《UnityAPI.Terrain地形》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Unity+Terrain+AddTreeInstance+立钻哥哥++OK++)

《UnityAPI.Terrain地形》

版本

作者

参与者

完成日期

备注

UnityAPI_Terrain_V01_1.0

严立钻

 

2020.09.24

 

 

 

 

 

 

 

#《UnityAPI.Terrain地形》发布说明:

++++“UnityAPI.Terrain地形是对UnityAPITerrain地形类的剖析和拓展

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/

 

 

 

 

 

#Terrain地形

#Terrain地形

#Terrain地形

++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:Terrain(地形)是地形组件渲染的地形

++++[namespace]:UnityEngine

++++[Inherits from]:Behaviour

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

++++【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

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[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

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[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

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[Quaternion]:https://blog.csdn.net/VRunSoftYanlz/article/details/107271863

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[LightProbes探测]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372601

++++[Ray射线]:https://blog.csdn.net/VRunSoftYanlz/article/details/107348830

++++[Time时间]:https://blog.csdn.net/VRunSoftYanlz/article/details/107325540

 

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、activeTerrain

++++B2.2、activeTerrains

++++B2.3、YanlzXREngine.Terrain.StaticVariables

 

 

++B2.1、activeTerrain

++B2.1、activeTerrain

++B2.1、activeTerrain

++++立钻哥哥:激活地形

public static Terrain activeTerrain;

++++激活地形,这是获取场景中主要地形的便捷的功能

 

 

 

 

 

++B2.2、activeTerrains

++B2.2、activeTerrains

++B2.2、activeTerrains

++++立钻哥哥:激活地形列表

public static Terrain[] activeTerrains;

++++在场景中激活地形

 

 

 

 

 

 

 

#C3、Variables变量

#C3、Variables变量

++C3、Variables变量

++++C3.1、bakeLightProbesForTrees

++++C3.2、basemapDistance

++++C3.3、castShadows

++++C3.4、collectDetailPatches

++++C3.5、detailObjectDensity

++++C3.6、detailObjectDistance

++++C3.7、drawHeightmap

++++C3.8、drawTreesAndFoliage

++++C3.9、heightmapMaximumLOD

++++C3.10、heightmapPixelError

++++C3.11、legacyShininess

++++C3.12、legacySpecular

++++C3.13、lightmapIndex

++++C3.14、lightmapScaleOffset

++++C3.15、materialTemplate

++++C3.16、materialType

++++C3.17、realtimeLightmapIndex

++++C3.18、realtimeLightmapScaleOffset

++++C3.19、reflectionProbeUsage

++++C3.20、terrainData

++++C3.21、treeBillboardDistance

++++C3.22、treeCrossFadeLength

++++C3.23、treeDistance

++++C3.24、YanlzXREngine.Terrain.Variables

 

 

++C3.1、bakeLightProbesForTrees

++C3.1、bakeLightProbesForTrees

++C3.1、bakeLightProbesForTrees

++++立钻哥哥:灯光探测器烘焙地形树

public bool bakeLightProbesForTrees;

++++指定的数组内部的灯光探测器应该烘焙地形树;仅在编辑中可获取

 

 

 

 

 

++C3.2、basemapDistance

++C3.2、basemapDistance

++C3.2、basemapDistance

++++立钻哥哥:地图距离

public float basemapDistance;

++++高度图面片超出底图距离将使用一个预先计算的低解析度底图

++++这个可以提高远处地面的性能;近处Unity渲染高度图使用简版贴图,通过混合任意数量的地形纹理

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.basemapDistance = 100;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.3、castShadows

++C3.3、castShadows

++C3.3、castShadows

++++立钻哥哥:投影

public bool castShadows;

++++地面是否产生阴影

 

 

 

 

 

++C3.4、collectDetailPatches

++C3.4、collectDetailPatches

++C3.4、collectDetailPatches

++++立钻哥哥:回收细节块

public bool collectDetailPatches;

++++从内存中回收细节块

++++如果在地形中启用细节块那么移除内存;如果属性设置为false,该模块会保持在内存中直到地形被删除或collectDetailPatches设为true;通过设置该属性为false,所有的细节块将会被初始化和保存在内存中;改变细节密度将会重新创建细节块

++++注意细节块占用大量的内存,因此该属性设置为false可以显著提高应用程序的内存的使用;在大多数案例中,不需要设置该属性为false(默认行为)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.collectDetailPathches = false;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.5、detailObjectDensity

