问题标签 [prefab]
For questions regarding programming in ECMAScript (JavaScript/JS) and its various dialects/implementations (excluding ActionScript). Note JavaScript is NOT the same as Java! Please include all relevant tags on your question; e.g., [node.js], [jquery], [json], [reactjs], [angular], [ember.js], [vue.js], [typescript], [svelte], etc.
c# - Unity 卡片悬停动画
大家好,我正在尝试为我的卡片制作悬停动画。当您将鼠标悬停在手中的卡片上时,我希望它们向上,但卡片是预制的,因此当我将鼠标悬停在一张(或单击一张)上时,它们都会同时向上。这是我练习集换式卡牌游戏的一个小项目,这里是无动画链接:https ://play.unity.com/mg/other/unitycardtaskbuild
如果您有时间,如果您通过不和谐与我联系会非常好。
unity3d - Is a good practice to create one prefab and one script per enemy type?
I'm in the process of creating the enemy for my tower defense game.
I want one enemy to be tanky (lots of health) one enemy to be fast one enemy to cast spells to boost other enemies
Based on my research, I could create an enemy base class, then create a script for each enemy type (Tank, Speed, Enchanter). I would then need to place them on each respective prefab but I'm wondering whether this is good practice? Let's say that I have 100 enemy types, do I need to create 100 scripts and prefabs for it?
On another note, I'm planning to use scriptable objects for the enemy stats but I'm a bit confused on how to implement it. I would create one enemy prefab, feed it the scriptable object of my enemy (e.g some SO has lots of health, some has lots of speed) but I'm not too sure how can I implement different behaviors for each enemy type.
Thank you!
unity3d - 使用我当前的系统渲染管道是否有成本?
我有 40 个图像头像需要从我的端点中提取,存储在内存中,然后附加到材质纹理插槽。我正在寻找实现性能的最佳方法(WebGL 游戏)。
与将它们汇集在场景中相比,在运行时实例化这种预制件的成本是多少?(不寻找实例成本/ GC,只是点击渲染管道和我忽略的任何其他系统)
如果实例化受到打击,我需要做些什么才能使它们与其他解决方案一样高效?例如。静态批处理等
android - 使用带有 gradle 的 prefab 添加 export_libraries
我正在使用 Android Studio 构建一个原生库,并且由于预制模块,我可以构建一个可以在构建我的应用程序时使用的 AAR。很好(不是那么容易,但很好!)。
该库依赖于其他库(zlib 和 android 日志),在阅读文档https://google.github.io/prefab/后,我发现使用export_libraries
模块元数据中的字段应该避免最终应用程序修改其 CMakeLists。 txt 类似...
事实是我不知道如何在prefab
我的 build.gradle 块中添加它,目前看起来像这样。
谢谢你的帮助!