Understanding the managed heap
摘要:【Understanding the managed heap】 1、common problem faced by many Unity developers is the unexpected expansion of the managed heap。 2、The “managed heap”
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Gamma Correction
摘要:【Gamma Correction】 磁盘上存储的纹理可分为Linear Texture、Gamma Texture。 sRGB sampling allows the Unity Editor to render Shaders in linear color space when Texture
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Building and using plug-ins for Android
摘要:【Building and using plug-ins for Android】 1、AAR plug-ins and Android Libraries Android Archive (AAR) plug-ins are bundles that include compiled Java a
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Global Illumination
摘要:【Global Illumination】 Global Illumination (GI) is a system that models how light is bounced off of surfaces onto other surfaces (indirect light) rathe
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Light Probe Proxy Volume
摘要:【Light Probe Proxy Volume】 The Light Probe Proxy Volume (LPPV) component allows you to use more lighting information for large dynamic GameObjects tha
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Light Probe
摘要:【Light Probe】 Light Probes provide a way to capture and use information about light that is passing through the empty space in your scene. Similar to
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Ambient Light
摘要:【Ambient Light】 Ambient light is light that is present all around the scene and doesn’t come from any specific source object. It can be an important c
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Light Explorer
摘要:【Light Explorer】 The Light Explorer allows you to select and edit light sources. Window> Lighting > Light Explorer. Lights, Reflection Probes, Light P
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Transparency Sort Mode
摘要:【Transparency Sort Mode】 Transparency Sort Mode, which allows you to control how Sprites are sorted depending on where they are in relation to the Cam
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Animator
摘要:【Animator】 1、State Machine Behaviours A State Machine Behaviour is a special class of script. In a similar way to attaching regular Unity scripts (Mon
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Avatar
摘要:【Avatar】 1、Retargeting of Humanoid animations Retargeting is only possible for humanoid models, where an Avatar has been configured。 为了重用animation,两个不
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skinned mesh render
摘要:【skinned mesh render】 相比MeshRender组件 ,SkinnedMeshRender多了bones组件。所以很明显,MeshRender不支持骨骼动画,而SkinnnedMeshRender支持骨骼动画。 Mesh指定mesh,RootBone指定哪个是根结点。 RootB
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绑定姿势
摘要:【绑定姿势】 //The Bind Pose Matrices allow a raw vertex of the mesh (in local coordinates) to be transformed into world-space // and then to each bone's lo
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Mono vs IL2CPP
摘要:【Mono vs IL2CPP】 参考:http://blog.csdn.net/gz_huangzl/article/details/52486255
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Canvas
摘要:【Canvas】 1、Canvas The Canvas is the area that all UI elements should be inside. The Canvas is a Game Object with a Canvas component on it, and all UI
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AssetBundle 策略
摘要:【AssetBundle 策略】 1、Logical Entity Grouping。按逻辑功能分。 Examples Bundling all the textures and layout data for a User-Interface screen Bundling all the mod
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Unity Application 前后台切换调用关系
摘要:【Unity Application 前后台切换调用关系】 1、OnApplicationPause Sent to all GameObjects when the application pauses. On Android, when the on-screen keyboard is ena
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AssetBundles
摘要:【AssetBundles】 AssetBundles can express dependencies between each other; e.g. a material in AssetBundle A can reference a texture in AssetBundle B. Fo
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Prefab强制使用文本模式
摘要:【Prefab强制使用文本模式】 Edit -> ProjectSetting -> Editor:
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Scriptable Object
摘要:【Scriptable Object】 ScriptableObject 是一个可继承的Class,适用于存储大数据的情形。 Consider for example that you have made a prefab with a script which has an array of a
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