对于移动设备,个人理解Screen.width,Screen.height和Screen.currentResolution值是一样的(并未实际验证)。为了安全起见,个人建议,编辑器下和移动设备上最好用Screen.width,Screen.height统一起来。NGUI也是这个思路: 1#ifUNITY_EDITOR2staticintmSizeFrame = -1;3staticSystem.Reflection.MethodInfo s_GetSizeOfMainGameVi...
// downsample screen copy into smaller RT, release screen RT buf.Blit (screenCopyID, blurredID); buf.ReleaseTemporaryRT (screenCopyID); // horizontal blur buf.SetGlobalVector("offsets", new Vector4(2.0f/Screen.width,0,0,0)); buf.Blit (blurredID, blurredID2, m_Material); // vertical...
-screen-fullscreen覆盖默认的全屏状态。此值必须是 0 或 1。 -screen-height覆盖默认屏幕高度。此值必须是受支持分辨率中的整数。 -screen-width覆盖默认屏幕宽度。此值必须是受支持分辨率中的整数。 -screen-quality覆盖默认屏幕质量。示例用法为:/path/to/myGame -screen-quality Beautiful ...
float s1 = lastBulletTextWidth + BulletScreenWidth + _info.MinInterval; float v1 = (lastBulletTextWidth + BulletScreenWidth) / _info.ScrollDuration; float s2 = BulletScreenWidth; float v2 = (newCameBulletTextWidth + BulletScreenWidth) / _info.ScrollDuration; aheadTime = s1 / v1 - s2 ...
and bring the scale down to that value to keep performance stable (either instantly or gradually over a set amount of frames). When the screen complexity reduces and the GPU is performing consistently, you may then raise the width and height scale back to a value that you’ve calculated the...
(Screen.width, Screen.height, 16); } // 创建特效摄像机 int iTargetLayer = 0; for (int i = 0; i < CullingLayer.Length; i++) { iTargetLayer |= 1 << CullingLayer[i]; } currBloomCamera = CreateBloomCamera(iTargetLayer); } void OnRenderImage(RenderTexture source, RenderTexture ...
若要动态更改脚本的绘图分辨率,请调用Screen.SetResolution 当前的分辨率可以在屏幕上获得Screen.width 或者Screen.height,DPI可以在Screen.dpi获得。 代码语言:javascript 复制 publicvoidSetupResolution(){varfactor=0.8f;// Get current resolution with Screen.width, Screen.heightvarwidth=(int)(Screen.width*factor)...
if (point.x < 0 || point.x > _screenWidth || point.y < 0 || point.y > _screenHeight) return; Vector2 uv = new Vector2(point.x / (float)_screenWidth, point.y / (float)_screenHeight); _paintBrushMat.SetVector("_UV", uv); ...
不包括边框和窗口标题栏// 当调整窗口大小时,就会设置这些值privateintsetWidth=-1;privateintsetHeight=-1;// 最后一帧全屏状态。privateboolwasFullscreenLastFrame;// 是否初始化了AspectRatioController// 一旦注册了WindowProc回调函数,就将其设置为trueprivateboolstarted;// 显示器的宽度和高度。这是窗口当前...
随着时间的推移,越来越多的开发者联系我们,希望我们能推出Unity环境下的RTMP推送模块,获取到unity的实时数据,更低延迟更高效率的实现数据传输推送,基于此,我们发布了Unity环境下的RTMP推送模块。 本文以Windows平台为例,数据源分别为Unity的窗口、摄像头或整个屏幕,编码传输模块,还是调用大牛直播SDK(官方)的原生接口,简...