This script is located inScripts/Supplemental/Sequencer Commandsto make it easy for you to copy and modify, for example if you want to make a version that uses Unity Pro's Application.LoadLevelAsync() instead. Example:LoadLevel(Shipyard)
Essentially whenever it is inconvenient to assign the reference to the object in the inspector. For example you might want to create a game object procedurally from a script and for example assign a texture to a procedurally generated mesh. ...
最后使用CharacterController.SimpleMove(3D)或者修改transform.position(2D)的方法来移动AI。 using UnityEngine; // Note this line, if it is left out, the script won't know that the class 'Path' exists and it will throw compiler errors // This line should always be present at the top of scr...
Camera.main is a convenient Unity API call that returns a reference to the first enabled Camera component that is tagged with "Main Camera". This is another example of something that looks like a variable but is in fact an accessory. In this case, the accessor calls an internal function si...
To access it from another script you need to use the name of the script followed by a dot and the global variable name. 从另外一个脚本访问它,你需要使用“在脚本名后加上一个点和全局变量名” print(TheScriptName.someGlobal); TheScriptName.someGlobal = 10; //通过脚本TheScriptName访问全局变量...
If you use a script to launch your content builds, then you can use the Addressables API to choose a specific Profile for a build. See Starting an Addressables build from a script. 译:如果您使用脚本来启动您的内容构建,那么您可以使用 Addressables API 为构建选择特定的配置文件。请参阅从脚本...
using UnityEngine; using System.Collections; using UnityEditor; [CustomEditor(typeof(LevelScript))] public class LevelScriptEditor : Editor { public override void OnInspectorGUI() { LevelScript myTarget = (LevelScript)target; myTarget.experience = EditorGUILayout.IntField("Experience", myTarget.experi...
前言:本章介绍如何使用 Compute Shader创建一个GPU粒子系统(ParticleSystem)。顺道提及一下,Unity默认内置的粒子系统似乎是运行在CPU上的: 而VFX包是运行在GPU上的: 不得不说,unity的Visual Effect Graph,…
Camera.mainis a convenient Unity API call that returns a reference to the first enabled Camera component that is tagged with “Main Camera”. This is another example of something that looks like a variable but is in fact an accessor. In this case, the accessor calls an internal function sim...
The simplest case is where a script on a GameObject needs to access another Component attached to the same GameObject (remember, other scripts attached to a GameObject are also Components themselves). To do this, the first step is to get a reference to the Component instance you want to ...