public class ExampleClass : MonoBehaviour { // Exposes an float array in the inspector, which you can edit there. public float[] values; void Start() { foreach (float value in values) { print(value); } // Since we can't resize builtin arrays // we have to recreate the array to ...
Normal Javascript Arrays on the other hand can be resized, sorted and can do all other operations you would expect from an array class. Javascript Arrays do not show up in the inspector.Note:You can easily convert between Javascript Arrays and builtin arrays. ТипArrayдоступент...
[HideInInspector]public WaypointList waypointList = new WaypointList(); [HideInInspector]public float[] distances; private int numPoints; private Vector3[] points; public float Length { get; private set; } public Transform[] Waypoints { get { return waypointList.items; } } //this being here...
Note thatlike all arrays returned by Unity, this returnsa copy of materials array.If you want to change some materials in it, get the value, change anentryand set materials back. Unity封装的类里头,如果包含的属性是数组,都会返回一份拷贝。如果需要修改数组中的元素,只能通过改变数组的入口地址(为...
In order to create a Texture2DArray asset, open the project window context menu via right-mouse click and choose “Create > Texture2DArray” from the menu. This will create a new Texture2DArray asset in the current directory. Once you created the asset, it’s selected in the Inspector. ...
Unity will use the inspector version of the array for any public arrays, and since you probably didn't fill values in there, it'll assign a 0 length array privatevar vertices :Vector3[]= newVector3[10]; 解决方案如上,将数组变成Private就好了。
They are statically typed which allows them to be edited in the inspector. Here is a basic example of how you can use builtin arrays: // Exposes an float array in the inspector, // which you can edit there. var values : float[]; ...
{// Material property declarations go here//[optional: attribute] name("display text in Inspector", type name) = default value} SubShader {// The code that defines the rest of the SubShader goes here//<optional: LOD>//<optional: tags>//<optional: commands>//<One or more Pass definition...
{ // transfer the position of each point and distances between points to arrays for // speed of lookup at runtime points = new Vector3[Waypoints.Length + 1]; distances = new float[Waypoints.Length + 1]; float accumulateDistance = 0; for (int i = 0; i < points.Length; ++i) { ...
reordering via drag handles to the left of element content. You can use [NonReorderable] attribute on a script array or list variable to disable this. When reordering is disabled, the Inspector shows arrays or lists with a simple UI control that has an array size followed by array elements....