefe...
GI Cache实时光照的缓存 1.7.烘焙Lightmap 当场景中包含大量物体时,实时光照和阴影对游戏的性能有极大的影响,使用烘焙技术将光线效果预渲染成贴图再作用到物体上模拟光照效果,从而提高性能。适用于性能较低的设备。 .NET dotnet是Microsoft的新一代多语言的开发平台,用于应用程序的开发以及运行。
[PackageManager] Error Failed to parse response.UnityEditor.AsyncHTTPClientone(State, Int32) To solve this problem, delete all downloaded assets from theAsset Store package directoryand then try to download the assets again. ...
Unity will delete cached AssetBundles until there is sufficient space to complete the new download. 5.2.3.1. Cache Priming Because AssetBundles are identified by their file names, it is possible to "prime" the cache with AssetBundles shipped with the application. To do this, store the initial...
Grid View Select Delete Demo Grid View Diagonal Top Left Demo Grid View Diagonal Bottom Right Demo Grid View Diagonal Select Delete Demo Grid View Multiple Prefab Top To Bottom Demo Grid View Multiple Prefab Left To Right Demo Grid View Bottom To Top Demo ...
public async Task InitAsync() { _catalogPath = Application.persistentDataPath +"/com.unity.addressables"; if(Directory.Exists(_catalogPath)) { try { Directory.Delete(_catalogPath,true); Debug.Log("delete catalog cache done!"); } catch(Exception e) { Debug.LogError(e.ToString()); } } ...
Upload Buffer:在Unity 的 Quality 里设置如图,和声音的Buffer类似,填满后向GPU push 一次。 Read/Write:没必要的话就关闭,正常情况,Texture读进内存解析完了搁到Upload Buffer里之后,内存里那部分就会delete掉。除非开了Read/Write,那就不会delete了,会在显存和内存里各一份。前面说过手机内存显存通用的,所以内存...