您的位置:首页 > 移动开发 > Unity3D

unity的相关技巧

2015-06-01 17:40 459 查看
转发,请保持地址:http://blog.csdn.net/stalendp/article/details/17114135

这篇文章将收集unity的相关技巧,会不断地更新内容。

1)保存运行中的状态

unity在运行状态时是不能够保存的。但在运行时编辑的时候,有时会发现比较好的效果想保存。这时可以在 “Hierarchy”中复制相关对象树,暂停游戏后替换原来的,就可以了。(其实这个拷贝过程是序列化过程,这种方法是序列化到内存中;另外一种方法就是序列化到磁盘上,即把内容拖动到文件夹中变成prefab,效果也是一样的)

2)Layer的用法

LayerMask.NameToLayer("Ground");
 // 通过名字获取layer

3D Raycast

[csharp]
view plaincopyprint?





RaycastHit hit;  
if(Physics.Raycast(cam3d.ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity, (1<<LayerMask.NameToLayer("Ground")))) {  
...  
}  

RaycastHit hit;
if(Physics.Raycast(cam3d.ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity, (1<<LayerMask.NameToLayer("Ground")))) {
...
}

2D Raycast

[csharp]
view plaincopyprint?





Collider2D h = Physics2D.OverlapPoint(cam2d.ScreenToWorldPoint(Input.mousePosition), (1<<LayerMask.NameToLayer("xxx")));  
if(h) {  
...  
}  

Collider2D h = Physics2D.OverlapPoint(cam2d.ScreenToWorldPoint(Input.mousePosition), (1<<LayerMask.NameToLayer("xxx")));
if(h) {
...
}

3)物理摄像头取色(WebCamTexture)

[csharp]
view plaincopyprint?





Texture2D exactCamData() {  
    // get the sample pixels  
    Texture2D snap = new Texture2D((int)detectSize.x, (int)detectSize.y);  
    snap.SetPixels(webcamTexture.GetPixels((int)detectStart.x, (int)detectStart.y, (int)detectSize.x, (int)detectSize.y));  
    snap.Apply();  
    return snap;  
}  

Texture2D exactCamData() {
// get the sample pixels
Texture2D snap = new Texture2D((int)detectSize.x, (int)detectSize.y);
snap.SetPixels(webcamTexture.GetPixels((int)detectStart.x, (int)detectStart.y, (int)detectSize.x, (int)detectSize.y));
snap.Apply();
return snap;
}

保存截图:

[csharp]
view plaincopyprint?





System.IO.File.WriteAllBytes(Application.dataPath + "/test.png", exactCamData().EncodeToPNG());  

System.IO.File.WriteAllBytes(Application.dataPath + "/test.png", exactCamData().EncodeToPNG());


4) 操作componenent

添加:

[csharp]
view plaincopyprint?





CircleCollider2D cld = (CircleCollider2D)colorYuan[i].AddComponent(typeof(CircleCollider2D));  
cld.radius = 1;  

CircleCollider2D cld = (CircleCollider2D)colorYuan[i].AddComponent(typeof(CircleCollider2D));
cld.radius = 1;

删除:

[csharp]
view plaincopyprint?





Destroy(transform.gameObject.GetComponent<SpriteRenderer>());  

Destroy(transform.gameObject.GetComponent<SpriteRenderer>());


5)动画相关



状态Init到状态fsShake的的条件为:参数shake==
20000
true;代码中的写法:

触发fsShake:

[csharp]
view plaincopyprint?





void Awake() {  
    anims = new Animator[(int)FColorType.ColorNum];  
}  
....  
if(needShake) {  
    curAnim.SetTrigger("shake");  
}  

void Awake() {
anims = new Animator[(int)FColorType.ColorNum];
}
....
if(needShake) {
curAnim.SetTrigger("shake");
}


关闭fsShake

[csharp]
view plaincopyprint?





void Update() {  
....  
if(curAnim) {  
    AnimatorStateInfo stateInfo = curAnim.GetCurrentAnimatorStateInfo(0);  
    if(stateInfo.nameHash == Animator.StringToHash("Base Layer.fsShake")) {  
        curAnim.SetBool("shake", false);  
        curAnim = null;  
        print ("======>>>>> stop shake!!!!");  
    }  
}  
....  
}  

void Update() {
....
if(curAnim) {
AnimatorStateInfo stateInfo = curAnim.GetCurrentAnimatorStateInfo(0);
if(stateInfo.nameHash == Animator.StringToHash("Base Layer.fsShake")) {
curAnim.SetBool("shake", false);
curAnim = null;
print ("======>>>>> stop shake!!!!");
}
}
....
}

关于Animator.StringToHash函数的说明:

animator的setBool,setTrigger等函数都有两种参数形式,一个接收string,一个接收hash;其实Animator内部是使用hash来记录相应信息的,所以接收string类型的函数内部会帮你调用StringToHash这个函数;所以如果要经常调用setTrigger等,请把参数名称hash化保持以便反复使用,从而提高性能

