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转载 .Net 网站记事本
https://github.com/meteatamel/grpc-samples-dotnet grpc demohttps://bitbucket.org/Unity-Technologies/ui/downloads?tab=tags ugui 源码仓库常见问题修改 Mono 编码方式 1C:\Program Files\Unity\Editor\Data\Resources\...
2017-09-30 01:52:48 338
转载 编辑器扩展
GitHub地址:https://github.com/1004370065/NodeCanvas.git没有GitHub的到群:171501456 领取
2016-07-22 11:45:49 414 1
原创 xml 读取
下面是XML文件 Layer 1 Group 5/Group 4/Group 3/Group 2/Group 1/Layer 1 -33 38 my channel Group 5/Group 4/Group 3/Group 2/Group 1/my channel 44 41.5 my layer Group 5/Group
2016-03-29 10:18:54 369
原创 MonoBehaviour 框架&& 脚本生命周期
#if UNITY_EDITOR void OnValidate(){ Debug.Log("ni sha a"); }#endif当该脚本被加载或检视面板的值被修改时,此函数被调用(仅在编辑器被调用)。
2016-03-09 20:58:24 425
原创 unity C#预处理器指令
预处理器指令(preprocessor directive)告诉C#编译器要编译哪些代码,并指出如何处理特定的错误和警告。C#预处理器指令还可以告诉C#编辑器有关代码组织的信息。样式#if UNITY_EDITOR || UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY return Scaling.Con
2016-03-09 20:28:57 682
原创 编辑器属性学习
1,[CanEditMultipleObjects]using UnityEngine;using UnityEditor;[CanEditMultipleObjects][CustomEditor(typeof(UIRoot))]public class UIRootEditor : Editor{ public override void OnInspectorGUI ()
2016-03-09 17:42:23 403
原创 unity 编辑器工具扩展
画属性按钮using UnityEngine;using System.Collections;public enum h{ mon=0, tus, wen,}public class DataInEditer : MonoBehaviour { public int int_Editer=1; public h today=h.wen; public Animation
2016-03-09 12:26:59 771
原创 读取音频文件的谱线
源码using UnityEngine;using System.Collections;using System.Collections.Generic;public class LightController : MonoBehaviour { public AudioSource shenYuan; public Renderer light1, light2, light3,
2016-01-13 12:02:42 587
原创 C#ref 使用
C#中指针的使用using UnityEngine;using System.Collections;public class TestRef : MonoBehaviour { private FindCatGame testObject; // Use this for initialization void Start () { } // Update is ca
2016-01-12 15:46:00 1241
原创 层级美剧
枚举器using UnityEngine;using UnityEditor;using UnityEditorInternal; using System;using System.Reflection;[CustomEditor(typeof(GameObjLayerlogic))]public class GameObjLayerlogicInspector : Editor
2015-12-21 17:46:20 467
原创 序列化与反序列化
标准流程using UnityEngine;using System.Collections;using System.Xml;using System.Xml.Serialization;using System.IO;using System.Text;using System.Collections.Generic;public class SerializeObject
2015-12-12 19:37:10 546
原创 对象序列化成XML存储,XML反序列换成对象
using UnityEngine;using System.Collections;using System.Xml;using System.Xml.Serialization;using System.IO;using System.Text;public static class GameDataMgr { static public T LoadData(string
2015-12-11 19:58:23 526 3
转载 Android 开发笔记
真机测试 http://jingyan.baidu.com/article/456c463b6901270a583144d3.html 2 代码 XML提示http://blog.sina.com.cn/s/blog_7dbac12501019mbh.html
2015-11-02 17:48:01 390 2
原创 .NET学习笔记
在编辑器中开启另一个进程[MenuItem("Tools/程序/开启另一个进程")] static void OpenBaidu() { string targetURL = @"http://www.baidu.com"; System.Diagnostics.Process.Start(targetURL); System.Diagnostics.Process.Star
2015-08-27 15:49:43 400
原创 学习笔记
String.LastIndexOf (Char)报告指定 Unicode 字符在此实例中的最后一个匹配项的索引位置。Substring 方法 (Int32 a, Int32 b) 从a去到b 不包括b定义一排按钮,勾选框,标签等的开始,GUILayout.BeginHorizontal();定义这行按钮后标签的结束AggGUILayout.B
2015-06-23 16:03:19 332
转载 Texture2D 图片的处理
public Texture2D resTexture; Texture2D newTexture=null; Color color; newTexture = new Texture2D(50,50); for(int i=0;i<=50;i++) { for(int j=0;j<=50;j++) { color = resTexture.GetPixel(1
2015-06-10 19:35:11 1870
转载 图片批量处理
