《UnityAPI.Event事件》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Unity+Event+GetTypeForControl+alt+立钻哥哥++OK++)

《UnityAPI.Event事件》

版本

作者

参与者

完成日期

备注

UnityAPI_Event_V01_1.0

严立钻

 

2020.08.26

 

 

 

 

 

 

 

#《UnityAPI.Event事件》发布说明:

++++“UnityAPI.Event事件是对UnityAPIEvent事件类的剖析和拓展

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/

 

 

 

 

 

 

#Event事件

#Event事件

#Event事件

++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:Event(事件)是UnityGUI的事件

++++[namespace]:UnityEngine

++++[Inherits from]

++++Events对应于用户输入事件(按键,鼠标行为),或是UnityGUI布局界面,或渲染事件;

++++对于每个事件在脚本OnGUI中被调用;OnGUI每帧被多次调用;Event.current对应于在OnGssUI里调用当前事件;

 

 

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、current

++++B2.2、YanlzXREngine.Event.StaticVariables

 

 

++B2.1、current

++B2.1、current

++B2.1、current

++++立钻哥哥:当前

public static Event current;

++++目前正在处理的事件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Debug.Log(立钻哥哥:Current detected event:  + Event.current);

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

 

 

 

#C3、Variables变量

#C3、Variables变量

++C3、Variables变量

++++C3.1、alt

++++C3.2、button

++++C3.3、capsLock

++++C3.4、character

++++C3.5、clickCount

++++C3.6、command

++++C3.7、commandName

++++C3.8、control

++++C3.9、delta

++++C3.10、displayIndex

++++C3.11、functionKey

++++C3.12、isKey

++++C3.13、isMouse

++++C3.14、keyCode

++++C3.15、modifiers

++++C3.16、mousePosition

++++C3.17、numeric

++++C3.18、shift

++++C3.19、type

++++C3.20、YanlzXREngine.Event.Variables

 

 

 

++C3.1、alt

++C3.1、alt

++C3.1、alt

++++立钻哥哥:键盘Alt键

public bool alt;

++++AltOption键按住了吗(只读)?

++++Windows系统中,如果任意Alt键被按下,返回真

++++Mac系统中,如果任意Option键被按下,返回真

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.alt){

            if(Application.platform == RuntimePlatform.OSXEditor){

                Debug.Log(立钻哥哥:Option key was pressed.);

            }else{

                if(Application.platform == RuntimePlatform.WindowsEditor){

                    Debug.Log(立钻哥哥:Alt Key was pressed!);

                }    //立钻哥哥:if(){}

            }    //立钻哥哥:if(){}else{}

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.2、button

++C3.2、button

++C3.2、button

++++立钻哥哥:鼠标按键

public int button;

++++哪个鼠标按键被按下

++++0表示鼠标左键,1表示鼠标右键,2表示鼠标中键;用在EventType.MouseDownEventType.MouseUp事件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.button == 0 && e.isMouse){

            Debug.Log(立钻哥哥:Left Click.);

        }else{

            if(e.button == 1){

                Debug.Log(立钻哥哥:Right Click.);

            }else{

                if(e.button == 2){

                    Debug.Log(立钻哥哥:Middle Click.);

                }else{

                    if(e.button > 2){

                        Debug.Log(立钻哥哥:Another button in the mouse clicked.);

                    }    //立钻哥哥:if(e.button > 2){}

                }    //立钻哥哥:if(e.button==2){}else{}

            }    //立钻哥哥:if(e.button==1){}else{}

        }    //立钻哥哥:if(e.button==0&&e.isMouse){}else{}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.3、capsLock

++C3.3、capsLock

++C3.3、capsLock

++++立钻哥哥:键盘capsLock键,大写锁定键

public bool capsLock;

++++Caps Lock键打开了吗(只读)?

