unity3d

Programmatically define execution order of scripts

你说的曾经没有我的故事 提交于 2020-12-25 02:54:44
问题 By programmatically adding scripts to a given game object, will these scripts execute in the order they were added? Will their events run in the order they were added? void Awake () { gameObject.AddComponent("Script_1"); gameObject.AddComponent("Script_2"); } 回答1: Short answer: No. But you can set Script Execution Order in the settings (menu: Edit > Project Settings > Script Execution Order) or change it from code: // First you get the MonoScript of your MonoBehaviour MonoScript monoScript =

Programmatically define execution order of scripts

我们两清 提交于 2020-12-25 02:53:53
问题 By programmatically adding scripts to a given game object, will these scripts execute in the order they were added? Will their events run in the order they were added? void Awake () { gameObject.AddComponent("Script_1"); gameObject.AddComponent("Script_2"); } 回答1: Short answer: No. But you can set Script Execution Order in the settings (menu: Edit > Project Settings > Script Execution Order) or change it from code: // First you get the MonoScript of your MonoBehaviour MonoScript monoScript =

检验实时3D像素流送平台好坏的七个标准!(下)

此生再无相见时 提交于 2020-12-24 21:17:43
上篇文章我们介绍了《 检验实时3D像素流送平台质量的七个标准 》中的前四个标准,本文我们将继续给您介绍检验像素流送平台质量的其他三个标准。 您的平台是通过云还是仅通过渲染的图像传输数据? 您的企业需要了解您的云流提供商如何管理数据。衡量交互式3D 像素流送 服务的数据安全级别的一条捷径是:在交互式3D流中,您是通过云还是仅通过渲染的图像传输所有数据? 正确的答案?只是渲染的图像。如果该平台还传输源文件,那么不道德的收件人可能会未经授权访问您公司的专有数据。 理想的解决方案是一个平台,该平台可在服务器级别上确保源文件的安全,在此处进行渲染,然后通过云传输渲染的图像。 您是否与虚幻引擎和Unity等游戏引擎集成? 游戏引擎是用于渲染交互式3D模型和体验的流行工具。 建筑公司,工程公司,数字代理商,汽车制造商等使用游戏引擎将CAD模型转换为用于市场营销,产品开发,销售等的逼真的模型。 但是,由于部署3D创作或与协作者共享它们会消耗大量数据,因此这些用户中有许多会遇到工作流阻塞。3D模型不像视频或Google文档那样容易共享。 因此,您的3D像素流送平台必须与流行的游戏引擎(例如Unreal和Unity)集成,以实现轻松分发。您可以轻松地将创建的游戏引擎部署到任何设备,而无需共享源文件。另外,您的团队可以通过将协作者流式传输到会议空间轻松地与协作者共享3D模型,而无需下载或安装。 例如

ios原生项目内嵌u3d工程

房东的猫 提交于 2020-12-24 08:23:29
本文一反常态, 目标是把u3d工程以framewWork形式 内嵌原生IOS项目 1、xcode中新建Cocoa Touch FrameWork。取名u3dFrameWork 2、把u3d导出的xcode中,Class、Library 拷贝到u3dFrameWork 中 采用 方式引入 从library中移除掉libil2cpp 3 以下头文件移动到public 4、Build Phases 下头文件引用中 移除RegisterMonoModules.h compile sources 中移除main.mm 和RegisterMonoModules.cpp 5、配置修改 Build Settings -> Header Search Paths: $(inherited) "$(SRCROOT)/Classes" "$(SRCROOT)" $(SRCROOT)/Classes/Native $(SRCROOT)/Libraries/bdwgc/include $(SRCROOT)/Libraries/libil2cpp/include Build Settings -> Library Search Paths: $(inherited) "$(SRCROOT)" "$(SRCROOT)/Libraries" Build Settings -> Prefix Header:

团队作业第二次—项目选题报告(葫芦娃队)

