publicclassWaitForEndFrameTest{voidAwake(){ StartCoroutine(CallPluginAtEndOfFrames()); } IEnumerator CallPluginAtEndOfFrames(){while(true){//Wait until all frame rendering is done//TODO: Render Plugin but not componentyieldreturnnewWaitForEndOfFrame(); GL.IssuePluginEvent(1); } } } 这是我在写...
public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); ...
WaitForSeconds wait=(WaitForSeconds)coroutine.Current; shouldRunAfterTimes.Add(Time.time+wait.duration, coroutine); }elseif(coroutine.CurrentisWaitForEndOfFrame) { shouldRunAtEndOfFrame.Add(coroutine); }else/*similar stuff for other YieldInstruction subtypes*/} unblockedCoroutines= shouldRunNextFrame; 当然...
public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return newWaitForEndOfFrame(); // Draw a quad that shows alpha channel.GL.PushMatrix();GL.LoadOrtho(); mat.SetPass(0);GL.Begin(GL.QUADS);GL.Vertex3(0, 0, 0);GL.Vertex...
public IEnumerator Start() { CreateMaterial(); while (true) { // Wait until all rendering + UI is done. yield return new WaitForEndOfFrame(); // Draw a quad that shows alpha channel. GL.PushMatrix(); GL.LoadOrtho(); mat.SetPass(0); GL.Begin(GL.QUADS); GL.Vertex3(0, 0, 0); ...
Unity在每一帧(Frame)都会去处理对象上的协程。Unity主要是在Update后去处理协程(检查协程的条件是否满足),但也有写特例 协程跟Update()其实一样的,都是Unity每帧对会去处理的函数(如果有的话)。如果MonoBehaviour 是处于激活(active)状态的而且yield的条件满足,就会协程方法的后面代码。还可以发现:如果在一个对象的...
WaitForEndOfFrame - the coroutine executes on the frame, after all of the rendering and GUI is complete WaitForFixedUpdate - causes this coroutine to execute at the next physics step, after all physics is calculated WaitForSeconds - causes the coroutine not to execute for a given game time period...
For example, await UniTask.WaitForEndOfFrame(this); is lightweight allocation free alternative of yield return new WaitForEndOfFrame(). Note: In Unity 2023.1 or newer, await UniTask.WaitForEndOfFrame(); no longer requires MonoBehaviour. It uses UnityEngine.Awaitable.EndOfFrameAsync....
Photon Unity Networking (PUN)是一种用于多人游戏的Unity软件包。 灵活的匹配可以让玩家进入房间,可以通过网络同步对象。 快速和可靠的通信是通过专用的Photon 服务器完成的,因此客户端连接不需要1对1。
";6publicfloat speed=5.0f;78privatefloat timeSum=0.0f;9privatebool isShowing=false;10// Use this for initialization11voidStart(){12ShowDialog();13}1415// Update is called once per frame16voidUpdate(){17if(isShowing){18timeSum+=speed*Time.deltaTime;19guiText.text=dialogStr.Substring(0,...