public class TryGetComponentExample : MonoBehaviour { void Start() { if (gameObject.TryGetComponent(typeof(HingeJoint), out Component component)) { component.name = "My Hinge"; } } } public bool TryGetComponent (out T component); 参数 component 输出参数将包含组件或 /null/。
trygetComponent “当不存在请求的组件时不分配编辑器”。我真的不知道这意味着什么,因为我仍然是Unity的新手,为什么有人会请求首先不存在的组件,所以有人可以解释我是否应该停止使用GetComponent,如果是这样,为什么?预先感谢 可能有一些使用GETCOMPONENT的原因,而不必确定此组件是否存在。在这种情况下,有必要检查组件是否...
private Renderer myRenderer; void Start() { myRenderer = GetComponent<Renderer>(); } void Update() { UpdateTransformPosition(); if (myRenderer.isVisible) { UpateAnimations(); } } Disabling code when things are not seen by the player can be achieved in a few ways. If we know that ce...
An external equipment can access to S71200/1500 CPU using the S7 “base” protocol, only working as an HMI, i.e. only basic data transfer are allowed. All other PG operations (control/directory/etc..) must follow the extended protocol, not (yet) covered by Snap7. Particularly to access...
[RequireComponent(typeof(Rigidbody))] public class Projectile : MonoBehaviour { [HideInInspector] new public Rigidbody rigidbody; void Reset() { rigidbody = GetComponent<Rigidbody>(); } } These are very simple techniques you can use on all your components to keep things clean and tidy, and...
TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods MethodDescription Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately....
(for players or AI objects), or Character (for animated creatures.) Just like Empty Actors, you can drop these special types of Actors down, then add or customize their properties and components. You'll learn more about it later, but for now try to remember that UE4 has aGameplay ...
intwidth=Screen.width;intheight=Screen.height;Matrix4x4projection=Z.PipelineProjectionMatrix(pipeline,width,height);Matrix4x4textureMatrix=Z.PipelineCameraFrameTextureMatrix(pipeline,width,height,useFrontFacingCamera);GetComponent<Camera>().projectionMatrix=projection;material.SetMatrix("_nativeTextureMatrix",textu...
Stop(); } if (_graph != null) { try { _graph.CloseInputStream("input_video"); _graph.WaitUntilDone(); } finally { _graph.Dispose(); _graph = null; } } } } } Now, it seems to be working. But of course, we want to receive output next. Get ImageFrame In the Hello World ...
(for players or AI objects), or Character (for animated creatures.) Just like Empty Actors, you can drop these special types of Actors down, then add or customize their properties and components. You'll learn more about it later, but for now try to remember that UE4 has aGameplay ...