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Unity技巧1

2015-09-23 16:24 633 查看
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相关文章:【Unity】技巧集合2

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

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RaycastHit hit;

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

...

}

2D Raycast

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Collider2D h = Physics2D.OverlapPoint(Input.mousePosition, (1<<LayerMask.NameToLayer("xxx")));

if(h) {

...

}

uGUI中的做法:

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void Update () {

if (Input.GetMouseButton (0)) {

if (EventSystem.current.IsPointerOverGameObject ()) {

PointerEventData pe = new PointerEventData(EventSystem.current);

pe.position = Input.mousePosition;

List<RaycastResult> hits = new List<RaycastResult>();

EventSystem.current.RaycastAll( pe, hits );

foreach(RaycastResult h in hits) {

if(h.gameObject.layer == tangramLayer) {

Debug.Log("======" + Time.time + ", obj: " + h.gameObject.name);

}

}

}

..................

3)物理摄像头取色(WebCamTexture)

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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:

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

4) 操作componenent

添加:

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

cld.radius = 1;

删除:

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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==true;代码中的写法:

触发fsShake:

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void Awake() {

anims = new Animator[(int)FColorType.ColorNum];

}

....

if(needShake) {

curAnim.SetTrigger("shake");

}

关闭fsShake

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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):

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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:

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Application.LoadLevel(currentName);

异步方式:

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Application.LoadLevelAsync("ARScene");

7)加载资源

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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

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

10)保存数据

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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

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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:

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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。

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#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)

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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

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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

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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)

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Time.timeScale = 0;

20) 实例化一个prefab

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

21)Lerp函数的使用场景

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// 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

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// 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)

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if (Mathf.Approximately(1.0, 10.0/10.0))

print ("same");

24)通过脚本修改shader中uniform的值

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//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

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Application.loadedLevelName

26)双击事件

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void OnGUI() {

Event Mouse = Event.current;

if ( Mouse.isMouse && Mouse.type == EventType.MouseDown && Mouse.clickCount == 2) {

print("Double Click");

}

}

27) 日期:

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System.DateTime dd = System.DateTime.Now;

GUILayout.Label(dd.ToString("M/d/yyyy"));

28) RootAnimation中移动的脚本处理

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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)

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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

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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)

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

33)Shader中代码的复用(CGINCLUDE的使用)

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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

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

35)C#中string转变成byte[]:

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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

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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:

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public class ResourceLoad : MonoBehaviour {

[HideInInspector] public string ressName = "Sphere";

public string baseUrl = "http://192.168.56.101/ResUpdate/{0}.assetbundle";

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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:

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[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

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 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:

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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:

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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:

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#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:

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[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:

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

50) 鉴别unity中的InputTouch的类型:

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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 RigidbodyYesYesNoNo
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:
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obj.transform.rotation = Quaternion.FromToRotation(obj.transform.up, suf.transform.up)* obj.transform.rotation;
方法2:
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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:
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@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 plaincopy



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 plaincopy



#!/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 plaincopy



/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 plaincopy



#!/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
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