在状态机animator中获取animation state 和animation clip的方法(参考http://answers.unity3d.com/questions/692593/get-animation-clip-length-using-animator.html):

[csharp]
view plaincopyprint?





public static AnimationClip getAnimationClip(Animator anim, string clipName) {  
    UnityEditorInternal.State state = getAnimationState(anim, clipName);  
    return state!=null ? state.GetMotion() as AnimationClip : null;  
}  
  
public static UnityEditorInternal.State getAnimationState(Animator anim, string clipName) {  
    UnityEditorInternal.State state = null;  
    if(anim != null) {  
        UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;  
        UnityEditorInternal.StateMachine sm = ac.GetLayer(0).stateMachine;  
          
        for(int i = 0; i < sm.stateCount; i++) {  
            UnityEditorInternal.State _state = sm.GetState(i);  
            if(state.uniqueName.EndsWith("." + clipName)) {  
                state = _state;  
            }  
        }  
    }  
    return state;  
}  

public static AnimationClip getAnimationClip(Animator anim, string clipName) {
UnityEditorInternal.State state = getAnimationState(anim, clipName);
return state!=null ? state.GetMotion() as AnimationClip : null;
}

public static UnityEditorInternal.State getAnimationState(Animator anim, string clipName) {
UnityEditorInternal.State state = null;
if(anim != null) {
UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
UnityEditorInternal.StateMachine sm = ac.GetLayer(0).stateMachine;

for(int i = 0; i < sm.stateCount; i++) {
UnityEditorInternal.State _state = sm.GetState(i);
if(state.uniqueName.EndsWith("." + clipName)) {
state = _state;
}
}
}
return state;
}


6)scene的切换

同步方式:

[csharp]
view plaincopyprint?





Application.LoadLevel(currentName);  

Application.LoadLevel(currentName);


异步方式:

[csharp]
view plaincopyprint?





Application.LoadLevelAsync("ARScene");  

Application.LoadLevelAsync("ARScene");

7)加载资源

[csharp]
view plaincopyprint?





Resources.Load<Texture>(string.Format("{0}{1:D2}", mPrefix, 5));  

Resources.Load<Texture>(string.Format("{0}{1:D2}", mPrefix, 5));


8)Tag VS. Layer

     -> Tag用来查询对象

     -> Layer用来确定哪些物体可以被raycast,还有用在camera render中

9)旋转

transform.eulerAngles 可以访问 rotate的 xyz

[csharp]
view plaincopyprint?





transform.RotateAround(pivotTransVector, Vector3.up, -0.5f * (tmp-preX) * speed);  

transform.RotateAround(pivotTransVector, Vector3.up, -0.5f * (tmp-preX) * speed);
10)保存数据

[csharp]
view plaincopyprint?





PlayerPrefs.SetInt("isInit_" + Application.loadedLevelName, 1);  

PlayerPrefs.SetInt("isInit_" + Application.loadedLevelName, 1);

11)动画编码
http://www.cnblogs.com/lopezycj/archive/2012/05/18/Unity3d_AnimationEvent.html http://game.ceeger.com/Components/animeditor-AnimationEvents.html http://answers.unity3d.com/questions/8172/how-to-add-new-curves-or-animation-events-to-an-im.html
12) 遍历子对象

[csharp]
view plaincopyprint?





Transform[] transforms = target.GetComponentsInChildren<Transform>();  
for (int i = 0, imax = transforms.Length; i < imax; ++i) {  
    Transform t = transforms[i];  
    t.gameObject.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver);  
}  

Transform[] transforms = target.GetComponentsInChildren<Transform>();
for (int i = 0, imax = transforms.Length; i < imax; ++i) {
Transform t = transforms[i];
t.gameObject.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver);
}

13)音效的播放

 先添加Auido Source, 设置Audio Clip, 也可以在代码中加入。然后在代码中调用audio.Play(), 参考如下代码:

[csharp]
view plaincopyprint?





public AudioClip aClip;  
...  
void Start () {   
    ...  
    audio.clip = aClips;  
    audio.Play();  
    ...  
}  

public AudioClip aClip;
...
void Start () {
...
audio.clip = aClips;
audio.Play();
...
}

另外,如果是3d音效的话,需要调整audio Souce中的panLevel才能听到声音,不清楚原因。

14)调试技巧(Debug)

可以在OnDrawGizmos函数来进行矩形区域等,达到调试的目的,请参考NGUI中的UIDraggablePanel.cs文件中的那个函数实现。

[csharp]
view plaincopyprint?





#if UNITY_EDITOR  
    /// <summary>  
    /// Draw a visible orange outline of the bounds.  
    /// </summary>  
    void OnDrawGizmos ()  
    {  
        if (mPanel != null)  
        {  
            Bounds b = bounds;  
            Gizmos.matrix = transform.localToWorldMatrix;  
            Gizmos.color = new Color(1f, 0.4f, 0f);  
            Gizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f));  
        }  
    }  
#endif  

#if UNITY_EDITOR
/// <summary>
/// Draw a visible orange outline of the bounds.
/// </summary>
void OnDrawGizmos ()
{
if (mPanel != null)
{
Bounds b = bounds;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(1f, 0.4f, 0f);
Gizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f));
}
}
#endif

15)延时相关( StartCoroutine)

[csharp]
view plaincopyprint?





