He received the university's 1998 Excellence in Research and Publication Award for the first edition of this book, and partly in recognition of its growing success, he was named Distinguished Professor in 2001.
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This is a series of articles that provides an in-depth discussion of Assets and resource management in the Unity engine. It seeks to provide expert developers with deep, source-level knowledge of Unity's Asset and serialization systems. PLEASE NOTE: this
Back of head 后面的头 Closeup Left 特写镜头左 Left side of head 左面的头 Closeup Right 特写镜头右 Right side of head 右面的头 Medium 中间 Head and torso 头部和躯干 Medium Back 中间back Back of head and torso 头和躯干的后部 Medium Left 中间左 Left side of head and torso 头部和躯干的...
如果当前摄像机没有设置天空盒, 它会用默认背景颜色。 (2).Solid Color:纯色。选择该模式后,屏幕上的空白部分将显示当前摄像机的背景颜色。 (3).Depth Only:深度相机...).Field of View值是60时 (2).Field of View值是30时 5.Size:正交摄像机视口大小。 (1).size的值是100时 (2).size的值是200时...
Haptics take on the form of an impulse, with an amplitude and duration.Not all platforms support all types of haptics, but you can query a device for haptic capabilities. The following example gets an input device for the right hand, checks to see if the device is capable of haptics, ...
So we find that it is useful to push the responsibility of deciding which specific implementations of which classes to use further and further up in the 'object graph' of the application. Taking this to an extreme, we arrive at the entry point of the application, at which point all ...
UNT0003: Usage of the generic form of GetComponent is preferred for type safety. UNT0004: Update message is frame-rate dependent, and should use Time.deltaTime instead of Time.fixedDeltaTime. UNT0005: FixedUpdate message is frame-rate independent, and should use Time.fixedDeltaTime instead of...
The ScriptableRendererFeature class has a new virtual function SetupRenderPasses which is called when render targets are allocated and ready to be used.If your code uses the ScriptableRenderer.cameraColorTarget or the ScriptableRenderer.cameraDepthTarget property inside of the AddRenderPasses method ...
A partition of unity (PU) is a parading where a domain is devised into overlapping sub-domains ΩI, each of which is associated with a function ϕI(x)that is non-zero only in ΩI and has the following property(1)∑I=1Nϕ(x)=1inΩ ...