using UnityEngine;using UnityEditor; public class TextureSet : ScriptableObject { [MenuItem("CMD/CompressTextureTo64 &C")] static void ChangeTextureSize_32() { SelectedChangeMaxTextureSize(
2015-06-08 11:19:26 416
转载 编辑sortingLayer
using UnityEngine;using UnityEditor;using System;using System.Reflection; using UnityEditorInternal; public class LuoXiaoLongEditerTool : MonoBehaviour { static void TestLuo() { Serialize
2015-05-21 21:24:13 820
原创 切水果
添加 Trail Rendererhttp://game.ceeger.com/Components/class-TrailRenderer.html 这个组件的详细参考飞刀应该跟着手指走。加脚本 RopeCutterusing UnityEngine;using System.Collections;public class RopeCutter : Mo
2015-05-12 21:07:27 606
原创 修改Unity C#模板
D:\Program Files (x86)\Unity\Editor\Data\Resources\ScriptTemplates这个是目录81-C# Script-NewBehaviourScript.cs 改这个保存就可以了
2015-04-22 19:58:47 1511
转载 unity渲染层级关系小结(转载)
最近连续遇到了几个绘制图像之间相互遮挡关系不正确的问题,网上查找的信息比较凌乱,所以这里就把自己解决问题中总结的经验记录下来。 Unity中的渲染顺序自上而下大致分为三层。 最高层为Camera层,可以在Camera的depth那里设置,设置之后,图形的渲染顺序就是先绘制depth低的相机下的物体,再绘制depth高的相机下的物体,也就是说,depth高的相机会覆盖depth低的相机(具体
2015-04-07 10:22:13 522
原创 GetComponent<T>()详解
MyComponment myCom=gameObject.GetComponent(); MyComponment childCom=gameObject.GetComponentInChildren(); MyComponment[] comS=gameObject.GetComponents(); MyComponment[] comS1=gameObject.GetCom
2015-03-31 11:34:18 29330 2
原创 unity 学习资源
项目与源码 http://www.unitymanual.com/thread-21750-1-1.htmlhttps://github.com/textcube?tab=repositorieshttps://www.youtube.com/user/textcube
2014-12-09 19:54:31 421
原创 关于一些待验证的
"go"是GameObjectTransform g;g=Resources.Load ("go", typeof(Transform)); 返回空g= Resources.Load ("go", typeof(Transform))as Transform; 返回成功 g=Reso
2014-12-05 19:07:55 455
原创 unity ray bug
if(true==false){ Debug.Log("dds is not null"); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);// make a ray form mainCamera to finger RaycastHit hitInfo; if(Physics.Raycast(ra
2014-12-05 18:29:05 935
转载 unity 材质切换 粒子与NGUI冲突
修改NGUI的渲染队列粒子系统和NGUI都是3000开始所以修改NGUI的 这种有两个材质的代码控制显示特定的材质需进一步验证
2014-12-05 16:09:52 768
翻译 unity 性能优化
Optimizing Graphics Performance优化图形性能Good performance is critical to the success of many games. Below are some simple guidelines for maximizing the speed of your game’s graphical rendering.
2014-12-05 11:16:16 727
翻译 unity 脚本优化
Performance Optimization性能优化When using JavaScript the most important optimization is to use static typing instead of dynamic typing. Unity uses a technique called type inference to automatical
2014-12-05 10:46:04 504
转载 unity material 操作
控制UV运动的代码关于Material 的说明shareMaterial顾名思义就是共享的材质球,修改此材质球的任何参数 持有此材质球引用的模型都会受到印象Material 为内存新建的另一材质球,随便修改只改变此物体的显示效果。参考地址 http://blog.csdn.net/kfqcome/article/details/19343323
2014-12-03 16:51:17 2659 61
转载 世界坐标转NGUI屏幕坐标
Vector3 pos = Camera.main.WorldToScreenPoint(worldPos); pos.z = 0f; Vector3 pos2 = UICamera.currentCamera.ScreenToWorldPoint(pos); temp.transform.position = pos2;注意 z至0tmp的position 而不是localposi
2014-12-03 14:46:38 1551 1
原创 unity bug
不能申明变量//----------------------------------------------// NGUI: Next-Gen UI kit// Copyright © 2011-2014 Tasharen Entertainment//----------------------------------------------using Uni
2014-11-26 11:13:36 905
转载 NGUI butten 点击事件监听
1.直接监听 用的少void OnClick() { Debug.Log("Button is Click!!!"); }2
2014-11-25 16:19:14 3036
转载 角色死亡淡出效果
using UnityEngine;using System.Collections;public class IndicatorBoxColor : MonoBehaviour { public Material material; float minAlpha = 0f; float maxAlpha = 1f; float va
2014-11-11 19:11:16 1013
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