- New Scene : 新建场景(场景类似游戏中的某个脚本) - Open Scene :打开场景 - Save Scenes :保存场景(如果一开就没有保存过,那么会让你制定保存位置) - Save Scenes as : 保存场景到(工程的某个位置) - New Project :新建Unity工程 - Open Project :打开Unity 工程 - Save Project : 保存Unity工程 -...
SceneManagement; using UnityEngine.Events; public class MipmapTool { static SyncSceneView curViewTool; static Camera mainCamera; static UnityAction<Scene, LoadSceneMode> onSceneLoaded = new UnityAction<Scene, LoadSceneMode>((scene, sceneMode) => AddSyncViewToMainCamera()); static Action<PlayMode...
● New Scene——新建场景,即新建一个游戏场景,此场景里面只有一个主摄像机,可以根据需要在场景里添加相应的 GameObject(游戏对象),如图2-24所示。 ● Open Scene——打开场景,即打开以前所保存的场景。当单击菜单Open Scene,就会立刻弹出一个Load Scence对话框,选择所要打开的场景文件(后缀为Unity的文件),选中文...
A SceneReference wrapper class that uses ISerializationCallbackReceiver and a custom PropertyDrawer to provide safe, user-friendly scene references in scripts. - JohannesMP/unity-scene-reference
Culling window (menu:Window>Rendering>Occlusion Culling) and click theBakebutton. The Occlusion data is saved intoLibrary/Occlusion, and a reference to the data is added in each open Scene. After baking the Occlusion Culling, save the Scenes affected to make the Scene-to-occlusion reference ...
In Unreal Engine 4 Actors are composed of components, every Actor has a base Scene Component which is referred to as the Root Component of that Actor and provides its world transform. Unity里每一个GameObject都有一个Transform Component,UE4里也差不多,每个Actor都有一个基本的Scene Component,它记录...
By default, you look through and control the Scene Camera when you navigate through the Scene view. To look through and control a GameObject that has a camera component attached to it, use the Cameras overlay. You can use the following navigation controls to move the Scene Camera or a ...
OnSceneGUI 这个方法也是在Editor类中的一个方法,是用来在 Scene 视图上显示一个 UI 元素。其创建也是在 Editor 文件夹下新建一个继承自Editor的脚本: 在OnSceneGUI中可以做出和OnDrawGizmo类似的功能,比如绘制出Vector2数组的路点: 其代码如下: usingUnityEngine;usingUnityEditor;[CustomEditor(typeof(SceneGUITest...
为什么分为2个StaticBatch,Why this draw call can't be batched with the previous one —— Objects belongs to different static batches. 在第1个StaticBatch里绘制了2个object,它们属于"Combined Mesh(root:scene) 3"所以可以合批,但是它们在vertex buffer和index buffer里不连续,所以依然是2次DrawCall; ...
Input Devices, Interactables, and Interactors in a Scene. It also displays their relationship to ...