childCountThe number of children the parent Transform has. eulerAnglesThe rotation as Euler angles in degrees. forwardReturns a normalized vector representing the blue axis of the transform in world space. hasChangedHas the transform changed since the last time the flag was set to 'false'?
Volume 31 Number 9[Unity]Building Virtual Reality ApplicationsBy Tim KulpVirtual reality (VR) provides a unique opportunity and challenge for application developers. On one hand, there’s opportunity to build immersive experiences unbound by the existing 2D UX paradigm. On the other hand,...
群体百分比 (Percentage of Population): 以百分比形式表示的玩家群体。通常仅在与细分段结合时才有用。算法是指定细分段中的成员数占 Number of Users 指标的百分比。更多信息 Remote Settings: Remote Settings 是可以在 Analytics Dashboard 上远程设置的游戏变量。更多信息 细分段 (Segment): 细分段是指玩家群体的...
// The number of children the Transform has. // /// public int childCount { get; } // // 摘要: // /// // The rotation as Euler angles in degrees. // /// public Vector3 eulerAngles { get; set; } // // 摘要: // /// // The blue axis of the transform in world space....
[SerializeField] private int _itemCode; private SpriteRenderer spriteRenderer; public int ItemCode { get { return _itemCode; } set { _itemCode = value; } } private void Awake() { spriteRenderer = GetComponentInChildren<SpriteRenderer>(); } private void Start() { if(ItemCode != 0) { ...
{{ message }} arimger / Unity-Editor-Toolbox Public Notifications You must be signed in to change notification settings Fork 118 Star 1.7k Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor. License...
GetComponents<IExecuteable>(); foreach (var task in executeableTasks) { task.Run(); } } } Camera System This system allows you to create different camera systems which each system have any number of virtual cameras also allowed transition between cameras in-system any time. For example, ...
public Vector3 GetPosition(int index) { Vector3 pos = new Vector3(X_Start + X_SPACE_BETWEEN_ITEM * (index % NUMBER_OF_COLUMN),Y_Start - Y_SPACE_BETWEEN_ITEM * (index / NUMBER_OF_COLUMN),0); return pos; } 解决好排列这个问题,现在来搞定显示与更新,这回我们使用一个Dictionary结构来...
Cube[]cc= target.GetComponents<Cube>(); 返回该游戏物体上所有符合条件的组件,返回一个组件数组 Cube[] xx = target.GetComponentsInChildren<Cube>(); 返回该游戏物体上的对应组件,同时返回该游戏物体的子类上对应的组件 Cube[] yy = target.GetComponentsInParent<Cube>(); 返回该游戏物体上的对应组件,同时...
参考1,讨论:https://forum.unity.com/threads/maximum-number-256-of-shader-global-keywords-exceeded-keyword-will-be-ignored-and-black-materials.803613/ 参考2,调查:https://forum.unity.com/threads/shader-keyword-limit.545491/#post-3832954 参考3,例子:https://docs.google.com/document/d/156MgqojKIgW...