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  • RNTween Plugin for Unity3d

    2012-07-15 16:36:31
    RNTween is a simple, powerful and very easy to use animation system for Unity. Buy Now in Unity3d Store

    RNTween is a simple, powerful and very easy to use animation system for Unity.




    展开全文
  • RNSprite plugin for Unity3d

    2012-07-15 16:35:06
    RNSprite plugin is free and you can download it in the Github repository. README: SpriteAnimation script provides a simple solution for 2d sprite animation managment. SpriteUV script can edit ...
    RNSprite plugin is free and you can download it in the Github repository.
    README:
    SpriteAnimation script provides a simple solution for 2d sprite animation managment.
    SpriteUV script can edit uv to show a part of the texture.
    展开全文
  • unity3D Console Plugin

    2018-05-04 16:31:54
    unity console 控制台插件,可以添加标签、搜索日志等。 解压后直接放在Assets目录下,在window中可以打开consle查看
  • Unity3D Native Plugin

    2016-08-27 13:42:13
    Unity 3D Native Plugin for iOS

    Unity3D Native Plugin

    The native plugin should provide a simple C interface which the C# script then exposes to other user scripts.

    iOS

    Call iOS code from Unity

    // .cs
    using System.Runtime.InteropServices;
    
    [DllImport ("__Internal")]
    private static extern void _Foo();
    
    public static void Foo()
    {
      if (Application.platform != RuntimePlatform.OSXEditor) {
        _Foo();
      }
    }
    // .mm / .cpp
    
    extern "C"
    {
      void _Foo()
      {
        return;
      }
    }


    • [Tag]

    • The iOS framework must be put in the Xcode generated project, not in Unity.
      And the framework’s functions must be wrapped in an extern "C" block.
      Then you will be able to use it in C# with DllImport.


    • All files with extensions .a, .m, .mm, .cpp under in the Assets/Plugins/iOS folder will be merged into the generated Xcode project automatically. However, merging is done by symlinking files from Assets/Plugins/iOS to the final destination, which might affect some workflows. The .h files are not included in the Xcode project tree, but they appears on the destination file system, thus alllow compilation of .m/.mm/.c/.cpp files.


      (Peng) After build to iOS project, the iOS source code would be under Unity-iPhone/Libraries/Plugins/iOS/.cpp (/Peng)


    • Sub folder are currently not supported.


    Call Unity code from iOS

    // .cpp
    
    UnitySendMessage("GameObjectName", "MethodName", "Message2Send");

    (Peng)
    “GameObjectName” shows in Project Hierarchy View is the name of game object appears on scene.
    “MethodName” is a public function name of the “GameObjectName”.
    “Message2Send” is the “MethodName“‘s parameter.
    (/Peng)


    • [Tag]

    • Managed-to-unmanaged calls are quite processer intensive on iOS. Try to avoid call multiple native methods per frame.


    • Xcode’s “Classes” folder is a good place to store your native code because it is not overwritten when project updated. (Peng) Check any source file has configured “Target Membership”. (/Peng)


    • (Peng) It seems UnitySendMessage only check the first “GameObjectName” from render tree (?) and its first “MethodName”. (/Peng)
    展开全文
  • Unity3d-Plugin

    千次阅读 2012-07-30 15:28:06
    原文地址:http://docs.unity3d.com/Documentation/Manual/Plugins.html,因自己需要故翻译 插件 (Pro/Mobile版特性) Unity has extensive support for Plugins, which are libraries of native code written in...

    原文地址:http://docs.unity3d.com/Documentation/Manual/Plugins.html,因自己需要故翻译

    插件 (Pro/Mobile版特性)

    Unity has extensive support for Plugins, which are libraries of native code written in C, C++, Objective-C, etc. Plugins allow your game code (written in Javascript, C# or Boo) to call functions from these libraries. This feature allows Unity to integrate with middleware libraries or existing C/C++ game code.

    Unity广泛支持用C,C++或者Objective-C所写的插件。插件允许游戏代码(Javascript,C#或者Boo所写)调用插件库中的函数。这个特性允许Unity和中间件或者已有的C/C++游戏代码交互。

    Note: On the desktop platforms, plugins are a pro-only feature. For security reasons, plugins are not usable with webplayers.

