static bool DOTween.onWillLog<LogType,object> static bool DOTween.showUnityEditorReport static float DOTween.timeScale static bool DOTween.useSafeMode static bool DOTween.useSmoothDeltaTime static DOTween.SetTw
在建立出UI时,Unity会自动帮我们建立Event System物件,此物件是基于滑鼠、触摸、键盘的输入方式,传送 Event 到 Object 上,物件下有3个组件,分别为.Event System Manager、Standalone Input Module、Touch Input Module 1.Event System Manager 控管所有Event,负责将滑鼠、触摸、键盘输入方式(Input Module) 与 被选中...
private bool positionChanged; private Vector3 newPosition; public void SetPosition( Vector3 position){ _newPosition =position; _positionChanged =true; } void FixedUpdate(){ if(positionchanged){ transform.position=newPosition; _positionChanged = false; } } 这段代码仅在下一个 FixedUpdate0)方法中提交对...
position 表示对象在世界坐标系中的位置 localPosition 表示对象相对父节点变换的坐标位置 void Translate(Vector3 translation, Space relativeTo = Space.Self); 在relativeTo坐标系上,平移translation距离,Space有两个坐标系,Self表示本地坐标系,World表示世界坐标系 PS.如果使用Vector3的up, right, forward,就是基于...
(outsourceGripPosition, InteractionSourceNode.Pointer)) && (sourcePose.TryGetRotation(outsourceGripRotation, InteractionSourceNode.Pointer))) { RaycastHit raycastHit;if(Physics.Raycast(sourceGripPosition, sourceGripRotation * Vector3.forward,outraycastHit,10)) {vartargetObject = raycastHit.collider....
if (Input.GetKeyDown(KeyCode.Alpha4)) { ChangeSkybox(); } } void ChangeSkybox() { currentSkyboxIndex = (currentSkyboxIndex + 1) % skyboxes.Length; RenderSettings.skybox = skyboxes[currentSkyboxIndex]; } } 1. 2. 3. 4. 5.
[Obsolete("Property light has been deprecated. Use GetComponent<Light>() instead. (UnityUpgradable)",true)]publicComponent light {get; }///摘要://Calls the method named methodName on every MonoBehaviour in this game object//or any of its children.///参数://methodName://Name of the method...
Unity Object wrapper(封装) • Some Objects used in scripts have large native backing memory in unity(在unity中在脚本中被使用的一些对象有大批的本机支持内存) • 直到运行Finalizers终结器内存才会释放 Mono Garbage Collection • GC.Collect ...
Unity’s animation system is based on the concept of Animation Clips, which contain information about how certain objects should change their position, rotation, or other properties over time. Unity的动画资源 Unity的动画系统,是基于Animation Clip(这里是Unity定义的Animation Clip的概念,后面会继续补充)的...
(unity_ObjectToWorld, v.vertex); float3 cameraToVertex = worldPos - worldSpaceCameraPos; float3 orthoFwd = -UNITY_MATRIX_I_V._m02_m12_m22; // often seen: -UNITY_MATRIX_V[2].xyz; float3 orthoRayDir = orthoFwd * dot(cameraToVertex, orthoFwd); // start from the camera plane (...