前提是你 提交于 2020-12-24 04:52:11
#作业信息 ###课程名称:软件工程1916|W(福州大学) ###作业要求: 团队作业第二次—项目选题报告 ###团队名称:葫芦娃队 ###作业目标:确定和分析选题,绘制评审表 ###团队信息: 队员学号 | 队员昵称 | 博客地址 | - | - 041602421 | der himmel | https://www.cnblogs.com/wenghaoo 221600225 | wuliaoBoring | https://www.cnblogs.com/wuliaoBoring/ 221600424 |BW.LIN| https://www.cnblogs.com/lbwblog/ 221600432 |QZY| https://www.cnblogs.com/nuomituanzi/ 组长 221600431 |OFY| https://www.cnblogs.com/ofy666/ 221600434 |北风5620| https://www.cnblogs.com/beifeng5620/ 221600435 |XBN| https://www.cnblogs.com/xbnhhh/ 学号 姓名 此次作业任务 贡献比例 221600432 邱志勇 1.游戏初期构想;2.nabcd分析;3可行性分析 0.15 41602421 翁昊 1.游戏初期构想;2.整理报告

Unity资源热更新

末鹿安然 提交于 2020-12-23 15:13:11
前一段时间换工作,一直没有稳定下来,所以一直没有写文章,今天好不容易有了时间,刚刚好现在的工作刚刚写了资源更新这一块,故记录下。 0 编辑器中的工作 需要在编辑器中进行资源打包(自定义版本号),会生成资源配置表和版本号配置。并且将两个配置表和需要更新的资源上传值服务器。一般这一步都是在专门的打包工程进行,可以使用Unity命令行工具,或者使用jenkins在自动构建时自动进行。 1 资源配置表 资源配置表用来表示记录资源。保存资源的路径和资源的MD5值类似如下 ABs/font/font.ab|1746131361f22d8575fb5832db155932|5c084153d4545e6fed456182ec47c4c9 ABs/shader/shader.ab|b012e0dfd1c75538bf0f8a0f65272f15|cc0ca75be9cd3a78642cc2b9b4604ebe ABs/uiatlas/activesence.ab|3041b67bfa0f844dd99310380afe371e|35386009967d4eaa39507b3dd713d4e3 ABs/uiatlas/choukagold.ab|6c511f035d85a404726658aea8dff57c|8d19009e595db0d54b4fa78e82f069b5 ABs/uiatlas

Unity - how to show world space canvas above screen overlay canvas?

爱⌒轻易说出口 提交于 2020-12-23 11:40:48
问题 Ok, basically I have a world space canvas (that currently uses a different camera) and a screen space canvas. In the screen space canvas I have a blur material from the asset store on a plane, which only works in screen space. I need to do a switch where I still have that blurred background and the button to get back, but on top I have my world space canvas (the "text" objects below): Setting clear flags to none on the second camera allows me to see what the first camera sees, but not its

Unity - how to show world space canvas above screen overlay canvas?

爱⌒轻易说出口 提交于 2020-12-23 11:38:53
问题 Ok, basically I have a world space canvas (that currently uses a different camera) and a screen space canvas. In the screen space canvas I have a blur material from the asset store on a plane, which only works in screen space. I need to do a switch where I still have that blurred background and the button to get back, but on top I have my world space canvas (the "text" objects below): Setting clear flags to none on the second camera allows me to see what the first camera sees, but not its

Unity - how to show world space canvas above screen overlay canvas?

别等时光非礼了梦想. 提交于 2020-12-23 11:37:48
问题 Ok, basically I have a world space canvas (that currently uses a different camera) and a screen space canvas. In the screen space canvas I have a blur material from the asset store on a plane, which only works in screen space. I need to do a switch where I still have that blurred background and the button to get back, but on top I have my world space canvas (the "text" objects below): Setting clear flags to none on the second camera allows me to see what the first camera sees, but not its

Unity - how to show world space canvas above screen overlay canvas?

旧巷老猫 提交于 2020-12-23 11:37:32
问题 Ok, basically I have a world space canvas (that currently uses a different camera) and a screen space canvas. In the screen space canvas I have a blur material from the asset store on a plane, which only works in screen space. I need to do a switch where I still have that blurred background and the button to get back, but on top I have my world space canvas (the "text" objects below): Setting clear flags to none on the second camera allows me to see what the first camera sees, but not its