Layers(分层)下拉列表:用来控制Scene视图中游戏对象的显示,在下拉菜单中为勾选状态的物体将显示在Scene视图中。 Everything:显示所有的游戏对象 Nothing:不显示任何游戏对象 Default:显示没有任何控制的游戏对象 TransparentFX:显示透明的游戏对象 Igonore Raycast:显示不处理投射事件的游戏对象 Water:显示水对象 EditLayers...
Using layers you can cast rays and ignore colliders in specific layers. For example you might want to cast a ray only against the player layer and ignore all other colliders. The Physics.Raycast function takes a bitmask, where each bit determines if a layer will be ignored or not. If al...
通过这种方式也可以配置多个Agent behaviors:xxxxxx:trainer_type:ppohyperparameters:batch_size:1024buffer_size:10240learning_rate:0.0003beta:0.005epsilon:0.2lambd:0.95num_epoch:3learning_rate_schedule:linearnetwork_settings:normalize:falsehidden_units:128num_layers:3vis_encode_type:simplememory:nullgoal_condit...
The Blending type specifies how the animation is applied.Select Override to use the animation on this layer, replacing the animation on previous layers. Select Additive to add the animation on this layer on top of the animation from previous layers. For additive blending to be successful, the ...
The easiest way to get started with C++ in UE4 is to use the editor toAdd Code to Project(in the main File menu), or to simply create a new C++ project from scratch from one of the many templates. You can find C++ classes right in the Content Browser and can open the files in Vi...
4.Layershttps://unity3d.com/cn/learn/tutorials/topics/interface-essentials/layers?playlist=17090已看 Live Sessions on Unity Interface and Essentials 1.Editor Basicshttps://unity3d.com/cn/learn/tutorials/topics/interface-essentials/editor-basics?playlist=17090已看 ...
该脚本需要和Main Camera关联。在每次调用Update()时,该脚本都会使用Physics.Raycast来投射一条射线,以确认该射线是否命中任何collider(碰撞体)。使用该脚本还可以排除特定的Unity - Manual: Layers-在某些场景中,我们可能为了性能考虑,把所有的可交互对象移到一个单独的层。
When you add other layers (in Edit | Project Settings | Tags and Layers), Unity draws out any object it finds on the Default layer first (then Order in Layer takes over, and then the Transform’s Z position value) , then Background, then Platforms, and so forth. So you can easily ...
Sibling Canvases are best used in cases where certain portions of a UI must have their draw depth controlled separately from the rest of the UI, to be always above or below other layers (e.g. tutorial arrows). In most other cases, Sub-canvases are more convenient as they inherit their...
In this lesson, you will learn how to configure sockets that objects can snap into in VR. By the end of this lesson, users will be able to hang hats up on hooks - and even wear the hats too! This lesson is part of the Create with VR course.