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转载 Unity3D开发(七):NGUI之UICamera控制触摸,鼠标事件

1. UICamera 功能介绍 主要包括UI事件的监听,分发,覆盖范围为此Camera渲染的所有GameObject。 事件源包括:鼠标,触摸,键盘,手柄。 事件包括:悬停,按下/抬起,选中/取消选中,点击,双击,拖拽,释放,文本输入,Tips显示,滚轮滑动,键盘输入。   2. UICamera 实现流程 (1)属性   Event Type:包

2015-09-25 17:27:10 1190

转载 Unity3D开发(一):NGUI之UIRoot屏幕分辨率自适应

NGUI在Unity3D游戏开发中非常常用,而NGUI对于每一个UI场景,都是以一个UIRoot为UI游戏对象树的根的,那么这个UIRoot是起什么作用的呢? 先简单看一下UIRoot中的基本属性 UIRoot游戏对象的属性只有4个,分别是缩放规则,手动高度,最小高度和最大高度 而正是这4个属性,将影响整个UI场景中整体的缩放比例,当设置好这4个属性之后,UIRoot游戏

2015-09-25 16:50:44 468

原创 Unity3D Member Data和Inspector, Serialize的关系

Unity3D 中提供了非常方便的功能可以帮助用户将Member Data在Inspector中显示,并且定义Serialize关系。简单的说,在没有自定义Inspector的情况下所有显示在Inspector 中的属性都同时具有Serialize功能。换句话说,就是你在Inspector看到什么,保存游戏的时候,这些值就会被保存成二进制文件。 可被Serialize的变量的定义方法

2015-09-25 12:10:54 418

原创 c#Serializable

参考: C# Serializable  System.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

2015-09-25 12:03:15 474

原创 component之message

主要作用,跨脚本、语言实现功能。 Message相关有3条指令: SendMessage ("函数名",参数,SendMessageOptions) //GameObject自身的Script BroadcastMessage ("函数名",参数,SendMessageOptions)  //自身和子Object的Script SendMessageUpwards ("函数名",参数,

2015-09-25 11:57:19 363

转载 【Unity教程】Unity中的C#内存管理

本系列文章主要讲解C#针对unity的内存管理,共有三部分,各部分内容如下: •  第一篇文章讨论.NET和Mono垃圾回收的内存管理基本的原理。也涉及一些常见的内存泄漏来源。 •  第二篇文章着重于使用工具发现内存泄漏。Unity Profiler在此方面是一个强大的工具,但它代价太高(unity5中免费)。因此我将讨论.NET反汇编和通用中间语言(CIL),以此展示如何使用免费

2015-09-15 22:28:01 2122

URP Debug Views 1.0.4.zip

Do you wish you had debug views in LWRP / URP? Do you wish it was easy to add custom debug views? That it was accessible in game view and in builds? URP Debug Views - A unique plugin that adds debug views support for LWRP / URP and more! TLDR URP Debug Views adds must have features for anyone that uses LWRP / URP: - most of the debug views from the built-in renderer (including Shaded Wireframe!) - works in scene view, game view and in builds - add your own debug view with a single shader Available debug views - Shaded Wireframe - World normals - World tangents - Shadow cascades - Overdraw - Vertex color R - Vertex color G - Vertex color B - Vertex color RGB - Vertex color A - UV0 Checker - UV1 Checker Available everywhere Debug views work in scene view, game view but also in builds. It has been tested on various PCs, Mac, Android and VR. Custom Adding custom debug views is very easy, a single shader is enough! You can then plug the newly created debug view in an editor menu, shortcuts or a custom in-game menu. Time saver Being able to check problems and iterate on them quickly is very important, especially if you are an indie game developper. "Why is this vertex color not working? Is the problem coming from the mesh, Unity or the shader?" "What is this visual bug, is it coming from the geometry or the textures?" Any of theses questions and many more can be answered in one click by using the correct view. Without any debug view, it can take 10 minutes, an hour, or more. Less time fixing problems means more time working on your game. Your time is important, value it! Full source code included! Support I'm dedicated to make this asset a must-have for LWRP / URP. I answer to email and do my best to fix bugs and implement feature request. Please don't hesitate to contact me for feedback, ideas or bug report at [email protected] You can also come and chat on Discord at https://discord.gg/ksURBah If you are not convinced yet, you can look at reviews for

2021-07-23

房燕良-虚幻4渲染系统架构解析

自我介绍 • 3D引擎渲染系统概述 • 虚幻4渲染系统架构 – 游戏线程&渲染线程 – 场景管理与渲染数据管理 – Deferred Shading Scene Renderer • 虚幻4的VR渲染 – 以Google VR HMD插件为例

2019-02-22

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