Finds a child by name n and returns it. If no child with name n can be found, null is returned. If n contains a '/' character it will access the Transform in the hierarchy like a path name. Note: Find does not perform a recursive descend down a Transform hierarchy. Note: Find...
Find Finds a child by name n and returns it. GetChild Returns a transform child by index. GetLocalPositionAndRotation Updates the value of the out parameters localPosition and localRotation with the transform's current position and rotation in local space (that is, relative to its parent's tra...
右键单击灰色节点("Hello."),选择Create Child Node创建子节点,再次输入"Good Bye." 灰色节点是NPC说的,蓝色节点是玩家说的。你的谈话应如下所示 步骤6.为玩家创建一个空游戏对象(GameObject → Create Empty)和一个Cube给NPC(GameObject → 3D Object → Cube)。将空游戏对象重命名为“Player”。将Cube重命名...
Transform childTF=parentTF.Find(childName); //找到了返回引用 if (childTF!=null){ return childTF; } //将问题交给子物体 int count = parentTF.childCount; for (int i = 0; i < count; i++){ childTF = GetChild(parentTF.GetChild(0), childName); //找到了返回引用 if (childTF!=null...
GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the...
void ResetName() { name = "Default"; } } DisallowMultipleComponent 对一个MonoBehaviour的子类使用这个属性,那么在同一个GameObject上面,最多只能添加一个该Class的实例。 尝试添加多个的时候,会出现下面的提示。 ExecuteInEditMode 默认状态下,MonoBehavior中的Start,Update,OnGUI等方法,需要在Play的状态下才会被...
//Make child of this object, so we don't clutter up the //scene hierarchy more than necessary. tile.transform.parent = transform; //Also we don't want these to be drawn while doing refraction/reflection passes, //so we'll add the to the water layer for easy filtering. ...
for (int i = 0; i < transform.childCount; i++) anchors.Add(transform.GetChild(i).position); FixedCurve(); } [ContextMenu("WayPointsFromMesh")] public void WayPointsFromMesh() { MeshFilter meshfilter = GetComponent<MeshFilter>(); ...
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; ...
14、在远程时Input.GetAxis(“Mouse X“)获取永远是0 15、录屏导致的问题 16、EndLayoutGroup: BeginLayoutGroup must be called first 17、GC导致的帧率不稳定 18、类似的崩溃的现象是怎么产生的? 19、为什么异常在发布包没有报出来? 20、prefab预制体文本过多会导致托管堆内存被撑大的问题 21、C#层MonoBehavi...