禁用状态 + 非根物体 -- GameObject.Find() + Transform.Find() 禁用状态 + 根物体 -- SceneManager.GetActiveScene().GetRootGameObjects() + Transform.Find() 禁用+ 加载场景时不被破坏 -- Resources.FindObjectsOfTypeAll(type) / Object.FindObjectsOfType(true) + Transform.Find() -- 通用方法 其他...
GameObject.Find("Sphere")根据名字、路径查找物体 this.transform.LookAt(flag.transform)将物体 Z 轴转向某一位置,然后每帧沿着 forward 方向按 2m/s 速度前进 highlighter- reasonml voidStart(){ GameObject flag = GameObject.Find("Sphere"); this.transform.LookAt(flag.transform); } voidUpdate(){floatspe...
可以在开始的时候用一个成员变量来缓存结果或者使用GameObject.FindWithTag函数。 注意:这里的参数name是严格区分大小写的。 varhand : GameObject;//This will return the game object named Hand in the scene.//这将返回名为Hand 的游戏物体hand = GameObject.Find("Hand");//This will return the game objec...
AI代码解释 // 摘要:// Creates a new asset at path./// 参数:// asset:// Object to use in creating the asset./// path:// Filesystem path for the new asset.[MethodImpl(MethodImplOptions.InternalCall)][NativeThrows][PreventExecutionInState(AssetDatabasePreventExecution.kGatheringDependenciesFrom...
// Find GameObject by name GameObject MyGO = GameObject.Find("MyNamedGameObject"); // Find Objects by type MyComponent[] Components = Object.FindObjectsOfType(typeof(MyComponent)) as MyComponent[]; foreach (MyComponent Component in Components) ...
(); } /// <summary> /// 保存资源 /// </summary> /// <param name="go">对象</param> /// <param name="path">相对于Resource/scene/的路经</param> /// <param name="name">名字</param> private static void CreateAsset(UnityEngine.Object go, string path, string name) { PBState ...
public stringname; Description The name of the object. Components share the same name with the game object and all attached components. If a class derives from MonoBehaviour it inherits the "name" field fromMonoBehaviour. If this class is also attached to GameObject, then "name" field is set...
现在就可以看到Scene里面的UI了,美滋滋: 多个Cameras 每个Camera都有一个Depth值,main camera的默认Depth值为-1,渲染时会按照相机的深度递增顺序,依次渲染不同深度的相机,这里复制一个Main Camera,深度值改为0,其Main Camera的Tag换成别的(因为Main Camera的Tag理论上应该只有一个Camera可以挂) 此时Frame Debugger里...
Unity 组件的功能类似于 Actor 组件,这意味着它们在世界中没有任何物理存在。通常,Unity 中唯一具有变换的实体是游戏对象。为了获得像 Scene 组件那样的功能,你可以在 Hierarchy 窗口中将一个游戏对象拖到另一个游戏对象上,以创建游戏对象的层级视图。 4.6 示例:在两种引擎中创建房屋 ...
Unity 3.0, the scene loading implementation has changed significantly and now all scene assets are preloaded. This results in fewer hiccups when instantiating game objects. If you need more fine-grained control of asset loading and unloading during gameplay, you should useResources.LoadandObject....