但只要一用,就可能导致无穷无尽的bug。 原因是StopAllCoroutines会将当前脚本中所有coroutines都停掉,而没法做到只停掉我们想停的那一部分coroutines。 解决办法是:用多个脚本。 把一组想一停全停的一组coroutines放在一个脚本里,把另一组想一停全停的一组coroutines放在另一个脚本里。。。
MonoBehaviour.StopAllCoroutines public voidStopAllCoroutines(); Description Stops all coroutines running on this behaviour. using UnityEngine; using System.Collections; // Create two coroutines that run at diffent speeds. // When the space key is pressed stop both of them. ...
Console.WriteLine("worker thread: working..."); } Console.WriteLine("worker thread: terminating gracefully."); } publicvoidRequestStop() { _shouldStop =true; } privatevolatilebool_shouldStop; } 所以,你可以在应用程序退出(OnApplicationQuit)时,将_shouldStop设置为true来到达线程的安全退出。 共享数据...
while (!_shouldStop) { Console.WriteLine("worker thread: working..."); } Console.WriteLine("worker thread: terminating gracefully."); } public void RequestStop() { _shouldStop = true; } private volatile bool _shouldStop; } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14....
publicclassWorker{publicvoidDoWork(){while(!_shouldStop){Console.WriteLine("worker thread: working...");}Console.WriteLine("worker thread: terminating gracefully.");}publicvoidRequestStop(){_shouldStop=true;}privatevolatile bool _shouldStop;} ...
So it is recommended not to use LoadSceneAsync.ToUniTask.Note: When using Unity 2023.1 or newer, ensure you have using UnityEngine; in the using statements of your file when working with new UnityEngine.Awaitable methods like SceneManager.LoadSceneAsync. This prevents compilation errors by ...
在项目中需要添加 FingerGestures 插件, 相机脚本是基于FingerGestures 上改写 并搭配, 在相机物体中添加 Root 和Orgin 是和相机相同位置的 相机的移动也是基于 root 和origin的 以下是CameraOrbit代码 usingUnityEngine; usingSystem.Collections; usingSystem.Collections.Generic; ...
If you chose to not use the usages Unity provides by default, you must let Unity know what you’ve used when submitting for certification, and be prepared to update your usage strings based on Unity’s feedback.All world space usages are in meters, m/s, m/s2, or radians where ...
It is not only for text and dialog.Twine can be an excellent interactive dialog editor, but it can do many other things as well. Cradle doesn't make any assumptions about how your story will be used or displayed in your game. You could choose to trigger a story choice when the player...
To do this, add the VRInteractiveItem script to the TravelerTemplate. This script is a quick setup for working with events like when the Raycast is over an object, or when the Raycast leaves an object, or even capturing the click event....