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unity点滴
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unity 生成assetbundle文件
using UnityEditor;using UnityEngine;public class CreateAssetBundle : MonoBehaviour{ [MenuItem("AssetBundles/Build AssetBundles")] private static void BuildAllAssetBundles() { Buil原创 2016-10-12 22:04:20 · 540 阅读 · 0 评论 -
加载AssetBundle文件
//AssetBUndle中获取模型, 此种方法支持中文 static public GameObject GetModelObjectFromAssetBUndle(string path) { FileStream AssetIO = new FileStream(path, FileMode.Open, FileAccess.ReadWrite);原创 2016-10-12 22:07:15 · 622 阅读 · 0 评论 -
unity相机操作
using System;using UnityEngine;public class FreeCamera : MonoBehaviour{ private const float DragFactor = 30; //跟随相机的物体 private GameObject _cameraFollowObj, _cameraFollowObj2; public f原创 2016-10-12 22:11:02 · 745 阅读 · 0 评论 -
unity Physics.Raycast 函数 LayerMask用法测试
void Update () { //只检测a层和b层 if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; int原创 2016-10-14 00:30:59 · 4442 阅读 · 0 评论 -
unity OnTriggerEnter 函数测试
using UnityEngine;using System.Collections;public class t2 : MonoBehaviour{ // Use this for initialization void Start() { } // Update is called once per frame void Update()原创 2016-10-15 22:33:57 · 9310 阅读 · 0 评论 -
u3d 设置RectTransform属性
把Z设为0 RectTransform rectTransform = gameObject.GetComponent<RectTransform>(); Vector3 vec = rectTransform.anchoredPosition3D; rectTransform.anchoredPosition3D = new Vector3(vec.x, vec.y, 0);原创 2016-10-18 17:32:52 · 838 阅读 · 0 评论 -
unity 中 ExecuteInEditMode
普通的类,加上ExecuteInEditMode, 就可以在编辑器模式中运行。如我想把某个节点下的所有子节点层设置为Editable, 可把如下脚本拖到此节点上,它会自动运行。改好了之后把此脚本再删掉。[ExecuteInEditMode]public class SetTag : MonoBehaviour { void Start () { var mrs =原创 2016-11-11 22:36:29 · 8262 阅读 · 0 评论 -
u3d 批量设置预设
[MenuItem("Tools/BatchPrefab All Children")] public static void BatchPrefab(){ Transform tParent = ((GameObject)Selection.activeObject).transform; Object tempPrefab; int i = 0;转载 2016-10-31 23:12:33 · 598 阅读 · 0 评论