2016-09-14 13:30:49 binglingshuang 阅读数 1636
  • Unity3D入门到精通-(3)Unity资源管理精讲

    本次系列课程的目标是让Unity3D初学者掌握Unity3d的资源管理技术进行了全面介绍,特别对AssetBundle资源如何进行更新,以及加载(依赖资源加载)进行了系统的介绍。 适合对象:Unity初学开发者,Unity中级开发者,网络程序开发者,所有对游戏开发有兴趣的人员。 学习条件:有一定的Unity3D基础,了解C#的基本开发知识。

    4646 人正在学习 去看看 张刚

1) EmptyGO 模式
GameObject.Find()不是一个好方法

2) Simple GameManager
3) Manager of Managers
创建一堆manager,每个都是singleton

  • EventManager
  • AudioManager
  • GUIManager
  • PoolManager (assets store)
  • LevelManager (mad level manager assets)
  • GameManager
  • SaveManager
  • MenuManager

4) StrangeIoC
https://www.assetstore.unity3d.com/en/#!/content/9267

2017-12-17 18:51:38 qq_26074263 阅读数 530
  • Unity3D入门到精通-(3)Unity资源管理精讲

    本次系列课程的目标是让Unity3D初学者掌握Unity3d的资源管理技术进行了全面介绍,特别对AssetBundle资源如何进行更新,以及加载(依赖资源加载)进行了系统的介绍。 适合对象:Unity初学开发者,Unity中级开发者,网络程序开发者,所有对游戏开发有兴趣的人员。 学习条件:有一定的Unity3D基础,了解C#的基本开发知识。

    4646 人正在学习 去看看 张刚

本文主要分享 Unity3D调用Android Studio导出的aar包的 基本步骤以及一些容易出错的点

大致步骤(完整步骤以及细节待更新)
1. Android Studio项目进行一定的设置后Build Project
2. 通过解压缩软件打开aar包,进行一定修改,拖入Unity工程中的Plugins/Android/libs/目录下
3. C#通过AndroidJavaClass, AndroidJavaObject, 通过Call或者CallStatic方法调用aar包中的接口

2017-05-14 03:43:29 zqzhang1988 阅读数 1513
  • Unity3D入门到精通-(3)Unity资源管理精讲

    本次系列课程的目标是让Unity3D初学者掌握Unity3d的资源管理技术进行了全面介绍,特别对AssetBundle资源如何进行更新,以及加载(依赖资源加载)进行了系统的介绍。 适合对象:Unity初学开发者,Unity中级开发者,网络程序开发者,所有对游戏开发有兴趣的人员。 学习条件:有一定的Unity3D基础,了解C#的基本开发知识。

    4646 人正在学习 去看看 张刚

Physics 2D Manager

2D物理学管理器

The Physics Manager lets you provide global settings for 2D physics (menu: Edit > Project Settings > Physics 2D). There is also a corresponding manager for 3D physics, described here.

2D物理学管理器提供了你对2D物理学的全局设置(菜单:编辑>项目设置>2D物理学).本手册也提供了对3D物理学管理器的介绍.

Properties

属性

Property:

Function:

Gravity

引力

The amount of gravity applied to all Rigidbody2D objects. Generally, gravity is only set for the negative direction of the Y-axis.

提供给所有2D刚体的引力.通常,引力只是在y轴设置一个负值.

Default Material

默认材质

The default Physics Material 2D that will be used if none has been assigned to an individual collider.

默认2D物理材质,如果一个碰撞器没有单独设置将使用它.

Velocity Iterations

速度迭代

The number of iterations made by the physics engine to resolve velocity effects. Higher numbers result in more accurate physics but at the cost of CPU time.

物理引擎生成的迭代次数以决定速度效果.高次数导致更精确的物理学但以cpu时间为代价.

Position Iterations

位置迭代

The number of iterations made by the physics engine to resolve position changes. Higher numbers result in more accurate physics but at the cost of CPU time.

物理引擎生成的迭代次数以确定位置改变.高次数导致更精确的物理学但以cpu时间为代价.

Velocity Threshold

速度临界值

Collisions with a relative velocity lower than this value will be treated as inelastic collisions (ie, the colliding objects will not bounce off each other).

