2.将引用本地缓存到元件中会减少每次在一个游戏对象中使用 “GetComponent” 获取一个元件引用的需求,这是调用本地引擎代码的另一个例子。 三、物理效果 1.将物理模拟时间步设置到最小化状态。在我们的项目中就不可以将让它低于16毫秒。 2.减少角色控制器移动命令的调用。移动角色控制器会同步发生,每次调用都会耗...
= null && !cameraData.isSceneViewCamera; cameraData.isStereoEnabled = IsStereoEnabled(camera); cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR; cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>(); cameraData.postProcessEnabled = cameraData.postProcessLayer !=...
TryGetComponentGets the component of the specified type, if it exists. GetInstanceIDGets the instance ID of the object. ToStringReturns the name of the object. GetClosestReflectionProbesReturns an array of closest reflection probes with weights, weight shows how much influence the probe has on the...
void Start() { //Fetch the Material from the Renderer of the GameObject m_Material = GetComponent<Renderer>().material; print("Materials " + Resources.FindObjectsOfTypeAll(typeof(Material)).Length); } void Update() { if (Input.GetKeyDown(KeyCode.A)) { //Output the amount of materials...
UE4 C++:UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);if(SphereCollider != nullptr){// ...} Destroying GameObject / Actor 销毁物体 ...
intwidth=Screen.width;intheight=Screen.height;Matrix4x4projection=Z.PipelineProjectionMatrix(pipeline,width,height);Matrix4x4textureMatrix=Z.PipelineCameraFrameTextureMatrix(pipeline,width,height,useFrontFacingCamera);GetComponent<Camera>().projectionMatrix=projection;material.SetMatrix("_nativeTextureMatrix",textu...
" has no ScreenRaycaster component set. This will prevent OnlyRotateWhenDragStartsOnObject flag from working."); OnlyRotateWhenDragStartsOnObject =false; return; } if(target && !target.GetComponent()) { Debug.LogWarning( "The target object has no collider set. OnlyRotateWhenDragStartsOnObject won...
Scripting: Added GetComponentsInParent function. Scripting: Added MeshUtility.SetMeshCompression and MeshUtility.GetMeshCompression to set mesh compression for Meshes generated from scripting. Scripting: Improved resolution of types that inherit from types in different user assemblies. ...
UE4 C++:UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);if(SphereCollider != nullptr){// ...} Destroying GameObject / Actor 销毁物体 ...
void UpdateScore() { var score = GameObject.Find("Score").GetComponent<GUIText>(); score.text = "Score: 0"; } This is a slightly shortened example. For performance, I’d actually cache a reference to the GUIText component in the Start method so as to not query for it every method...