游戏导入标准资源包“Character Controllers”后可以为游戏对象添加 character(角色控制器)组件: 添加角色控制器组建以后可以控制游戏对象移动: 角色控制器组件因为与碰撞组件相互冲突,所以添加角色控制器组建后Collider组件就会消失. 默认在Unity中创建的模型是不具备接收物理引擎的,除非给模型添加刚体组件或角色控制器组件. 看下面代码: using UnityEngine; using System.Collections; public class rigid
Primitive and Placeholder Objects 原始的基础物体 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 the Cube, S
测试方式: 每个对象做大范围正弦移动,创建1000-5000个对象,保证场景分割树的实时更新,并测试帧率 测试脚本: 移动脚本: using UnityEngine; using System.Collections; public class Test1 : MonoBehaviour { public Rigidbody rigidbodyObj; void FixedUpdate() { , )) { : transform.position = Vector3.forward * Mat
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class CombineMesh : EditorWindow { [MenuItem("地图/合并Mesh")] static void AddWindow() { //创建窗口 CombineMesh window= (CombineMesh)EditorWindow.Ge
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Rotate : MonoBehaviour { private float origionZ; private Quaternion targetRotation; ; ; private bool i; // Use this for initialization void Start () { origion