error CS2015: 'E:\unitytest\lowpolytest\Library\PackageCache\com.unity.test-framework@1.1.16\UnityEditor.TestRunner\TestLaunchers\TestLauncherBase.cs' is a binary file instead of a text file error CS2015: 'E:\unitytest\lowpolytest\Library\PackageCache\com.unity.test-framework@1.1.16\UnityEdi...
error CS2015: 'E:\unitytest\lowpolytest\Library\PackageCache\com.unity.test-framework@1.1.16\UnityEditor.TestRunner\TestLaunchers\TestLauncherBase.cs' is a binary file instead of a text file error CS2015: 'E:\unitytest\lowpolytest\Library\PackageCache\com.unity.test-framework@1.1.16\UnityEdi...
. If everything was done right and the fault actually is occurring in .NET code then you won’t see EXC_BAD_ACCESS anymore. Instead, the .NET exception text will be printed in the Xcode console (or else your code will just handle it in a “catch” statement). Typical output might ...
Proper memory management in Unity can be challenging. The goal of this guide is to fit you with the necessary knowledge to profile and optimize memory consumption on any publicly available platform.
Optimizing a user interface driven by Unity UI is an art. This guide will discuss the fundamental concepts, algorithms and code underlying Unity UI as well as discussing common problems and solutions.
make all unity files (ScriptableObjects, Scenes, Prefabs and many others) use a text representation instead of a binary one. 这么做可以 1. 使Source control只存储对这些文件的更改,而不是一份完整的文件拷贝 2. 可以手动merge文件更改的conflicts ...
AssemblyIsEditorAssembly ->具有该属性的程序集中的任何类都将被视为编辑器类 程序集级别的属性。具有该属性的程序集中的任何类都将被视为编辑器类。 (暂不清晰用法) BeforeRenderOrderAttribute->自定义渲染前回调的顺序 当您需要为 Application.onBeforeRender 指定自定义回调顺序时,使用此 BeforeRenderOrderAttribut...
unity-frosted-glass - Test of a frosted glass material HelpfulScripts - A collection of random, useful scripts TexturePanner - This shader is a glorified texture panner SinewaveShapeDistortion - A Screen space distortion effect VolumetricLinesUnity - Source of the Volumetric Lines Asset Unity-Custom...
为对应的assets文件创建独一无二的ID(即GUID, GUID is a Globally Unique Identifier for the asset.) 为该文件创建一个.meta文件 处理文件资源的导入(Unity process the asset) 对于特别复杂的物体导入Unity时,可能会有更复杂的操作,后面再提,Unity还有单独的一章Importing,可以在ImportSettings进行相关设置。
The C# fields of a ScriptableObject are serialized exactly like fields on a MonoBehaviour, refer to Script Serialization for details. Classes that include big arrays, or other potentially large data, should be declared with the PreferBinarySerialization attribute, because YAML is not an efficient ...