StartCoroutine(DestoryPlayer());  
...  
IEnumerator DestoryPlayer() {  
    Instantiate(explosionPrefab, transform.position, transform.rotation);  
    gameObject.renderer.enabled = false;  
    yield return new WaitForSeconds(1.5f);  
    gameObject.renderer.enabled = true;  
}  

StartCoroutine(DestoryPlayer());
...
IEnumerator DestoryPlayer() {
Instantiate(explosionPrefab, transform.position, transform.rotation);
gameObject.renderer.enabled = false;
yield return new WaitForSeconds(1.5f);
gameObject.renderer.enabled = true;
}


16)Random做种子

[csharp]
view plaincopyprint?





Random.seed = System.Environment.TickCount;   
或者  
Random.seed = System.DateTime.Today.Millisecond;  

Random.seed = System.Environment.TickCount;
或者
Random.seed = System.DateTime.Today.Millisecond;


17) 调试技巧(debug),可以把值方便地在界面上打印出来

[csharp]
view plaincopyprint?





void OnGUI() {  
    GUI.contentColor = Color.green;  
    GUILayout.Label("deltaTime is: " + Time.deltaTime);  
}  

void OnGUI() {
GUI.contentColor = Color.green;
GUILayout.Label("deltaTime is: " + Time.deltaTime);
}


18)分发消息

sendMessage, BroadcastMessage等

19) 游戏暂停(对timeScale进行设置)

[csharp]
view plaincopyprint?





Time.timeScale = 0;  

Time.timeScale = 0;

20) 实例化一个prefab

[csharp]
view plaincopyprint?





Rigidbody2D propInstance = Instantiate(backgroundProp, spawnPos, Quaternion.identity) as Rigidbody2D;  

Rigidbody2D propInstance = Instantiate(backgroundProp, spawnPos, Quaternion.identity) as Rigidbody2D;

21)Lerp函数的使用场景

[csharp]
view plaincopyprint?





// Set the health bar's colour to proportion of the way between green and red based on the player's health.  
healthBar.material.color = Color.Lerp(Color.green, Color.red, 1 - health * 0.01f);  

// Set the health bar's colour to proportion of the way between green and red based on the player's health.
healthBar.material.color = Color.Lerp(Color.green, Color.red, 1 - health * 0.01f);

22)在特定位置播放声音

[csharp]
view plaincopyprint?





// Play the bomb laying sound.  
AudioSource.PlayClipAtPoint(bombsAway,transform.position);  

// Play the bomb laying sound.
AudioSource.PlayClipAtPoint(bombsAway,transform.position);

23) 浮点数相等的判断(由于浮点数有误差, 所以判断的时候最好不要用等号,尤其是计算出来的结果)

[csharp]
view plaincopyprint?





if (Mathf.Approximately(1.0, 10.0/10.0))  
    print ("same");  

if (Mathf.Approximately(1.0, 10.0/10.0))
print ("same");


24)通过脚本修改shader中uniform的值

[csharp]
view plaincopyprint?





//shader的写法  
Properties {  
    ...  
    disHeight ("threshold distance", Float) = 3  
}  
   
SubShader {  
    Pass {  
        CGPROGRAM  
        #pragma vertex vert    
        #pragma fragment frag   
        ...  
        uniform float disHeight;  
        ...   
// ===================================  
// 修改shader中的disHeight的值  
gameObject.renderer.sharedMaterial.SetFloat("disHeight", height);  

//shader的写法
Properties {
...
disHeight ("threshold distance", Float) = 3
}

SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
...
uniform float disHeight;
...
// ===================================
// 修改shader中的disHeight的值
gameObject.renderer.sharedMaterial.SetFloat("disHeight", height);

25) 获取当前level的名称

[csharp]
view plaincopyprint?





Application.loadedLevelName  

Application.loadedLevelName

26)双击事件

[csharp]
view plaincopyprint?





void OnGUI() {  
    Event Mouse = Event.current;  
    if ( Mouse.isMouse && Mouse.type == EventType.MouseDown && Mouse.clickCount == 2) {  
        print("Double Click");  
    }  
}  

void OnGUI() {
Event Mouse = Event.current;
if ( Mouse.isMouse && Mouse.type == EventType.MouseDown && Mouse.clickCount == 2) {
print("Double Click");
}
}

27) 日期:

[csharp]
view plaincopyprint?





