Scale With Screen Size: 允许UI根据预设的参考分辨率进行缩放。你需要设定一个参考分辨率以及缩放模式(如:Constant Pixel Size, Scale With Screen Size, Constant Physical Size)来控制UI元素如何响应屏幕尺寸变化。 Reference Resolution: 设定一个基准分辨率,Unity会根据当前屏幕的实际分辨率与参考分辨率的比例自动调整UI...
云端内容交付功能(Cloud Content Delivery)可以让你将游戏内容托管交付至云端,然后玩家从云端获取他们游戏的实时进度(Then, use Addressables to create a smaller initial build for your mobile application.Cloud Content Delivery lets you host and deliver your game content to players as they pro...
Windowed: The application uses a standard, non-full-screen, movable window. The size of the window depends on the application’s resolution. In this mode, the application is resizable by default. To prevent application resizing, disableResizeable Activity. ...
unity---gameScreen 的Stats参数 Unity Stats 面板介绍 Time per frame and FPS (每帧的时间和FPS):处理和渲染一个游戏框架(以及由此产生的FPS)的需要多少时间。请注意,这个数量只包括游戏视图更新和渲染的帧,不包括在编辑器中绘制场景视图,检视窗口和其他仅编辑器进程的时间。 Draw Calls(描绘调用):批处理后网格...
unity3dunity-gameunity-learningmade-with-unity UpdatedFeb 16, 2018 C# 3D blocks stacking mobile game inspired by Kubik (from Ketchapp). unityunity-game UpdatedAug 29, 2019 C# Dynamic Screen Resolution script for constant framerates in Unity games. ...
//Expand vertex position in screen space float4 wpos = mul(unity_ObjectToWorld, vert); wpos.xyz += normalize(UNITY_MATRIX_V[0].xyz) * bias.r * _SizeW + normalize(UNITY_MATRIX_V[1].xyz) * bias.g * _SizeH; o.vertex = mul(UNITY_MATRIX_VP, wpos); return o; } fixed4 frag ...
private PlayerDeathEventChannel _deathEventChannel; private void OnEnable() { _deathEventChannel.OnEventRaised += OnPlayerDeath; } private void OnDisable() { _deathEventChannel.OnEventRaised -= OnPlayerDeath; } private void OnPlayerDeath(PlayerDeathEvent eventData) { ShowGameOverScreen(eventData.Remain...
LOD levels are chosen based on the onscreen size of an object. When the size is between two LOD levels, the choice can be biased toward the less detailed or more detailed of the two models available. This is set as a fraction from 0 to 1 - the closer it is to zero, the more the...
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{startPos=Camera.main.ScreenToWorldPoint(Input.mousePosition);startPos=newVector3(startPos.x,startPos.y,0f);GameObjectplayerObject=Instantiate(playerPrefab,startPos,Quaternion.identity);playerObject.name=playerPrefab.name;player=playerObject.GetComponent<Player>();isDragging=true;}privatevoidMouseDrag(){if...