编辑器下:MissingReferenceException: The object of type 'UIDebugOverseasPanel' has been destroyed but you are still trying to access it. 包内:NullReferenceException Debug.Log("test begin"); Destroy(gameObject); await UniTask.Delay(1000); Debug.Log($"this == null {this == null}"); Debug....
20. 一键清理prefab丢失脚本Missing Scrips, GameObjectUtility.RemoveMonoBehavioursWithMissingScript(pfb); [MenuItem("Game Framework/GameTools/Clear Missing Scripts【清除Prefab丢失脚本】")] public static void ClearMissingScripts() { var pfbArr = AssetDatabase.FindAssets("t:Prefab"); foreach (var item ...
发现用于制作游戏的优质资源。从我们种类繁多的 2D、3D 模型、SDK、模板和工具目录中进行选择,加快您的游戏开发进程。
Unity 常见报错问题解决方案 目录 Unity 常见报错问题解决方案 【已解决】Unity Coroutinue 协程未有效执行的问题 【待解决】Not a Prefab scene 7 ‘UniversalAdditionalCamera... 【解决】Expanding invalid MinMaxAABB 【解决】Java开发工具包(JDK)目录未设置或无效。请在“首选项“>“外部工具“中将其修复22 使用...
错误三 Error adding Enlighten system data (some GUID). RadiosityData is missing Solution: In Scene1,selectthe Prefab Initial Floor, theninthe Inspector use the drop down arrow next to Static, and deselect"Lightmap static"and save. This works fineformy project since there isn't any game play...
An Object is "explicitly assigned" when that Object's AssetImporter has its assetBundleName property set to a non-empty string. This can be done in the Unity Editor by selecting an AssetBundle in the Object's Inspector, or from Editor scripts. Objects can also be assigned to an AssetBundle ...
While you’re at it, drag the Smoke prefab to the root of the Hierarchy as well. It has a Particle System component attached that can generate a small puff of smoke on command. Now to fill in some of the missing properties of the Ammunition Spawner! Select Ammunition Spawner in the Hier...
1. 在 DemoAnimator/tutorial/Scripts/ 路径下创建一个名为 PlayerAnimatorManager 的 C#新脚本; 2. 将该脚本添加到 Prefab 预设 My Robot Kyle 上; 3. 如下面的代码所示,为你的脚本添加命名空间 Com.MyCompany.MyGame ; 4. 为了结构清晰起见,用 MONOBEHAVIOUR MESSAGES 域把 Start()和 Update() 包裹起来; ...
/Applications/Unity/Unity.app/Contents/MacOS/Unity -quit -batchmode -projectPath${WORKSPACE}-executeMethod Mooble.StaticAnalysis.CLI.RunPrefabAnalysis${MOOBLE_PREFABS} ${WORKSPACE}is the location of the project that has integrated the Mooble plugin, and${MOOBLE_PREFABS}in this case is a space-delim...
(It will actually launch any prefab with a RigidBody component.) public class Launcher : MonoBehaviour { public Rigidbody projectile; public Vector3 offset = Vector3.forward; public float velocity = 10; public void Fire() { var body = Instantiate( projectile, transform.TransformPoint(offset), ...