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转载 T4M在Unity5中运行出错修改
- Import the T4m package and accept the automatic script updating.- Find "T4M 4 Textures.shader" (T4M/Shaders/ShaderModel2/Diffuse)- Edit shader above adding at the end of line 17 "nolightmap"
2015-08-27 20:27:51 5983
转载 Unity中的Path对应各平台中的Path
OS:Application.dataPath : Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/xxx.app/DataApplication.streamingAssetsPath : Application/xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx/xxx.app
2015-08-27 16:55:42 360
转载 Load Asset Bundle in Editor
public class DecryptAssetBundle : EditorWindow { private string assetURL = ""; private static WWW request; private static bool run = false; private static IEnumerator en = null; [Me
2015-08-18 16:45:15 824
转载 unity跨线程操作的问题
/* Copyright (c) 2015 3shine.com * Anthor:penguin_ku(十月) * DateTime:2015/5/3 22:35:41 * FileName:MainTaskProcessor * MachineName: win8.1-04020905 * Version:V1.0.0.0 * * Function: * 1、
2015-08-18 10:07:17 728
转载 ulua
http://bbs.ulua.org/dispbbs.asp?boardid=3&Id=24http://bbs.ulua.org/dispbbs.asp?boardid=2&Id=27
2015-08-10 16:24:20 360
转载 Unity中可用Lua版本效率分析比较
Unity中可用Lua版本效率分析比较欢迎来到你的代码我的鱼,oooofish.com,本篇文章主要介绍Unity中可用的lua版本对比及分析。目前常见的unity lua库有以下:luainterface、ulua、nlua、unilua简单介绍luainterface: C#的lua桥接库作者Craig Presti项目位置:https://
2015-08-07 16:29:30 681
原创 C# coding-guidelines
http://www.mono-project.com/community/contributing/coding-guidelines/
2015-08-07 16:17:20 330
转载 "Optimize Game Objects" in ModelImporter inspector
MECANIM IMPROVEMENTSAdd a new option "Optimize Game Objects" in ModelImporter inspector. In short, this makes character rigs much faster.When turned on, the game object transform hierarchy
2015-08-06 17:20:34 1498
转载 C# MemoryStream和BinaryFormatter
本文来自CSDN博客,出处:http://blog.csdn.net/ljincheng/archive/2008/03/26/2220499.aspx编程访问文件是通过文件流对象进行的,当应用程序需要访问文件时,必须先创建一个文件流对象,此流对象和文件是一一对应关系。在.NET中,使用抽象基类System.IO.Stream代表流,它提供Read和Write两个方法。由于数据流的有序
2015-08-06 10:14:22 405
转载 C# Serializable
C# SerializableSystem.SerializableAttribute串行化是指存储和获取磁盘文件、内存或其他地方中的对象。在串行化时,所有的实例数据都保存到存储介质上,在取消串行化时,对象会被还原,且不能与其原实例区别开来。只需给类添加Serializable属性,就可以实现串行化实例的成员。并行化是串行化的逆过程,数据从存储介质中读取出来
2015-08-05 14:17:17 391
转载 Unity3D Mesh.bindposes
//The Bind Pose Matrices allow a raw vertex of the mesh (in local coordinates) to be transformed into world-space// and then to each bone's local coordinate space, after which each bone's animation
2015-08-03 14:45:59 3499
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