Sprite Editor
摘要:【Sprite Editor】 在Unity3D中,一个图片可以有多种类型(如下图)。对于2D游戏开发,最常用的类型就是Sprite。 下图是Sprite Texture的属性,Packing Tag用于指定packing在哪一个tag。Filter Mode指定Texture的Filter...
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Mesh Filter & Mesh Render
摘要:【Mesh Filter】 TheMesh Filtertakes a mesh from your assets and passes it to theMesh Rendererfor rendering on the screen. Mesh Filter决定使用哪一个Mesh。Mesh ...
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Physics Material
摘要:【Physics Material】1、ThePhysics Materialis used to adjust friction and bouncing effects of colliding objects. Physicx Material是Collider的一个属性,用于设置摩擦系数和...
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Collision Detection
摘要:【Collision Detection】 Collision Detection是Rigidbody中的一个属性。所以显然Collision Detection指定的类型只在Rigidbody之间才有用。 1、Collision Detection用来干什么? Used to prevent...
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SkyBox
摘要:【SkyBox】 Skyboxes 本质是一个Material,这个Meterial的shader必须设置为ShaderFX/Skybox。 SkyBox可以被绑定到摄像机或设置一个全局的SkyBox。全局的设置方法为“Edit”->"Render Setting"选项的Inspector中...
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MecAnim
摘要:【MecAnim】 MecAnim是Unity 4.0推出的新的动画系统,新系统使用Animator组件来控制动画,老系统使用Animation组件来控制动画。此篇讲述MecAnim系统。 What is rigging & skinning? How many terminology d...
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Unity2D Keynote
摘要:【Unity2D Keynote】1、File Format Accepted by Unity2、By double-clicking an object in Hierachy, you not only select the object in the scene but center the...
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Multimedia&Network
摘要:【Multimedia&Network】1、Unity3D共支持4种格式音乐文件:2、AudioSource用于指明音频源,被绑定在一个GameObject身上。光有AudioSource组件声音是无法听到的,因为在3D世界中,距离远的音频我们听不到或者声音小,而距离近的音频我们就能清楚地听到。这样...
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Model&Animation
摘要:【Model&Animation】1、FBX文件是一个完整的模型,通常内含Mesh,Material,Texture,Animation,即内含构成一个完成GameObject所需要的一切组件。可以通过以下代码来引用。 1 //动画名称 2 public const string A...
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PhysX
摘要:【PhysX】 1、施加力: 1 if(GUILayout.Button("普通力",GUILayout.Height(50))) 2 { 3 //施加一个力,X轴方向力度为1000,Y轴方向力度为1000 4 addFrceObj.rigidbody.AddForce (1000, 0, 1000); 5 } 6 7 if(GUILayout.Button("位置力",GUILayout.Height(50))) 8 { 9 ...
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Terrain & Light & Camera
摘要:【Terrain Engine】1、When you press F, wherever your mouse is positioned will be moved to the center of the Scene View. This allows you to touch up an area, and quickly zoom over to a different area and change something else. If your mouse is not hovering over an area of the Terrain when you press the
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Unity3D Keynote
摘要:【Unity3D Keynote】 1、场景文件扩展名为.unity。 2、up为Y正方向,down为Y负方向,right为X正方向,left为X负方向,forward为Z正方向,back为z负方向。基础物体本身坐标系。 3、在Scene工具条中可以设置Scene视图绘制模式: 4、给一个Gam...
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Primitive Objects
摘要:【Primitive Objects】 Unity can work with 3D models of any shape that can be created with modelling software. However, there are also a number of primitive object types that can be created directly within Unity, namely theCube,Sphere,Capsule,Cylinder,PlaneandQuad. These objects are often useful in th.
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Controlling GameObjects Using Components
摘要:【Accessing Components】 The most common case is where a script needs access to other Components attached to the same GameObject.A Component is actually an instance of a class so the first step is to get a reference to the Component instance you want to work with. This is done with theGetComponentfun.
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Material
摘要:【Material】 Materials are used in conjunction withMeshorParticle Systemsattached to theGameObject. They play an essential part in defining how your ob...
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Prefabs
摘要:【Prefabs】 APrefabis a type of asset -- a reusableGameObjectstored inProject View. Prefabs can be inserted into any number of scenes, multiple times per scene. When you add a Prefab to a scene, you create aninstanceof it. All Prefab instances are linked to the original Prefab and are essentially clo.
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Scene View Navigation
摘要:【Scene View Navigation】Hold the right mouse button to enterFlythroughmode. This turns your mouse andWASDkeys (plusQandEfor up and down) into quick fir...
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C#中的using
摘要:【using语句】 1)tusing语句,定义一个范围,在范围结束时处理对象。场景:当在某个代码段中使用了类的实例,而希望无论因为什么原因,只要离开了这个代码段就自动调用这个类实例的Dispose。要达到这样的目的,用try...catch来捕捉异常也是可以的,但用using也很方便。例如: 2)可
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