56、如果一个场景内同时显示的GameObject节点比较多,并且由于资源是异步加载的,那么显示时节点就会一个个蹦出来,体验不是很好怎么办? 不要都异步加载,先预加载prefab,之后拿这个prefab再实例化GameObject ,防止这种体验的问题。如果游戏对象比较多,导致滑动卡顿,可以先预加载一些gameObject然后复用。 还有个问题,同屏显示
using UnityEngine;using UnityEditor;namespace Metaverse{/// /// 用于提取ReadyPlayerMe的Avatar服装资源/// publicclassRPMAvatarClothingCollecter{[MenuItem("Metaverse/Ready Player Me/Avatar Clothing Collect")]publicstaticvoidExecute(){//如果未选中任何物体if(Selection.activeGameObject==null)return;//弹出...
请参阅游戏对象 (GameObject)。 包(Packages): 包是要在 Unity 中共享和重用的资源集合。Unity Package Manager (UPM) 可以显示、添加和删除项目中的包。这些包是 Unity Package Manager 的原生包,提供了一种交付 Unity 功能的基本方法。但是,Unity Package Manager 也可以显示从 Asset Store 下载的 Asset Store ...
Animation Clip本质上是在一段时间内对不同的property的记录,在Unity里,GameObject是场景里存储Property的载体,所以创建Animation Clip的时候,需要选中一个GameObject,再打开Animation窗口,如下图所示,在Scene下面创建了一个Cube,选中后打开Animation窗口: 点击上图所示的Create后,Unity会蹦出来一个窗口,让你存储对应的Anima...
private GameObject _mainCamera; private const float _threshold = 0.01f; private bool _hasAnimator; private void Awake() { // get a reference to our main camera if (_mainCamera == null) { _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); } } private void Start() { _cinemach...
{publicstringkey;AsyncOperationHandle<GameObject>opHandle;publicIEnumeratorStart(){opHandle=Addressables.LoadAssetAsync<GameObject>(key);yieldreturnopHandle;if(opHandle.Status==AsyncOperationStatus.Succeeded){GameObjectobj=opHandle.Result;Instantiate(obj,transform);}}voidOnDestroy(){Addressables.Release(op...
}”, travelerInfo.Name, travelerInfo.DestCity); Dialog.gameObject.SetActive(true); isDialogShowing = true;} else{ Dialog.gameObject.SetActive(false); isDialogShowing = false;} } In this code block, first you determine if the dialog is displayed or not. If it is displayed, then ...
{ tiles = new GameObject[xSize, ySize]; // 9 float startX = transform.position.x; // 10 float startY = transform.position.y; for (int x = 0; x < xSize; x++) { // 11 for (int y = 0; y < ySize; y++) { GameObject newTile = Instantiate(tile, new Vector3(startX + ...
{ isClearing = true; StartCoroutine(ClearCoroutine()); } private IEnumerator ClearCoroutine() { Animator animator = GetComponent<Animator>(); if (animator!=null) { animator.Play(clearAnimation.name); //玩家得分,播放清除声音 yield return new WaitForSeconds(clearAnimation.length); Destroy(gameObject)...
Fix assembly name not matching filename when creating a .asmdef file from templates (RIDER-68633) Fix incorrect Burst analysis warning when reading from a static readonly array (#2181, #2197) Fix incorrect Burst analysis warning with string literals being passed to fixed string parameters (RIDER...