using UnityEditor;[CustomEditor(typeof(DialogueSO))]publicclassDialogueSOEditor:Editor{ private DialogueSO _selectSO; privatebool_showDictionary =true; privatestring_statusStr ="节点字典"; privatevoidOnEnable(){ _selectSO = target as DialogueSO; } public overridevoidOnInspectorGUI(){ base.OnInspect...
When entering play modeSelect which reload options to start when you enter Play mode.Domain reloadingis when the Editor resets the scripting state before it starts Play mode.Scene reloadingis when the Editor destroys all sceneGameObjectsThe fundamental object in Unity scenes, which can represent cha...
Use the Search preferences to set your search preferences for the Editor.Tip: You can also access the Search preferences in one of the following ways: Enter ? (question mark) in the search field and select Open Search Preferences from the results. From More Options (:) in the top-left ...
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.
Object.DestroyImmediate 这个接口也以失败告终,因为Unity会认为你在直接修改资源,如果直接删除对象会导致资源丢失,报错: Destroying assets is not permitted to avoid data loss. Resources.UnloadUnusedAssets 我尝试着先将资源的引用置为null,然后调用这个接口进行释放资源,虽然执行起来没有报错,但是我的内存...
“Using static batching will require additional memory for storing the combined geometry. If several objects shared the same geometry before static batching, then a copy of geometry will be created for each object, either in the Editor or at runtime. This might not always be a good idea - ...
Save Time and Effort Save development time with ORK Framework. Easily set up new game data like items, combatants or quests in the editor and add them to your scenes using ORK’s components. Quickly create a prototype of your game and move into full production without writing a single line...
string name = EditorUtility.InstanceIDToObject(instanceID).name; Debug.Log("Open Asset step: 1 ("+name+")"); return false; // we did not handle the open } // step2 has an attribute with index 2, so will be called after step1 ...
已修正 Unity 4.6 上對 UnityEngine 和 UnityEditor 的引用。 已修正 Unity 在 OSX 上執行時產生專案檔的問題。 已修正包含哈希標記 (#) 字元的項目名稱處理。 將產生的專案限制為 C# 4。 調試程式: 修正了在 Unity 協程中偵錯時運算式評估的問題。 修正偵錯時導致 Visual Studio 凍結的問題。 UI: 已修正...
HideFlags.DontSaveInEditor 设置对象编辑模式下不会被保存,我们必须配合使用 DestroyImmediate 从内存中手动清除该对象以避免内存泄漏。 HideFlags.NotEditable 设置对象不可在 Inspector 中被编辑。 对象使用 HideFlags.NotEditable 会使对象的所有组件在 Inspector 中都处于不可编辑的状态。此操作并不会影响其子物体的可编...