System.DateTime dd = System.DateTime.Now;  
GUILayout.Label(dd.ToString("M/d/yyyy"));  

System.DateTime dd = System.DateTime.Now;
GUILayout.Label(dd.ToString("M/d/yyyy"));

28)  RootAnimation中移动的脚本处理

[csharp]
view plaincopyprint?





class RootControl : MonoBehaviour {  
    void OnAnimatorMove() {  
        Animator anim = GetComponent<Animator>();  
        if(anim) {  
            Vector3 newPos = transform.position;  
            newPos.z += anim.GetFloat("Runspeed") * Time.deltaTime;  
            transform.position = newPos;  
        }  
    }  
}  

class RootControl : MonoBehaviour {
void OnAnimatorMove() {
Animator anim = GetComponent<Animator>();
if(anim) {
Vector3 newPos = transform.position;
newPos.z += anim.GetFloat("Runspeed") * Time.deltaTime;
transform.position = newPos;
}
}
}

29) BillBoard效果(广告牌效果,或者向日葵效果,使得对象重视面向摄像机)

[csharp]
view plaincopyprint?





public class BillBoard : MonoBehaviour {  
    // Update is called once per frame  
    void Update () {  
        transform.LookAt(Camera.main.transform.position, -Vector3.up);  
    }  
}  

public class BillBoard : MonoBehaviour {
// Update is called once per frame
void Update () {
transform.LookAt(Camera.main.transform.position, -Vector3.up);
}
}

30)script中的属性编辑器(Property Drawers),还可以自定义属性编辑器

参考: http://blogs.unity3d.com/2012/09/07/property-drawers-in-unity-4/

http://docs.unity3d.com/Manual/editor-PropertyDrawers.html

其中Popup好像无效,但是enum类型的变量,能够达到Popup的效果

[csharp]
view plaincopyprint?





public class Example : MonoBehaviour {  
    public string playerName = "Unnamed";  
  
    [Multiline]  
    public string playerBiography = "Please enter your biography";  
  
    [Popup ("Warrior", "Mage", "Archer", "Ninja")]  
    public string @class = "Warrior";  
  
    [Popup ("Human/Local", "Human/Network", "AI/Easy", "AI/Normal", "AI/Hard")]  
    public string controller;  
  
    [Range (0, 100)]  
    public float health = 100;  
  
    [Regex (@"^(?:\d{1,3}\.){3}\d{1,3}$", "Invalid IP address!\nExample: '127.0.0.1'")]  
    public string serverAddress = "192.168.0.1";  
  
    [Compact]  
    public Vector3 forward = Vector3.forward;  
  
    [Compact]  
    public Vector3 target = new Vector3 (100, 200, 300);  
  
    public ScaledCurve range;  
    public ScaledCurve falloff;  
  
    [Angle]  
    public float turnRate = (Mathf.PI / 3) * 2;  
}  

public class Example : MonoBehaviour {
public string playerName = "Unnamed";

[Multiline]
public string playerBiography = "Please enter your biography";

[Popup ("Warrior", "Mage", "Archer", "Ninja")]
public string @class = "Warrior";

[Popup ("Human/Local", "Human/Network", "AI/Easy", "AI/Normal", "AI/Hard")]
public string controller;

[Range (0, 100)]
public float health = 100;

[Regex (@"^(?:\d{1,3}\.){3}\d{1,3}$", "Invalid IP address!\nExample: '127.0.0.1'")]
public string serverAddress = "192.168.0.1";

[Compact]
public Vector3 forward = Vector3.forward;

[Compact]
public Vector3 target = new Vector3 (100, 200, 300);

public ScaledCurve range;
public ScaledCurve falloff;

[Angle]
public float turnRate = (Mathf.PI / 3) * 2;
}

31)Mobile下面使用lightmapping问题的解决方案

在mobile模式下,lightmapping可能没有反应,可以尝试使用mobile下的shader,可以解决问题。更多请参考:http://forum.unity3d.com/threads/138978-Lightmap-problem-in-iPhone

32) Unity下画线的功能(用于debug)

[csharp]
view plaincopyprint?





Debug.DrawLine (Vector3.zero, new Vector3 (10, 0, 0), Color.red);  

Debug.DrawLine (Vector3.zero, new Vector3 (10, 0, 0), Color.red);

33)Shader中代码的复用(CGINCLUDE的使用)

[cpp]
view plaincopyprint?





Shader "Self-Illumin/AngryBots/InterlacePatternAdditive" {  
    Properties {  
        _MainTex ("Base", 2D) = "white" {}  
        //...  
    }  
      
    CGINCLUDE  
  
        #include "UnityCG.cginc"  
  
        sampler2D _MainTex;  
        //...                 
                          
        struct v2f {  
            half4 pos : SV_POSITION;  
            half2 uv : TEXCOORD0;  
            half2 uv2 : TEXCOORD1;  
        };  
  
        v2f vert(appdata_full v) {  
            v2f o;  
            // ...  
            return o;   
        }  
          
        fixed4 frag( v2f i ) : COLOR {    
            // ...  
            return colorTex;  
        }  
      
