1publicenumPlayModeState2{3Stopped,4Playing,5Paused6}78[InitializeOnLoad]9publicclassEditorPlayMode10{11privatestaticPlayModeState _currentState =PlayModeState.Stopped;1213staticEditorPlayMode()14{15EditorApplication.playmodeStateChanged =OnUnityPlayModeChanged;16}1718publicstaticeventAction<PlayModeState, Pl...
Disable Editor Analytics (Pro only) 启用此设置可禁止 Editor 自动将信息发送回 Unity。 Show Asset Store search hits 启用此设置可在 Project Browser 中显示 Asset Store 中的免费/付费资源数量。 Script Changes While Playing 选择在 Editor 中运行游戏时脚本发生更改的情况下 Unity 采取的行为。 Recompile And...
尽管Playable与ScriptPlayableOutput的类型连接可以灵活,但过度的类型不匹配可能会影响功能的完整实现。在Editor模式下,逐帧运行时IsPlaying()的返回值始终为false,这可能会引发意外的逻辑问题,因此需要额外的逻辑来维护播放状态标识。PlayableGraph的更新模式对自动更新行为有直接影响,Unity中对此存在一些未解...
}if(GUILayout.Button("Stop")) { stop(); } EditorGUILayout.EndHorizontal(); m_CurTime = EditorGUILayout.Slider("Time:", m_CurTime,0f, kDuration); manualUpdate(); }//////烘培记录动画数据///privatevoidbake(){if(m_HasBake) {return; }if(Application.isPlaying || animator ==null) {...
EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Bake")) { m_HasBake = false; bake(); } if (GUILayout.Button("Play")) { play(); } if (GUILayout.Button("Stop")) { stop(); } EditorGUILayout.EndHorizontal(); m_CurTime = EditorGUILayout.Slider("Time:", m_CurTime, 0f,...
AssetDatabase.loadasset :这种方式只在editor范围内有效,游戏运行时没有这个函数,它通常是在开发中调试用的。 5. AssetsBundle 打包 代码语言:javascript 复制 using UnityEditor;using System.IO;publicclassCreateAssetBundles//进行AssetBundle打包{[MenuItem("Assets/Build AssetBundles")]staticvoidBuildAllAssetBundle...
Editor中逐帧播放时,PlayableGraph.IsPlaying()方法总是返回false。我对此提过Bug单,但Unity说设计如此不是Bug。我觉得这个设计太烂了!原因有二: Runtime应该对Editor无感知,逐帧播放是存粹的Editor功能,而它却改变了Runtime接口的行为。 如果Runtime代码依据PlayableGraph.IsPlaying()方法的返回值执行不同逻辑,这里很...
1.Debug.Break();或者UnityEditor.EditorApplication.isPaused = false; 2.使用编辑器类:EditorApplication.ExecuteMenuItem("Edit/Play"); 3.UnityEditor.EditorApplication.isPlaying = false; 问题: unity中通过Application.dataPath + "/Resources/Config/xxx")作为将要读取文件的路径时,在编辑器上正常运行,但在打包...
I hope this gets fixed asap, otherwise without having the ability to test in editor nor the build, this plugin is simply unusable. Hi @mikson60 - setting it to None should stop any rendering in the Editor, are you still getting a preview even with this setting? Not sure if I get the...
Unity editor version: 2019.3.7f1 Firebase Unity SDK version: 6.13.0 Source you installed the SDK (.unitypackage or Unity Package Manager): .unitypackage Firebase plugins in use (Auth, Database, etc.): FirebaseMessaging.unitypackage Additional SDKs you are using (Facebook, AdMob, etc.): ...