下面的代码说明可以协程形式重写以上的Update()回调: void start()( StartCoroutine(ProcessAICoroutine()); } IEnumerator ProcessAICoroutine(){ while(true){ ProcessAI(); yield return new WaitForSeconds( _aiProcessDelay); } } 上述代码演示了一个协程调用ProcessAI(),在yield 语句中暂停给定秒数(aiProcess...
WaitForEndOfFrame - the coroutine executes on the frame, after all of the rendering and GUI is complete 等待帧结束 WaitForFixedUpdate - causes this coroutine to execute at the next physics step, after all physics is calculated 等待一个固定帧 WaitForSeconds - causes the coroutine not to execute for...
// 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 fun...
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. ...
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...
The order of the parameters is: StateMachine<TOwnId, TStateId, TEvent>.There are also multiple overloads for the StateMachine class that reduce the boilerplate code needed to get started:StateMachine = StateMachine<string, string, string> StateMachine<TStateId> = StateMachine<TStateId, TStateId...
Historically, when a GameObject is disabled or destroyed, it stops all running coroutines on its children MonoBehaviours. In certain cases, however, coroutines started from methods called during these times (for example, OnBecameInvisible()) were previously allowed to start. This led to component ...
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...
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): Fixes regression in 6.16.0 about Android build error "Program type already present: com.google.firebase.unity.BuildConfig" when make Android build with Crashlytics SDK in Unity 2019 and below. General: Significantly reduced the filesize of the Linux libraries. Database (Desktop...