++C3.5、detailObjectDensity

++C3.5、detailObjectDensity

++++立钻哥哥:细节物体密度

public float detailObjectDensity;

++++细节物体的密度

++++该密度从0.01.01.0为原始密度,数值越低则渲染的物体细节越少

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.detailObjectDensity = 0.5F;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.6、detailObjectDistance

++C3.6、detailObjectDistance

++C3.6、detailObjectDistance

++++立钻哥哥:细节物体的距离

public float detailObjectDistance;

++++细节物体将被显示到这个距离

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.detailObjectDistance = 40;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.7、drawHeightmap

++C3.7、drawHeightmap

++C3.7、drawHeightmap

++++立钻哥哥:绘制高度图

public bool drawHeightmap;

++++绘制制定地形高度图

 

 

 

 

 

++C3.8、drawTreesAndFoliage

++C3.8、drawTreesAndFoliage

++C3.8、drawTreesAndFoliage

++++立钻哥哥:绘制树和叶子

public bool drawTreesAndFoliage;

++++绘制制定的地形树和细节

 

 

 

 

 

++C3.9、heightmapMaximumLOD

++C3.9、heightmapMaximumLOD

++C3.9、heightmapMaximumLOD

++++立钻哥哥:高度图最大LOD

public int heightmapMaximumLOD;

++++实际上用于让降低渲染高度图的解析度

++++这个属性用于低端的显卡使其永远不会显示最高LOD地形;0值表示总是显示最高细节;1值表示三角形数量将会降低四分之一;高度图的解析度将是高度和宽度的一半

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.heightmapMaximumLOD = 1;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.10、heightmapPixelError

++C3.10、heightmapPixelError

++C3.10、heightmapPixelError

++++立钻哥哥:高度图像素误差

public float heightmapPixelError;

++++在切换LOD时,地形将出现大约有多少像素的容差

++++较高的值会减少多边形的绘制数量

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.heightmapPixelError = 10;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.11、legacyShininess

++C3.11、legacyShininess

++C3.11、legacyShininess

++++立钻哥哥:旧版光泽

public float legacyShininess;

++++地形的光泽

++++Terrain.materialTypeTerrain.MaterialType.BuiltInLegacySpecular,可以使用它控制全部的场景的光泽度

++++这个值的范围是0.0~1.0

 

 

 

 

 

++C3.12、legacySpecular

++C3.12、legacySpecular

++C3.12、legacySpecular

++++立钻哥哥:旧版高光

public Color legacySpecular;

++++地形的高光颜色

++++Terrain.materialTypeTerrain.MaterialType.BuiltInLegacySpeculJavaScript,可以使用它控制整个地形的高光颜色

 

 

 

 

 

++C3.13、lightmapIndex

++C3.13、lightmapIndex

++C3.13、lightmapIndex

++++立钻哥哥:光照图索引

public int lightmapIndex;

++++应用到该渲染器的光照图的索引

 

 

 

 

 

++C3.14、lightmapScaleOffset

++C3.14、lightmapScaleOffset

++C3.14、lightmapScaleOffset

++++立钻哥哥:光照贴图的缩放和偏移

public Vector4 lightmapScaleOffset;

++++用来烘焙的光照图的UV缩放和偏移量

 

 

 

 

 

++C3.15、materialTemplate

++C3.15、materialTemplate

++C3.15、materialTemplate

++++立钻哥哥:材质模版

public Material materialTemplate;

++++用于渲染地形的自定义的材质

++++可以使用该变量去给地形一个自定义的材质去渲染它;对于材质的实际应用,也需要设置Terrain.materialTypeTerrain.MaterialType.Custom;

++++在内部没有自定义材质的副本,修改materialTemplate将会影响所有使用该材质的地形物体

 

 

 

 

 

++C3.16、materialType

++C3.16、materialType

++C3.16、materialType

++++立钻哥哥:材质类型

public Terrain.MaterialType materialType;

++++用于渲染地形的材质的类型;可能是嵌入式或自定义类型之一

++++如果想使用自定义的材质,设置该材质到Terrain.MaterialType.Custom内,然后分配材质给Terrain.materialTemplate

 

 

 

 

 

++C3.17、realtimeLightmapIndex

++C3.17、realtimeLightmapIndex

++C3.17、realtimeLightmapIndex

++++立钻哥哥:实时光照贴图索引

public int realtimeLightmapIndex;

++++应用于地形的实时光照图的索引

 

 

 

 

 