    ENDCG  
      
    SubShader {  
        Tags {"RenderType" = "Transparent" "Queue" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" }  
        Cull Off  
        ZWrite Off  
        Blend One One  
          
    Pass {  
      
        CGPROGRAM  
          
        #pragma vertex vert  
        #pragma fragment frag  
        #pragma fragmentoption ARB_precision_hint_fastest   
          
        ENDCG  
           
        }  
                  
    }   
    FallBack Off  
}  

Shader "Self-Illumin/AngryBots/InterlacePatternAdditive" {
Properties {
_MainTex ("Base", 2D) = "white" {}
//...
}

CGINCLUDE

#include "UnityCG.cginc"

sampler2D _MainTex;
//...

struct v2f {
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 uv2 : TEXCOORD1;
};

v2f vert(appdata_full v) {
v2f o;
// ...
return o;
}

fixed4 frag( v2f i ) : COLOR {
// ...
return colorTex;
}

ENDCG

SubShader {
Tags {"RenderType" = "Transparent" "Queue" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" }
Cull Off
ZWrite Off
Blend One One

Pass {

CGPROGRAM

#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest

ENDCG

}

}
FallBack Off
}

34)获取AnimationCurve的时长

[csharp]
view plaincopyprint?





_curve.keys[_curve.length-1].time;  

_curve.keys[_curve.length-1].time;

35)C#中string转变成byte[]:

[csharp]
view plaincopyprint?





byte[] b1 = System.Text.Encoding.UTF8.GetBytes (myString);  
byte[] b2 = System.Text.Encoding.ASCII.GetBytes (myString);  
System.Text.Encoding.Default.GetBytes(sPara)  
new ASCIIEncoding().GetBytes(cpara);  
char[] cpara=new char[bpara.length];  
for(int i=0;i <bpara.length;i ++){char[i]=system.convert.tochar(bpara[i]);}     

byte[] b1 = System.Text.Encoding.UTF8.GetBytes (myString);
byte[] b2 = System.Text.Encoding.ASCII.GetBytes (myString);
System.Text.Encoding.Default.GetBytes(sPara)
new ASCIIEncoding().GetBytes(cpara);
char[] cpara=new char[bpara.length];
for(int i=0;i <bpara.length;i ++){char[i]=system.convert.tochar(bpara[i]);}

36) 排序

[csharp]
view plaincopyprint?





list.Sort(delegate(Object a, Object b) { return a.name.CompareTo(b.name); });  

list.Sort(delegate(Object a, Object b) { return a.name.CompareTo(b.name); });

37) NGUI的相关类关系:







38)使得脚本能够在editor中实时反映:

在脚本前加上:[ExecuteInEditMode], 参考UISprite。

39)隐藏相关属性

属性前加上 [HideInInspector],在shader中也适用;

比如:

[csharp]
view plaincopyprint?





public class ResourceLoad : MonoBehaviour {  
    [HideInInspector] public string ressName = "Sphere";  
    public string baseUrl = "http://192.168.56.101/ResUpdate/{0}.assetbundle";  

public class ResourceLoad : MonoBehaviour {
[HideInInspector] public string ressName = "Sphere";
public string baseUrl = "http://192.168.56.101/ResUpdate/{0}.assetbundle";


[csharp]
view plaincopyprint?





Shader "stalendp/imageShine" {  
    Properties {  
        [HideInInspector] _image ("image", 2D) = "white" {}  
        _percent ("_percent", Range(-5, 5)) = 1  
        _angle("_angle", Range(0, 1)) = 0  
    }  

Shader "stalendp/imageShine" {
Properties {
[HideInInspector] _image ("image", 2D) = "white" {}
_percent ("_percent", Range(-5, 5)) = 1
_angle("_angle", Range(0, 1)) = 0
}

40)属性的序列化

可被序列化的属性,可以显示在Inspector面板上(可以使用HideInInspector来隐藏);public属性默认是可被序列化的,private默认是不可序列化的。使得private属性可被序列化,可以使用[SerializeField]来修饰。如下:

[csharp]
view plaincopyprint?





[SerializeField] private string ressName = "Sphere";  

[SerializeField] private string ressName = "Sphere";

41)Shader编译的多样化(Making multiple shader program variants

shader通常如下的写法:

#pragma multi_compile FANCY_STUFF_OFF FANCY_STUFF_ON
这样可以把Shader编译成多个版本。使用的时候,局部设置Material.EnableKeyword, DisableKeyword;或则 全局设置Shader.EnableKeyword and DisableKeyword进行设置。

42)多个scene共享内容

[csharp] view plaincopyprint?



 void Awake() {  
    DontDestroyOnLoad(transform.gameObject);  
}  
void Awake() {
DontDestroyOnLoad(transform.gameObject);
}
43) 使用Animation播放unity制作的AnimationClip:
首先需要设置AnimationType的类型为1 (需要在animationClip的Debug模式的属性中进行设置,如下图。另外,如果需要在animator中播放动画,需要类型为2);


代码如下:

