经过广泛的实验,我能够得到这个。这涵盖了 * 所有 * 的Unity组件太。只是使它成为一个扩展方法,使...
I want the attached script to after 3 seconds, change the material on the object and add a box collider. My problem is with the material. Since the object was randomly generated, I don't know how to set the material variable. This is my Spawner: using System.Collections; using System.C...
正如您所意识到的,您不能将AddComponent与ScriptableObjects一起使用,因为它只能用于将组件附加到GameObj...
正如您所意识到的,您不能将AddComponent与ScriptableObjects一起使用,因为它只能用于将组件附加到GameObj...
How can I manage to add those new added input fields in this serializefield via script. Here's my code: public GameObject settings; public TMP_InputField addedPlayer; public static int playerCount = 5; [SerializeField] public TMP_InputField[] names; public void Plus(){ playerCount++; TM...
单击“层次结构”中的Create按钮,然后选择3D Object/Capsule。 将其命名为Projectile并为其提供以下变换值: 1)Position: (0, 0, 0) 2)Rotation: (90, 0, 0) 3)Scale: (0.075, 0.246, 0.075) 每次玩家射击时,它都会发射一枚Projectile。 要实现这一点,您需要创建一个预制件(Prefab)。 与场景中已有的对象...
* Add this script to the object that is supposed to dispatch events. * In another objects follow this pattern to register as listener at intercept events: void Start () { EventDispatcher ev = GameObject.Find("someObject").GetComponent<EventDispatcher>(); ...
Any Ideas, how you will do this?? Ahh, You might think that make 10 prefab of 10 different enemy and assign it to each level. Right?? Are you sure, it really a good practise? Actually, the answer is No. "Because one enemy object may have 4 variable and Update() function with it...
In this article, Lance Talbert demonstrates how to use scriptable objects in Unity for creating multiple, but similar, objects such as characters. Each character can inherit properties but also each can have their own settings.
默认勾选,表示对于项目中没有用到类型,将会把那一部分代码剔除掉,从而减少编译大小,提高运行时的性能。Unity 会扫描项目中所有从 UnityObject 继承的类型,包括检查它的内部引用以及序列化字段,将会移除没有任何引用的类型,从而减少发布大小,生成的代码也更少、更快、内存占用更少。