BaseEventData pointer) { if (m_SelectionGuard) { Debug.LogError("Attempting to select " + selected + "while already selecting an object."); return; } m_SelectionGuard = true; if (selected
Select the Device Simulator object then disable it in the Inspector window. Having the device simulator active when running the project on your device will cause problems. 选择要展开的图像 You should now be able to look around your room with your mouse and keyboard using the Device Simulator....
3. Select Play to enter Play mode and explore the prototype. The character controller is a first-person, FPS style controller. You can: Change direction using your mouse or controller. Move using the arrow keys or WASD. Select E or click to interact with a selectable item — your cursor ...
using UnityEditor;[CustomEditor(typeof(DialogueSO))]publicclassDialogueSOEditor:Editor{ private DialogueSO _selectSO; privatebool_showDictionary =true; privatestring_statusStr ="节点字典"; privatevoidOnEnable(){ _selectSO = target as DialogueSO; } public overridevoidOnInspectorGUI(){ base.OnInspect...
接下来你会被提示步骤2。在这里你可以选择一个模型,以此为基础的新项目。例如,你已经有了一个预置,例如一把剑,它拥有的纹理图片、可以使用碰撞器和自定义组件,那么只需拖动物品到“Drag object here”字段位置上,或者选择使用“Select model”按钮。 假设你没有一个预先定义的模型,只是想创建一个新的对象选择“No...
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 ...
Select the Main Camera (double-click it in the Hierarchy View if you don’t see it in the Scene View) and click on the Move Tool. You should see a gizmo around the Main Camera with arrows representing the three axes. These point to where you can move the object: ...
Select theDirectional Lightobject. This provides light to the scene so that components like shaders know how to render objects. Use theInspectorto see that it includes common lighting properties including type, color, intensity, shadow type, and so on. ...
Scripting: Added LayerMask.GetMask method to return a mask given multiple layer names. Coroutines: StopCoroutine can now take an enumerator argument. Documentation: Added docs on how to debug DirectX11 shaders with Visual Studio, look for 'SL-Debugging DirectX 11 Shaders with Visual Studio'. ...
Collision Detection An object gets its mass from its RigidBody component, but you also need to tell Unity how to handle collisions with this object. The size and shape of your artwork or models doesn’t matter here, although scaling does affect physics on the object itself. What matters is...