[csharp] view plaincopyprint?



string clipName = "currentClip";  
AnimationClip clip = ...;  
// 设置animationClip  
if (anim == null) {  
    anim = gameObject.AddComponent<Animation>();  
}  
anim.AddClip(clip, clipName);  
anim[clipName].speed = _speedScale;  
// 计算时间  
float duration = anim[clipName].length;  
duration /= _speedScale;  
// 播放动画  
anim.Play(clipName);  
yield return new WaitForSeconds(duration + 0.1f);  
// 动画结束动作  
anim.Stop();  
anim.RemoveClip(clipName);  
string clipName = "currentClip";
AnimationClip clip = ...;
// 设置animationClip
if (anim == null) {
anim = gameObject.AddComponent<Animation>();
}
anim.AddClip(clip, clipName);
anim[clipName].speed = _speedScale;
// 计算时间
float duration = anim[clipName].length;
duration /= _speedScale;
// 播放动画
anim.Play(clipName);
yield return new WaitForSeconds(duration + 0.1f);
// 动画结束动作
anim.Stop();
anim.RemoveClip(clipName);


44) RenderTexture的全屏效果

cs端:

[csharp] view plaincopyprint?



MeshFilter mesh = quard.GetComponent<MeshFilter> ();  
// 创建和摄像机相关的renderTexture  
RenderTexture rTex = new RenderTexture ((int)cam.pixelWidth, (int)cam.pixelHeight, 16);  
cam.targetTexture = rTex;  
mesh.renderer.material.mainTexture = rTex;  
MeshFilter mesh = quard.GetComponent<MeshFilter> ();
// 创建和摄像机相关的renderTexture
RenderTexture rTex = new RenderTexture ((int)cam.pixelWidth, (int)cam.pixelHeight, 16);
cam.targetTexture = rTex;
mesh.renderer.material.mainTexture = rTex;
shader端:
[csharp] view plaincopyprint?



#include "UnityCG.cginc"             
sampler2D _MainTex;  
sampler2D _NoiseTex;  
      
struct v2f {      
    half4 pos:SV_POSITION;      
    half2 uv : TEXCOORD0;   
    float4 srcPos: TEXCOORD1;    
};    
  
v2f vert(appdata_full v) {    
    v2f o;    
    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);    
    o.uv = v.texcoord.xy;  
    o.srcPos = ComputeScreenPos(o.pos);  
    return o;    
}    
  
fixed4 frag(v2f i) : COLOR0 {  
    float tmp = saturate(1-(length(i.uv-float2(0.5,0.5)))*2)*0.04;            
    float2 wcoord = (i.srcPos.xy/i.srcPos.w) + tex2D(_NoiseTex, i.uv) * tmp - tmp/2;  
    return tex2D(_MainTex, wcoord);  
}    
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _NoiseTex;

struct v2f {
half4 pos:SV_POSITION;
half2 uv : TEXCOORD0;
float4 srcPos: TEXCOORD1;
};

v2f vert(appdata_full v) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
o.srcPos = ComputeScreenPos(o.pos);
return o;
}

fixed4 frag(v2f i) : COLOR0 {
float tmp = saturate(1-(length(i.uv-float2(0.5,0.5)))*2)*0.04;
float2 wcoord = (i.srcPos.xy/i.srcPos.w) + tex2D(_NoiseTex, i.uv) * tmp - tmp/2;
return tex2D(_MainTex, wcoord);
}

45)使用RenderTexture制作屏幕特效:

[csharp] view plaincopyprint?



[ExecuteInEditMode]  
public class MyScreenEffect : MonoBehaviour {  
    ...  
    void OnRenderImage(RenderTexture source, RenderTexture dest) {  
        Graphics.Blit(source, dest, material);  
    }  
}  
[ExecuteInEditMode]
public class MyScreenEffect : MonoBehaviour {
...
void OnRenderImage(RenderTexture source, RenderTexture dest) {
Graphics.Blit(source, dest, material);
}
}
如果需要多次渲染,需要使用RenderTexture.GetTemporary生成临时的RenderTexture,这个方法会从unity维护的池中获取,所以在使用完RenderTexture后,尽快调用RenderTexture.ReleaseTemporary使之返回池中。 RenderTexture存在于GPU的DRAM中,具体实现可以参考Cocos2dx中的写法来理解(CCRenderTexture.cpp中有具体实现)。GPU的架构请参考:http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter30.html
46) 特定条件下暂停unity

在调试战斗的时候,需要在特定条件下暂停unity,以便查看一些对象的设置。可以使用Debug.Break();来达到目的。这是需要处于debug模式,才能够达到效果。

47)在特定exception发生时暂停执行;

默认情况下,unity在遇到异常时,是不会停止执行的。但是如果要在nullReferenceException等exception发生时,进行调试。可以在MonoDevelop的菜单中选择Run/Exceptions..., 做相关设置:


