是指在Unity游戏开发中,使用条件语句(If语句)来进行逻辑判断时,可以借助Unity验证帮助功能来简化代码编写和调试过程。 Unity验证帮助是Unity引擎提供的一种功能,它可以帮助开发者在编写If语句时自动补全代码、提供语法提示和错误检查等功能,从而提高开发效率和代码质量。 在使用Unity验证帮助时,开发者可以通过以下步骤进行...
GPU不擅长处理逻辑分支(祖训了属于是),尽量避免使用if switch等语句, step(x, y) // retrun x <= y ? 1 : 0; //1ret lerp(a, b, t) // return (b - a) * t + a sign(x) // if x<0 return -1; if x =0 return 0;if x >0 return 1 //3ret //注:unity编译到平台后不会保...
那么请将文件的编码保存为“带BOM的UTF-8”。VS中可以在“文件”-“高级保存选项”,然后选择编码下拉中选择。 然后你现在想要根据枚举来获得中文描述:比如传入: Properties.MagDef返回“法术防御”。 最原始的做法: public class PropertiesUtils { public static string GetDescByProperties(Properties p) { switch ...
If iteration times end up being too slow using IL2CPP, switch temporarily to the Mono scripting backend during development to improve iteration speed. Note: The default target architectures in the Player Settings are optimized for release builds. Using this default during development increases your ...
Most UniTask methods run on a single thread (PlayerLoop), with only UniTask.Run(Task.Run equivalent) and UniTask.SwitchToThreadPool running on a thread pool. If you use a thread pool, it won't work with WebGL and so on.UniTask.Run is now deprecated. You can use UniTask.RunOnThread...
订阅Event_SwitchTargetEnd事件,当目标切换完成后接受到该事件。 具体用法,可参考 Test_UseTargetCam 脚本。 usingUnityEngine;usingQFramework;usingDG.Tweening;usingHKTools;usingUnityEngine.UI;//////Camera多目标切换管理工具,测试脚本///publicclassTest_UseTargetCam:HKTargetCam_BaseController{ [SerializeField...
If you are using the test runner generator and/or * Ceedling, these are optional. */ void setUp(void); void tearDown(void); /* These functions are intended to be called at the beginning and end of an * entire test suite. suiteTearDown() is passed the number of tests that * failed...
Switch to Unity and click the Play button to run the game in the editor.When the game is running in the Unity editor while connected to Visual Studio, any breakpoints encountered will pause execution of the game and bring up the line of code where the game hit the breakpoint in Visual ...
③ 就如我们上次发布PC游戏一样,还是先要点击Build Setting,之后我们选择安卓并点击下面的switch plantform。随后,我们可以点击Game窗口下的游戏屏幕分辨率来进行设置,目前我们可能只能满足单个的屏幕分辨率(之后的博客我们会讨论如何适配屏幕)。选择完毕,我们再点击player setting看屏幕的右边,上面的红框里改一下自己的公司...
OnRenderImage 会先copy一次color0到新的RT 再切回来把拷贝的rt给你所谓source传给你,这个两次render target switch 会有一次pipelien resolve会触发 GPU整个管线flush,等于说你渲染了两帧,要避免这个问题 必须让camera的render target不为空 然后用那个render target作为source. OnRenderImage 会多一个 target 分辨率的...