using System.Collections; using System.Collections.Generic; using UnityEngine; public class AssetBundleLoad : MonoBehaviour { void Start () { AssetBundle ab = AssetBundle.LoadFromFile(Application.dataPath + "/StreamingAssets/player1.ab"); GameOb
Here is a video about unity depth shader workarounds: http://www.burgzergarcade.com/tutorials/game-engines/unity3d/unity-ios-shaderlab-tutorial-10-1-z-fighting also his tutorial 6.2 and 6.3 are all about depth... and this unity resource: http://unity
脚本应该放在Editor文件夹下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; public class BuildAssetBundle { [MenuItem("BuildAB/BuildABToWin64/LZMA(体积小,加载慢)")] private static void BuildABsToWin64_LZMA() { //
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; using System.IO; public class DownLoadAssetBundle : MonoBehaviour { private string mainAssetBundleURL = @"http://www.XXX.com/AssetBundles/Ass
AS3 UNITY Sprite a = new Sprite(); trace(a.paent); 此时a.parent为null,还未AddChild到屏幕上, 一般用这个来判断在不在屏幕上 GameObject a = new GameObject(); print(a.transform.parent); 此时为null,证明和屏幕的Root元素平级, 此时已在屏幕上(在不在摄像机视野内另算) UNITY只要new出来就在屏幕上了 super 调用父类的方法 base Functi