Create a Unity application, with opportunities to mod and experiment. View all Projects Tutorials Find what you’re looking for with short, bite-sized tutorials. View all Tutorials 直播 Educator Hub Project Using the Input System in Unity
Using the Input System in the Editor Unlike Unity's old Input Manager, you can use the new Input System from within EditorWindow code as well. For example, you can gain access to pen pressure information like this: class MyEditorWindow : EditorWindow { public void OnGUI() { var pen =...
*Steps to reproduce:* 1. Download attached project and open in Unity 2. In Rendering Debugger, select the Lighting tab 3. Press Play...
Added docs about the need for "testables" in https://github.com/Unity-Technologies/InputSystem/pull/1082. Unfortunately for now, we have to live with this. Hopefully later, as the package system matures, we will have a more elegant solution for this :/ Log in to vote on this issue ...
usingSystem.IO; usingUnityEditor; usingUnityEngine; publicstaticclassTools { // 菜单项:生成配置 [MenuItem("Tools/Config _F8",false,0)] privatestaticvoidGenConfig() { // 打开URL,执行指定路径下的批处理文件(gen_code_json.bat) Application.OpenURL(Path.Combine(Application.dataPath,"../gen_code...
You can use NavMesh Agent, NavMesh Obstacle, and Off Mesh Link components with other Unity components too. Here’s a list of dos and don’ts when mixing different components together.
打开Unity,创建一个新的Shader和一个新的Material,名字分别为ScrollingUVs; 确保你已下载相关资源,将第二章所需资源(在Unity assets下)导入Unity; 新建一个场景,名为ScrollingUV_Scene,并新建一个光源。找到第二步中导入Unity中的模型River_GRP.fbx,拖入新建的场景中,调节摄像机位置,使River_GRP出现在合适的视角范...
using UnityEngine; using System.Collections; public class SpriteAnimator : MonoBehaviour { public float speed = 5.0f; public int cellAmount = 0; float timeValue = 0.0f; void Start () { transform.renderer.material.SetFloat("_CellAmount", cellAmount); ...
在Unity中,实际上已经有很多插件可以完成这个工作,例如2dTookit,新版的Unity中支持2D应该也会提供类似的功能了。虽然如此,我还是希望通过这篇文章可以更深入地理解2D动画的原理。说到动画的原理,先要提到一个名词,sprite atlas,也可以称为image sequence,实际上就是一张大图中包含了很多张小图,如下:...
新建一个场景,名为ScrollingUV_Scene,并新建一个光源。找到第二步中导入Unity中的模型River_GRP.fbx,拖入新建的场景中,调节摄像机位置,使River_GRP出现在合适的视角范围内; 场景中的River_GRP应该包含了两个子物体,Ground_GEO和River_GEO。改变River_GEO使用的Material为第一步中创建的新的Material,Ground_GEO使用...