《UnityAPI.AssetBundle资源包》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+AssetBundle+LoadAsset+List+立钻哥哥++OK++)

《UnityAPI.AssetBundle资源包》

版本

作者

参与者

完成日期

备注

UnityAPI_AssetBundle_V01_1.0

严立钻

 

2020.05.28

 

 

 

 

 

 

 

#《UnityAPI.AssetBundle资源包》发布说明:

++++“UnityAPI.AssetBundle资源包是对UnityAPIAssetBundle资源包类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#AssetBundle资源包

#AssetBundle资源包

#AssetBundle资源包

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:AssetBundle(资源包)是通过WWW类流加载资源并在运行时实例化它们;AssetBundles通过BuildPipeline.BuildAssetBundle创建

++++[namespace]:UnityEngine

++++[Inherits from]:Object

++++注意:资源包在平台间不完全兼容;资源包编译为Standalone平台(包括WebPlayer)可以被任意平台加载,但不包括iOSAndroid平台;此外,资源包编译为iOS是不兼容Android,反之亦然;

++++[Object]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[WWW]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAssetBundle : MonoBehaviour{

 

    IEnumerator getAsset(){

        WWW myW = new WWW(http://i360game.com/myserver/myBundle.unity3d);

        yield return myW;

 

        //Get the designated main asset and instantiate it.

        Instantiate(myW.assetBundle.mainAsset);

 

    }    //立钻哥哥:IEnumerator getAsset(){}

 

}    //立钻哥哥:public class YanlzAssetBundle{}

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

 

 

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、mainAsset

++++B2.2、YanlzXREngine.AssetBundle.Variables

 

 

 

++B2.1、mainAsset

++B2.1、mainAsset

++B2.1、mainAsset

++++立钻哥哥:主资源

Object mainAsset;

++++主资源是在构建资源包时指定(只读

++++该功能可以方便的找到bundle内的主资源;例如,想要有一个角色的预制体并包括所有纹理、材质、网格和动画文件;但是完全操纵角色的预设体应该是mainAsset并且易于被访问

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAssetBundle : MonoBehaviour{

 

    IEnumerator getAsset(){

        WWW myW = new WWW(http://i360game.com/myserver/myBundle.unity3d);

        yield return myW;

 

        //Get the designated main asset and instantiate it.

        Instantiate(myW.assetBundle.mainAsset);

 

    }    //立钻哥哥:IEnumerator getAsset(){}

 

}    //立钻哥哥:public class YanlzAssetBundle{}

 

 

 

 

 

 

 

#C3、Public Functions公有函数

#C3、Public Functions公有函数

++C3、Public Functions公有函数

++++C3.1、Contains

++++C3.2、GetAllAssetNames

++++C3.3、GetAllScenePaths

++++C3.4、LoadAllAssets

++++C3.5、LoadAllAssetsAsync

++++C3.6、LoadAsset

++++C3.7、LoadAssetAsync

++++C3.8、LoadAssetWithSubAssets

++++C3.9、LoadAssetWithSubAssetsAsync

++++C3.10、Unload

++++C3.11、YanlzXREngine.AssetBundle.PublicFunctions

 

 

++C3.1、Contains

++C3.1、Contains

++C3.1、Contains

++++立钻哥哥:包含

bool Contains(string name);

++++如果AssetBundle的名称中包含特定的对象则进行检索

++++如果有此名字的对象被包含在AssetBundle中则返回真,否则返回假

 

 

 

 

 

++C3.2、GetAllAssetNames

++C3.2、GetAllAssetNames

++C3.2、GetAllAssetNames

++++立钻哥哥:获得所有资源名字

public string[] GetAllAssetNames();

++++返回资源包中所有资源名字

++++仅在普通资源包中有效(无流场景资源包),否则返回空字符串数组

 

 

 

 

 

++C3.3、GetAllScenePaths

++C3.3、GetAllScenePaths

++C3.3、GetAllScenePaths

++++立钻哥哥:返回所有场景路径

public string[] GetAllScenePaths();

++++返回资源包中所有的场景资源路径(*.unity资源路径)

++++仅对流场景资源包有效,否则返回空字符串数组

 

 

 

 

 

++C3.4、LoadAllAssets

++C3.4、LoadAllAssets

++C3.4、LoadAllAssets

++++立钻哥哥:加载所有资源

public Object[] LoadAllAssets(Type type);

public Object[] LoadAllAssets();

public T[] LoadAllAssets();

++++加载资源包中继承自type的所有资源

++++加载资源包中的所有资源

++++加载资源包中继承自type T的所有资源

 

 

 

 

 

++C3.5、LoadAllAssetsAsync

++C3.5、LoadAllAssetsAsync

++C3.5、LoadAllAssetsAsync

++++立钻哥哥:异步加载所有资源

public AssetBundleRequest LoadAllAssetsAsync();

public AssetBundleRequest LoadAllAssetsAsync(iOS.ADBannerView.Type type);

++++异步加载所有资源包中的资源

++++异步加载所有继承自TYPE类型资源包中的资源

 

 

 

 

 

