Remote Procedure Calls (RPC)使你可以调用”networked GameObjects”上的方法,对由用户输入等触发的不常用动作很有用。 一个RPC会被在同房间里的每个玩家在相同的游戏对象上被执行,所以你可以容易地触发整个场景效果就像你可以修改某些GameObject。 作为RPC被调用的方法必须在一个带PhotonView组件的游戏对象上。该方法...
When configuring aUnityEventin theInspectorwindow there are two types of function calls that are supported: Staticcalls are entirely preconfigured at authoring time, with their target and parameter values defined in the Inspector window. When the callback is invoked, the target function is invoked ...
LoadAssetUtility laUnity = GameObject.FindObjectOfType<LoadAssetUtility>(); laUnity.LoadStreamingAssetBundleWithABName(res.packageName, res.name, res.tag); } else{ LoadAssetUtility laUnity = GameObject.FindObjectOfType<LoadAssetUtility>(); laUnity.LoadNativeAssetBundleWithABName(res.packageName, re...
usingUnityEngine;usingSystem.Collections;usingUnityEngine.Events;//因为UnityEvent<T0>是抽象类,所以需要声明一个类来继承它publicclassMyEvent:UnityEvent<int>{}publicclassUnityActionWithParameter: MonoBehaviour {publicMyEvent myEvent =newMyEvent();publicUnityAction<int>action;voidStart () { action=newUnity...
=NTSmartPublisherSDK.NT_PB_Open(out publisher_handle_,video_option,audio_option,0,IntPtr.Zero)){returnfalse;}if(publisher_handle_!=IntPtr.Zero){pb_event_call_back_=newNT_PB_SDKEventCallBack(PbEventCallBack);NTSmartPublisherSDK.NT_PB_SetEventCallBack(publisher_handle_,IntPtr.Zero,pb_event_...
Work with blend shapes Add an Animation EventUse an Animation Event to call a function at a specific point in time. This function can be in any script attached to the GameObject but must only accept a single parameter of type float, int, string, an object reference, or an AnimationEvent ...
以及Skeleton Animator里的SkeletonData Asset 为raptor_SkeletonData。具体如下图所示。 第四步,设置animator controller 里面的 layer ,transition, parameter。如下图所示: 第五步,运行测试,效果和原先保持一致。 PS:上图人物形象及动画乃是Spine官方资源,版权归Spine所有,仅供学习交流使用。
● Event(事件相关组件):添加事件相关的组件,如事件系统、事件触发器等。● Network(网络相关组件):添加网络相关组件。● UI(用户界面相关组件):添加用户界面的相关组件,如UI文本、图片、按钮等。● ImageEffects(图像效果组件):该组件可以为场景的摄像机添加各种后期特效组件,例如调色组件,运动模糊组件等等。该组件...
1.Unity中创建RenderFeature,使用该Feature注册任意一个事件用以开启RatemapRenderPass, 比如以 AfterOpaqueEvent 2.RenderFeature中使用CommandBuffer 调用NativePlugin创建一个原生RenderPass,并将Unity的ColorTarget,DepthTarget提供过去 3.RenderFeature中使用CommandBuffer进行任意渲染 4.RenderFeature中使用CommandBuffer 调用...
5 5、Component【组件】名称说明Add…挂载组件Mesh添加网格属性Effects特效组件Physics物理系统。可以使物体带有对应的物理属性Physics 2D2D物理系统Navigation寻路组件Audio音频。可以创建声音源和声音的听者Rendering渲染组件Layout布局组件Miscellaneous杂项Event事件组件Network网络组建UI组件s脚本。Unity内置的一些功能很强大的脚本...