使用Graphics.CopyTexture有助于将像素数据快速从常规Cubemap纹理复制到 立方体贴图数组的纹理中。通过 Editor 脚本,创建序列化立方体贴图数组的常用方式是创建它, 填充数据(通过常规立方体贴图中的Graphics.CopyTexture,或者通过SetPixels或SetPixels32),然后通过AssetDatabase.CreateAsset将其另存为资源。
通过 Editor 脚本创建序列化纹理数组的常用方式是创建该数组,填充数据(通过 Graphics.CopyTexture 从常规 2D 纹理复制填充,或者通过 SetPixels 或SetPixels32 填充),然后通过 AssetDatabase.CreateAsset 将其另存为资源。Note that not all platforms and GPUs support texture arrays; for example Direct3D9 and ...
We can also include actions for the controller buttons so we can read those actions to drive interactions on our application. For this, we will create an Action and map it to the controller primary button for example: Listening to controller buttons Now that we defined the actions we can use...
In this lesson I’ll show how new menu items in the Unity editor are created and try to provide real-world example usages to every described topic. Adding Menu Items In order to add a new menu to the top-level toolbar, you should create an editor script (a script file that is ...
// Create a local anchor, perhaps by hit-testing and spawning an object within the sceneVector3 hitPosition =newVector3();#ifUNITY_ANDROID || UNITY_IOSVector2 screenCenter =newVector2(0.5f,0.5f); List<ARRaycastHit> aRRaycastHits =newList<ARRaycastHit>();if(arRaycastManager.Raycast(screen...
//Create watcher to look for all stored anchor IDs Debug.Log($"ASA - Creating watcher to look for {_createdAnchorIDs.Count} spatial anchors"); AnchorLocateCriteria anchorLocateCriteria = new AnchorLocateCriteria(); anchorLocateCriteria.Identifiers = _createdAnchorIDs....
The Texture2DArray Import Pipeline package you're currently looking at tries to fill the gap of that missing import pipeline and provides an implementation to create and modify texture arrays. This Texture2DArray Import Pipeline is an editor extension, it does not contain code that is required at...
UE4's corresponding workflow is based on Blueprint Classes. In UE4, you build an Actor with components, select it, and click the "Blueprint / Add Script" button (in the Details panel). Then, choose a place to save your Blueprint Class, and click "Create Blueprint" to save your new ...
UNITY_VERTEX_OUTPUT_STEREO // For non OpenGL and non PSSL, // equals to -> uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; // (when UNITY_STEREO_INSTANCING_ENABLED) // 对于非 OpenGL 和非 PSSL, // 相当于 -> uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArray...
Drawers are based on classes inherited from theToolboxDrawerclass and associatedToolboxAttribute. With this powerful custom system you are able to create really flexible drawers. You can use them without limitations (they work with sub-classes and as array children). Every ToolboxDrawer is layout...