:/applications/unity/unity.app/contents/playbackengines/iossupport/tools/osx/unity4xc.xcplugin/ Contents/info.plistBy restarting unity, you can use unity to perform a real-machine profile.However, because of the PowerVR TBDR architecture design, we can no longer unity in the profile to iOS GPU information, if you want
The main reference is the "Unity Shader Essentials" book, plus some of your own summary
What is semantics
Semantics is actually a string assigned to the shader input and output, which expresses the meaning of this parameter. These semantics allow shader to know where to read data and where to send it. After DirectX10, there is a new semantic type, the system numerical semantics (system-value semantics). This type of semantics begins with the SV, a
very good, the map over the 4096x4096, the aircraft flew one side of the Assetbundle after the display of terrain, FPS in more than 50, on the mainstream of the mobile phone also few laps.
Use the Unity engine to launch the 3D Web game-Lau
Change loading unity to logo,unityobject.embedunity, set parameter for 3.4
UnityObject2 (params), change param
account for memory. This is also the key to the demo case 1xFPS to 5xFPS. --The first time you mention
Textures, particles
Mecanim, Audio
For an example of the Object pool, refer to the bullet inside Angrybot
The scene after the scene demo split, the picture fine degree is very good, the map surpasses 4096x4096, the airplane side flies while the dynamic download Assetbundle displays the terrain, FPS at 50 above, in the mainstr
, does not account for memory. This is also the key to the demo case 1xFPS to 5xFPS. --The first time you mention
Textures, particles
Mecanim, Audio
For an example of the Object pool, refer to the bullet inside Angrybot
The scene after the scene demo split, the picture fine degree is very good, the map surpasses 4096x4096, the airplane side flies while the dynamic download Assetbundle displays the terrain, FPS at 50 above, in the
The code is as follows:Using Unityengine;using system.collections;//1. The UI is introduced. Using Unityengine.ui;public class Testsliderevent:monobehaviour {//2. Define a Text target object. Public Text TARGETTEXTOBJECT;//3. Define a Slider target object. Public Slider targetslideroject;//with the initializationvoid Start () {}//Update is called once per framevoid Updat E () {//4. Update content. Targettextobject.text = "Sliding value is" + Targetslideroject.value;}}Tie the code directly to the
Solution: http://www.cnblogs.com/fly-100/p/4570366.htmlHere we add a detection function directly to the place where Input.getmousebuttondown (0) is used, checkguiraycastobjects, as follows BOOL Checkguiraycastobjects () { Pointereventdata eventData = new Pointereventdata (main.instance. EventSystem); Eventdata.pressposition = input.mouseposition; Eventdata.position = input.mouseposition; listGraphicraycaster. Raycast (EventData, list); Debug.Log (list. C
Unity assertions Unity 5.1 Assertion LibraryWhen you build a Unity mobile game, you are most likely eager to set Script Call Optimization to Fast But No limits, as long as you believe you can.
Fast But No restrictions tions are hidden in the Edit-> Project Settings-> Player menu (Other Settings/Optimization section ). By selecting this option, your code removes t
[Unity Shaders] Summary of Unity Shaders and Effects Cookbook, shadersmodcore
My nagging
Unconsciously, it has been nearly ten months since I published my first article about Unity Shaders and Effects Cookbook. At the beginning, I started to take notes. After all, when I look back, I will inevitably feel impatient when I look at English again. From the very begi
Unity texture summary, unity texture
Reprinted please indicate the source
We know that the performance of mobile games is inseparable from Art. Abuse of art resources often leads to a large amount of art rework. Therefore, it is very important to develop reasonable art specifications based on game needs. This article aims to solve two problems. First, what kind of specifications are there for art plotting?
write in frontKnowing unity knows that unity can perform basic fog simulations. The so-called fog effect, is in the direction away from our perspective, the object appears to be covered with a certain color (usually gray). The implementation of this technique is actually very simple, which is to mix the color of the fog and the color of the object according to the distance of the object from the camera.Ther
Unity Learning -- 003: Role controller (medium), unity -- 003
In the previous article "unity learning-003: Role controller (I)", I checked the basic implementation methods of role control. The mouse and keyboard control were rough.
This article mainly introduces several role control methods encapsulated by unity,
Next,
First, the summary
in Unity, the serialization of "things" is a very central thing of unity, and many features are built on a serialized system: Like a view panel, a prefab (prefabs), an instantiation (instantiation), a save scene, Load (loading), the thermal reload of the editor code (hotReloading of editor, Code), Unity's own garbage collector ( Resource.GarbageCollectSharedAssets() ). The serialization
C # Unity 3D notes compiled by programmers (13th): Unity 3D is based on the component concept,
If you have been familiar with design patterns and software architecture programming ideas, you will understand the outstanding design principles:"Combination is better than inherited".
This sentence is very short, but when I started to learn OOP, I really did not understand it very well (I personally studied it a
iOS packaging is more troublesome, with a process need to take a note after a variety of plug-ins to reconfigure each time the package, as a programmer certainly can not accept such a stupid thing, write a script to let the code to achieve these.First, introduce a tag[PostProcessBuild]Write this tag before the function, and unity will call this function after the package is finished.So we'll also use this tag to make
Categories: Unity, C #, VS2015Date Created: 2016-03-31 I. INTRODUCTIONThe Division of the game type helps the game's market positioning in order to attract a group of players with the same hobby. In addition, the production of game planning, it is often based on different game types to choose the 桕 should be the technical solution, only by the game type of division, to be able to plan for matching the target group of related games.Today, single-class
ever more important. for example rendering full-screen quad with 2 512 × 512 textures takes ~ 20 ms without compression and ~ 12 ms, if textures are pvrtc4bpp compressed. Roughly twice as fast.
· Pvrtc it is for the game, uncompressed for the GUI, 20 mb total texture, 60 MB for the game, build compressed 1024 Atlas 'to blanket the level with breakpoints that balance texture quality with draw CILS.
· You can define onapplicationquit () function to handle application termination. However it will
Unity officially provides 4 ways to load scenes (scene), respectively:1. Application.loadlevel (): Synchronous loading2. Application.loadlevelasync (): Asynchronous load3. Application.loadleveladdictive (): Synchronous add-on loading4. Application.loadleveladdictiveasync (): Asynchronous add-on loadingThe following four methods are presented and analyzed briefly:1. Synchronous loading: Assuming that the current scene is a, we are going to switch to th
Basic operations of unity-nashan, that water, that day, basic operations of unity --
Here we will introduce how to add terrain and space boxes and textures to unity.
Unity version unity4.6.1f1 pro
Create scene (scenario)
No scene is created. There is only one camera.
Create a new terrain
Select the te
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