Scriptable Object被认为是可以重用的数据容器,这些数据容器首先通过C#脚本定义,再通过Asset菜单生产,然后作为Asset保存在Unity项目中。 其有两个重要的用途,一为通过对Scriptable Object资源的实例的(直接)引用,可以减少内存使用量,而不是每次使用对象时都复制对象的所有数据(但也会造成永久更改,所以最好挂载在不更改属性...
UnityEngine.Object.DestroyImmediate(parent.child,true); parent.child=null; AssetDatabase.ImportAsset(Path); }
我们创建一个C#脚本然后做点修改: [CreateAssetMenu(fileName = "##创建Scriptable Obj时候默认的名字",menuName = "##右键菜单里的路径,比如Make a Bullet/Bullet")]//方便从菜单快速创建子弹副本publicclassBullets:ScriptableObject{publicfloatbulletSpeedpublicfloatdamagepublicintlifeSpanpublicBulletTypebulletType} ...
usingUnityEngine;usingUnityEditor;publicclassExampleAsset:ScriptableObject{//爆炸时间publicfloatboomTime=0.4f;//爆炸范围publicfloatboomRange=200f;[MenuItem("Example/Create ExampleAsset Instance")]staticvoidCreateExampleAssetInstance(){varexampleAsset=CreateInstance<ExampleAsset>();AssetDatabase.CreateAsset(examp...
You can use theCreateAssetMenuattribute to create custom assets using your class. For example: using UnityEngine; [CreateAssetMenu(fileName = "Data", menuName = "ScriptableObjects/SpawnManagerScriptableObject", order = 1)] public class SpawnManagerScriptableObject : ScriptableObject { public string ...
CreateInstance Creates an instance of a scriptable object. Messages Awake Called when an instance of ScriptableObject is created. OnDestroy This function is called when the scriptable object will be destroyed. OnDisable This function is called when the scriptable object goes out of scope. OnEnable Th...
虽然Scriptable Object也是通过Yaml序列化到硬盘的,但通过Unity独有的流程,可以直接在Scriptable Object中储存其他文件的引用。 使用新的编辑器框架——UI Toolket(UI Elements),我们可以以前端的方式快速编写美观的编辑器插件了,不需要其他插件的支持。我们可以为一种类型的Scriptable Object指定一个编辑器,只需要选中那个...
unity使用非scriptable object做数据 unity3d object reference not set to an, 在调用脚本的时候遇到下面报错情况:NullReferenceException:Objectreferencenotsettoaninstanceofanobject意思就是:未将对象引用设置到对象的实例脚本内部的Start()函数并不能作为构造
1.2.2 创建对象数据:Scriptable Object Item.cs 脚本 以下是对应的完整代码: using System.Globalization; using UnityEngine; namespace DatabaseSystem.ScriptableObjects { [CreateAssetMenu(menuName = "Demo/Items/Item Data")] public class ItemData : ScriptableObject ...
using UnityEditor;publicclassImporterExample:AssetPostprocessor{privatevoidOnPreprocessTexture(){varimporter=assetImporterasTextureImporter;// Read/Write settings, etc. are also possible.importer.isReadable=false;varsettings=newTextureImporterPlatformSettings();// Specify Android = "Android", PC = "Standalo...