相对速度低于此值的碰撞将被认为是非弹性碰撞(比如,碰撞对象将不会彼此弹开).

Max Linear Correction

最大线性修正

The maximum linear position correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot.

当解决约束时最大线性位置修正被使用(范围0.0001到1000000).这有助于避免越过头.

Max Angular Correction

最大角度修正

The maximum angular correction used when solving constraints (range, 0.0001 to 1000000). This helps to prevent overshoot.

当解决约束时最大角度修正会被使用(范围同上).帮助避免越位.

Max Translation Speed

最大平移速度

The maximum linear speed of a rigidbody object during any physics update.

一个刚体在任何物理学修正期间的最大线性速度.

Max Rotation Speed

最大旋转速度

The maximum linear speed of a rigidbody object during any physics update.

一个刚体对象在任何物理学修正期间的最大线性速度.

Min Penetration For Penalty

最小穿透补偿

The minimum contact penetration radius allowed before any separation impulse force is applied.

最小接触穿透半径可在任何冲击力穿透前应用.

Baumgarte Scale

鲍姆加特缩放

Scale factor that determines how fast collision overlaps are resolved.

缩放因子,确定碰撞重叠多快解决.

Baumgarte Time of Impact Scale

鲍姆加特影响缩放时间

Scale factor that determines how fast time-of-impact overlaps are resolved.

缩放因子,确定重叠影响时间多快解决.

Time to Sleep

休眠时间

The time (in seconds) that must pass after a rigidbody stops moving before it goes to sleep.

时间(以秒为单位)必须在刚体移动停止后才进入休眠.

Linear Sleep Tolerance

线性休眠公差

The linear speed below which a rigidbody will go to sleep after the “time to sleep” elapses.

线性速度低于一个刚体将进入休眠的速度,之后时间也进入休眠.

Angular Sleep Tolerance

角度休眠公差

The rotational speed below which a rigidbody will go to sleep after the “time to sleep” elapses.

旋转速度低于一个刚体将进入休眠的速度,之后时间也进入休眠.

Queries Hit Triggers

检索命中触发器

Should any physics queries (Linecasts, Raycasts, etc) that intersect with a Collider marked as a Trigger return a hit? Check the box for yes, leave it unchecked for these queries to not return a hit.

是否任何物理学检索(线性投射,光线投射等)相交于一个碰撞器标记为一个触发器一次命中?勾选为是,不勾选这些检索将不返回一次命中.

Queries Start In Colliders

碰撞器启动检索

Will any physics queries (Linecasts, Raycasts, etc) that start inside a collider detect the collider they start in? Check the box for yes.

是否在碰撞器启动时内部启动一个碰撞器查看任何物理检索(线性投射,光线投射等)?勾选为是.

Change Stops Callbacks

改变站点回调

Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted or moved.

如果任何对象包含的碰撞已被删除或移除,是否立即停止报告碰撞回调.

Layer Collision Matrix

碰撞矩阵层

Defines how the layer-based collision detection system will behave.

定义基于层的碰撞检测系统将如何表现.

Details

细节

The settings of the physics manager define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.

物理管理器设置定义了物理学模拟的精确度.通常来说,一个更精确的模拟需要更多的处理,所以这些设置提供了平衡精确度与性能的方法.参考物理学部分获取详细信息.

 

2017-05-13 13:17:57 zqzhang1988 阅读数 336
  • Unity3D入门到精通-(3)Unity资源管理精讲

    本次系列课程的目标是让Unity3D初学者掌握Unity3d的资源管理技术进行了全面介绍,特别对AssetBundle资源如何进行更新,以及加载(依赖资源加载)进行了系统的介绍。 适合对象:Unity初学开发者,Unity中级开发者,网络程序开发者,所有对游戏开发有兴趣的人员。 学习条件:有一定的Unity3D基础,了解C#的基本开发知识。

    4646 人正在学习 去看看 张刚

Input Manager

输入管理器

The Input Manager is where you define all the different input axes and game actions for your project.

输入管理器是你给你的项目定义所有不同输入轴和游戏行为地方.

The Input Manager

输入管理器

To see the Input Manager choose: Edit->Project Settings->Input.

