Destroy (gameObject, 5); // When the user presses Ctrl, it will remove the script // named FooScript from the game object //当按下Ctrl将从游戏物体删除名为FooScript的脚本 function Update () { if (Input.GetButton ("Fire1") && GetComponent (FooScript)) Destroy (GetComponent (FooScript))...
if (Input.GetButton ("Fire1") && GetComponent (FooScript)) Destroy (GetComponent (FooScript)); } 注意到Destroy函数能够销毁单独的组件而不正确游戏对象本身产生影响,一个通常易犯的错误是Destroy(this); 这句代码只销毁脚本组件,而不销毁该脚本所附加在的对象。 4. 协程(Coroutines) 一个coroutine就像一个...
Proper memory management in Unity can be challenging. The goal of this guide is to fit you with the necessary knowledge to profile and optimize memory consumption on any publicly available platform.
The following script performs the same function as the example in Coroutine- and IEnumerator-based operation handling, but uses an event delegate instead of a coroutine. 译:以下脚本执行与Coroutine- and IEnumerator-based操作处理示例相同的功能,但使用事件委托而不是协程 usingUnityEngine;usingUnityEngine....
Coroutines are inactive when the script is disabled or the object is destroyed yield return new WaitForSeconds is dependent on game time which is affected by Time.timeScale 译: 协程通过按顺序的操作 或一些其实的处理 当它完成时 协程并不是线程,它没有同步 ...
OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only). OnValidate This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). OnWillRenderObject OnWillRenderObject is ...
Another common mistake with coroutines is to use new when yielding with the same value more than once. For example, the following code will create and then dispose of a WaitForSeconds object each time the loop iterates: while (!isComplete) { yield return new WaitForSeconds(1f); } If we...
then you will need to devise another way of releasing the handle when// all the individual addressables are destroyed.}} You can specify how to handle loading errors with theparameter. If true, then the operation fails if it encounters an error loading any single asset. The operation and ...
OnTriggerStay2D Sent each frame where another object is within a trigger collider attached to this object (2D physics only). OnValidate This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). OnWillRenderObject OnWillRenderObject is ...
启用此设置来配置所有c#方法。 当启用此设置时,Unity将检测添加到所有mono调用中,这样就可以对的脚本进行更详细的调查。 10. Call Stack: 若要记录用于脚本化内存分配的调用堆栈,需要单击此切换。 启用此选项时分析器记录的帧在GC中有信息。 在完整调用堆栈上的Alloc示例将导致托管脚本分配,即使在Deep Profile没有...