译者增加部分 如何使用MaterialPropertyBlock赋值材质 【腾讯文档】MaterialPropertyBlock https://docs.qq.com/doc/DWkhmYnVvUnpnYWVo 部分机型不支持GPUInstancing导致闪烁 【腾讯文档】GPUInstancing出现闪烁 https://docs.qq.com/doc/DWkJMVXFQUUJqcXJN 手游项目中草,树使用GPUInstancing 不同石头的scale为负数来代...
Vector2 screenSize=newVector2(Screen.width,Screen.height);float scaleFactor=0;switch(m_ScreenMatchMode){caseScreenMatchMode.MatchWidthOrHeight:{// We take the log of the relative width and height before taking the average.// Then we transform it back in the original space.// the reason to t...
uint id = input.instanceId; //get particle data from buffer Particle p = _ParticleBuffer[id]; float3 position = input.positionOS.xyz * _Scale; //particle instance offset position += p.position; //mvp transform o.positionCS = TransformObjectToHClip(position); o.uv = input.uv; o.color...
●通过 Resources 模块,调用它的 load 函数:可以直接 load 并返回某个类型的 Object,前提是要把这 个资源放在 Resource 命名的文件夹下,Unity 不关有没有场景引用,都会将其全部打入到安装包中。 Resources.Load(); ●通过 bundle 的形式: 即将资源打成 asset bundle 放在服务器或本地磁盘, 然后使用 WWW 模块 ...
unity_ObjectToWorld starts at // address 96 instead of 64 which means 32 bits are left uninitialized. This is because the // computeBufferStartIndex parameter requires the start offset to be divisible by the size of the source // array element type. In this case, it's the size of ...
1. Get the scale of your project right If you're planning to use Unity2D or Unity3D physics, it's very important to get the scale of your project right. The size of an object is measured in meters; when you import it, you should be sure its size is comparable to what it represent...
(for example, vertex or animation data) when you import a Model that uses a different axis system than Unity. Disable this property to compensate theTransform componentA Transform component determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform...
SetTextureScaleSets the placement scale of texture propertyName. SetVectorSets a named vector value. SetVectorArraySets a vector array property. Inherited Members Properties PropertyDescription hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
继承自unity.object的类 数组和List 注意: 字典不能通过添加Serializable属性进行序列化 如果一个类基类不能被序列化,那它即便添加了序列化特性也无法被序列化 序列化不能保存另一个要反序列化的对象指针,因为反序列化是new一个新的对象,指针指向的内存将不会是原对象 ...
Scale 缩放X,Y,Z 1:1:1模型大小比例 创建流程 Project →Scene→GameObject→Component 项目→场景→物体→组件 Project →Scene→GameObject→Component 子父物体 创建一个物体,将一个或者多个物体拖拽到第一个物体上,就诞生了子父物体关系 子物体继承父物体属性,但子物体不影响父物体 ...