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unity SPH模拟
Unity SPH模拟概述 Unity项目展示**:包含两个Unity项目,展示流体模拟,使用SPH算法。 推荐开源项目**:基于SPH的Unity流体模拟,实现ECS/Job System。 实时模拟贡献**:参与unity-fluid-simulation-sph项目,进行实时SPH流体模拟。 算法实现比较**:在
Unity游戏编程
Unity是一款功能强大的游戏开发平台,它支持多种编程语言,提供丰富的工具和资源,以帮助开发者创建各种类型的游戏。以下是关于Unity游戏编程的一些关键信息: 编程语言 Unity支持多种编程语言,其中C#是最为广泛使用的一种。C#语言因其在游戏开发中的广泛应用,以及与Unity的紧密集成而受到开发者的青睐。C#拥有XNA框架和微软工具的支持,特别
如何用unity实现打字机效果的对话框
在Unity中实现打字机效果的对话框,可以通过逐步显示文本字符来模拟打字机效果。以下是一个简单的实现方法。 🎮实现步骤 创建UI文本对象**:在场景中创建一个UI Text对象,用于显示对话框内容。 编写脚本**:编写一个脚本,控制文本逐字显示。 📜代码示例 using UnityEngine; u
<!DOCTYPE html> <html lang="en-us"> <head> <meta charset="utf-8"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <meta name="viewport" content="width=device-width,height=device-height,inital-scale=1.0,maximum-scale=1.0,user-scalable=no" /> <title>Unity WebGL Player | Webasembly</title> <style> *{border:0;margin:0;padding:0} </style> </head> <body> <span>fffffffffff</span> <div id="unity-container" class="unity-desktop"> <canvas id="unity-canvas" width=960 height=600 style="width:960px;height:600px;"></canvas> <div id="unity-loading-bar"> <div id="unity-logo"></div> <div id="unity-progress-bar-empty"> <div id="unity-progress-bar-full"></div> </div> </div> <div id="unity-mobile-warning" style="display:none;"> WebGL builds are not supported on mobile devices. </div> <div id="unity-footer" style="display:none;"> <div id="unity-webgl-logo"></div> <div id="unity-fullscreen-button"></div> <div id="unity-build-title">2021</div> </div> </div> <script> var buildUrl = "Build"; var loaderUrl = buildUrl + "/webgl.loader.js"; var config = { dataUrl: buildUrl + "/webgl.data", frameworkUrl: buildUrl + "/webgl.framework.js", codeUrl: buildUrl + "/webgl.wasm", symbolsUrl: buildUrl + "/", companyName: "DefaultCompany", productName: "Webasembly", productVersion: "0.1", }; </script> <script> document.addEventListener('DOMContentLoaded',function(){ var container = document.querySelector("#unity-container"); var canvas = document.querySelector("#unity-canvas"); var loadingBar = document.querySelector("#unity-loading-bar"); var progressBarFull = document.querySelector("#unity-progress-bar-full"); var fullscreenButton = document.querySelector("#unity-fullscreen-button"); var mobileWarning = document.querySelector("#unity-mobile-warning"); window.canvas = canvas; // By default Unity keeps WebGL canvas render target size matched with // the DOM size of the canvas element (scaled by window.devicePixelRatio) // Set this to false if you want to decouple this synchronization from // happening inside the engine, and you would instead like to size up // the canvas DOM size and WebGL render target sizes yourself. // config.matchWebGLToCanvasSize = false; loadingBar.style.display = "block"; var script = document.createElement("script"); script.src = loaderUrl; script.onload = () => { createUnityInstance(canvas, config, (progress) => { progressBarFull.style.width = 100 * progress + "%"; }).then((unityInstance) => { loadingBar.style.display = "none"; fullscreenButton.onclick = () => { unityInstance.SetFullscreen(1); }; gameInstance = unityInstance; }).catch((message) => { alert(message); }); }; document.body.appendChild(script); canvas.style.width = window.innerWidth+"px"; canvas.style.height = window.innerHeight+"px"; }); </script> <script> var storage = {}; function getStorageValue(key, defaultValue){ var v = storage[key]; if(v === null){ return defaultValue; } if(typeof v!== 'undefined'){ return v; } return defaultValue; } var GBWASMSDK = { GBInitializeSDK(){ gameInstance.SendMessage("GBSDKManagerHandler",'Inited', 200); }, VibrateShort: function (s, f, c) {}, VibrateLong: function (s, f, c) {}, GBStorageSetIntSync: function (key, value) { storage[key] = value; }, GBStorageGetIntSync: function (key, defaultValue) { return getStorageValue(key, defaultValue); }, GBStorageSetFloatSync: function (key, value) { storage[key] = value; }, GBStorageGetFloatSync: function (key, defaultValue) { return getStorageValue(key, defaultValue); }, GBStorageSetStringSync: function (key, value) { storage[key] = value; }, GBStorageGetStringSync: function (key, defaultValue) { return getStorageValue(key, defaultValue || ''); }, GBStorageDeleteAllSync: function () { storage = {}; }, GBStorageDeleteKeySync: function (key) { delete storage[key]; }, GBStorageHasKeySync: function (key) { return typeof storage[key] === 'undefined'; }, GBLogin: function (s, f, c) {}, GBCheckSession: function (s, f, c) {}, GBAu
WebGL Player 设置 WebGL Player 设置允许开发者自定义 Unity WebGL 项目的各种属性,以优化性能和用户体验。以下是主要设置的详细说明。 分辨率和展示 此部分允许开发者设置 WebGL 画布的默认宽度和高度,并决定内容是否在后台运行。 Default Canvas Width**: 设置 WebG
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