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Learning Unity 3D First week, the goal is to create a small scene, with a role controller to walk in the scene; the second is to write a simple mobile script.
First, create a small scene, with a role controller to walk in the scene
1. First install Unity 3D 5.3 version. Then
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
OOPThe previous use of combinatorial thinking is the construction of tree, leaf model, such as the network element model in telecommunications. This idea belongs to the core idea of unity 3D – components. In player, A, B, C can freely use the start, update function (please do not consider the order of execution, the sequence of script components can be adjusted
OOPThe previous use of combinatorial thinking is the construction of tree, leaf model, such as the network element model in telecommunications. This idea belongs to the core idea of unity 3D – components. In player, A, B, C can freely use the start, update function (please do not consider the order of execution, the sequence of script components can be adjusted
C # programmer's Unity 3D notes (9): Unity 3D test analysis,
Classes on components in Unity cannot be new and must be obtained through components. The new class is null.If (amainfo. nameHash = Animator. StringToHash (Base Layer
components, menu, when you are finished, you can test the components, run , you can see the results. such as: Figure 1 Figure 2Each integration test needs to be judged by the asserted component, which is used only for simple tests such as the range of coordinates moving, whether it needs to be visible, and so on. Dynamic Integration TestingCreate a new test, under which a gameobject is created, and the Testscript script is created to bind to the gameobject. if the scene is under the name, t
use transform. LookAt instead
Quaternion.lookrotation]
4 How do I achieve 2 gameobject face-to-face, the z-axis relative?
Ax: After a week of review, repeated verification, sure enough in the system to learn 3D math, to achieve the function can be, as follows:Reference blog:A brief introduction to the coordinate system: C # Programmer's Consolidation of
use transform. LookAt instead
Quaternion.lookrotation]
4 How do I achieve 2 gameobject face-to-face, the z-axis relative?
Ax: After a week of review, repeated verification, sure enough in the system to learn 3D math, to achieve the function can be, as follows:Reference blog:A brief introduction to the coordinate system: C # Programmer's Consolidation of
C # programmer's Unity 3D note (10): Unity3D mathematical model of displacement and Rotation??
The core reason is that the concept of 3D mathematics in U3D is not flexible enough. So the system learns again-the third learning 3D m
because of the school curriculum, this semester on the Unity 3D have learning requirements, in the blog to record their Unity learning path (content excerpt from books and videos, books for unity 4.x from the beginner to proficien
The Shader programming is used in Unity to realize the 3D red heart and unityshader3d red heart.
Some shapes can be generated using code even if no 3D artist provides a model.
For independent developers who want to maintain originality and do not want to borrow others' models, this is nothing more than an important way
Some shapes, even if no 3D art designers provide models, can also be generated in code.This is a very important way for independent developers who want to remain original and do not want to borrow others ' models.Today is dedicated to you with shader programming to achieve a heart, pinned down a faint feeling of homesickness.Eventually:Development environment: Unity
can see that there is no terrain map in the textures list at the moment. In the lower right corner, click Edit---textures (editing map). A selection list will pop up.In the select list. Select the Add Textures option. The left form appears.First, we briefly explain the significance of the following parameters:Texture: Select a terrain map in the resource directoryNormal map: Select a regular terrain map in the resource directorySize x: Map X-axis widthSize y: Map y-axis widthOffset x: Map x-axi
System.collections;public class script_06_02:monobehaviour{//The object that exerts a common force gameobject ADDFRCEOBJ = null;//object Gameobject addposobj = null;//target object Gameobject cubeobj = null;//Use this for initializationvoid Start () { Gets the object that exerts the normal force addfrceobj = Gameobject.find ("Sphere0");//Gets the object that applied the target position force addposobj = Gameobject.find ("Sphere1");// Gets the target object cubeobj= gameobject.find ("Cube"); voi
the camera's position as the origin, and a ray emitted to the mouse moving point. It's like hitting a bull's-eye and inferring if it's hit.Using unityengine;using System.collections;public class Script_06_09:monobehaviour {//Bullseye map Public Texture texture;// Hint Information private string info;void Update () {//create Ray Ray Ray = Camera.main.ScreenPointToRay from camera position to mouse position ( Input.mouseposition); Raycasthit hit;//Infers if the ray is hitting the game object if (
button on the prime Game Center. The order is verified first, and then you can see the game Center leaderboard interface after clicking on the Show Leaderboard button. After that, if you want to upload your current score to the leaderboard, load leaderboard data (download the rankings) before you can perform the post score function. After getting RAW score data and get score for me, it is time to get the leaderboard ranking information, and get the leaderboard of my ranking information, which i
Vanishing Time"); Particle.particleEmitter.maxEnergy = Guilayout.horizontalslider (Particle.particleEmitter.maxEnergy, 0.0f, 10.0f, Guilayout.width (150));//Drag to set the maximum number of particles generated guilayout.label ("Maximum number of particles generated");p article.particleEmitter.maxEmission = Guilayout.horizontalslider (Particle.particleEmitter.maxEmission, 0.0f, 100.0f,guilayout.width (150));// Drag to set the particle x-axis movement speed Guilayout.label ("Particle x-axis move
4-C # Programming in Unity-0 Foundation (Unity)Print can only be exported within the component. = = "Inherits the Monobehaviour script to use."Debug.Log ();Debug.logwarning ();Debug.logerror ();Definition of a variableData and data typesHttp://www.cnblogs.com/tonney/archive/2011/03/18/1987577.htmlOperatorHttps://wenku.
rewriting, abstract classes, abstract methods, interfaces and so on. Now summarize some of the points of difference between the concepts:1: You cannot use both virtual and override to modify a method.2: The virtual method cannot be private.3: Understanding of Interface, virtual, override, sealed keywords:Interface: Introduce the name of a methodVirtual: The first implementation of a method.Override: Another implementation of the method.Sealed: The last implementation of the method.Currently on
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