++C3.6、LoadAsset

++C3.6、LoadAsset

++C3.6、LoadAsset

++++立钻哥哥:加载资源

public Object LoadAsset(string name);

public Object LoadAsset(string name, iOS.ADBannerView.Type type);

public T LoadAsset(string name);

++++从资源包中根据资源名下载资源

++++从资源包中下载类型为T名为name的资源

++++版本5.0以后;不再支持用户使用Load直接获取特殊组件;而是首先使用LoadAsset来下载游戏对象,然后查找对象的组件

 

 

 

 

 

++C3.7、LoadAssetAsync

++C3.7、LoadAssetAsync

++C3.7、LoadAssetAsync

++++立钻哥哥:异步加载所有资源

public AssetBundleRequest LoadAllAssetsAsync();

public AssetBundleRequest LoadAllAssetsAsync(iOS.ADBannerView.Type type);

++++异步加载所有资源包中的资源

++++异步加载所有继承自type类型资源包中的资源

 

 

 

 

 

++C3.8、LoadAssetWithSubAssets

++C3.8、LoadAssetWithSubAssets

++C3.8、LoadAssetWithSubAssets

++++立钻哥哥:加载和替换资源

public Object[] LoadAssetWithSubAssets(string name);

public Object[] LoadAssetWithSubAssets(string name, iOS.ADBannerView.Type type);

public T[] LoadAssetWithSubAssets(string name);

++++根据名字加载和替换资源包中资源

++++根据资源名在资源包中加载和替换给定类型资源

++++根据资源名加载和替换资源包中类型为T的资源

 

 

 

 

 

++C3.9、LoadAssetWithSubAssetsAsync

++C3.9、LoadAssetWithSubAssetsAsync

++C3.9、LoadAssetWithSubAssetsAsync

++++立钻哥哥:异步加载和替换资源

public AssetBundleRequest LoadAssetWithSubAssetsAsync(string name);

public AssetBundleRequest LoadAssetWithSubAssetsAsync(string name, iOS.ADBannerView.Type type);

++++根据资源名异步加载和替换资源包中的资源

++++根据资源名异步加载和替换资源包中给定类型为type的资源

 

 

 

 

 

++C3.10、Unload

++C3.10、Unload

++C3.10、Unload

++++立钻哥哥:卸载

void Unload(bool unloadAllLoadedObjects);

++++卸载所有包含在bundle中的对象

++++卸载释放bundle中所有序列化数据;当unloadAllLoadedObjects为假,bundle内的序列化数据将被释放,但是任何从这个bundle中实例化的物体都将完好;当然,不能从这个bundle中加载更多物体;当unloadAllLoadedObjects为真,所有从该bundle中加载的物体也将被销毁;如果场景中有游戏物体引用该资源,那么引用也会丢失

 

 

 

 

 

 

 

#D4、Static Functions静态函数

#D4、Static Functions静态函数

++D4、Static Functions静态函数

++++D4.1、CreateFromFile

++++D4.2、CreateFromMemory

++++D4.3、CreateFromMemoryImmediate

++++D4.4、YanlzXREngine.AssetBundle.StaticFunctions

 

 

++D4.1、CreateFromFile

++D4.1、CreateFromFile

++D4.1、CreateFromFile

++++立钻哥哥:从文件创建

static AssetBundle CreateFromFile(string path);

++++[path]:硬盘上文件的路径

++++从硬盘来加载资源包

++++这个函数仅支持未压缩的资源;这是加载资源包的最快方式

立钻哥哥:Only uncompressed asset bundles are supported by this function. This is the fastest way to load an asset bundle.

 

 

 

 

 

++D4.2、CreateFromMemory

++D4.2、CreateFromMemory

++D4.2、CreateFromMemory

++++立钻哥哥:从内存创建

static AssetBundleCreateRequest CreateFromMemory(byte[] binary);

++++从内存区异步创建资源包

 

 

 

 

 

++D4.3、CreateFromMemoryImmediate

++D4.3、CreateFromMemoryImmediate

++D4.3、CreateFromMemoryImmediate

++++立钻哥哥:从内存区同步创建

public static AssetBundle CreateFromMemoryImmediate(byte[] binary);

++++[binary]:存放资源包数据的字节数组

++++从内存区同步创建资源包

++++应用这个方法从字节数组创建一个资源包;当在自己的系统中下载资源包而不是用WWW类下载,或者当已经下载好了加密数据,并且需要从未加密的数据创建资源包时使用这个方法是很有效的

++++AssetBundle.CreateFromMemory相比较,这个版本是同步的并且直到资源包对象被创建完毕才返回

++++[WWW]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAssetBundle : MonoBehaviour{

 

    IEnumerator Start(){

        WWW myW = new WWW(http://i360game.com/myserver/myBundle.unity3d);

        yield return myW;

 

        AssetBundle assetBundle = AssetBundle.CreateFromMemoryImmediate(myW.bytes);

 

    }    //立钻哥哥:IEnumerator Start(){}

 

}    //立钻哥哥:public class YanlzAssetBundle{}

 

 

 

 

 

 

 

 

#E5、立钻哥哥对AssetBundle类的拓展

#E5、立钻哥哥对AssetBundle类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

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++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

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++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

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++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

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++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

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++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

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++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

--_--VRunSoft:lovezuanzuan--_--

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