    注意:在桌面平台插件式Pro版特性,因为安全原因,插件在webplayer上不能使用

    In order to use a plugin you need to do two things:-

    为了使用插件需要做如下两事

    • Write functions in a C-based language and compile them into a library.
    • Create a C# script which calls functions in the library.
    • 用C规则编写(主要是指在函数声明时可以使用extern c以避免name mangling)
    • 创建C#脚本以调用

         The plugin should provide a simple C interface which the C# script then exposes to other user scripts. It is also possible for Unity to call functions exported by the plugin when certain low-level rendering events happen (for example, when a graphics device is created), see the Native Plugin Interface page for details.

    插件应该提供一个简单的C接口以让C#脚本暴露给其他脚本使用。Unity也可在底层特定渲染事件发生时(例如一个图像设备创建时)调用插件中的函数。细节请看Native Plugin Interface

    Here is a very simple example:

    这里有个简单的例子:

    C File of a Minimal Plugin:

    一个简单插件的C文件。

    float FooPluginFunction () { return 5.0F; }

    C# Script that Uses the Plugin:

    使用插件的C#脚本
    using UnityEngine;
    using System.Runtime.InteropServices;
    
    class SomeScript : MonoBehaviour {
    
       #if UNITY_IPHONE || UNITY_XBOX360
    
       // On iOS and Xbox 360 plugins are statically linked into
       // the executable, so we have to use __Internal as the
       // library name.
    
    //在Xbox360和ios上插件被静态的链接到可执行文件上,所以使用__Internal作为库名
       [DllImport ("__Internal")]
    
       #else
    
       // Other platforms load plugins dynamically, so pass the name
       // of the plugin's dynamic library.
    
    	//在其他平台是动态链接的所以传递插件的动态库名称
       [DllImport ("PluginName")]
    
       #endif
    
       private static extern float FooPluginFunction ();
    
       void Awake () {
          // Calls the FooPluginFunction inside the plugin
          // And prints 5 to the console
          print (FooPluginFunction ());
       }
    } 

    Note that when using Javascript you will need to use the following syntax, where DLLName is the name of the plugin you have written, or "__Internal" if you are writing statically linked native code:

    注意:使用gJavascript是将使用以下的语法。其中DLLName是动态库的名称或者__Internal

    @DllImport (DLLName)
    static private function FooPluginFunction () : float {};

    Creating a Plugin

    创建插件

    In general, plugins are built with native code compilers on the target platform. Since plugin functions use a C-based call interface, you must avoid name mangling issues when using C++ or Objective-C.

    通常插件使用原生代码在目标平台上编译而成。因为插件函数使用C调用接口,所以在使用C++或者Objective-C时要避免name mangling

    For further details and examples, see the following pages:-

    更多细节和示例请 查看以下网页

    Further Information

    更多信息;

    展开全文
  • 1、下载最新版本ShareREC for Unity3D的SDK,解压以后可以找到ShareREC的unitypackage。 2、双击之并将其中的文件导入您的项目。 3、进入目录plugin/ShareRec,选择其中的ShareRec脚本,将它拖到游戏的Main...
  • 关于 Jenkins 的 Unity 3D Plugin

    千次阅读 2018-07-31 17:21:19
    在Jenkins上 有个工具叫做 Unity Pulgins 大概就是 这么个东西。 大概看了一下这个怎么用, 如下:   ...2、在工程、配置、构建中新增Unity3D的选项; 之后让你输入的命令……还是wind...
  • unity3d工程Plugin文件夹笔记

    千次阅读 2017-06-19 11:59:28
    1.文件夹结构对应平台下的文件:按平台打包时,会将对应平台里文件拷进去,其他平台忽略。 平台文件夹外的文件和文件夹:所有平台打包时都会拷进去2.文件的Type属性:Managed和NativeManaged:linux下.so和Windows下...
  • 在资源商店中下载最新的steamVR插件(https://kharma.unity3d.com/en/#!/content/32647)导入项目中。 可能出现错误: 问题1 Failed to load IVRRenderModels interface version IVRRenderModels_005...
  • GitHab: ... This plugin helps you save your images and/or videos to device Gallery on Android and Photos on iOS. It is also possible to pick an image or ...
  • Plugin 'opencvforunity.dll' is used from several locations: Assets/OpenCVForUnity/Plugins/x86/opencvforunity.dll would be copied to <PluginPath>/opencvforunity.dll Assets/OpenCVFor...
  • Unity3D中导入SteamVR Plugin资源包报错汇总:HmdError_None (0) - 无错误HmdError_Unknown (1) - 未知错误HmdError_Init_InstallationNotFound (100) - 在路径注册表中指定的安装文件夹不存在HmdError_Init_...
  • ShareREC for Unity集成到Unity3D中并使用

