Unity个人笔记,资料均来源于Unity官网
目的,尝试学会Unity框架,很长,估计分好几次学完
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QuickStart to TextMesh Pro
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那顺便:
pivot支点是代表小的黄色框的位置,也就是Text Mesh Pro,Anchor锚点是对于大框框的,最小为0最大为1
pos是pivot相对于Anchor的位置,width和height是相对于Anchor的大小
TextMesh Pro is an easy-to-use system for high-quality text. It has many text appearance and formatting options, and is an easy way to add a professional touch to any project’s user interface. In this tutorial, you will learn to prepare fonts for use in TextMesh Pro, create new TextMesh Pro objects, and alter those objects.
formatting option格式选项
vertex顶点,underlay垫层,基础
slot狭槽 demonstration示范 作用是显示时间
folder文件夹
UI Component之前做过了
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Creating Basic UI with uGUI
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With the introduction of the UI system, new Components have been added that will help create GUI specific functionality. Some of those elements include text, images, buttons, etc. In this tutorial, you will learn to create and use basic UI.
重复了,略
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Optimizing Graphics in Unity
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大哥来了,难度为最高的Advanced,不知道能不能看得懂。。
迟早要面对的,并不总会是有趣能看得到反馈的操作,枯燥的东西记住就完事了,概念不要因为不理解就痛苦,快速通过后去做实践训练部分
超长预警
Rendering graphics in Unity is a complex task. This guide provides a better understanding of the underlying concepts related to rendering, and best practices for reducing the rendering workload on the GPU.
GPU-Graphics Processing Unit图形处理器 underlying concept基本概念
查手册
workload工作量 profile轮廓简介形象 profiling分析 verify验证 benchmark基准
新网站GFXBench 学到了,泰坦还是牛
哪有什么Don’t Clear选项?
discard 丢弃 framebuffer帧缓冲区 restore恢复 portion部分 architecture建筑学,体系结构 viewport视区 arithmetic算数
说人话秋梨膏,都是什么东西
他这里刚好有讲。。为什么不放到前面来?手册貌似搜不到这个概念
stencil模板 present出场出席,现在存在,礼物,提出 graphics feature图形功能 retrace回溯 implication含义 resolution分辨率
颜色缓冲区是一个必不可少的部分,并且总是存在的
VSync
(简直了,都要睡着了,先放一下。。。。/以后有机会再搞吧