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...
A coroutine is a function that is executed partially and, presuming suitable conditions are met, will be resumed at some point in the future until its work is done. 即协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码。 Demo 前面的说的都是概念性的...
If the operations all load assets, you can combine them with a single call to the Addressables.LoadAssetsAsync function. The AsyncOperationhandle for this method works the same as LoadAssetAsync; you can yield the handle in a coroutine to wait until all the assets in the operation load. In...
This is a series of articles that provides an in-depth discussion of Assets and resource management in the Unity engine. It seeks to provide expert developers with deep, source-level knowledge of Unity's Asset and serialization systems. PLEASE NOTE: this
void Update() { if(exampleBool) { for(int i = 0; i < myArray.Length; i++) { ExampleFunction(myArray[i]); } } } This is a simplified example but it illustrates a real saving that we can make. We should examine our code for places where we have structured our loops poorly. ...
WaitForFixedUpdate(); // replacement of yield return WaitUntil await UniTask.WaitUntil(() => isActive == false); // special helper of WaitUntil await UniTask.WaitUntilValueChanged(this, x => x.isActive); // You can await IEnumerator coroutines await FooCoroutineEnumerator(); // You can...
A coroutine is a function that is executed partially and, presuming suitable conditions are met, will be resumed at some point in the future until its work is done. 即协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码。 Unity在每一帧(Frame)都会去处...
A coroutine is a function that is executed partially and, presuming suitable conditions are met, will be resumed at some point in the future until its work is done. 即协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码。
A coroutine is a function that is executed partially and, presuming suitable conditions are met, will be resumed at some point in the future until its work is done. 协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码。Unity在每一帧(Frame)都会去处理对...
Once a model is created, it is time to define its surface properties. Physically Based Rendering Shader innovations have had a massive impact on real-time rendering. It has done more to let us achieve believable visuals than anything since the normal map innovation comes along. The Unity ...