通过Unity的端到端解决方案加速多人游戏开发,使集成、迭代和部署比以往更可靠、更快速。 LiveOps Services 通过Unity的实时运营服务增强实时游戏运营,实现无缝的后端管理、个性化玩家体验、数据驱动的更新和可扩展的变现,以维持玩家参与和游戏成功。 Asset Manager ...
Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
发现用于制作游戏的优质资源。从我们种类繁多的 2D、3D 模型、SDK、模板和工具目录中进行选择,加快您的游戏开发进程。
RemoteUse joysticks that connect to a device running Unity Remote. This is the default option. LocalUse joysticks that connect to the computer running the Editor. Asset Serialization PropertyDescription ModeChoose which format to use for storing serialized Assets. This is set toForce Textby default...
//弹出窗口 选择资源提取的路径string collectPath=EditorUtility.OpenFolderPanel("选择路径",Application.dataPath,null);//如果路径为空或无效 返回if(string.IsNullOrEmpty(collectPath))return;//AssetDatabase路径collectPath=collectPath.Replace(Application.dataPath,"Assets");if(!AssetDatabase.IsValidFolder(...
Background for Prefabs Set the color for the scene camera to clear to when the Scene FX skybox setting is turned off. Contribute GI: Off / Receive GI: Light Probes Set the color to display when ContributeGI is disabled in the GameObject’s Static Editor Flags. Contribute GI: On / Receive...
Serial numbers, also known as license keys, let the Unity Editor know what level of access to give each user. Unity Personal license users do not need a serial number to activate a license and have a different option to select during the activation process....
openupm add com.browar.editor-toolbox Open Edit/Project Settings/Editor Toolbox window If settings file is not found, press the "Refresh" button or create a new one Manage settings in your way Enable/disable Hierarchy overlay, choose allowed information ...
has connected./// /// The callback function. It must return true if it takes ownership of a client./// The name of the client to prefer. If set, this handler has priority over clients that have the given name./// The time used to determine the priority of handlers when many are ...
("UICamera"))cmd.SetGlobalFloat(ShaderPropertyId.isInUICamera,1);#if UNITY_EDITORelseif(m_FilteringSettings.layerMask==LayerMask.GetMask("UI")&&renderingData.cameraData.isSceneViewCamera)cmd.SetGlobalFloat(ShaderPropertyId.isInUICamera,1);#endifelsecmd.SetGlobalFloat(ShaderPropertyId.isInUICamera,0...