48)NGUI性能建议

相关知识:1)在NGUI中,一个Panel对应一个DrawCall(当然一个panel里面的UISprite来自多个图集,就会有多个drawCall);2)当一个UISprite等UIWidget控件的active改变时,DrawCall会重新计算一遍;3)DrawCall的计算比较耗时,首先会收集DrawCall下所有UIWidget的verts,norms,trans,uvs,cols等信息,还要向GPU传输数据,相对比较耗时。

问题:当在一个Panel中有大量的UIWidget,有一部分是经常改变active的,有些部分则不怎么变。这样就会导致频繁地计算DrawCall。

性能提升方案:把经常改变active的控件单独到一个panel中。把不怎么变动的部分独立到另外的panel中。


49)NGUI中设置自定义的Shader,并改变properties的值。

使用UITexture,可以设置自定义的Material。需要注意的是,改变properties的值,需要使用UITexture中的drawCall的dynamicMaterial,如下:

[cpp] view plaincopyprint?



UITexture tex=....;  
tex.drawCall.dynamicMaterial.SetFloat("_percent", du/DU);  
UITexture tex=....;
tex.drawCall.dynamicMaterial.SetFloat("_percent", du/DU);

50) 鉴别unity中的InputTouch的类型:

[csharp] view plaincopyprint?



public enum OperateStatus {  
    OS_Idle=0,  
    OS_Draging=1,  
    OS_Scaling=2  
}  
.....  
  
void Update () {  
   ......  
       TouchPhase tp = Input.GetTouch(0).phase;  
    if(tp==TouchPhase.Ended || tp==TouchPhase.Canceled) {  
        oStatus = OperateStatus.OS_Idle;  
    } else {  
        oStatus = Input.touchCount>1 ? OperateStatus.OS_Scaling : OperateStatus.OS_Draging;  
    }  
.....  
}  
public enum OperateStatus {
OS_Idle=0,
OS_Draging=1,
OS_Scaling=2
}
.....

void Update () {
......
TouchPhase tp = Input.GetTouch(0).phase;
if(tp==TouchPhase.Ended || tp==TouchPhase.Canceled) {
oStatus = OperateStatus.OS_Idle;
} else {
oStatus = Input.touchCount>1 ? OperateStatus.OS_Scaling : OperateStatus.OS_Draging;
}
.....
}
51) 物理系统的性能提示:
Unity中涉及物理模拟的有静态碰撞(static collider)和动态碰撞(dynamic collider)。其中,静态碰撞物体是指具有collider属性但没有rigidbody的物体,动态碰撞物体是指具有collider和rigidbody属性的物体。

Unity引擎期待静态物体是静止,会把场景中的所有静态物体统一计算成一个叫static collider cache的东西来加速物理模拟。但是如果其中某个静态物体进行了移动,系统就要重新计算static collider cache;而这个代价是很大的。所以如果一个物体是要经常移动的,应该设计成动态物体,即添加rigidbody成分;至于使rigidbody不响应重力等作用力的影响,请参考rigidbody中的"Use Gravity"和“Is Kinematic”属性。

如果rigidbody是kinematic的,它不响应force,可以用来制作飞行障碍物等效果。如果不是kinematic的,就会响应foce。

参考如下官方教程最后的性能分析:http://unity3d.com/learn/tutorials/projects/roll-a-ball/collecting-and-counting

52) unity中四种Collider的对比:

类型能否移动是否接收Trigger消息是否受碰撞影响是否受物理影响
Static代价大NoNoNo
Kinematic
Rigidbody
YesYesNoNo
Character ControllerYes未知YesNo
RigidbodyYesYesYesYes
仔细观察上面的表格,发现越往下,特性越多。官方在介绍collision的时候,没有加入讨论Character Controller,这个是我自己添加比较的。

另外,如果一个物体能够受碰撞影响,当然就能够接收Collition消息了。

关于接收Collision消息和Trigger消息的官方的详细表,请参考http://docs.unity3d.com/Manual/CollidersOverview.html 的文末的表格。
53) 使一个物体依附在一个表面上,保持物体的up方向和表面的法线方向一致(物体记为obj,表面记为suf):
方法1:
[csharp] view plaincopyprint?



obj.transform.rotation = Quaternion.FromToRotation(obj.transform.up, suf.transform.up)* obj.transform.rotation;  
obj.transform.rotation = Quaternion.FromToRotation(obj.transform.up, suf.transform.up)* obj.transform.rotation;
方法2:
[csharp] view plaincopyprint?



Vector3 axis = Vector3.Cross(obj.transform.up, suf.transform.up);  
float angle = Vector3.Angle(obj.transform.up, suf.transform.up);  
obj.transform.Rotate(axis, angle, Space.World);  
Vector3 axis = Vector3.Cross(obj.transform.up, suf.transform.up);
float angle = Vector3.Angle(obj.transform.up, suf.transform.up);
obj.transform.Rotate(axis, angle, Space.World);
54)AngryBots中的showFPS代码:
[javascript] view plaincopyprint?