查看输入管理器选择:编辑>项目设置>输入

Properties

属性

Property:

Function:

Axes

Contains all the defined input axes for the current project: Size is the number of different input axes in this project, Element 0, 1, … are the particular axes to modify.

包含当前项目所有定义的输入轴:大小是此项目不同输入轴的数量,元素0,1....可被修改的特定轴.

Name

名称

The string that refers to the axis in the game launcher and through scripting.

此字符串在是游戏启动器到脚本都可用来应用它代表的轴.

Descriptive Name

描述名称

A detailed definition of the Positive Button function that is displayed in the game launcher.

在游戏启动器中对正向按钮功能的详细定义.

Descriptive Negative Name

反向描述名称

A detailed definition of the Negative Button function that is displayed in the game launcher.

在游戏启动器上对反向按钮功能的详细定义.

Negative Button

反向按钮

The button that will send a negative value to the axis.

此按钮将发送一个负值给此轴.

Positive Button

正向按钮

The button that will send a positive value to the axis.

此按钮将发送一个正值给此轴.

Alt Negative Button

替换反向按钮

The secondary button that will send a negative value to the axis.

第二个将发送负值给此轴的按钮.

Alt Positive Button

替换正向按钮

The secondary button that will send a positive value to the axis.

第二个发送正值给此轴的按钮.

Gravity

引力

How fast will the input recenter. Only used when the Type is key / mouse button.

输入会到中心位置有多快.只有类型是按键/鼠标按钮时使用.

Dead

死亡

Any positive or negative values that are less than this number will register as zero. Useful for joysticks.

任何正或负值小于此数将归0.对控制杆尤为有用.

Sensitivity

灵敏度

For keyboard input, a larger value will result in faster response time. A lower value will be more smooth. For Mouse delta the value will scale the actual mouse delta.

对于键盘输入,一个大的值将导致更快的响应时间.一个小的值将更平滑.对于一个鼠标增量将缩放真实的鼠标增量.

Snap

快动

If enabled, the axis value will be immediately reset to zero after it receives opposite inputs. Only used when the Type is key / mouse button.

如果可以,轴的值将在收到反向的输入时立即归0.只有在按键/鼠标类型时可用.

Invert

反转

If enabled, the positive buttons will send negative values to the axis, and vice versa.

如果可以,正向按钮将发送负值给轴,反之亦反.

Type

类型

Use Key / Mouse Button for any kind of buttons, Mouse Movement for mouse delta and scrollwheels, Joystick Axis for analog joystick axes and Window Movement for when the user shakes the window.

按键/鼠标按钮可用于任何种类按钮,鼠标移动用于鼠的增量动和滚轮,控制杆轴用于模块控制杆,而窗口移动用于当用户摇动窗口时.

Axis

Axis of input from the device (joystick, mouse, gamepad, etc.)

来自设备的输入轴(控制杆,鼠标,手柄等.)

Joy Num

控制杆键名称

Which joystick should be used. By default this is set to retrieve the input from all joysticks. This is only used for input axes and not buttons.

哪个控制杆将被使用.默认这被设置为检索所有控制杆输入.这值用于输入轴和无按钮.

Details

详细信息

All the axes that you set up in the Input Manager serve two purposes:

你在输入管理器总设置的所有轴用于两个目的:

· They allow you to reference your inputs by axis name in scripting.

· 它们允许你在脚本上通过轴的名称引用它们.

· They allow the players of your game to customize the controls to their liking.

它们允许玩家按个人喜好自定义控制设置.

All defined axes will be presented to the player in the game launcher, where they will see its name, detailed description, and default buttons. From here, they will have the option to change any of the buttons defined in the axes. Therefore, it is best to write your scripts making use of axes instead of individual buttons, as the player may want to customize the buttons for your game.

所有自定义轴将出现在玩家的游戏启动器中,在这里他们将看到它们的名称,详细描述和默认按钮.从这里,他们将选项来按钮定义的轴.因此,最好使用轴写脚本而不是使用单独的按键,因为玩家可能想要给你的游戏自定义按键.

The game launcher’s Input window is displayed when your game is run

当你的游戏运行时游戏启动器的输入窗口显现

See also: Input.

参考:输入页面.

