https://docs.unity3d.com/cn/current/ScriptReference/MonoBehaviour.html Unity-自定义==运算符,我们应该保留它吗?Custom == operator, should we keep it?_unity 自定义运算符_Ryuu-64的博客-CSDN博客 eg A: Debug.Log("test begin"); Destroy(gameObject); await UniTask.Delay(1000); Debug.Log($"this...
using Photon.Pun;using UnityEngine;publicclassClickFloor:MonoBehaviour{publicGameObject m_Prefab;voidUpdate(){if(Input.GetMouseButtonDown(0)){Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHit hit;if(Physics.Raycast(ray,out hit)){PhotonNetwork.Instantiate(m_Prefab.name,hit.point+newVect...
通过进一步的实验推测出0代表Unity内置资源,2代表复合类型的外部资源,3代表了基础类型的外部资源以及Missing Reference的情况,1的含义未知。 在Unity中,每个资源导入或创建时都会被分配一个唯一的guid和fileID,guid可以通过AssetDataBase.AssetPathToGUID()获得,而Unity并没有提供获得file ID的API,只能将Inspector面版设...
2.ObjectBase : IReference类的m_Target持有unity中Mono,资源,GameObejct 3.AssetObject : ObjectBase类m_Target持有Assetbundle中的Asset,具有获取,引用两个计数管理释放 4.ResourceObject : ObjectBase类m_Target持有Assetbundle,具有获取,引用两个计数管理释放 5.EntityInstanceObject : ObjectBase类m_Target指向Assetbu...
https://docs.unity.cn/ScriptReference/Unity.Profiling.ProfilerMarker.html Deep Profiling: https://docs.unity.cn/cn/current/Manual/ProfilerWindow.html 你可以借助Timeline视图来明确应用最为依赖的是CPU还是GPU 在分析游戏时,我们建议同时分析性能高峰与帧平均成本。在分析帧率过低的应用时,较为有效的方法是分析...
myResults = otherGameObject.GetComponent<ComponentType>()However if you are writing code inside a MonoBehaviour class, you can omit the preceding GameObject reference to get a component from the same GameObject your script is attached to. In this instance, you are actually calling Component....
get { return _hoveringInteractable; } set { if (_hoveringInteractable != value) { if (_hoveringInteractable != null) { if (spewDebugText) HandDebugLog("HoverEnd " + _hoveringInteractable.gameObject); _hoveringInteractable.SendMessage("OnHandHoverEnd", this, SendMessageOptions.DontRequireReceiver...
防止将相同类型(或子类型)的 MonoBehaviour 多次添加到 GameObject。 使用 效果,重复添加时会报错。 ExcludeFromObjectFactoryAttribute->禁止objectfactory方法创建类 将此属性添加到某个类可防止使用ObjectFactory方法创建该类及其继承类。 ObjectFactory.CreateInstance可以用于在任何地方创建类,使用这个特性会禁止使用这个方法创建...
Generic; using UnityEngine; using UnityEditor; public class ChangeMat : MonoBehaviour { [MenuItem("Tools/ChangeNewMat")] static void ChangeNewMat() { GameObject obj = Selection.activeGameObject; foreach (Renderer it in obj.transform.GetComponentsInChildren<Renderer>()) { Material mat = AssetData...
Holds a reference to a Playable Asset.Examples of queries can include:'Get GameObjects with assigned material t_carpaint' 'Get GameObjects whose name contains "PN23_"' 'Get GameObjects whose name satisfies the regular expression "^PN2[0-9]"' 'Get the first child of each GameObject whose ...