Game窗口是最终效果的呈现窗口,这个窗口的渲染边界取决于相机(3D)或者画布(2D)。 Display 1 选项列表是主要是用于多屏幕显示的,可以通过代码来控制不同屏幕显示的内容,目前最多支持8个显示控制器。Free Aspect是显示比例设置,默认是无限制比例,可以通过自定义添加各种比例或者分辨率来适配具体的开发,特别是手机应用,比...
To add simple display text to the screen (for example, score: 0), I clicked on Game Object | Create Other | GUI Text. This option no longer exists in Unity 4.6, so you’ll want to watch that video on uGUI I mentioned. You can still add a GUI Text component to the game object ...
The Draw Mode used to display the Scene. 绘制模式用于显示场景 Shading mode 着色模式 (7) When toggled on, the Scene lighting is used. When toggled off, a light attached to the Scene view camera is used. 启用该选项后,将使用场景照明。禁用时,将使用附加到场景视图摄影机的灯光。 (8) Toggle ...
It defines every UI you build with the UI Toolkit. Visual element*: A node of a visual tree that instantiates or derives from the C# VisualElement class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info...
Debug.Log("BulletScreenTextElement.Create(), displayer can not be null !"); return null; } GameObject go = Instantiate(displayer.TextElementPrefab) as GameObject; go.transform.SetParent(displayer.GetTempRoot()); go.transform.localPosition = Vector3.up*10000F; ...
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingMicrosoft.MixedReality.MovingPlatform;usingSystem;publicclassMovingPlatformDemo:MonoBehaviour{publicGameObject cube;// A simple cube to display colors.privateMovingPlatformManager m_movingPlatformManager;privateRenderer cubeRenderer;privateboo...
tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods BroadcastMessage Calls the method named methodName on every MonoBehaviour in ...
Added Children and Components groups to all GameObject instances, so that you can easily display all the object hierarchy. Added Scene Path to all GameObject instances, to show the location in the scene. Added support for JobEntityBatch/Lambdas when using Entities with source generators. Improved ...
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由于策划们经常需要给文字添加描边的效果,以防止文字看不清或者用来强调一些文字。之前一直用的都是Unity自带的Outline组件实现文字描边,在效果和性能上都很差。而如果使用TextMeshPro的话,又需要对每种语言都做资源,会多出很多工作量,并增加包体。所以需要另寻方法实现一个文字描边的组件。