 

2017-05-14 02:10:12 zqzhang1988 阅读数 1194
  • Unity3D入门到精通-(3)Unity资源管理精讲

    本次系列课程的目标是让Unity3D初学者掌握Unity3d的资源管理技术进行了全面介绍,特别对AssetBundle资源如何进行更新,以及加载(依赖资源加载)进行了系统的介绍。 适合对象:Unity初学开发者,Unity中级开发者,网络程序开发者,所有对游戏开发有兴趣的人员。 学习条件:有一定的Unity3D基础,了解C#的基本开发知识。

    4646 人正在学习 去看看 张刚

Physics Manager

物理学管理器

The Physics Manager lets you provide global settings for 3D physics (menu: Edit > Project Settings > Physics). There is also a corresponding manager for 2D physics, described here.

物理学管理器让你能够给3D物理学进行设置全局(菜单:编辑>项目设置>物理学).本手册也有相应的2D物理学管理器介绍.

Properties

属性

Property:

Function:

Gravity

引力

The amount of gravity applied to all Rigidbodies. Usually gravity acts only on the Y-axis (negative is down). Gravity is world units per second squared. Note: Increasing the gravity might require increasing the “Solver Iteration Count” to maintain stable contacts.

引力的量由所有刚体提供.通常引力只表现在Y轴上(负为下).引力是世界单位每秒的平方.注意:增大引力将需要增大解算器迭代数来维持稳定的通讯.

Default Material

默认材质

The default Physics Material that will be used if none has been assigned to an individual Collider.

默认物理材质,如果没有给单个碰撞器指定它将被使用.

Bounce Threshold

反弹临界值

Two colliding objects with a relative velocity below this value will not bounce. This value also reduces jitter so it is not recommended to set it to a very low value.

两个带有相对速度低于此值的碰撞对象将不会反弹.此值也减少时基误差因此不推荐把它设置为一个非常低的值.

Sleep Threshold

休眠临界值

The mass-normalized kinetic energy threshold below which a non-kinematic Rigidbody may go to sleep. Rigidbodies whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping.

质量规范化动能临界值低于此,一个非运动的刚体将进入休眠.刚体动能除以它们的质量低于此临界值将被休眠.

Default Contact Offset

默认接触偏移

Specifies distance which the collision detection system uses to generate collision contacts. The value must be positive and if set too close to zero can cause jitter. Default: 0.01. Only Colliders whose distance is less than the sum of their contact offset values will generate collision contacts.

碰撞检测系统用来生成碰撞接触的指定距离.此值必须是正的且如果设置得太接近可能导致时基误差.默认0.01.只有碰撞器距离小于它们接触偏移值总和时将产生碰撞接触.

Solver Iteration Count

解算器迭代数

Determines how accurately joints and contacts are resolved. Usually a value of 7 works very well for almost all situations.

确定连接和接触要如何精确.通常值7就能很好的工作在绝大多数情况下.

Queries Hit Triggers

查询命中触发器

If enabled, any Raycast, SphereCast, SphereTest, etc. that intersects with a Collider marked as a Trigger will return a hit. If disabled, these intersections will not return a hit. Individual raycasts can override this behavior.

如果启用,任何光线投射,球面投射球面测试等正交于碰撞器将标记为一个触发器返回一次命中.如果禁用,这些交点将不会返回一个命中.单独的光线投射可以覆盖此行为.

Enable Adaptive Force

启用自适配力

The “adaptive force” affects the way forces are transmitted through a pile or stack of objects with the aim of giving more realistic behaviour. This option enables or disables the adaptive force. Note that from Unity 5.0, this is disabled by default.

自适应力影响力在一堆对象间的传导,以提供更真实的行为.此选项启用或禁用自适应力.注意从Unity5.0以后,默认为禁用.

Layer Collision Matrix

碰撞矩阵层

Defines how the layer-based collision detection system will behave.

定义基于层的碰撞检测系统如何表现.

Details

细节

The settings of the physics manager define limits on the accuracy of the physical simulation. Generally speaking, a more accurate simulation requires more processing overhead, so these settings offer a way to trade off accuracy against performance. See the Physics section of the manual for further information.

物理学管理器设置定义了物理学仿真精确度的限制.通常来说,一个更精确的仿真需要更高的处理,所以这些设置提供一个平衡精确度和性能的方法.参考此手册的物理学部分获取更多信息.

 

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