Sync Assets From Another Database 从另一个数据库同步资产 如果你使用多个对话数据库,你可能想要在一个数据库中定义所有的角色,在另一个数据库中定义所有的任务,等等。 然后可以配置对话数据库,从这些数据库中提取元素。 为此,在选项卡的菜单中从DB中选择Sync。然后选择要同步元素的源数据库。 你可以添加更多的...
A build started with BuildContent uses the variable settings of the active Profile. To set the active Profile as part of your customized build script, assign the ID of the desired profile to the activeProfileId field of the AddressableAssetSettingsDefaultObject.Settings object. 译:要设置活动配置...
with a string that is the function’s name. For example, lets say we have a script named “Foo” with a function named “FooFunction”. Inside another script, we’d need a variable that points to an instance of our “Foo” script, lets say we call...
当玩家按下use按钮时,它会向用户发送一个OnUse消息。 OnUse Message 消息 当玩家瞄准一个可用的并按下使用键或使用按钮时,选择器将发送一个OnUse(转换播放器)消息到可用的游戏对象。 对话系统的触发器(如对话系统触发器)响应此消息。 您自己的脚本也可以通过添加OnUse方法来响应这条消息,例如: voidOnUse(Transf...
Camera is still selected and the Smooth Follow script visible in the Inspector, drag the Cube GameObject from the Hierarchy View to the Target variable. Alternatively, you can tap the little circle with a dot in the center next to the Target value to get a list of objects from which to ...
Note that some script methods cause allocations when running in the Editor, but do not produce allocations after the project has been built.GetComponentis the most common example; this method always allocates when executed in the Editor, but not in a built project. ...
If you use a script to launch your content builds, then you can use the Addressables API to choose a specific Profile for a build. See Starting an Addressables build from a script. 译:如果您使用脚本来启动您的内容构建,那么您可以使用 Addressables API 为构建选择特定的配置文件。请参阅从脚本...
Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
2. When a variable is created, Unity requests a block of memory from either the stack or the heap. 3. As long as the variable is in scope (still accessible by our code), the memory assigned to it remains in use. We say that this memory has been allocated. We describe a variable ...
Some variable or function definitions are followed by a Semantic Signifier - for example : POSITION or : SV_Target. These semantics signifiers communicate the “meaning” of these variables to the GPU. See the shader semantics page for details....