jsp jstl标签的导入:<%@ taglib uri="http://java.sun.com/jsp/jstl/core" prefix="c"%>
Unity:
Unity脚本模板位置XXX\Editor\Data\Resources\ScriptTemplates
android API官方文档 http://www.android-doc.com/reference/packages.html
Mega-Fiers动画变形插件
//unity不同平台下StreamingAssets的路径是不同的,并且只能使用WWW类加载, 这里需要注意一下。
public static readonly string m_PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif
使用WWW读取本地可持久化(可读写)路径
//注意!这里是android的持久化(可读写)路径,必须只加“file://”这个前缀,否则WWW找不到文件
string path = "file://"+Application.persistentDataPath + "/Cube.assetbundle";
//编辑状态的进度框
EditorUtility.DisplayProgressBar(title,desc,value);//value值范围 0~1之间
C#字符串转字节数组:
string base64 = "";
byte[] inputBytes = System.Convert.FromBase64String(base64);
字节数组转字符串:
byte[] bytes = null;
string base64= System.Convert.ToBase64String(inputBytes);
IOS 调用 Unity函数 传递参数
NSString *dateStr = @"Hello Word";
UnitySendMessage("PublicGameObject", "GetDate", [dateStr UTF8String]);
IOS与unity交互 ios方法:传递字符串,ios端需要把c的字符转换成oc的字符串
void InitString(const char * str)
{
NSString* strNS = [[NSString alloc] initWithUTF8String:str];
NSLog(@"字符串:%@",strNS);
}