public class BackAndForth : MonoBehaviour { public double amountToMove; public float speed; private float startx; private int direction; // Use this for initialization void Start() { direction = 0; startx = gameObject.transform.position.x; } // Update is called once per frame void Update(...
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 30); 3:使用SetInsetAndSizeFromParentEdge函数来进行设定。此函数不受锚点和中心的影响,其中第一个参数代表对齐方式,第二个参数为距离边界的距离,第三个参数为宽度。 var rt = gameObject.GetComponent<RectTransform>(); rt.SetInsetAndSizeFromParentEdge(...
Scene View: This view is where you position your GameObjects to set up your game. The Scene View contains a Scene Gizmo (the thing in the top-right corner with the marked axes) that displays the scene camera’s current orientation. Game View: This is the view of your game from the ca...
MultiplyPoint(coordinates); } 这种新方法更高效,因为我们过去是分别为每个点创建每个变换矩阵,并分别应用它们。现在我们创建一个统一的变换矩阵,并对每个点重用它。Unity 使用相同的技巧将每个对象层次减少为单个变换矩阵。 在我们的例子中,我们可以让它更高效。所有的变换矩阵都有相同的底行 \left[\matrix {0 &...
Toolbar: The toolbar allows you to manipulate objects in the Scene View or Game View, to control how your Editor views are displayed and to control the game preview in the Editor. Scene View: This view is where you position your GameObjects to set up your game. The Scene View contains...
Editing Transforms for parent and child GameObjectsYou can group GameObjects into parent-child hierarchies.The Transform values for any child GameObject are displayed relative to the parent GameObject’s Transform values. These values are called local coordinates. For scene construction, it is usually ...
aabb.maxCorner, 0.1f); } } public class TutorialBVH { public BVHNode root { get; private set; } public void BuildBvh(List<GameObject> sceneObjects, int depth) { root = new BVHNode("root", null); foreach (var obj in sceneObjects) { var aabb = BVHNode.ComputeWorldAABB(obj); root...
See inGlossary, such asTilesA simple class that allows a sprite to be rendered on a Tilemap.More info See inGlossary, based on a selected layout. The component transforms Grid cell positions to the correspondinglocal coordinatesof the GameObject. TheTransformcomponent then converts these local coo...
防止后续使用该静态属性是修改后的 99 Gizmos.matrix = transform.localToWorldMatrix;//该语句可以为gizmos提供该transform位移,旋转,缩放等特性 100 101 Gizmos.color = _normalColor; 102 GridGizmos(_totalColumns,_totalRows); 103 GridFrameGizmo(_totalColumns,_totalRows); 104 105 Gizmos.color = oldColor...
struct MeshObject {float4x4 localToWorldMatrix;int indices_offset;int indices_count;};StructuredBuffer<MeshObject> _MeshObjects;StructuredBuffer<float3> _Vertices;StructuredBuffer<int> _Indices; 数据结构体已经就绪,现在可以添加实际的数据进去,把所有来自网格的顶点收集到List<Vector3>,所有的索引收集到List...