(7) When toggled on, the Scene lighting is used. When toggled off, a light attached to the Scene view camera is used. 启用该选项后,将使用场景照明。禁用时,将使用附加到场景视图摄影机的灯光。 (8) Toggle skybox, fog, and various other effects. 切换天空框,雾和其他效果 Skybox 天空盒 Fog ...
UnitySendMessage(ReceiveObject, ReceiverMethod, str); } 利用UnityPlayer.UnitySendMessage(ReceiveObject, ReceiverMethod, str); 就可以返回过来回调一个Unity中的方法,完成Unity和Android的双向通信。其中第一个参数是接受该回调的gameobject名称,第二个参数是挂载在该gameobject上面的一个脚本中接受该消息的方法,最后...
v2f o; o.pos = UnityObjectToClipPos( v.vertex); o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; TRANSFER_SHADOW(o); return o; } float4 frag(v2f i) : SV_Target { fixed3 ...
{//需要本地化的Textif(textComponent.gameObject.GetComponent<LocalizeStringEvent>() ==null) { LocalizeStringEvent localizeEvent= textComponent.gameObject.AddComponent<LocalizeStringEvent>();//标记对象为“已修改”EditorUtility.SetDirty(selectedObject); }//添加到列表stringentry = $"{selectedObject.name}...
o.vertex = UnityObjectToClipPos(v.vertex); //顶点外拓 世界空间 /*float4 worldPos = mul(unity_ObjectToWorld, v.vertex); float3 worldNormal = UnityObjectToWorldNormal(v.normal); float3 offset = normalize(worldNormal) * _OutlineWidth; ...
ScriptableObject是一个Unity中的object,不是GameObject的实例。你可以使用它来创建一个具有自己的变量和方法的类,其开销会比MonoBehaviour更小。 Unity的GameObject会默认包含一个Transform组件,体现为:1、在Inspector中可以看到Transform组件;2、继承了MonoBehaviour的类中可以直接调用transform参数。 SO不包含Transform并且存在...
Unity UI 在默认情况下支持一组基本的富文本标签,并通过 TextMesh Pro 包支持更大的一组标签。 SDF 文本计划✔UI 工具包中的 SDF 文本支持计划作为 Unity 文本渲染后端大幅修改的一部分。 Unity UI 通过 TextMesh Pro 包支持 SDF 文本。 字体后备计划✔UI 工具包中的字体资源和后备字体支持计划作为 Unity ...
operator !=Compares if two objects refer to a different object. operator ==Compares two object references to see if they refer to the same object. Did you find this page useful? Please give it a rating: Report a problem on this page...
= SerializationCompletionReason.Succeeded) { Debug.Log("Failed to import: " + completionReason.ToString()); if (retryCount > 0) { retryCount--; WorldAnchorTransferBatch.ImportAsync(importedData, OnImportComplete); } return; } this.gameRootAnchor = deserializedTransferBatch.LockObject("g...
static bool DOTween.onWillLog<LogType,object> static bool DOTween.showUnityEditorReport static float DOTween.timeScale static bool DOTween.useSafeMode static bool DOTween.useSmoothDeltaTime static DOTween.SetTweensCapacity(int maxTweeners, int maxSequences) 应用于所有新创建的Tweens的设置 static bool DO...