++++如果Caps Lock大写键已开启,返回真

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.capsLock){

            GUI.Label(new Rect(10, 10, 100, 20), 立钻哥哥:CapsLock on.);

        }else{

            GUI.Label(new Rect(10, 10, 100, 20), 立钻哥哥:CapsLock off.);

        }    //立钻哥哥:if(){}else{}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.4、character

++C3.4、character

++C3.4、character

++++立钻哥哥:按键字符

public char character;

++++字符类型;就是键盘键入的对应的字符

++++EventType.KeyDown事件中使用;注意:EventType.KeyUp事件可能不包含字符,只有Event.keyCode包含

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.isKey){

            Debug.Log(立钻哥哥:Detected character:  + e.character);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.5、clickCount

++C3.5、clickCount

++C3.5、clickCount

++++立钻哥哥:鼠标点击数

public int clickCount;

++++收到的鼠标连续点击多少次

++++EventType.MouseDown事件使用;使用这个不同于单击和双击

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.isMouse){

            Debug.Log(立钻哥哥:Mouse clicks:  + e.clickCount);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.6、command

++C3.6、command

++C3.6、command

++++立钻哥哥:键盘Command / Windows键

public bool command;

++++Command/Windows键被按住了吗(只读)?

++++Windows系统中,如果任意Windows键被按下,返回真

++++Mac系统中,如果任意Command键被按下,返回真

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.command){

            if(Application.platform == RuntimePlatform.OSXEditor){

                Debug.Log(立钻哥哥:Command key was pressed.);

            }else{

                if(Application.platform == RuntimePlatform.WindowsEditor){

                    Debug.Log(立钻哥哥:Windows Key was pressed!);

                }    //立钻哥哥:if(){}

            }    //立钻哥哥:if(){}else{}

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.7、commandName

++C3.7、commandName

++C3.7、commandName

++++立钻哥哥:命令名称

public string commandName;

++++ExecuteCommandValidateCommand事件的名字

++++“复制”,“剪切”,“粘贴”,“删除”,“框选”,“复制”,“全新”,“查找”等等,仅在编辑器发送

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.commandName != “”){

            Debug.Log(立钻哥哥:Command recognized:  + e.commandName);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.8、control

++C3.8、control

++C3.8、control

++++立钻哥哥:键盘Ctrl键

public bool control;

++++Ctrl键被按住了吗(只读)?

++++如果Ctrl键被按住返回真

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.control){

            Debug.Log(立钻哥哥:Control was pressed.);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.9、delta

++C3.9、delta

++C3.9、delta

++++立钻哥哥:增量

public Vector2 delta;

++++相对于上次事件,鼠标的相对移动

++++使用于EventType.MouseMoveEventType.MouseDragEventType.ScollWheel事件

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.isMouse){

            Debug.Log(e.delta);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.10、displayIndex

++C3.10、displayIndex

++C3.10、displayIndex

++++立钻哥哥:显示器索引

public int displayIndex;

++++该事件所属的显示器索引

++++不是所有平台都支持多显示器GUI,在这样的平台上,此属性始终为零

 

 

 

 

 

++C3.11、functionKey

++C3.11、functionKey

++C3.11、functionKey

++++立钻哥哥:功能键

public bool functionKey;

++++当前按下一个功能键(只读)?

++++如果当前按下一个方向键、翻页键、回退键等,返回真;为了文本编辑需要特殊处理该键,functionKey需要打开

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.functionKey){

            Debug.Log(立钻哥哥:Pressed:  + e.keyCode);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.12、isKey

++C3.12、isKey

++C3.12、isKey

++++立钻哥哥:是否是键盘事件?

public bool isKey;

++++这个事件是键盘事件吗(只读)?

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.isKey){

            Debug.Log(立钻哥哥:Detected a keyboard event! );

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.13、isMouse

++C3.13、isMouse

++C3.13、isMouse

++++立钻哥哥:是否是鼠标事件?

public bool isMouse;

++++这个事件是鼠标事件吗(只读)?

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.isMouse){

            Debug.Log(立钻哥哥:Detected a mouse event! );

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.14、keyCode

++C3.14、keyCode

++C3.14、keyCode

++++立钻哥哥:键码

public KeyCode keyCode;

++++用于键盘事件的原始键码

++++EventType.KeyDownEventType.KeyUp事件中使用,返回机器物理键盘键的键码值;使用这个处理光标键,功能键等

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.isKey){

            Debug.Log(立钻哥哥:Detected key code:  + e.keyCode);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.15、modifiers

++C3.15、modifiers

++C3.15、modifiers

++++立钻哥哥:修改键

public EventModifiers modifiers;

++++哪一个修改键被按住?比如:CtrlAltShift

 

 

 

 

 

++C3.16、mousePosition

++C3.16、mousePosition

++C3.16、mousePosition

++++立钻哥哥:鼠标位置

public Vector2 mousePosition;

++++鼠标的位置

++++EventType.MouseMoveEventType.MouseDrag事件中使用

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        Debug.Log(e.mousePosition);

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.17、numeric

++C3.17、numeric

++C3.17、numeric

++++立钻哥哥:数字键

public bool numeric;

++++当前按键时数字键吗(只读)?

