DisallowMultipleComponent 对一个MonoBehaviour的子类使用这个属性,那么在同一个GameObject上面,最多只能添加一个该Class的实例。 尝试添加多个的时候,会出现下面的提示。 ExecuteInEditMode 默认状态下,MonoBehavior中的Start,Update,OnGUI等方法,需要在Play的状态下才会被执行。 这个属性让C
在GameObjects上设置animator状态。当对话开始时对空闲字符有用。 OnExecute() UnityEvent 允许您使用UnityEvent指定其他操作。 Selectors & Usables 选择器和可用 对话系统提供了一个可选的交互系统,可以与带有可用组件的游戏对象(如npc)进行交互。你可以添加两个组件到播放器: Selector 选择器 选择器组件通过从指定...
GameObject[] selectobjs = Selection.gameObjects; foreach (GameObject go in selectobjs) { Generator(go); } } public static void ScriptGenerator(GameObject go,string UIClass, string Classname="") { //选择的物体 GameObject selectobj = go; //物体的子物体 List<Transform> childList = selectobj....
1.在“Hierarchy”窗口中选中“Terrain”,在“Inspector”中选择“Paint Terrain”画笔工具,然后将下拉菜单选项设置为“Paint Texture”。选择“Edit Terrain Layers”按钮,然后选择“Create Layer”。 选择要展开的图像 Creating a Terrain Layer. 2.此时会出现“Select Texture2D”弹出窗口,其中包含项目中保存的完整2D...
A: Select the empty endpoint when you press ALT+0 or set the configuration parameter Endpoint= to empty. Q: How do I disable the plugin entirely? A: You can do so by deleting the "XUnity.AutoTranslator" directory in the "{GameDirectory}\BepInEx\plugins" directory. Avoid deleting the "...
Create function breakpoints on MonoBehavior methods and apply them to multiple MonoBehavior classes. Support Make Object ID in the debugger. Support breakpoint hit count in the debugger. Support break-on-exception in the debugger (Experimental. See Options Dialog). Support creation of objects and ...
点击Play in Editor/Build Only 当构建平台时Standalone时,确保Player Settings 中Api Compatibility Level设置未“.Net 4x”.通过以下操作顺序可以找到此配置 Edit menu -> Project Settings -> Player -> Other Settings -> Configuration. 为你的项目编写和执行第一个测试用例(c#) ...
Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通过他们创建预设,然后我们就可以拖放一个实例到世界中或者在运行的过程中动态生成实例。 UE4's corresponding workflow is based on Blueprint Classes. In UE4, you build an Actor with components, select it, and click the "Blueprint ...
Select which reload options to start when you enter Play mode. Domain reloading is when the Editor resets the scripting state before it starts Play mode. Scene reloading is when the Editor destroys all scene GameObjects and reloads the scene from disk before Play mode starts. To enter Play ...
IntSlider(damageProp, 0, 100, new GUIContent("Damage")); // Only show the damage progress bar if all the objects have the same damage value: if (!damageProp.hasMultipleDifferentValues) ProgressBar(damageProp.intValue / 100.0f, "Damage"); EditorGUILayout.IntSlider(armorProp, 0, 100, ...