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《UnityAPI.Gizmos可视化辅助工具》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Gizmos+DrawRay+DrawLine+Ray+立钻哥哥++OK++)

2020年07月14日  | 移动技术网科技  | 我要评论

《UnityAPI.Gizmos可视化辅助工具》

版本

作者

参与者

完成日期

备注

UnityAPI_Gizmos_V01_1.0

严立钻

 

2020.06.30

 

 

 

 

 

 

 

#《UnityAPI.Gizmos可视化辅助工具》发布说明:

++++“UnityAPI.Gizmos可视化辅助工具是对UnityAPIGizmos可视化辅助工具类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

#Gizmos可视化辅助工具

#Gizmos可视化辅助工具

#Gizmos可视化辅助工具

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Gizmos(可视化辅助工具)是用于在场景视图可视化调试或辅助设置

++++[namespace]:UnityEngine

++++[Inherits from]

++++所有Gizmos绘制需要在脚本的OnDrawGizmosOnDrawGizmosSelected里函数完成;

++++OnDrawGizmos在每帧调用;所有在OnDrawGizmos中渲染的gizmos都是可见的;OnDrawGizmosSelected仅在脚本附加的物体被选择时被调用;

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、color

++++B2.2、matrix

++++B2.3、YanlzXREngine.Gizmos.StaticVariables

 

 

++B2.1、color

++B2.1、color

++B2.1、color

++++立钻哥哥:颜色

public static Color color;

++++为随后绘制的Gizmos设置颜色

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmosSelected(){

        Gizmos.color = Color.red;

        Vector3 direction = transform.TransformDirection(Vector3.forward) * 5;

    

        Gizmos.DrawRay(transform.position, direction);

    }    //立钻哥哥:void OnDrawGizmosSelected(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++B2.2、matrix

++B2.2、matrix

++B2.2、matrix

++++立钻哥哥:矩阵

public static Matrix4x4 matrix;

++++设置gizmo的矩阵用于绘制所有gizmos

 

 

 

 

 

 

 

#C3、Static Functions静态函数

#C3、Static Functions静态函数

++C3、Static Functions静态函数

++++C3.1、DrawCube

++++C3.2、DrawFrustum

++++C3.3、DrawGUITexture

++++C3.4、DrawIcon

++++C3.5、DrawLine

++++C3.6、DrawMesh

++++C3.7、DrawRay

++++C3.8、DrawSphere

++++C3.9、DrawWireCube

++++C3.10、DrawWireMesh

++++C3.11、DrawWireSphere

++++C3.12、YanlzXREngine.Gizmos.StaticFunctions

 

 

++C3.1、DrawCube

++C3.1、DrawCube

++C3.1、DrawCube

++++立钻哥哥:绘制立方体

public static void DrawCube(Vector3 center, Vector3 size);

++++使用centersize参数,绘制一个实心立方体

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmosSelected(){

        Gizmos.color = new Color(1, 0, 0, 0.5F);

        Gizmos.DrawCube(transform.position, new Vector3(1, 1, 1));

    }    //立钻哥哥:void OnDrawGizmosSelected(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.2、DrawFrustum

++C3.2、DrawFrustum

++C3.2、DrawFrustum

++++立钻哥哥:绘制视域

public static void DrawFrustum(Vector3 center, float fov, float maxRange, float minRange, float aspect);

++++[center]:The apex of the truncated pyramid

++++[fov]:Vertical field of view(ie, the angle at the apex in degrees)

++++[maxRange]:Distance of the frustums far plane

++++[minRange]:Distance of the frustums near plane

++++[aspect]:Width/height ratio

++++绘制相机可视区域,用当前的Gizmos.matrix设置它的位置和旋转

 

 

 

 

 

++C3.3、DrawGUITexture

++C3.3、DrawGUITexture

++C3.3、DrawGUITexture

++++立钻哥哥:绘制GUI纹理

public static void DrawGUITexture(Rect screenRect, Texture texture, Material mat=null);

public static void DrawGUITexture(Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat=null);

++++[screenRect]:The size and position of the texture on the screen defined by the XY plane

