二,destroy all children 删除node的所有子节点 正确的方法: List<GameObject> childList = new List<GameObject> (); int childCount = node.transform.childCount; for (int i=0; i<childCount; i++) { GameObject child=node.transform.GetChild(i).gameObject; childList.Add(child); } for (int i=...
1 打开Unity,新建一个空工程,然后Unity界面如下图 2 在工程中新建一个脚本,脚本可以命名为“DestroyTest”,具体如下图 3 选中脚本“DestroyTest”,双击脚本或者右键“Open C# Project ”,打开脚本,具体如下图 4 在打开的脚本上进行代码编辑,设定公有变量分别取得的Transform和GameObject,然后使用函数Destroy(...
2. gameObject在第一次Destroy后的下一帧再使用时属性读取失败,应为Destroy的那一帧最终gameObject被销毁,然后go变量为null(这里的null并不是C#真正的null,因为go.transform报错信息有说明),但是Destroy(go)是不报错的,
这是因为UnityEngine.Object重载了operator==,operator!=,所以让它看上去是null,实际上并没有被设置成...
public class ScriptExample :MonoBehaviour{ void DestroyGameObject() { Destroy(gameObject); } void DestroyScriptInstance() { // Removes this script instance from the game object Destroy(this); } void DestroyComponent() { // Removes the rigidbody from the game object Destroy(GetComponent<Rigidbody...
Unity中销毁GameObject的方式,简述Destroy和DestroyImmediate的区别。相关知识点: 试题来源: 解析 Destroy销毁场景中的物体,但是内存中它还是存在的,只有当内存不够时,机制才会将它销毁并释放内存。而DestroyImmediate会立即将对象销毁,并且将内存释放。反馈 收藏
Object o1 = GameObject.FindObjectOfType(typeof(People)); Debug.Log(o1); System.Object[] os = GameObject.FindObjectsOfType(typeof(GameObj)); for (int i = 0; i < os.Length; i++) { Debug.Log(os[i].ToString()); } // 删除游戏对象 GameObject.Destroy(Cube,5); GameObject.Destroy...
Unity: Destroy GameObject Creating and removing GameObjects in Unity happens all the time in just about every game, and so one of the first things a beginner programmer needs to learn is how to both Instantiate and Destroy GameObjects. One process ties into the other, so we're going to ap...
Destroy(gameObject); } } Creating a UI Unity 4.6 added a brand new UI system for creating heads-up displays in game elements using text, panels, widgets and more. Adding text to your game’s display is simply a matter of clicking on GameObject | UI | Text and setting the font and ...
如果销毁目标是具有 LinkedEntityGroup 的父对象,则 DestroyEntity 也会一起销毁它们。所以就像在编辑器中有children的gameobject上删除一样。 entityManager.SetEnabled 附加/分离禁用的组件,这样它就不会再被查询,也会对缓冲区中的所有内容执行此操作。所以它更像是在编辑器中禁用游戏对象树。