private static void OnHierarchyWindowItemOnGUI(int instanceID, Rect selectionRect) { var obj = UnityEditor.EditorUtility.InstanceIDToObject(instanceID) as GameObject; if (obj == null) { return; } foreach (var c in m_runtimeComponents) { if (c.Used(obj)) { var r = new Rect(selection...
publicvoidOnGroupAtlases(BuildTargettarget,PackerJobjob,int[]textureImporterInstanceIDs) { List<Entry>entries=newList<Entry>(); foreach(intinstanceIDintextureImporterInstanceIDs) { TextureImporterti=EditorUtility.InstanceIDToObject(instanceID)asTextureImporter; TextureImportInstructionsins=newTextureImportInstr...
public static void InstanceIDToObjectList (NativeArray<int> instanceIDs, List<Object> objects); 参数 instanceIDs IDs of Object instances. objects List of resoved object references, instanceIDs and objects will be of the same length and in the same order, the list will be resized if needed....
GetInstanceID方法:Object对象ID 基本语法 public int GetInstanceID(); 功能说明 此方法用来返回Object对象的实例化ID。说明如下: 1.每个Object对象的实例、Object子类的实例如GameObject、Component等以及Object子类的子类实例如Transform、RigidBody等再工程中都有唯一的ID(int类型)。并且从程序开始运行到结束,除非对象销...
public static bool step1(int instanceID, int line) { string name = EditorUtility.InstanceIDToObject(instanceID).name; Debug.Log("Open Asset step: 1 ("+name+")"); return false; // we did not handle the open } // step2 has an attribute with index 2, so will be called after step...
public static bool step1(int instanceID, int line) { string name = EditorUtility.InstanceIDToObject(instanceID).name; Debug.Log("Open Asset step: 1 ("+name+")"); return false; // we did not handle the open } // step2 has an attribute with index 2, so will be called after step...
InstanceIDToObjectList Translates an array of instance IDs to a list of Object references. Load Loads the asset of the requested type stored at path in a Resources folder. LoadAll Loads all assets in a folder or file at path in a Resources folder. LoadAsync Asynchronously loads an asset st...
显然,虽然InventoryObject被成功转为了Json格式,BackPack这个数组也被成功拆开了,但是item(ItemObject)却是以instanceID的形式存储的,这个instanceID是Unity中为实例赋予的ID,但是并不具有持久化——关闭编辑器再打开编辑器时很可能就无法按照存档找到之前的数据了,为了解决这个问题,这里提供一种思路——给InventorySlot添加...
Local ID对应Asset内的每一个Object。(Asset中) 虽然GUID和Local ID比较好用,但是毕竟因为存在磁盘上,读取比较耗时。因此Unity缓存一个instance ID对应Object,通过instance ID快速找到Object。instance ID是一种快速获取对象实例的ID,包含着对GUID和Local ID的引用。解析instance ID可以快速返回instance表示的已加载对象,...
因而实例化绘制的关键就在于对模型矩阵的重新计算,否则绘制的位置是不正确的。实例化的数据往往位置比较接近,所以可以先传入一个基准位置(矩阵ObjectToWorld),然后实例化数据就可以只传入于这个位置的相对矩阵(instanceToObjectMatrix)。 最终的运行结果如下,绘制了大量不同位置、不同姿态、不同大小以及不同颜色的胶囊...