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
2、ScriptableObject基本使用 生成特性:[CreateAssetMenu(fileName = "GameObject",menuName = "GameConfig/设置"] 用处:用来在编辑器模式下保存和存储数据到本地Asset下的,数据保存以后是可以共享的,就像纹理、shader等资源一样,是可以共享于当前整个工程和其他工程的;这个ScriptableObject在真机上不可以修改,就像我们不...
通过设置MonoBehaviour脚本的enabled对协程是没有影响的,但如果gameObject.SetActive(false)则已经启动的协程则完全停止了,即使在Inspector把gameObject激活还是没有继续执行。也就说协程虽然是在MonoBehvaviour启动的(StartCoroutine),但是协程函数的地位完全是跟MonoBehaviour是一个层次的,不受MonoBehaviour的状态影响,但跟MonoBe...
10、在开发过程中由于WebGL的资源限制,我们要和数据库进行数据传输时候不能直接访问数据库;通过JS作为中转站来访问(JS页面),我们可以使用Application.ExternalCall()来调用,可以传递一些参数和信息。 11、Getcomponent Gameobject.find()等这些方法尽量少用,而且千万不要放在Update中循环执行 12、Update里面的逻辑尽量不要...
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;publicclassHiScoreApp:MonoBehaviour{publicInputField nameInputField;publicInputField scoreInputField;publicText[]show;// Use this for initializationvoidStart(){GameObject.Find("Register").GetComponent<Button>().onCl...
It says type mismatch and that's because it was storing in GameObject. And now it's storing a transform and it doesn't know what to do with itself. So just redraw that player in and it'll sort itself out. Now if we go ahead and click Play, we can see that our camera...
3. In the Hierarchy, expand the DontDestroyOnLoad GameObject and select the Character(Clone) child GameObject. 4. In the Inspector, find the Nav Mesh Agent Controller (Script) component. 选择要展开的图像 5. Experiment with the variables and consider the impact that your adjustments have on the...
If it contains a Mesh, drag the file into the Scene view to instantiate it as a Prefab for a GameObject. If it contains Animation Clips, you can drag the file into the Animator window to use in the State Machine or onto an Animation track on the Timeline window. You can also drag ...
LightType 灯光的类型。 参见:Light.typelight component 值 ◆LightType.Directional 描述:这个光源是一个直射光源。 参见:Light.type, light component //制作一个直射光源 Light.type=LightType.Directional; ◆LightType.Point 描述:这个光源是一个点光源。
//Attach this Button in the Inspector of your GameObject.//In Play Mode, click the Button to connect. If the connection works, the details are output to the Console window. If there is an error, the error is output to the console....