1, Prefab:
Provides concepts similar to those in C + + that make it easy for users to build objects. For example, when the collision box is built, prefab can be established to make it easy to modify the reality and hiding of the collision box.
When the game component is created (any one of the gameobject in the scene), we want to make it into a component template for batch applications, such as things that are inherently "repetitive" in the scene, "enemies", "Soldiers", "Bullets" ... This is essentially because the default generated prefab is exactly the same as the template, like a clone, but the location and angle of the build and some of the resulting properties are allowed to change.
2. Transparent mapping
The shader in Unity3d does not provide a support: transparent mapping layer + shader of diffuse map layer. Therefore, when using transparent mapping, you need to make the transparent map into PNG format. Use transparent-->bump DIFFSE shader;
3. System Sky Box
Edit--Skybox. Solid Color:any empty options of screen would display the current camera ' s Backgroung color. To remove the sky box seams, wrap mode of the photo is modified to clamp.
4. Package output of Untiy packet:
Buildpipeline.buildassetbundle: Packages any type of resource into a assetsbundle file.
Buildpipeline.buildassetbundleexplocitassetnames: Ibid., but you can make a custom name for each object to find it easily. Buildpipeline.buildstreamedsceneassetbundle: Package One or more scenes directly into a assetsbundle file. 5. untiy load the packet into AssetBundle:WWW.assetBundle: loads the downloaded packet into memory and creates the Assetbundle object. Assetbundle.createfromfile: Creates a Assetbundle object with a disk file and loads it into memory. (CreateFromFile is only supported for the creation of Assetbundle in uncompressed format) Assetbundle.createfrommemory: Creates Assetbundle memory objects from the memory data stream. (asynchronous, to be used in conjunction with the collaboration.) Also
can load compressionof Assetbundle)
assetbundle.createfrommemoryimmediate: From memory data stream
immediatelyCreates a Assetbundle memory object. u3d4.5.2 's new API function, which can be created directly from a file stream without a synergistic function, but note that if created from a byte in the W3 class, W3 itself has to use a synergistic function.createfrommemoryimmediate
Support CompressionThe Assetbundle. 6. Load assets from the Assetbundle object: assetbundle.load: Loads the asset from the Assetbundle by name, or specifies the type by parameter. Assetbundle.loadasync: Ibid., but asynchronous loading without affecting the main thread execution. Assetbundle.loadall: Loads all the assets in the Assetbundle file at once. Application.loadlevel: Loads the corresponding scene in the Assectbundle file by name or index. When a new scene is loaded, all previous game objects will be destroyed. Application.loadlevelasync: Ditto, but asynchronous loading does not affect the continuation of the thread execution. Application.loadleveladditive: Add a new scene before the game object is reserved. Application.loadleveladditiveasync: Ibid., but asynchronous loading. 7, Assetbundle, assets and Game objects Uninstall: Assetbundle.unload (FALSE): Uninstall Assetbundle itself. Assetbundle.unload (TRUE): Unloads the assetbundle itself and all the assets loaded from the Assetbundle. Resources.unloadunusedassets (): Uninstalls all unused assets in the entire system. Gameobject.destroy: Unloads the game object instantiated through Gameobject.instantiate.
Unity3d Basic Knowledge points