++C3.18、realtimeLightmapScaleOffset

++C3.18、realtimeLightmapScaleOffset

++C3.18、realtimeLightmapScaleOffset

++++立钻哥哥 :实时光照图的缩放和偏移

public Vector4 realtimeLightmapScaleOffset;

++++实时光照图的UV缩放和偏移

 

 

 

 

 

++C3.19、reflectionProbeUsage

++C3.19、reflectionProbeUsage

++C3.19、reflectionProbeUsage

++++立钻哥哥:反射探测器的用途

public ReflectionProbeUsage reflectionProbeUsage;

++++用于地形的反射探测器

++++如果在场景中实时的呈现反射探测器,反射纹理将选择地形对象并设置均匀着色;不适用于将材质用于旧版的着色器

 

 

 

 

 

++C3.20、terrainData

++C3.20、terrainData

++C3.20、terrainData

++++立钻哥哥:地形数据

public TerrainData terrainData;

++++地形数据存储了高度图,地形的纹理,细节网格和树

 

 

 

 

 

++C3.21、treeBillboardDistance

++C3.21、treeBillboardDistance

++C3.21、treeBillboardDistance

++++立钻哥哥:树木广告板距离

public float treeBillboardDistance;

++++树到摄像机的距离大于这个特定值将会仅以广告板模式渲染

++++值可以提高性能,但是让过渡看起来更糟因为面板和树木之间的差异将会更加明显

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.treeBillboardDistance = 100;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.22、treeCrossFadeLength

++C3.22、treeCrossFadeLength

++C3.22、treeCrossFadeLength

++++立钻哥哥:树的渐变的长度

public float treeCrossFadeLength;

++++树木从广告板到网格方向的变换的距离

++++该值使变换变快;设置为0时从面向板转换为网格时产生可见的流行

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.treeCrossFadeLength = 20;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.23、treeDistance

++C3.23、treeDistance

++C3.23、treeDistance

++++立钻哥哥:树距离

public float treeDistance;

++++渲染树的最大距离

++++该值越高,看到的树距离越远和运动的越慢

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.treeDistance = 2000;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.24、treeMaximumFullLODCount

++C3.24、treeMaximumFullLODCount

++C3.24、treeMaximumFullLODCount

++++立钻哥哥:全部LOD树木最大数

public int treeMaximumFullLODCount;

++++渲染全部LOD数目的最大数量

++++这是个简单的设置防止渲染的高分辨率树木过多,因此最大LODG数目超过时树木将不会褪色;应该调整treeBillboardDistance,不包含不必要的树,它们虽然看不到但是依然被渲染

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void Start(){

        Terrain.activeTerrain.treeMaximumFullLODCount = 200;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

 

 

 

#D4、Public Functions公共函数

#D4、Public Functions公共函数

++D4、Public Functions公共函数

++++D4.1、AddTreeInstance

++++D4.2、ApplyDelayedHeightmapModiication

++++D4.3、Flush

++++D4.4、GetClosestReflectionProbes

++++D4.5、GetPosition

++++D4.6、SampleHeight

++++D4.7、SetNeighbors

++++D4.8、YanlzXREngine.Terrain.PublicFunctions

 

 

++D4.1、AddTreeInstance

++D4.1、AddTreeInstance

++D4.1、AddTreeInstance

++++立钻哥哥:添加树实例

public void AddTreeInstance(TreeInstance instance);

++++在地形场景中添加树实例

 

 

 

 

 

++D4.2、ApplyDelayedHeightmapModiication

++D4.2、ApplyDelayedHeightmapModiication

++D4.2、ApplyDelayedHeightmapModiication

++++立钻哥哥:申请延迟高度图修改

public void ApplyDelayedHeightmapModification();

++++在改变场景后,用TerrainData.SetHeightsDelayLOD更新地形场景的LOD和植物信息

 

 

 

 

 

++D4.3、Flush

++D4.3、Flush

++D4.3、Flush

++++立钻哥哥:清除

public void Flush();

++++当它生效时清除地形场景中的任何改变

 

 

 

 

 

++D4.4、GetClosestReflectionProbes

++D4.4、GetClosestReflectionProbes

++D4.4、GetClosestReflectionProbes

++++立钻哥哥:获取最近的反射探测器

public void GetClosestReflectionProbes(List<ReflectionProbeBlendInfo> result);

++++[result]:列表返回的反射探测器及其权重

++++将与地形边界相交的反射探测器填充到该列表;他们的权重也会被提供;权重表示对地形上的探测器产生多少影响,当混合多个反射探测器发生混合时权重被使用

++++如果Terrain.reflectionProbeUsage设置为ReflectionProbeUsage.Off该函数无结果,否则,原创内容的列表将被清除

