05 2014 档案
摘要:The OnMouse events for MonoBehaviour work efficiently and are often useful when you need todetect and respond to mouse clicks. But they have some impo...
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posted @ 2014-05-31 22:39
penney
摘要:In short, to establish a 1:1 pixel relationship between world and screen space, the camera Sizemust be half the vertical resolution of your game. If y...
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posted @ 2014-05-31 17:11
penney
摘要:Screenspace is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight). The z position is in world units ...
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posted @ 2014-05-31 11:39
penney
摘要:An important detail of the triangles is the ordering of the corner vertices. They should be arranged so that the corners go around clockwise as you lo...
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posted @ 2014-05-30 20:41
penney
摘要:public class SortableObservableCollection : ObservableCollection { public void Sort(Func resultSelector, ListSortDirection direction) ...
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posted @ 2014-05-27 16:03
penney
摘要:By default, textured quads are generated with UV mapping to show a complete texture, from the top-left corner to thebottom-right corner. This does not...
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posted @ 2014-05-27 15:58
penney
摘要:textureImporterSettings.npotScale=TextureImporterNPOTScale.None; // npotScale : not power-2 scale1.optimizing texture inputs2.generate atlas textures3...
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posted @ 2014-05-26 22:35
penney
摘要:使用windows 版 github 时,有时无法向服务端同步.最后还得采用shell1.git status // red line2. git add . // . 代表所有文件 , green line3. git commit -m ' ********注释**********'4. g...
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posted @ 2014-05-26 20:03
penney
摘要:public static implicit operator bool(Object exists) { return !Object.CompareBaseObjects(exists, (Object) null); }private static bool Compa...
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posted @ 2014-05-19 10:53
penney
摘要:The code in Listing 5-6 creates three separate arrays, each of a different data type. Vertices forstoring all vertices in the mesh, UVs for storing UV...
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posted @ 2014-05-18 17:11
penney
摘要:The ScriptableWizard class autogenerates input fields for only serializable public properties, and notsimply any public properties. Why not? Have you ...
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posted @ 2014-05-16 10:58
penney
摘要:http://blogs.telerik.com/justteam/posts/13-05-28/understanding-net-just-in-time-compilationnet 1.0 isEcono JIT Compilationnow leftNormal JIT Compilati...
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posted @ 2014-05-15 21:40
penney
摘要:World Unit and Pixel Correspondence :These questions arise becauseof confusion about how Unity’s world space relates to pixels on-screen. Whenyou sele...
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posted @ 2014-05-15 17:17
penney
摘要:The OnTriggerEnter function is never called because of two main reasons. First, the enemyBoxCollider Component should be marked explicitly as a trigge...
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posted @ 2014-05-15 16:23
penney
摘要:There are almost limitlesspossibilities with empty GameObjects. You can use them to achieve different behaviors: pivot points, rotationcenters, place ...
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posted @ 2014-05-15 11:12
penney
摘要:The difference is thatVisibility.Hiddenhides the control, but reserves the space it occupies in the layout. So it renders whitespace instead of the co...
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posted @ 2014-05-15 09:45
penney
摘要:mainfrom -- > form1在form1中退出程序{mainform.exit();}mainformfun exit(){this.Close(); System.Environment.Exit(0);}最后会有crash ,unhandled the e...
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posted @ 2014-05-15 09:32
penney
摘要:Tip This code could be optimized further by using object caching for the Transform Component.The basic idea is that on each Update call, the code reli...
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posted @ 2014-05-14 22:10
penney
摘要:安装r#8.0之后,不管怎么修改选项 ,alt + enter 都不能用, 而且ctrl+ T等快捷键也无法使用。倒入设置就行。
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posted @ 2014-05-14 16:13
penney
摘要:都是unlit/transparent shader 。最一是transparent texture右边在ps中使用alpha untiy同比较第二中效果更好,没有毛边而且跟重要的是not affected by scene lighting (不需要设置culling mask layer)
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posted @ 2014-05-13 22:20
penney
摘要:Image in Grid should set dpi is 96有些情况下是72 ,需要把image stretch =!none
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posted @ 2014-05-12 23:02
penney
摘要:1.最好是创建图片时,就采用2的平方的原则(the power-2 rule)2a. save image to lossless format (png psd tga tiff not jpg)b. resampling or image filtering File mode to bilin...
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posted @ 2014-05-12 23:01
penney
摘要:http://blog.dou.li/UnityVS1_8_2-VS2013.html(一定要提前倒入unityvs的包)
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posted @ 2014-05-06 16:24
penney

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