找父组件/子组件 MonoBehavior直接提供了查找父子组件的方法GetComponent(s)/GetComponent(s)InParent和GetComponent(s)InChildren,因此直接调用即可。对于泛型方法,每个子对象只会找到一个组件,所以通常适用于子组件非常简单的场景。 1 2 3 4 5 6 var renderers = GetComponentsInChildren<Renderer>(); for (var i...
publicGameObject @object;Transform[]transforms;voidStart(){//游戏对象下的子物体激活的没激活的都会被拿到,包括游戏对象本身//transforms =@object.GetComponentsInChildren(true);//游戏对象下的子物体激活的会被拿到,包括游戏对象本身;没激活的不会被拿到transforms=@object.GetComponentsInChildren<Transform>(false);...
The number of children can be provided by childCount. using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { public Transform meeple; public GameObject grandChild; public void Example() { //Assigns the transform of the first child of the Game Object this script is...
GetComponentInChildren函数和GetComponentInParent仍然先查找自身有无组件,如果没有分别向父级/子级进行查找。 Unity中GameObject的父子关系是一对多的,一个父节点可以有多个子节点。这时候GetComponentInChildren函数和GetComponentInParent的行为是深度遍历的,从离当前调用的GameObject最近的父/子节点开始遍历每个GameObject是否含...
unity, destroy gameObject & destroy all children 一,destroy gameObject 删除名为xxx的gameObject 错误方法1: Destroy(xxx); 以上方法之所以错误,是因为Destroy在下一帧才生效,而在本帧之内xxx还存在,所以如果接下来的逻辑对xxx是否已经立即删除有依赖。很多时候会有依赖,比如在删除xxx之后又创建同名的xxx,并使用find...
void Start() { HingeJoint hinge = gameObject.GetComponentInChildren(typeof(HingeJoint)) as HingeJoint; if (hinge != null) hinge.useSpring = false; else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren(typeof(HingeJoint), true) as ...
publicclassTransform:Component,IEnumerable{/* ... */// The number of children the parent Transform...
GetComponentInChildren 如果该组件位于GameObject或任何其子物体上,返回type类组件,使用深度优先搜索 GetComponentsInChildren 如果这些组件位于GameObject或任何它的子物体上,返回type类组件。 GetComponents 返回GameObject上所有type类的组件 CompareTag 该游戏物体被是否被标签为tag?
“When using late latching, children of an XR late latched GameObject do not use batching.” 使用late latching时,XR late latched GameObject的子级不能合批 “Objects have different bounds and bounds instancing is disabled.” 对象具有不同的包裹体,那么包裹体实例化被禁用 ...
For this project, you'll create a button prefab that contains the following:A button that displays the player's name and photo. A card that appears when the button is pressed that displays the player's name and stats.All button objects are created as the children of an empty GameObject...