 

 

 

 

 

++D4.5、GetPosition

++D4.5、GetPosition

++D4.5、GetPosition

++++立钻哥哥:获取位置

public Vector3 GetPosition();

++++获取地形的位置

 

 

 

 

 

++D4.6、SampleHeight

++D4.6、SampleHeight

++D4.6、SampleHeight

++++立钻哥哥:采样高度

public float SampleHeight(Vector3 worldPosition);

++++在世界坐标中,相对于地形空间,采样给定位置的高度

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTerrain : MonoBehaviour{

 

    void LateUpdate(){

        Vector3 pos = transform.position;

        pos.y = Terrain.activeTerrain.SampleHeight(transform.position);

        transform.position = pos;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++D4.7、SetNeighbors

++D4.7、SetNeighbors

++D4.7、SetNeighbors

++++立钻哥哥:设定相邻地形

public void SetNeighbors(Terrain left, Terrain top, Terrain right, Terrain bottom);

++++允许在相邻的地形上设定连接

++++这个确保LOD在相邻地形上相同;注意:在一个地形上调用这个功能的是不行的,需要为每个地形设定相邻的地形

 

 

 

 

 

 

 

 

#E5、Static Functions静态函数

#E5、Static Functions静态函数

++E5、Static Functions静态函数

++++E5.1、CreateTerrainGameObject

++++E5.2、YanlzXREngine.Terrain.StaticFunctions

 

 

++E5.1、CreateTerrainGameObject

++E5.1、CreateTerrainGameObject

++E5.1、CreateTerrainGameObject

++++立钻哥哥:创建地形对象

public static GameObject CreateTerrainGameObject(TerrainData assignTerrain);

++++创建包含碰撞器的地形

 

 

 

 

 

 

 

 

 

#F6、立钻哥哥对Terrain类的拓展

#F6、立钻哥哥对Terrain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

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[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

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[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

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[Quaternion]:https://blog.csdn.net/VRunSoftYanlz/article/details/107271863

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[LightProbes探测]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372601

++++[Ray射线]:https://blog.csdn.net/VRunSoftYanlz/article/details/107348830

++++[Time时间]:https://blog.csdn.net/VRunSoftYanlz/article/details/107325540

++++[Screen屏幕]:https://blog.csdn.net/VRunSoftYanlz/article/details/108631726

++++[NavMeshAgent]:https://blog.csdn.net/VRunSoftYanlz/article/details/108523967

++++[HingeJoint铰链关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/108478006

++++[Logger记录器]:https://blog.csdn.net/vrunsoftyanlz/article/details/108456660

++++[Gyroscope陀螺仪]:https://blog.csdn.net/vrunsoftyanlz/article/details/108393437

++++[CharacterController]:https://blog.csdn.net/vrunsoftyanlz/article/details/108287279

++++[NavMesh导航网格]:https://blog.csdn.net/VRunSoftYanlz/article/details/108269406

++++[Event事件]:https://blog.csdn.net/vrunsoftyanlz/article/details/108246710

++++[GUI界面]:https://blog.csdn.net/VRunSoftYanlz/article/details/107549711

++++[Graphics图形]:https://blog.csdn.net/VRunSoftYanlz/article/details/107523428

++++[RenderTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/107501834

++++[SMRenderer]:https://blog.csdn.net/VRunSoftYanlz/article/details/107501557

++++[Mesh网格]:https://blog.csdn.net/VRunSoftYanlz/article/details/107419330

++++[PSRenderer]:https://blog.csdn.net/VRunSoftYanlz/article/details/107395415

++++[Particle粒子]:https://blog.csdn.net/VRunSoftYanlz/article/details/107394743

++++[Light灯光]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372030

++++[Mathf数学函数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107307385

++++[Vector2二维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107239428

++++[Vector3三维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107170428

++++[Vector4四维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147669

++++[Color颜色]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147170

++++[Cloth布料]:https://blog.csdn.net/VRunSoftYanlz/article/details/107131605

++++[Canvas画布]:https://blog.csdn.net/VRunSoftYanlz/article/details/107117293

++++[TransitionInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116998

++++[AniStateInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116694

++++[AnimationState]:https://blog.csdn.net/VRunSoftYanlz/article/details/107093213

++++[Rect矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/107073059

++++[Random随机数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107072515

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[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

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

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

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

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

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++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

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++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

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++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

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++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--_--

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

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