OnOpenAssetAttribute 在打开一个Asset后被调用。 例子: using UnityEngine; using UnityEditor; using UnityEditor.Callbacks; public class MyAssetHandler { [OnOpenAssetAttribute(1)] public static bool step1(int instanceID, int line) { string name = EditorUtility.InstanceIDToObject(instanceID).name; ...
public Material mat; … Private void Start() { mat.EnableKeyword(“FOO_ON”); } ... //Local keyword can be enabled the same way like before. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 参考4,文档:https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html?_ga=2.10...
Unity中涉及物理模拟的有静态碰撞(static collider)和动态碰撞(dynamic collider)。其中,静态碰撞物体是指具有collider属性但没有rigidbody的物体,动态碰撞物体是指具有collider和rigidbody属性的物体。 Unity引擎期待静态物体是静止,会把场景中的所有静态物体统一计算成一个叫static collider cache的东西来加速物理模拟。但是...
MultipleDisplayUtilities.RelativeMouseAtScaled(eventData.position);导致了该问题,代码如下: public static Vector3 RelativeMouseAtScaled(Vector2 position) { #if !UNITY_EDITOR // If the main display is now the same resolution as the system then we need to scale the mouse position. (case 1141732) i...
Unity's workflow is based on prefabs. In Unity you build a set of GameObjects with components, then create a prefab from them. You can then place instances of the prefab in your world, or instantiate them at runtime. Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通...
StopCoroutineStops all coroutines named methodName running on this behaviour. GetInstanceIDReturns the instance id of the object. ToStringReturns the name of the game object. Operators boolDoes the object exist? operator !=Compares if two objects refer to a different object. ...
SetGameObjectsActive Activates or deactivates multiple GameObjects identified by instance ID. Inherited Members Properties hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods GetInstanceID Gets the instance ID of the ob...
Same As Follow Target:将相机的旋转设置为跟随目标的旋转 Hard Look At:将注视目标保持在相机框架的中心 主要属性 Solo:似乎只是编辑器使用,可以暂时切换到当前的这个虚拟相机进行预览 Game Window Guides:在游戏视图中切换构图提示框的可见性(就是点开 Aim 之后的区域显示) ...
Unity's workflow is based on prefabs. In Unity you build a set of GameObjects with components, then create a prefab from them. You can then place instances of the prefab in your world, or instantiate them at runtime. Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通...
如果场景中有多个射线检测源:If multiple Raycasters are used then they will all have casting happen against them andthe results will be sorted based on distance to the elements. 四、响应事件 1、输入模块可以检测到的事件 StandaloneInputModule和TouchInputModule两个组件会检测一些输入操作,以事件的方式(...