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목록프로그래밍/Unity (43)
その先にあるもの…
The UnityEditor namespace is not available in builds.The easy solution is to put the script in a folder named Editor. Anything inside of folders named Editor is not included in builds. Since the entire script can be excluded you should do this.Side note: When you want to exclude only part of a script you can enclose it in compiler flags. // Runtime code here #if UNITY_EDITOR // Editor specific c..
animationstate의 normalizedtime과 같은 변수를 Animator의 GetCurrentAnimatorStateInfo에서 얻어 올 수 있다. AnimatorStateInfo info = animator.GetCurrentAnimatorStateInfo(0); AnimatorStateInfo의 normalizedTime인데 정수부는 루프 카운드소수부가 animationstate.normalizedtime과 같다. AnimatorStateInfo.IsName if (info.IsName("Base Layer.attack") == true){///현재 공격 애니일때} 또는 info.nameHash == animator.StringToHash("Base Layer.attack") 과 같은 조..
Camera.WorldToScreenPoint Transforms position from world space into screen space.Screenspace is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight). The z position is in world units from the camera. http://docs.unity3d.com/ScriptReference/Camera.WorldToScreenPoint.html Camera.WorldToViewportPointTransforms position from world space into viewport s..
일반 클래스에서 StartCoroutine을 호출하지 못하고 MonoBehaviour에서 StartCoroutine을 호출하기에 일반 클래스는 Coroutine 사용이 안되는 줄 알았다. public class Cor : MonoBehaviour { List m_Skill; // Use this for initializationvoid Start () { m_Skill = new List(); m_Skill.Add(new Skill1()); m_Skill.Add(new Skill2()); m_Skill.Add(new Skill3()); StartCoroutine("CallCor");}// Update is called once per framevoid Update () {} public IEnumerat..
현재 찍혀있는 화면을 얻어와서 매터리얼의 텍스쳐에 연결하기 코드로 작성하는 것 보다 유니티 창에서 연결하는게 더 편하다. 처음 해보는 것이니 기록은 코드로... m_RenderTexture = new RenderTexture((int)Camera.main.pixelWidth, (int)Camera.main.pixelHeight, 16); this.gameObject.camera.targetTexture = m_RenderTexture; this.gameObject.SetActive(true);this.gameObject.camera.CopyFrom(Camera.main);this.gameObject.camera.targetTexture = m_RenderTexture;RenderTexture rt = R..
The same field name is serialized multiple times in the class or it's parent class. EX ) public class A : MonoBehaviour { private int wiredMessageFireField; } public class B : A { private int wiredMessageFireField; }