A top down shooter game using Unity default tools. No visuals beyond Unity primitives are included (except weapons). This mini project displays the use of Unity scriptable objects in tandem with de coupled player controls to create variants of objects one could find in-game (i.e. weapons) an...
in XML or JSON files that edit with their own tools. Unity provides its own way — Scriptable Objects (SO), which I like because you don't have to write your own editor to visualize them, it's easy to make links to the game's assets and to each other, and with Addressables this ...
Learn how to create custom drawers, serialize anything, create Unity-serializable dictionaries, validate your project, and much, much more.
The texture is black when using a Custom URP ScriptableRenderPass with built-in CopyDepth shader to copy the depth buffer on the texture - Aug 30, 2024 Reproduction steps: 1. Open the “ReproProject“ project 2. Open the “Assets/S...
This sample shows loading via the AssetReference but instantiating via Unity's built in method. This will only increment the ref count once (for the load). Currently, the objects created are being destroyed with Addressables.ReleaseInstance even though they were not created that way. As of ver...
public static Type FetchFirstCompatibleTypeUsingScriptableRenderPipelineExtension (); 説明 Returns the first type that is a child of TBaseClass and has a ScriptableRenderPipelineExtensionAttribute filter corresponding to the ScriptableRenderPipeline that you are using....
In its Inspector, add an ARBackgroundRendererFeature to the list of Renderer Features. Access the Graphics section of the Project Settings window (menu: Edit > Project Settings, then select Graphics), and select the UniversalRenderPipelineAsset for the Scriptable Render Pipeline Set...
Package: Scriptable Render Pipeline Lightweight - May 22, 2019 Steps to reproduce: 1. Download 1156741_repro.zip and open "SampleScene" scene 2. Enter play mode 3. Open Frame Debugger 4. Notice that there isn't a Final Blit Pass during rendering ...
For some time now, Unity has been changing its APIs to use a data-oriented model, as Scriptable Objects and Addressables clearly demonstrate. The main idea is to rely on data rather than systems. That data is an asset in your project — a file on your hard drive. In the past, working...
002 使用练习文件(002 Using the exercise files) - 大小:619k 目录:002 使用练习文件 资源数量:19,Unity3D_Unity 2D,001 欢迎,002 使用练习文件,003 进口艺术品,004 自定义菜单的构建,005 获得资产的途径,006 保存脚本对象,007 构建调色板,008 从纹理取样颜色,009 自定义