MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f; #endif // pass all parameters to the character control script m_Character.Move(m_Move, crouch, m_Jump); m_Jump = false; } } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. ...
本文节选自《Netkiller Java 手札》 Spring boot 将 Session 放入 Redis 11.19. Session 11.19.1. ...
// Start function WaitAndPrint as a coroutine yield return StartCoroutine("WaitAndPrint"); print("Done " + Time.time); } } This example shows a normal Start: using UnityEngine; using System.Collections;// In this example we show how to invoke a coroutine and execute // the function...
Lightmap Parameters Asset Is Transparent If enabled, the object appears transparent during the Global Illumination calculations. Back-faces do not contr... Lightmap UVs Open the Lighting window and select the Object tab Lightmapping: Getting started When lightmapping is complete, Unity’s Scene an...
Unused parameters shouldn't be removed from Unity messages (FxCop). Added MenuItem support to the USP0009 suppressor.Bug fixesIntegration: Fixed USP0001 and USP0002 suppressors not working with extra parentheses or with method arguments. Fixed mandatory asset database refresh even when auto-refresh...
Transfer transaction Coroutines To send a transaction to interact with a smart contract has similar steps to the deployment. We first create a TransactionSignedUnityRequest and our Function including any parameters, once the transaction is send we poll for the transaction receipt which will confirm ...
The remaining parameters of the method correspond to those used with the SceneManager.LoadSceneAsync method: 译:方法的其余参数对应于使用SceneManager.LoadSceneAsync方法使用的参数 loadMode: whether to add the loaded Scene into the current Scene or to unload and replace the current Scene.译:loadMode...
使用一个Camera作为参照,将UI平面放置在Camera前的一定距离,因为是参照Camera,如果萤幕大小、分辨率、Camera视锥改变时UI平面会自动调整大小。如果Scene中的物件(GameObject)比UI平面更靠近摄影机,就会遮挡到UI平面。 1.Render Camera:用于渲染的摄影机 2.Plane Distance:与Camera的距离 ...
Incorrect method signatures and return types are shown as warnings, with a Quick Fix to create the correct signature. Optional parameters are called out in a tooltip, and marked as unused if not used in the body of the method, e.g.OnCollisionEnter(Collision collision). ...
General (Android): Android resolution now also uses gradle.properties to pass parameters to Gradle in an attempt to workaround problems with command line argument parsing on Windows 10. General: Fixed some invalid calls to Unity APIs from threads, when using .NET 4.x which is added in Unity...