Save Layout...保存布局 Save Layout to File...保存布局 Load Layout from File...保存到文件 Delete Layout删除布局 Reset All Layouts 重置所有布局 Layers 层 Inspector检查窗口:设置游戏具体的对象信息 Console控制台窗口:用于显示调试信息,报错,警告、打印信息等。 Scene场景信息:显示、操作游戏对象的地方(场景...
LoadAssetsByWWW(LoadFromCacheOrDownload) 第一种 代码语言:javascript 代码运行次数:0 运行 AI代码解释 IEnumerator Start() { string path = "AssetBundles/wall.unity3d"; AssetBundleCreateRequest request =AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path)); yield return request; AssetBundle ab = requ...
pause.GetComponent<Image>().sprite = Resources.Load<Sprite>("ButtonIcon/game_resume"); } private void UnPause() { gs = GameState.playing; Time.timeScale = 1; saveMenu.SetActive(false); pause.GetComponent<Image>().sprite = Resources.Load<Sprite>("ButtonIcon/game_pause"); } public void C...
image = GetComponent<Image>(); //IO方法加载速度快 // LoadByIO(); //WWW 加载速度慢 LoadByWWW(); } private void LoadByIO() { double startTime = (double) Time.time; //创建文件流 FileStream fileStream = new FileStream(loadpath, FileMode.Open, FileAccess.Read); fileStream.Seek(0, Seek...
AssetBundle AssetBundle1 = AssetBundle.CreateFromFile("1.unity3d"); 从AssetBundle1里读取并创建一个Texture Asset,把obj1的主贴图指向它 obj1.renderer.material.mainTexture = AssetBundle1.Load("wall") as Texture; 把obj2的主贴图也指向同一个Texture Asset ...
AssetBundlesAssetBundle.LoadFromMemory/Async:通过内存字节数据创建AssetBundles,这一方法通常会在UnityWebRequest下载完成加密数据,并需要从未加密的字节创建AssetBundle。若AssetBundles采用LZMA压缩方式,则会对AssetBundles解压;若采用LZ4压缩,则会以压缩态加载。
{mender_uboot_root} ${loadaddr} ${image}\0" \ 找到对应的环境变量值...loadimage=ext4load mmc 0:2 0x40480000 boot/Image , 可以分析下ext4load后面字段的意思: ext4load mmc...Bad device mmc 0 ** 改为第1个存储设备之后, 运行正常 u-boot=> ext4load mmc 1:2 0x40480000 boot/Image ...
image = GameObject.Find("Image").GetComponent<Image>();//动态获取UI上的组件stringpath1 ="ChinarAssetBundles/globule.unity3d";//资源包路径stringpath2 ="ChinarAssetBundles/chinar/sprite.unity3d";//子选项精灵图片文件路径AssetBundleCreateRequest request1 = AssetBundle.LoadFromMemoryAsync(File.ReadAllByte...
资源包中的场景文件可以在任何平台上建立,而且这些文件往往是以一个单一的unity3d文件格式被用来创建。使用WWW类可以下载场景文件。当场景文件被下载好可以使用WWW.LoadFromCacheOrDownload来加载下载好的场景文件。】 BuildPipeline.BuildAssetBundleExplicitAssetNamesis the same as BuildPipeline.BuildAssetBundle but has ...
Load Previous Project on Startup 启用此设置可在启动时始终加载上一个项目。 Disable Editor Analytics (Pro only) 启用此设置可禁止 Editor 自动将信息发送回 Unity。 Show Asset Store search hits Enable this setting to display the number of free/paid Assets from the Asset Store in the Project Browser...