通常应确保 Network Manager 在场景之间保持不变,否则在场景改变时网络连接会中断。为此,请确保在 Inspector 内选中Don’t Destroy On Load复选框。但是,也可在每个场景中使用具有不同设置的单独 Network Manager,如果希望控制增量预制件加载或不同的场景转换,可能会很有用。
public class TimeSinceLevelLoad : MonoBehaviour { public Button m_MyButton; public Text m_MyText; void Awake() { //Don't destroy the GameObject when loading a new Scene DontDestroyOnLoad(gameObject); //Make sure the Canvas isn't deleted so the UI stays on the Scene load DontDestroyOnLoad...
To do this, ensure the Don’t Destroy On Load box is checked in the Inspector. However it is also possible to have a separate Network Manager in each Scene with different settings, which may be helpful if you wish to control incremental Prefab loading, or different Scene transitions....
Because you can’t overload the ?? and ?. operators, they aren’t compatible with objects that derive from UnityEngine.Object. The operators don’t return the same results as the equality and inequality operators when you use them on a destroyed MonoBehaviour or ScriptableObject while the manag...
For cases C and D, to achieve the same result in 2018.3, you need to implement OnAnimatorMove, then discard Animator.deltaPosition and Animator.deltaRotation in cases where you don’t want to apply Root Motion.If your Project uses applyRootMotion to “mute” Position, Rotation and Scale ...
Don’t allocate more memory than necessary in your scripts. Track mono heap size and usage with theinternal profiler Note:with Unity 3.0, the scene loading implementation has changed significantly and now all scene assets are preloaded. This results in fewer hiccups when instantiating game objects...
To do this, ensure the Don’t Destroy On Load box is checked in the Inspector. However it is also possible to have a separate Network Manager in each Scene with different settings, which may be helpful if you wish to control incremental Prefab loading, or different Scene transitions....
Note that Scene changes cause all the GameObjects in the previous Scene to be destroyed. The Network Manager usually needs to to persist between Scenes (otherwise the network connection is broken upon a Scene change), so ensure theDon’t Destroy On Loadbox is checked in the Inspector. It is...
void Awake() { //Don't destroy theGameObjectwhen loading a newSceneDontDestroyOnLoad(gameObject); //Make sure theCanvasisn't deleted so the UI stays on theSceneload DontDestroyOnLoad(GameObject.Find("Canvas")); if (m_MyButton != null) //Add a listener to call the LoadSceneButton functi...
void Awake() { // Don't destroy theGameObjectwhen loading a newSceneDontDestroyOnLoad(gameObject); // Make sure theCanvasisn't deleted so the UI stays on theSceneload DontDestroyOnLoad(GameObject.Find("Canvas")); if (m_MyButton != null) // Add a listener to call the LoadSceneButton ...