Type.GetProperty() 或 Type.GetValue() 导致设备上发生崩溃 CurrentlyType.GetProperty()andType.GetValue()are supported only for the.NET 2.0 Subsetprofile. You can select the .NET API compatibility level in thePlayer Settings. 注意:Type.GetProperty()和Type.GetValue()可能与托管代码剥离不兼容,可能需...
Remove unused Artifacts on RestartEnable to remove unused artifact files in the Library folder and remove their entries in the Asset Database. This setting is a form of garbage collection. Use this setting to disable the Asset Database garbage collection, so that previous artifact revisions which...
If you have a bunch of audio sources with clips assigned in the Unity Editor, keep in mind they’ll all be loaded at run time. You can instead load the audio via code located in a special resource folder and destroy it when done. When I imported audio into my project, I kept it ...
var uiPrefabRootDir = EditorUtility.OpenFolderPanel("选择UIPrefab目录","Assets",""); if(string.IsNullOrEmpty(uiPrefabRootDir)) { return; } var uiPicRootDir = EditorUtility.OpenFolderPanel("选择UIPrefab目录","Assets",""); if(string.IsNullOrEmpty(uiPicRootDir)) { return; } //find all meta ...
In proposing a new feature, it's most valuable to make clear what it is you are trying to get done. While ideas on how to implement it can also be helpful, proposals that make clear the added value are more likely to gain traction. Make the problem the feature solves obvious, preferabl...
Important: On Windows, if you installed the Unity Editor in the default folder (/Program Files/), you must run thesdkmanagerwith elevated privilege (Run as Administrator) to perform the update. Chrome OS In Unity, Chrome OS is part of the Android development environment. This means you can...
$unity-meta-check -silentmissing: Assets/Not/Added1.metamissing: Assets/NotAdded2.meta$#You can ignore these problems using .meta-check-ignore:$cat .meta-check-ignoreAssets/Not # All files in the directory or the sub directories get ignored.Assets/NotAdded2.meta # Also can specify the pat...
To get started, download the latest version of UnityHFSM from the Releases page. Simply extract the zip file and put the folder anywhere in your Assets folder. Et voilà, you're ready to go! UPM Package Add from OpenUPM | via scoped registry To add OpenUPM to your project: Open Edit/...
Path.GetDirectoryName(Application.dataPath), "Builds"); if (!string.IsNullOrEmpty(buildFolder)) { var streamingAssetsPath = $"{buildFolder}/{PlayerSettings.productName}_Data/StreamingAssets"; //the content sets are defined by the functor passed in here. ...
6.Generate manifest files 官方TODO 项 Setup SwitchToBuildPlatform 切换 当前平台 为构建AssetBundle的 目标平台 对应的 BuildTargetGroup 、 BuildTarget 执行回调 IPreprocessShaders 、IProcessScene、IProcessSceneWithReport 关键逻辑: EditorUserBuildSettings.SwitchActiveBuildTarget(m_Parameters.Group,m_Parameters....