GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to...
GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to...
public GameObject itsChild; public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponent<LinkedEntityGroup>(entity); var leg = dstManager.GetBuffer<LinkedEntityGroup>(entity); leg.Add(conversionSystem.GetPrimaryEntity(itsChild)); } } ...
if(ocean.choppy_scale>0) off = ocean.GetChoppyAtLocation(wpos.x, wpos.z); if(moreAccurate) { buyancy = magnitude * (wpos.y - ocean.GetWaterHeightAtLocation2 (wpos.x-off, wpos.z)); }else{
Just drag any game object from the hierarchy back into the project folder and a new file is created with the extension .prefab that includes any child hierarchies. You can now drag this file into your scenes and reuse it. The original game object turns blue to note it’s now connected ...
ResultType must either be an interface or derive from UnityEngine.MonoBehaviour / UnityEngine.Component in this case FromNewComponentOnNewGameObject - Create a new empty game object and then instantiate a new component of the given type on it. Container.Bind<Foo>().FromNewComponentOnNewGameObject...
its front door (assuming it’s a child game object of the house) might be only (1.5, 0, 0), as that’s relative to the parent. In code, when you reference transform.position, it’s always in world coordinates, even if it’s a child object. In the examp...
this.transform.GetChild(i); } } GameObject /* GameObject 类 if (GUILayout.Button("添加光组件")) { //创建物体 GameObject ao = new GameObject(); //添加组件 Light light = ao.AddComponent<Light>(); //设置光的颜色 light.color = Color.blue; ...
GameObject parentNode = this.transfrom.parent.gameObject; 获取子级: 1、foreach遍历 foreach(Transform child in transform) { Debug.Log("子物体:" + child.name); } 2、GetChild(),按索引获取 例如,获取第0个子项 Transform aa = this.transform.GetChild(0); ...
(The debugger is able to auto-connect to the main process instead of a child process). Added a quick tooltip for Unity messages, displaying the associated documentation.Bug fixesIntegration: Fixed the tag comparison analyzer UNT0002 with advanced binary and invocation expressions....