    千次阅读 2016-11-30 18:22:19
    1.到Mob官网下载ShareREC For Unity3d 的SDK包,我这里使用的是ShareREC For Android Unity3d v1.5.2这个版本。 2.下载后解压,然后找到ShareREC的unitypackage. 3.双击unitypackage并将之导入您的项目中。 二、...
  • https://github.com/764424567/Unity-plugin/tree/master/Menu/Unity3D-TerrainAssets 三、地形面板介绍 提高/降低地形 点击以上升。 按住shift键,点击向下。 绘制高度 点击绘制高度。 按住shift并单击以绘制...
  • https://www.bilibili.com/video/av13882682
  • Unity3D编写Low-level native plugin插件,主要是用作对Unity自带的render pipeline作拓展使用,可以在其渲染的各个stage插入用户自己的渲染代码。 具体的编写过程与之前的Native Plugin编写差不多,也是用extern...
  • 来源... 快速达到效果,去AssetsStore下载插件Native Gallery for Android & iOS 针对Android:设置写权限到外部(SD卡),在 playsettings里面 挂载以下脚本任意对象,新建Canvas以及相...
  • Unity里使用的Plugin插件,要求这些插件必须是以C语言为基础所编写并将其编译到Library里。 Plugin允许你调用这些Library里的各种方法。(这些调用代码写在JS、C#、Boo等脚本里) 在桌面系统里,Plugins仅为Unity ...
  • Building Unity3D Plugins for Android

    千次阅读 2015-05-31 16:26:08
    Building Plugins for Android This page describes Native Code Plugins for Android. ...Building a Plugin for Android ...To build a plugin for Android, you should first obtain the Android NDK and
  • Unity3d调用Lua

    2015-05-16 14:13:30
    前面介绍了在 Unity3d 中通过 Plugin 功能来调用 C++ DLL 中的函数 以及回调的使用方法,但最终目的还是让 Unity3d 中可以调用 Lua 脚本中的函数,现在来实现。 首先关注前面两篇文章: 1、Unity3d 调用C++ DLL ...
  • Error:The versionsof the Android Gradle plugin and Gradle are not compatible.Please do one ofthe following:<ul><li>Update your plugin to version 2.4. This willrequire ...
  • 比如,之前我们获得硬件设备是这样的:首先写一个如下图的脚本,挂在CameraRig的手柄上(看需要那个手柄上的按键)但是,在这里,我们来介绍HTC.Unity.Plugin插件的用法首先我们进行场景和环境的搭建再Store当中找到...
  • 我们的项目是要在xcode开发和unity3d的协同合作,所以在plugin要使用到一些资源。 但今天更新发现u3d导出到xcode项目编译到真机的时候,出现某些文件丢失,这些文件都是在plugin里面的。 解决方法: 在...
  • Unity3D for iOS: Switching From GUI to UIToolKit for Text & Menus to Improve Performance Posted by tim on April 5, 2012 UIToolkit is an open source Unity plugin specifically created for ...
  • Unity3d 调用C++ DLL (Win平台)

    千次阅读 2015-05-14 16:05:58
    Unity3d提供了功能可以让我们自己用各种语言编写 Plugin 来在Unity中使用
  • 前面介绍了在 Unity3d 中通过 Plugin 功能来调用 C++ DLL 中的函数 以及回调的使用方法,但最终目的还是让 Unity3d 中可以调用 Lua 脚本中的函数,现在来实现 首先关注前面两篇文章:1、Unity3d 调用C++ DLL (Win...
  • 我在做一个unity3d小游戏的互动,希望我的player在挥剑的时候面前的cube消失并且伴随特效和音效,想问用编程怎么实现!![图片说明](http://forum.csdn.net/PointForum/ui/scripts/csdn/Plugin/001/face/9.gif)![图片...

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