最近在玩ml-agents,发现训练的时候点击别的窗口,Unity Editor就挂起不接着运行了。google了一下发现可以通过点击Edit->Project Settings->Player->Resolution and Presentation,然后勾选Run In Background即可解决该问题:
Xcode的功能也十分的强大,在我们开发IOS端时,可以使用其GPU frame Capture 功能为我们的项目进行性能优化分析。 在unity中,我们打包时在Run In Xcode as 选择debug模式,并且勾选Development Build 打包完成后,使用Xcode打开文件,在Xcode中选择Product ——> Scheme——> Manage Schemes 然后会出现如下界面 我们双击这个...
发布设置,用于发布游戏前一些准备工作的设置,如发布后的运行平台 Build & Run 发布并运行 Build in Cloud 云版本发布,即在云端搭建的调制环境中测试程序。 exit 2.2. Edit Undo: 撤销当前的操作, Ctrl + Z Redo: 重做当前的操作, Ctrl + Y Duplicate: 复制并粘贴, Ctrl + D Delete: 删除, Shit + Del F...
光线和音源小工具;♥ 场景导航、正交和透视视图;♥ 撤消和重做 API;♥ 对象选择 API;♥ 对象生命周期事件;♥ 游戏和编辑模式;♥ 可配置的检视器;♥ 组件和材料编辑器;♥ 16 种内置的属性编辑
Runtime Editor is the set of scripts and prefabs which help you to create scene editor, game level editor or build your own modeling application. It supports drag & drop, undo & redo and selection api. To implement user interface and core functions runtime editor use transform-handles, gizmo...
Unity热更技术对比(Lua、ILRuntime、HybridCLR) - 学习使我进步 - 博客园 Unity热更新知识点详解及常用解决方案原理介绍_unity 热更包体的资源不是最新的版本-CSDN博客 游戏框架 GitHub - vovgou/loxodon-framework: An MVVM & Databinding framework that can use C# and Lua to develop games loxodon-framework...
// StateMachineEditor.csusing UnityEngine; using UnityEditor; [CustomEditor(typeof(StateMachine))] publicclassStateMachineEditor:Editor { public overridevoidOnEnable(){} public overridevoidOnInspectorGUI(){ base.OnInspectorGUI(); } } OnEnable()函数将在每次查看对应的Inspector时被调用,故可用来初始化编...
Runtime Unity Editor / Debugging Tools In-game inspector, editor and interactive console for applications made with Unity3D game engine. It’s designed for debugging and modding Unity games, but can also be used as a universal trainer. Runs under BepInEx5, BepInEx6 IL2CPP and UMM. Features...
要在目标发布平台上分析您的应用程序,请将目标设备连接到网络或通过线缆直接连接到计算机。也可以直接在 Unity Editor 中对应用程序进行性能分析,从而在应用程序开发期间获得大致性能分析结果。
#if UNITY_EDITOR_OSX || UNITY_EDITOR var mats = bundle.assetBundle.LoadAll (typeof (Material)); foreach (Material mat in mats) { var shaderName = ; var shaderInRuntime = Shader.Find (shaderName); if (shaderInRuntime != null) { ...