DetachChildren Unparents all children. Find Finds a child by name n and returns it. GetChild Returns a transform child by index. GetLocalPositionAndRotation Gets the position and rotation of the Transform component in local space (that is, relative to its parent transform). GetPositionAndRotation...
// 两点绘制直线 UIVertex[] GetQuad(Vector2 startPos, Vector2 endPos, Color color0, float LineWidth = 2.0f); // 零点绘制直线 VertexHelper GetQuad(VertexHelper vh, Vector2 startPos, Vector2 endPos, Color color0, float LineWidth = 2.0f); // 两点绘制虚线 VertexHelper GetQuadDottedline( VertexH...
FromComponentInParents - Look up the component by searching the current transform or any parent for the given component type. The current transform here is taken from the object being injected, which must therefore be a MonoBehaviour derived type. Container.Bind<Foo>().FromComponentInParents(); ...
floatxValue = GetXPosValue(fValue, dHorizontalValues[itemScript.scrollViewItemIndex]); floatscaleValue = GetScaleValue(fValue, dHorizontalValues[itemScript.scrollViewItemIndex]); itemScript.UpdateScrollViewItems(xValue, yPositionValue, scaleValue); } } voidUpdate() { currentDuration += Time.deltaT...
ResultType must either be an interface or derive from UnityEngine.MonoBehaviour / UnityEngine.Component in this case Note that if a non-MonoBehaviour requests the given type, an exception will be thrown, since there is no current transform in that case. FromComponentInParents - Look up the com...
The Mixed Reality Feature Tool for Unity is a new application that simplifies the process of learning about new Mixed Reality features, such as the Mixed Reality Toolkit, from Microsoft. Every time you run the feature tool, it refreshes the catalog, keeping you up to date on new ...
With it selected, click the Add Component button at the bottom of the Inspector panel and choose your GameManager class. Only MonoBehaviour classes can be added to a GameObject. With your GameManager added to the object, select it again. You should see the GameManager component in the Inspector...
The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU ...
This allows you to avoid annoying <see cref="NullReferenceException"/>s /// by preventing the timer from running and accessessing its parents' components /// after the parent has been destroyed. /// <returns>A timer object that allows you to examine stats and stop/resume progress.</return...
// ParticleSystem ps1 = gameObject.GetComponentInChildren<ParticleSystem> (); // ParticleSystem[] ps2 = gameObject.GetComponentsInChildren<ParticleSystem> (); // ParticleSystem[] ps_parents = gameObject.GetComponentsInParent<ParticleSystem> (); ...