If possible, disable scripts on objects when they are not needed.If you have a large level in your game and there is an enemy kilometers away, you can probably switch off its AI script until the camera gets closer. A good way to switch on and off objects is by using gameObject.SetActi...
OnDestroy:当MonoBehaviour将被销毁时调用。注意,是脚本被销毁时调用,而不是物体被销毁时被调用。 创建一个名称为"DisableDestroy"的脚本,编写如下: using UnityEngine; using System.Collections; public class DisableDestroy : MonoBehaviour { void OnEnable() { Debug.Log("script was enabled"); } void OnDisab...
Deactivating a GameObject disables each component, including attached renderers, colliders, rigidbodies, and scripts. For example, Unity will no longer callMonoBehaviour.Updateon a script attached to a deactivated GameObject. Deactivating a GameObject also stops all coroutines attached to it. ...
玩家的选择器或接近选择器向GameObject发送一个OnUse消息,或在UnityEvent或脚本中手动调用对话系统触发器的OnUse()方法。 On Start 在开始 组件启动(例如,在场景启动时)。 On Enable 在启用 组件已启用。 On Disable 在禁用 组件被禁用。 On Destroy 在摧毁 组件被破坏了。 On Trigger Enter 在触发输入 组件已...
五、自动化测试验证 1. 兼容性测试套件 csharp 复制 下载 using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; public class CompatibilityTests { [Test] public void TestLegacyInputSystem() { var inputObject = new GameObject("InputTest"); var input = inputObject.AddComponent<Input...
The GameObject is the fundamental object type in Unity. Use GameObject to represent everything in your project, including characters, props, and scenery. A GameObject acts as a container for functional components that determine how the GameObject looks and behaves.Any script that derives from MonoBeh...
创建一个类型为"Cube"的GameObject,并适当调整大小。 使用脚本控制物体组件的Enable/Disable 选中"Hierarchy"窗口下的"Cube",如果把其对应的"Inspector"窗口中"Meshe Render"的勾选去掉,将会在"Scene"窗口中看到一个空心的Cube。也就是说,组件可以通过显式的方式被声明为Enable或Disable。
创建一个脚本文件,可以使用C#或UnityScript编写。 在脚本中,使用GameObject.FindGameObjectsWithTag方法找到所有需要禁用的镜像对象。该方法根据标签名返回一个GameObject数组。 遍历这个数组,使用SetActive(false)方法将每个镜像对象禁用。 以下是一个示例的C#脚本代码: 代码语言:txt 复制 using UnityEngine; public clas...
防止将相同类型(或子类型)的 MonoBehaviour 多次添加到 GameObject。 使用 效果,重复添加时会报错。 ExcludeFromObjectFactoryAttribute->禁止objectfactory方法创建类 将此属性添加到某个类可防止使用ObjectFactory方法创建该类及其继承类。 ObjectFactory.CreateInstance可以用于在任何地方创建类,使用这个特性会禁止使用这个方法创建...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.Presets; public class test : Editor { [MenuItem("Tests/ObjectFactory")] public static void test1() { GameObject gat = Selection.activeGameObject; if(!gat.GetComponent(typeof(Follow))...