可以在 IComponentData和IBufferElementData组件使用enableable 组件,同时继承IEnableable即可。 enableable 组件不会导致structural change, 因此可以在job线程中enable和disable组件。但是在jobs写入enableable 组件时会导致主线路block直到job完成。 在EntityManager,ComponentLookup<T>,EntityCommandBuffer, andArchetypeChunk可以...
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 组件已启用。 On Enable 在启用 该组件收到了一条OnTriggerEnter消息。要使用这个触发器,组件的GameObject应该有一个触发器碰撞器。你可能需要设置Conditions → Accepted Tags将此触发...
AddComponent & GetComponent GetComponent -> Cache Compoent GameObject.Find compareString -> GameObject.CompareTag SendMessage GameObject Active&Deactive -> Renderer enable&disable -> Renderer.forceRenderingOff 隐藏物体的Update调用 FixedUpdate->Update/LateUpdate -> 间隔固定时间更新 若同时有大量物体调用Update...
A [Provider Toggles] Enable and disable providers. When you disable a provider, Search ignores it when executing searches. B [Provider Order] Use these settings to modify the order in which search items are shown on the screen. All items of a given provider priority appear before any lower ...
alpha = 0; } else { StartAnimatedHide(); } } /// /// alpha 1->0时 /// public virtual void OnHidden() { //回掉函数 if (HiddenAction!=null) { HiddenAction(); } } /// /// 消失 Enable->Disable /// public virtual void OnDisappear() { gameObject.SetActive(false)...
Trail Renderer component Trail Renderer 组件在移动的游戏对象后面随着时间的推移渲染一条多边形轨迹。此组件可用于强调移动对象的运动感,或突出移动对象的路径或位置。 Trail Renderer 使用与Line Renderer相同的轨迹渲染算法。 准备开始 要创建轨迹渲染器,请执行以下操作:...
Since the Version Handler needs to modify Unity asset metadata (.metafiles), to enable/disable components, rename and delete asset files it does not work with Package Manager installed packages. It's still possible to include EDM4U in Package Manager packages, the Version Handler component simply...
We could use a level of detail system to enable and disable these expensive operations based on the enemy's distance from the player. In a Scene with many of these enemies, we could make a considerable performance saving if only the nearest enemies are performing the most expensive operations...
在CPU比较空闲时去实例化一些可被重复使用的实例。然后将这些对象储存在一个集合内。当游戏运行的时候,我们仅仅需要从中取出一个当前可以使用的对象,然后去启用(enable)它。在我们不需要它的时候去禁用(disable)它,并将其返回对象池,而不是去销毁它。
The above example specifies the dependency as a component of the Android SDK manager such that the Android SDK manager will be executed to install the package if it's not found. If your Android dependency is located on Maven central it's possible to specify the package simply using theandroid...