由于在最终的Scene会烘焙一个空的光照贴图生成一个LightingDataAsset文件,就让我产生了一个想法,在第一个问题中我们需要把Directional Mode设置成Non-Directional来避免第一个问题,那么我们是不是可以在最终Scene上烘焙的时候这么设置,然后烘焙预制体的时候还是选择Directional来正常设置,这样如果能成功不就能提高了预制体的烘
然后再创建一个脚本,用来处理按钮事件,我们命名为Demo2_Controller.cs吧: using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityGameFramework.Runtime;publicclassDemo2_Controller:MonoBehaviour{publicvoidEnterGame(){SceneComponent Scene=UnityGameFramework.Runtime.GameEntry.GetComponent...
To use theArcGIS Location Component, attach it to a game object when you want to place it with geographic coordinates in your scene. The exposed properties for theArcGIS Location Componentinclude its position (X, Y, and Z) with a spatial reference WKID and its rotation (Pitch, Heading, and...
继承MonoBehaviour 类的实例都是又 Unity 游戏引擎创建的,不能通过构造函数创建,所以我们在 Awake() 方法里对 Instance 进行赋值,保证了我们能够在第一时间初始化。 创建完 GameManager 类之后,我们需要在游戏场景中创建一个也叫做 GameManager 的 GameObject,并且把 GameManager 类作为 Component 添加到 GameObject 上: ...
float sceneComplexity = UnityRenderAnalyzer .getSceneComplexityScore(); // 最终码率计算 return clamp( MAX_BITRATE latencyFactor lossFactor jitterFactor sceneComplexity, MIN_BITRATE, MAX_BITRATE); 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
In the Inspector pane, under Mesh Renderer, change the Material property of the box to a non-default color for ease of visualization. Click Add Component and search for rigidbody. Select the RigidBody component to add it to the Inspector pane. In the Inspector pane, under RigidBody, set ...
Component > Pixel Crushers > Dialogue System > Actor > Usable 指定GameObject(游戏对象)是可用的——也就是说,玩家可以瞄准它并发送OnUse消息。 四、案例演示 案例一、简单对话 步骤: 1.步骤1.创建一个新场景(File → New Scene). 步骤2.拖动预制体 Dialogue Manager进入场景: 步骤3.建立一个对话数据库...
public class SceneStreamer : MonoBehaviour { private Dictionary<Vector3Int, AssetBundle> loadedChunks = new(); void Update() { // 基于玩家位置预测加载 Vector3Int currentChunk = GetCurrentChunkPos(player.position); LoadSurroundingChunks(currentChunk); ...
csharp 复制 下载// 切换场景会销毁当前场景中的对象,导致协程停止SceneManager.LoadScene("NewScene"); 6. 异常未捕获 csharp 复制 下载 IEnumerator MyCoroutine() {// 协程内部未捕获的异常会导致协程静默失败throw new System.Exception("错误!"); yield return null; } ...
Added Scene Path to all GameObject instances, to show the location in the scene. Added support for JobEntityBatch/Lambdas when using Entities with source generators. Improved support for displaying large arrays (using index bucketing). Added missing Unity messages for 2019.4 API.Bug...