OnBecomeInvisible:物体不被摄像机显示时调用。 OnBecomeVisible:物体被摄像机显示时调用。 OnPreRender:作用于摄像机,范围内开始渲染时调用。 OnPostRender:作用于摄像机,范围内渲染完成后调用。 OnPreCull:作用于摄像机,剔除场景后调用。 以下是部分网络模块: OnConnectedToServer:连接到服务器时调用。 OnDisconnected...
✓ 遮挡剔除使得当对象不在摄像机视野范围内时不渲染对象,这样可节省 GPU 处理能力。 ✓ 如何高效地使用 OnBecameVisible() 和 OnBecomeInvisible() 回调。 ✓ 渲染顺序对于性能而言是非常重要的。最好的方法是从前到后渲染不透明对象,这有助于减少过度绘制。开发人员会了解到,还可以利用哪些最新硬件技术来减少...
OnBecameVisible/OnBecameInvisible: Called when an object becomes visible/invisible to any camera.OnBecameInvisibleis not shown in the flow chart above since an object may become invisible at any time. OnWillRenderObject: Calledoncefor each camera if the object is visible. ...
OnPreCull: Called before the camera culls the scene. Culling determines which objects are visible to the camera. OnPreCull is called just before culling takes place. OnBecameVisible/OnBecameInvisible: Called when an object becomes visible/invisible to any camera. OnWillRenderObject: Called once for ...
struct in UnityEngine 描述 提供有关 CullingGroup 中一个球体的当前和先前状态的信息。 另请参阅:CullingGroup.onStateChanged。 变量 currentDistance在最近剔除通道后,该球体的当前距离带索引。 hasBecomeInvisible在最近剔除通道中,该球体是否从可见变为不可见?
Use OnBecameVisible() and OnBecameInvisible() callbacks Callbacks such as MonoBehaviour.OnBecameVisible() and MonoBehaviour.OnBecameInvisible() notify your scripts if their associated game objects become visible or invisible on screen. These calls enable you to, for example, disable computational heavy...
提供有关 CullingGroup 中一个球体的当前和先前状态的信息。 另请参阅:CullingGroup.onStateChanged。 Variables currentDistance 在最近剔除通道后,该球体的当前距离带索引。 hasBecomeInvisible 在最近剔除通道中,该球体是否从可见变为不可见? hasBecomeVisible 在最近剔除通道中,该球体是否从不可见变为可见? index 已...
public void OnDataRetrieved(FrameBaseModel[] newItems) { Data.ResetItems(newItems); } // This is called anytime a previously invisible item become visible, or after it's created, // or when anything that requires a refresh happens
In my case I had some old parts of the model which had somehow become invisible. The only way to find them was to look in the hierarchy view and delete them or to export the whole scene as FBX and load it into a new scene.
A good solution to this problem is using the OnBecameVisible() and OnBecameInvisible() callbacks. As the names imply, these callback methods are invoked when a renderable object has become visible or invisible with respect to any Cameras in our Scene. In addition, when there are multiple Camer...