一、升级前的预防措施 1. 创建版本升级检查清单 markdown 复制 下载 - [ ] 备份完整项目(包括Library文件夹) - [ ] 记录当前使用的所有插件及版本号 - [ ] 查阅Unity官方升级指南和破坏性变更日志 - [ ] 创建新的版本控制分支 - [ ] 准备测试用例覆盖核心功能 2. 依赖管理系统 csharp 复制 下载 // 在...
Component(组件) 组件是附加在 GameObject 上的功能模块,比如 Transform、Rigidbody、Collider、Script 等。 Script(脚本) 脚本通常使用 C# 编写,用于控制游戏逻辑。例如: using UnityEngine; public class HelloWorld : MonoBehaviour { void Start() { Debug.Log("Hello Unity!"); } } 将脚本拖拽到一个 GameObj...
Screen.fullScreen) { // When in windowed mode, the window will be centered with the 0,0 coordinate at the top left, we need to adjust so it is relative to the screen instead.
When you call loading functions that can load multiple Addressable assets, you can specify whether the entire operation should abort if any single load operation fails or whether the operation should load any assets it can. In both cases, the operation status is set to failed. (Set theparameter...
Perform certain tests (eg, ground detection) only when in appropriate states Activate and control special effects associated with specific states(播放特效,比如攻击时加帅气的特效) 3.5 Sub-State Machines 这东西主要还是为了方便动画状态机的Layout布局,比如说有一个花样射击的动作,蹲下,举枪射击,再站起来,这...
Animation in the Unity Editor, including the avatar system, animation clips, and state machines. Audio Audio in the Unity Editor, including clips, sources, listeners, importing and sound settings. 2D game development Unity Editor’s 2D-specific features including gameplay, sprites, and physics. Lig...
public class MonoBehaviour : Behaviour { public MonoBehaviour(); // // 摘要: // Disabling this lets you skip the GUI layout phase. public bool useGUILayout { get; set; } // // 摘要: // Allow a specific instance of a MonoBehaviour to run in edit mode (only available // in the edi...
You create a prefab which is a child item in your list (the View item). It must have a component of RecyclingListViewItem on it. You give the RecyclingListView a reference to that prefab; it pre-allocates them and keeps them in a pool ...
So if you are binding a prefab and there isn't a specific MonoBehaviour/Component that you want to bind to, you can just choose Transform and it will match the root of the prefab. FromComponentsInNewPrefab - Same as FromComponentInNewPrefab except will match multiple values or zero values...
Once your app successfully sets the RoomScale tracking space type, content placed on the y=0 plane will appear on the floor. The origin at 0, 0, 0 will be the specific place on the floor where the user stood during room setup, with -Z representing the forward direction they were facing...