GameObject更像实例化后的内容,Actor像是Prefab一样,可以在场景中实例化多个,当Actor进行了修改,那么场景中的物体会同样被修改。Prefab上的子母物体挂载的各种Component和Actor中的是一样的。 在蓝图中的Event就是MonoBehaviour里的Messages,链接为一串的节点可以视为一个函数,这些函数都是最开始在各种Event中被按顺序调...
PrefabUtility.ReplacePrefab——替换Prefab PrefabUtility.GetPrefabParent——获取prefab PrefabUtility.GetPrefabType——获取一个物体的prefab类型 PrefabUtility.FindPrefabRoot——获取一个物体在prefab(或prefab实例)中的根节点 实现 [MenuItem("Tools/Prefab/ApplyAll")]publicstaticvoidAllApply() {varprefabs = Object....
1publicstaticvoidGetAllSkeletonName(Transform rootTrans,refList<string>nameList)2{3SetChildSkeletonName(rootTrans,refnameList);4}56publicstaticvoidSetChildSkeletonName(Transform trans,refList<string>nameList)7{8if(trans.childCount ==0)9{10return;11}12foreach(Transform childTransintrans)13{14SetChildSke...
LoadAsset<GameObject>("Cube"); Instantiate(wallPrefab); } 第三种 IEnumerator Start() { string uri = @"http://localhost/AssetBundles/cubewall.unity3d"; UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri); yield return request.Send(); AssetBundle ab = DownloadHandlerAssetBundle.Get...
1、判断是否为预制体实例(的根):PrefabUtility.IsAnyPrefabInstanceRoot 2、裁剪根预制体实例,并获取裁剪后的预制体列表与字典。 图3 举例用的预制体实例Root 首先要确定一点,任何组件的更改,受到影响的只有最近的父预制体;因此在图3中,修改节点X视为实例GrandsonA发生修改,修改节点Y视为实例ChildA发生了修改,AddGr...
IEnumeratorStart(){string uri=@"http://localhost/AssetBundles/cubewall.unity3d";UnityWebRequest request=UnityWebRequest.GetAssetBundle(uri);yieldreturnrequest.Send();AssetBundle ab=DownloadHandlerAssetBundle.GetContent(request);GameObject wallPrefab=ab.LoadAsset<GameObject>("Cube");Instantiate(wallPrefab)...
小项目无所谓,凡是大中型项目都不要用。我们公司的项目一开始用Addressable的,后面都换成自己写的资源...
GetArtsPath(), "Canvases"); Run( "t:Texture t:Animation t:Animator", new string[] { artsPath + "/_Animations", artsPath + "/_Textures", artsPath + "/_BackgroundTextures", artsPath + "/_Atlases" }, "t:Scene t:Prefab t:Material t:Animation t:Animator", new string[] { arts...
GetPrefabAssetPathOfNearestInstanceRootRetrieves the asset path of the nearest Prefab instance root the specified object is part of. GetPrefabAssetTypeRetrieves an enum value indicating the type of Prefab Asset, such as Regular Prefab, Model Prefab and Prefab Variant. ...
PrefabUtility.GetPrefabInstanceHandle public static ObjectGetPrefabInstanceHandle(ObjectinstanceComponentOrGameObject); 参数 instanceComponentOrGameObject预制件实例的对象。 返回 Object预制件实例句柄。 描述 此函数将为提供的对象所属的最外层预制件实例提供 PrefabInstance 对象。