Unity uses the left-hand coordinate system, in which you think of the coordinates of your computer screen as X (horizontal), Y (vertical) and Z (depth, that is, coming in or going out of the screen). In game development, it’s quite common to use vectors, which I’ll...
Unity has four different methods for referring to a point in a game or on the screen as shown in Figure 6. There’s screen space, which ranges from 0 to the number of pixels and is used typically to get the location on the screen where the user touches or clicks. The viewport space...
Core utilities for Unity3D. Contribute to in0finite/UGameCoreUtilities development by creating an account on GitHub.
D3D11 Fullscreen Mode:D3D11下的全屏模式; Visible in Background:即使进入后台,游戏仍旧正常显示,巫师3就是这个样子的,很难受; Allow Fullscreen Switch:允许游戏在窗口和全屏之间切换,切换快捷键是Alt Enter; Force Single Instance:保证游戏在一台电脑上只能有一个运行实例,如果想再运行一个就会弹出个错误窗口; ...
「Allow Fullscreen Switch」::可在窗口化和全屏之间进行切换(启用则有最大化按钮,禁用则最大化按钮不可用)。 「Force Single Instance」::启用此选项可将独立平台播放器限制为单个并发运行实例。 「Supported Aspect Ratios」:启用希望游戏启动时出现在分辨率对话框中的每个宽高比。【启用Display Resolution Dialog时生...
According to regulatory documents, video game engine manufacturer Unity Software plans to lay off 25% of its workforce and cut nearly 1,800 jobs. The company said it was impossible to estimate the costs and expenses associated with layoffs, which were aimed at improving long-term profitability....
//Make a Velocity change on the Rigidbody m_Rigidbody.AddForce(m_NewForce, ForceMode.VelocityChange); break; } } //The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view void OnGUI() { //Getting the inputs from each text field and stori...
Allow Fullscreen Switch 全屏开关 Force Single Instance --- 同时只允许打开一个程序 Supported Aspect Ratios 支持的长宽比,分辨率对话框 (Resolution Dialog) 中可以选择的长宽比,此列表启用项目的显示器支持的分辨率。 2、Icon 图标 Override for Standalone 覆盖图标,如果你想自定义单机游戏的图标,请勾选。对应...
Static BatchingEnable this option to usestatic batchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.More info See inGlossary.
if (GameEntry.SceneContainer?.MainScene != null || GameEntry.SceneContainer?.PveScene != null) { if (_used.Count > 0) bSimulation = true; } else { #if UNITY_EDITOR bSimulation = true; #endif _used.Clear(); } Physics.autoSimulation = bSimulation; ...