由于项目需求需要获取设备的唯一Code以及外网Ip的功能,查了资料后编写了以下脚本,里面提供的方法如下: 1、获取设备名称(利用UnityEngine的SystemInfo类) 2、获取设备模型(利用UnityEngine的SystemInfo类) 3、获取设备唯一标识码(利用UnityEngine的SystemInfo类) 4、获取局域网Ip 5、获取外网Ip(本地没法获取外网IP,需要访...
<linker> <assembly fullname="UnityEngine.AudioModule"> <namespace fullname="UnityEngine.Audio" preserve="all"/> <!-- <type fullname="UnityEngine.Audio.AudioMixerSnapshotController" preserve="all"/> --> </assembly> </linker> 具体这个程序集的名字叫什么,命名空间如何,可以直接 VS F12 定位...
using System.Collections.Generic; using UnityEngine; public class ParamTexture : MonoBehaviour { public Texture2D proceduralTex; public Color texColor; private int width = 100; private int height = 100; // Start is called before the first frame update void Start() { texColor = new Color(1.0...
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继前天Unity5惊艳全场后,昨天epic又放出了重磅消息:只要每月19刀,你就能获得虚幻4编辑器、以及引擎全部代码。For $19/month you can have access to everything, including the Unreal Editor in ready-to-run form, and the engine’s complete C++ source code ...
usingUnityEngine;usingCreatorKitCode;publicclassSpawnerSample:MonoBehaviour {publicGameObject ObjectToSpawn;voidStart(){intangle =15; Vector3 spawnPosition = transform.position; Vector3 direction = Quaternion.Euler(0, angle,0) * Vector3.right; spawnPosition = transform.position + direction *2; Instant...
可以启用引擎代码剥离(Engine code stripping)来减少代码的大小 程序的运行效率比Mono高,运行速度快 多平台移植非常方便 相比Mono构建应用慢 只支持AOT(Ahead of Time)编译 IL2CPP概括: Mono将c#翻译成IL IL2CPP得到IL转变为C++代码 再由各个平台C++编译器编译成可执行机器码...
usingUnity.Netcode;usingUnityEngine;publicclassMovingPlatform:MonoBehaviour{publicvoidUpdate(){// Move up and down by 5 meters and change direction every 3 seconds.varpositionY = Mathf.PingPong(NetworkManager.Singleton.LocalTime.TimeAsFloat /3f,1f) *5f; ...
一.unity发布到安卓的游戏的开发环境一般为480*800,横屏时大概是800*480就够了。 首先,在UIRoot下创建一个Widget作为容器 <pre><div>divpreclass"csharp"name="code">using UnityEngine;using System.Collections;publicclassAdjustUI:MonoBehaviour{publicfloat stand_width=800;publicfloat stand_height=480;float ...
启用Strip Engine Code 特别关注第三方托管库,因为它可能依赖很多系统库,造成 Strip Engine Code 不能有效减少尺寸。 启用Compression Format AssetBundles 因为WebGL 在启动之前,需要将所有的资源预加载完成,因此减少启动时间的一个有效方式就是减少系统资源,或者说减少发布资源,可以利用 AssetBundle 将资源从主包中分离...