https://www.youtube.com/watch?v=VkpB1dNqwoE请打开CC字幕===原标题===Scriptable Objects Made EASY for Unity Beginners!===视频简介===学习如何在 Unity 中使用 Scriptable Objects 简化你的游戏开发过程!在这段视频中,我们将深入探讨什么是 Scriptable Objects, 视频
我们经常会需要一个可以在场景间共享的Singleton对象,有时候我们就可以使用ScriptableObject + static instance variable的方法来解决,当场景变换的时候,我们可以使用Resources.FindObjectsOfTypeAll<>来找到已有的instance(当然这需要在实例化第一个instance的时候把它标识为instance.hideFlags = HideFlags.HideAndDontSave)。一...
Scriptable Objects不能像MonoBehavior一样附加到游戏对象上,而是存在于项目文件夹中。 Scriptable Objects的作用在于分离设计数据和运行时数据,使添加新功能更容易维护。 如果每个敌人都有自己的脚本,将导致代码冗余,而使用Scriptable Objects可以避免这种情况。
AI代码解释 // 摘要:// Returns an array of all the assets that are dependencies of the asset at the// specified pathName. Note: GetDependencies() gets the Assets that are referenced// by other Assets. For example, a Scene could contain many GameObjects with a Material// attached to them....
Live Training 8th August 2016 - Ability System with Scriptable Objects MonoBehaviour Tyranny 为什么某些情况下使用MonoBehaviour很不好: 运行时刻修改了数据一退出就全部丢失了。 这个深有感触,目前都是靠Copy Component Values来解决,很麻烦。其实有这样的需求的时候大部分就说明这个脚本存储的是很多数据,就应该考虑使...
A class you can derive from if you want to create objects that don't need to be attached to game objects. This is most useful for assets which are only meant to store data. Static Functions CreateInstanceCreates an instance of a scriptable object with className. ...
在多材质编辑器中,MaterialArrayDrawers类实现了MultiMaterialEditor和MultiMaterialDataEditor中材质编辑器框的绘制。如果想为自己的Scriptable Object定制检视窗口并支持直接将其用于组件,可以完全复用该多材质编辑器代码。 当尝试在另一编辑器的OnInspectorGUI方法中绘制材质编辑器时,出于对性能与交互限制的考虑有些重要事项...
Scriptable Objects are amazing data containers. They don't need to be attached to a GameObject in a scene. They can be saved as assets in our project. Most often, they are used as assets which are only meant to store data, but can also be used to help se
Reflection Probes Box ProjectionEnable projection for reflection UV mappings onReflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective...
遵循urp规则创建ScriptableRendererFeature不是本文重点,一笔带过,创建名为TutorialRF的C#代码文件: usingUnityEngine;usingUnityEngine.Rendering;usingUnityEngine.Rendering.Universal;namespaceTutorialParticleSystem{publicenumUpdateType{EditorOnly,RuntimeOnly,All}[System.Serializable]publicclassSettings{[Header("Particle...