@script ExecuteInEditMode  
  
private var gui : GUIText;  
  
private var updateInterval = 1.0;  
private var lastInterval : double; // Last interval end time  
private var frames = 0; // Frames over current interval  
  
function Start()  
{  
    lastInterval = Time.realtimeSinceStartup;  
    frames = 0;  
}  
  
function OnDisable ()  
{  
    if (gui)  
        DestroyImmediate (gui.gameObject);  
}  
  
function Update()  
{  
#if !UNITY_FLASH  
    ++frames;  
    var timeNow = Time.realtimeSinceStartup;  
    if (timeNow > lastInterval + updateInterval)  
    {  
        if (!gui)  
        {  
            var go : GameObject = new GameObject("FPS Display", GUIText);  
            go.hideFlags = HideFlags.HideAndDontSave;  
            go.transform.position = Vector3(0,0,0);  
            gui = go.guiText;  
            gui.pixelOffset = Vector2(5,55);  
        }  
        var fps : float = frames / (timeNow - lastInterval);  
        var ms : float = 1000.0f / Mathf.Max (fps, 0.00001);  
        gui.text = ms.ToString("f1") + "ms " + fps.ToString("f2") + "FPS";  
        frames = 0;  
        lastInterval = timeNow;  
    }  
#endif  
}  
@script ExecuteInEditMode

private var gui : GUIText;

private var updateInterval = 1.0;
private var lastInterval : double; // Last interval end time
private var frames = 0; // Frames over current interval

function Start()
{
lastInterval = Time.realtimeSinceStartup;
frames = 0;
}

function OnDisable ()
{
if (gui)
DestroyImmediate (gui.gameObject);
}

function Update()
{
#if !UNITY_FLASH
++frames;
var timeNow = Time.realtimeSinceStartup;
if (timeNow > lastInterval + updateInterval)
{
if (!gui)
{
var go : GameObject = new GameObject("FPS Display", GUIText);
go.hideFlags = HideFlags.HideAndDontSave;
go.transform.position = Vector3(0,0,0);
gui = go.guiText;
gui.pixelOffset = Vector2(5,55);
}
var fps : float = frames / (timeNow - lastInterval);
var ms : float = 1000.0f / Mathf.Max (fps, 0.00001);
gui.text = ms.ToString("f1") + "ms " + fps.ToString("f2") + "FPS";
frames = 0;
lastInterval = timeNow;
}
#endif
}
55)关于Hierarchy中按名称的字母排序功能:
[csharp] view plaincopyprint?



public class AlphaNumericSort : BaseHierarchySort  
{  
    public override int Compare(GameObject lhs, GameObject rhs)  
    {  
        if (lhs == rhs) return 0;  
        if (lhs == null) return -1;  
        if (rhs == null) return 1;  
  
        return EditorUtility.NaturalCompare(lhs.name, rhs.name);  
    }  
}  
public class AlphaNumericSort : BaseHierarchySort
{
public override int Compare(GameObject lhs, GameObject rhs)
{
if (lhs == rhs) return 0;
if (lhs == null) return -1;
if (rhs == null) return 1;

return EditorUtility.NaturalCompare(lhs.name, rhs.name);
}
}

把上面的代码放到工程中之后,在Hierarchy中就会出现排序的按钮,如下:

BaseHierarchySort的官方地址:http://docs.unity3d.com/ScriptReference/BaseHierarchySort.html

56)用脚本在Mac下打开多个Unity工程:

默认到情况下,Mac中只能够允许一个Unity实例。但是通过脚本(把工程路径写到Unity启动参数中)可以方便地打开多个常用的工程(参考:Open Multiple Unity Projects Simultaneously

[python] view plaincopyprint?



#!/bin/bash  
/Applications/Unity/Unity.app/Contents/MacOS/Unity -projectPath "/path/to/your/projectA"  
#!/bin/bash
/Applications/Unity/Unity.app/Contents/MacOS/Unity -projectPath "/path/to/your/projectA"

57)在Mac启动多个Unity实例:
a)设置Unity启动时显示对话框。具体做法=》确保如下选择打勾:Unity Perferences/General/Always Show Project Wizard;
b)从命令行运行unity,并提供参数(这里参数“11”是随意写的,作用是让Mac启动一个新的进程,末尾的“&”表示后台启动进程):
[python] view plaincopyprint?



/Applications/Unity5/Unity5.app/Contents/MacOS/Unity 11 &  
/Applications/Unity5/Unity5.app/Contents/MacOS/Unity 11 &
c)写成脚本行形式(脚本名称为:startUnity5),方便启动:
[python] view plaincopyprint?



#!/bin/bash  
/Applications/Unity5/Unity5.app/Contents/MacOS/Unity 11 &  
#!/bin/bash
/Applications/Unity5/Unity5.app/Contents/MacOS/Unity 11 &
d)运行脚本
当然首先要设置脚本为可运行的,命令如下:
sudo chmod +x startUnity5
运行脚本:
./startUnity5





                                            
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: