Take a look at the following C # scriptCode:
Guess what the console came up?
In the bool Parameter Function, value info is: True
It must have been unexpected by many people, right?
There is no relation between the transform type and the bool type. How can we call testfunction (bool value? When I encountered this problem, the first reaction was that the compiler had a problem. Later, my colleague's machine had the same running result. So I continued to write the following code:
AndroidSDK cannot be found during Unity compilation | Unable to list target platforms (reprinted), unityengine. ui cannot be foundOriginal article: http://www.jianshu.com/p/fe4c334ee9fesymptom
When compiling Android applications with Unity, you may encounter the problem of Unable to list target platforms.
Error Message
Detailed error description:
Error:Invalid command androidUnityEditor.BuildPlayerWindow:BuildPlayerAndRun()CommandInvokationFailure: Un
Aspect Properties--camera viewport scale
Public float aspect {get; set;}
Used to get or set the width-height scale value of the camera palatability
The aspect only handles the attempted aspect ratio that the camera can see, and the hardware display only displays the contents of the camera, and the view will deform when the width and height ratio of the hardware display is not the same as the proportional value of the aspect.
Using
Testtooltipattributebylvmingbei:monobehaviour { [Tooltip ("2015!")] public int year = 0;}UnityapicompatibilityversionattributeUsed to declare the version compatibility of the APIUnityengine.serializationformerlyserializedasattributeThis property allows the variable to be serialized with a different name, and the previous serialized value is not lost when the variable itself modifies the name.Example:Using unityengine;using Unityengine.serializa
Unity Multithreading (thread) and main thread (Mainthread) interact using the class--loom tool to sharetime 2014-03-09 11:04:04 iteye-Blog Original http://dsqiu.iteye.com/blog/2028503 ThemeUnityMultithreadingUnity Multithreading (thread) and main thread (Mainthread) interact using the class--loom tool to shareby D.s.qiuRespect the labor of others, support the original, reproduced please specify the source: http.dsqiu.iteye.com developer, who is familiar with unity, knows that threads in unity ca
Unity Multithreading (thread) and main thread (Mainthread) interact using the class--loom tool to shareby D.s.qiuRespect the labor of others, support the original, reproduced please specify the source: http.dsqiu.iteye.com developer, who is familiar with unity, knows that threads in unity cannot use Unity's objects, but can use Unity's value-type variables, such as Vector3. This makes the thread in unity is very chicken and lame, because many functions are u
(8) New Features of Unity5.0 ------ IL2CPP Internals: A Journey of generated code, unity5.0
Sun Guangdong 2015.5.25
Reprinted, please indicate the source
This is the second blog article in The IL2CPP Internals series. In this article, we will explore the c ++ code generated by il2cpp.exe. Along the way, we will see how managed types are represented in the local code and how runtime checks are used to support. NET virtual machines. For more information, see How to generate them cyclically!We will
Some calculations that do not involve u3d APIs can be placed in sub-threads, which can improve the utilization of multicore CPUs.
Summary: 0. variables (all pointing to the same memory address) are shared 1. An API that is not Unityengine can run 2 on a split thread. Unityengine defines the basic structure (int,float,struct defined data type) that can be computed in sub-threading, such as Vector3 (Struct),
the class. is an additional description of the class, in addition to the code for the class declaration. In addition, attributes are not only for classes, but also for methods and properties. What is the use of typeof.
TypeOf is an operator that can obtain the type description data of any class, and the name of the class is most commonly used in the data. Then why not just write the name of the class directly in the code? Because all assignments and operations in the code require variables, us
Model base class:Using Unityengine;Using System.Collections;Model, data type base class, persistentPublic abstract class Model {NamePublic abstract string Name {get;}Send Notificationspublic void Sendevent (string eventName, object args = null){Puremvc.sendevement (EventName, args);}}View base class:Using Unityengine;Using System.Collections;View, depending on the permanent existence of the EOG classPublic
useBuildpipeline.buildassetbundleTargetPlatform to specify, cannot use default parameters, default mode is Webplayer
Using Unityengine;
Using Unityeditor;
public class Exportassetbundles {
[MenuItem ("Assets/build assetbundle from Selection-track dependencies")]
static void Exportresource () {
Bring up Save panel
String path = Editorutility.savefilepanel ("Save Resource", "", "New Resource", "Unity3d");
if (path. Length! = 0) {
Bu
Testtooltipattributebylvmingbei:monobehaviour { [Tooltip ("2015!")] public int year = 0;}UnityapicompatibilityversionattributeUsed to declare the version compatibility of the APIUnityengine.serializationformerlyserializedasattributeThis property allows the variable to be serialized with a different name, and the previous serialized value is not lost when the variable itself modifies the name.Example:Using unityengine;using Unityengine.serializa
(30) unity4.6 learn Ugui Chinese Document ------- create a generic MODAL window, unity4.6ugui
Sun Guangdong
In this article, we will create a generic MODAL window (Yes, No, Maybeso, Cancel) where we can push the content and actions to the window, this window can be used anywhere in our game, and the button is pressed to work on the current event.
Code involved:
using UnityEngine;using System.Collections;public class BringToFront : MonoBehaviour {voi
Slua framework
To MainCamera create a component on an object AppDelegate.cs using UnityEngine; using System.Collections; public class AppDelegate : MonoBehaviour { void Start () { //在下方添加初始化代码 } }
LuaStateexecuting LUA strings using state machine objects using UnityEngine; using System.Collections; using SLua; public class AppDelegate : MonoBehaviour { privat
Tags: blog Io OS AR, for SP file 2014
1. helloworld
Using luainterface; public class helloworld: monobehaviour {void start () {luastate L = new luastate (); // use Lua L in C. dostring ("Print ('Hello world World ')");}}
2. creategameobject
Using luainterface; public class creategameobject: monobehaviour {// use C # private string script = @ "luanet. load_assembly ('unityengine ') // first, you need to load an Assembly that contains the specified type
UGUI implements the RepeatButton and uguirepeatbutton
Tag: added a latency. The repeate starts after the button is pressed for a period of time.
Using UnityEngine; using UnityEngine. events; using UnityEngine. eventSystems; using System. collections; public class Duration: MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler {public float i
on the unlock attribute, after understanding this, We will compile a class for maintaining the level.3. Compile a class to maintain the level
The code is provided directly here, because strictly speaking, this code is not the focus of our attention at the moment, which may make it difficult for everyone to adapt, because the article is clearly teaching us to implement a level system, but at the moment the blogger said this part is not important. Please be careful, because there are more profoun
animator controller for animator, so we have to load the configured Gameobject system as a prefab.Resources loading 1 using Unityengine; 2 using System.Collections; 3 4 public class Allinoneresourcesload:monobehaviour 5 {6 private Animator _animator; 7 8 void Start () 9 {Ten Gameobject go = resources.loadAssetbundle Loading Package1 using Unityengine; 2 using Unityeditor; 3 4 public class Createallino
The Gameobject class is the accumulation of all entities in a unity scene. A Gameobject object is typically composed of multiple component component and contains at least one transform component. Activeself the active identity of the--gameobject property
The function of the Activeinhierarchy property is to return the activation state of the Gameobject instance when the program is run, which returns true only if the state of the Gameobect instance is activated. It is also affected by the a
Sun Guangdong 2015.5.11in this article we will make a generic type ofMODALwindow (Yes, No, Maybeso, Cancel) Where we can put the content and the actionPushto the window, this window can be used anywhere in our game, the button is pressed when the event works. The code involved:using Unityengine;using System.collections;public class Bringtofront:monobehaviour {void Onenable () {transform. Setaslastsibling ();}} Using
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