instantiate一个实例后,先指定parent,再指定position,才能保证position正确,如果先指定position再指定parent,则position会错误。 我的游戏
public static ObjectInstantiate(Objectoriginal,Vector3position,Quaternionrotation); Declaration public static ObjectInstantiate(Objectoriginal,Vector3position,Quaternionrotation,Transformparent); Parameters originalAn existing object that you want to make a copy of. ...
• transform internally stores the position relative to the parent变换在内部存储的位置是相对于父级 • transform.localPosition = new Vector(…) → 简单的赋值 • transform.position = new Vector(…)→ costs the same if no father, otherwise it will need to traverse the hierarchy up ...
Finally, local space is always relative to the parent game object. With a top-level game object, this is the same as world space. All child game objects are listed in the Editor in coordinates relative to their parent, so a model in your app of a house, for example, may have world ...
localPosition Position of the transform relative to the parent transform. localRotation The rotation of the transform relative to the transform rotation of the parent. localScale The scale of the transform relative to the GameObjects parent. localToWorldMatrix Matrix that transforms a point from local...
UnityEngine.Object.Instantiate() 避免介面和虛擬結構 透過介面與直接物件來叫用函式呼叫或呼叫虛擬函式,通常比使用直接結構或直接函式呼叫的成本更高。 如果虛擬函式或介面不是必要的,則應該將其移除。 不過,如果利用這些方法可簡化開發共同作業、程式碼可讀性和程式碼維護性,則取捨之下,這些方法所造成的效能影響就...
Prefabs of UI elements are instantiated as normal using the Instantiate method. When setting the parent of the instantiated UI element, it’s recommended to do it using the Transform.SetParent method with the worldPositionStays parameter set to false. ...
;voidStart(){eventWrapper=GetComponent<InteractableUnityEventWrapper>();eventWrapper.WhenSelect.AddListener(SpawnItem);}privatevoidOnDestroy(){eventWrapper.WhenSelect.RemoveListener(SpawnItem);}publicvoidSpawnItem(){GameObjectobj=GameObject.Instantiate(spawnObj);obj.transform.position=spawnPoint.position;}}...
{return;}varprefabLoadResult=SystemAPI.GetComponent<PrefabLoadResult>(configEntity);varentity=state.EntityManager.Instantiate(prefabLoadResult.PrefabRoot);varrandom=Random.CreateFromIndex((uint)state.GlobalSystemVersion);state.EntityManager.SetComponentData(entity,LocalTransform.FromPosition(random.NextFloat(-5,5...
hierarchy, and it is very wasteful to then immediately throw this away by setting a correct parent transform and moving the object into an existing hierarchy. Rider will detect this pattern, warn you, and give you a Quick Fix toset the parent transform as part of the Instantiate method call...