++++这个标识用来区分主键和数字键

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.numeric){

            GUI.Label(new Rect(10, 10, 150, 20), 立钻哥哥:Numeric Key pad is on.);

        }else{

            GUI.Label(new Rect(10, 10, 150, 20), 立钻哥哥:Numeric Key pad is off.);

        }    //立钻哥哥:if(){}else{}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.18、shift

++C3.18、shift

++C3.18、shift

++++立钻哥哥:键盘Shift键

public bool shift;

++++Shift键按住了吗(只读)?

++++如果Shift键被按住返回真

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Event e = Event.current;

 

        if(e.shift){

            Debug.Log(立钻哥哥:Shift was pressed: 0.);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++C3.19、type

++C3.19、type

++C3.19、type

++++立钻哥哥:事件类型

public EventType type;

++++事件的类型

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        Debug.Log(立钻哥哥:Current event detected:  + Event.current.type);

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

 

 

 

#D4、Public Functions公共函数

#D4、Public Functions公共函数

++D4、Public Functions公共函数

++++D4.1、GetTypeForControl

++++D4.2、Use

++++D4.3、YanlzXREngine.Event.PublicVariables

 

 

++D4.1、GetTypeForControl

++D4.1、GetTypeForControl

++D4.1、GetTypeForControl

++++立钻哥哥:获取控制的类型

public EventType GetTypeForControl(int controlID);

++++[controlID]:要控制的ID

++++获取一个给定controlID的事件类型

++++这个函数用来实现鼠标和键盘焦点锁定;controlID可以从GUIUtilty.GetControlID()获得

 

 

 

 

 

++D4.2、Use

++D4.2、Use

++D4.2、Use

++++立钻哥哥:使用

public void Use();

++++使用这个事件

++++当已经使用一个事件时调用这个方法,事件的类型将设置为EventType.Used,使其他GUI元素忽略它

 

 

 

 

 

 

 

 

#E5、Static Functions静态函数

#E5、Static Functions静态函数

++E5、Static Functions静态函数

++++E5.1、GetEventCount

++++E5.2、KeyboardEvent

++++E5.3、PopEvent

++++E5.4、YanlzXREngine.Event.StaticVariables

 

 

++E5.1、GetEventCount

++E5.1、GetEventCount

++E5.1、GetEventCount

++++立钻哥哥:获取事件数量

public static int GetEventCount();

++++[返回值]:返回当前事件队列的数量

++++返回储存在当前事件队列中的事件数量

 

 

 

 

 

++E5.2、KeyboardEvent

++E5.2、KeyboardEvent

++E5.2、KeyboardEvent

++++立钻哥哥:键盘事件

public static Event KeyboardEvent(string key);

++++创建一个键盘事件

++++当需要检查是否某个键被按下时(可能带有修改键)这个很有用,key的字符串是键的名字(同输入管理器一样),任选任意数量修改键前缀:&=Alternate^=Control%=Command/Windows key#=Shift;例如:&f12=Alt+F12“^[0]”=Ctrl+数字键0

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzEvent : MonoBehaviour{

 

    void OnGUI(){

        GUILayout.Label(立钻哥哥:Press Enter To Start Game.);

 

        if(Event.current.Equals(Event.KeyboardEvent([enter]))){

            Application.LoadLevel(1);

        }    //立钻哥哥:if(){}

 

        if(Event.current.Equals(Event.KeyboardEvent(return))){

            Debug.Log(立钻哥哥:I said enter, not return - try the keypad.);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void OnGUI(){}

 

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

 

 

 

 

 

++E5.3、PopEvent

++E5.3、PopEvent

++E5.3、PopEvent

++++立钻哥哥:下个事件

public static bool PopEvent(Event outEvent);

++++[outEvent]:下个事件

++++从事件系统获取下个队列的事件

 

 

 

 

 

 

 

 

 

 

 

#F6、立钻哥哥对Event类的拓展

#F6、立钻哥哥对Event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

++++[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--_--

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值