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....
publicvoidOnGroupAtlases(BuildTargettarget,PackerJobjob,int[]textureImporterInstanceIDs) { List<Entry>entries=newList<Entry>(); foreach(intinstanceIDintextureImporterInstanceIDs) { TextureImporterti=EditorUtility.InstanceIDToObject(instanceID)asTextureImporter; TextureImportInstructionsins=newTextureImportInstr...
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...
[OnOpenAssetAttribute(1)] 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...
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...
Object.GetInstanceID public int GetInstanceID(); Description Returns the instance id of the object. The instance id of an object is always guaranteed to be unique. using UnityEngine; using System.Collections;public class ExampleClass : MonoBehaviour { void Example() { print(GetInstanceID())...
ProcessAssetBundleEntries函数的内部实现则非常的简单,它只是遍历了下每个AssetBundle对象中包含的PPtr对象列表,然后通过Object.IsValid()函数去强制访问其C++指针,从而调用了PPtr::operatorT* () const这个指针引用重载操作符。接下来的实现就和Resources.Load一样,在InstanceID to Pointer的全局对象列表中没有找到这个对...
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...
第二,这个Unity自己定义的PPtr类其实并没有存储Object指针的成员变量,它实际上只存储了一个int类型的InstanceID,但是它重载了所有对指针进行访问的操作符。当访问对象指针时,它会通过Object::IDToPointer函数在一个全局对象表中查找实际的对象指针,并返回。
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,...