++++[texture]:The texture to be displayed

++++[mat]:An optional material to apply the texture

++++[leftBorder]:Inset from the rectangles left edge

++++[rightBorder]:Inset from the rectangles right edge

++++[topBorder]:Inset from the rectangles top edge

++++[bottomBorder]:Inset from the rectangles bottom edge

++++在屏幕上绘制纹理

++++选择的纹理绘制在3D空间的XY平面中的屏幕上(即该平面Z轴为0);纹理矩形的值指定了场景单位;选择的边界值指定了插入的矩形每条边(场景单位);该纹理绘制于矩形的内部并且边缘像素向外重叠;当主要纹理的边缘是单一颜色时,可以使用该函数快速创建一个大的背景区域

++++该函数可用于在坐标上摄像机直接指向的纹理创建GUI背景

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmosSelected(){

        Gizmos.DrawGUITexture(Rect(10, 10, 20, 20), myTexture);

    }    //立钻哥哥:void OnDrawGizmosSelected(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.4、DrawIcon

++C3.4、DrawIcon

++C3.4、DrawIcon

++++立钻哥哥:绘制图标

public static void DrawIcon(Vector3 center, string name, bool allowScaling=true);

++++在场景视图世界位置绘制一个图标

++++图标被命名为name并且被放置在center处;图标的路径在Assets/Gizmos文件夹或Unity.app/Contents/Resources文件夹

++++DrawIcon可以被用于在游戏中快速选择重要的物体

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmos(){

        Gizmos.DrawIcon(transform.position, MyLightGizmo.tiff, true);

    }    //立钻哥哥:void OnDrawGizmos(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.5、DrawLine

++C3.5、DrawLine

++C3.5、DrawLine

++++立钻哥哥:绘制线段

public static void DrawLine(Vector3 from, Vector3 to);

++++绘制一条从from起点到to位置的线段

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

    public Transform target;

 

    void OnDrawGizmosSelected(){

        if(target != null){

            Gizmos.color = Color.blue;

            Gizmos.DrawLine(transform.position, target.position);

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void OnDrawGizmos(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.6、DrawMesh

++C3.6、DrawMesh

++C3.6、DrawMesh

++++立钻哥哥:绘制网格

public static void DrawMesh(Mesh mesh, Vector3 position=Vector3.zero, Quaternion rotation=Quaternion.identity, Vector3 scale=Vector3.one);

public static void DrawMesh(Mesh mesh, int submeshIndex, Vector3 position=Vector3.zero, Quaternion rotation=Quaternion.identity, Vector3 scale=Vector3.one);

++++[mesh]:Mesh to draw as a gizmo

++++[position]:Position(default is zero)

++++[rotation]:Rotation(default is no rotation)

++++[scale]:Scale(default is no scale)

++++[submeshIndex]:Submesh to draw(default is -1, which draws whole mesh)

++++绘制一个网格

 

 

 

 

 

++C3.7、DrawRay

++C3.7、DrawRay

++C3.7、DrawRay

++++立钻哥哥:绘制射线

public static void DrawRay(Ray r);

public static void DrawRay(Vector3 from, Vector3 direction);

++++绘制从起点沿正方向延伸的射线

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmosSelected(){

        Gizmos.color = Color.red;

        Vector3 direction = transform.TransformDirection(Vector3.forward) * 5;

        Gizmos.DrawRay(transform.position, direction);

    }    //立钻哥哥:void OnDrawGizmos(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.8、DrawSphere

++C3.8、DrawSphere

++C3.8、DrawSphere

++++立钻哥哥:绘制球体

public static void DrawSphere(Vector3 center, float radius);

++++使用centerradius参数,绘制一个实心球体

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmosSelected(){

        Gizmos.color = Color.yellow;

        Gizmos.DrawSphere(transform.position, 1);

    }    //立钻哥哥:void OnDrawGizmos(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.9、DrawWireCube

++C3.9、DrawWireCube

++C3.9、DrawWireCube

++++立钻哥哥:绘制线框立方体

public static void DrawWireCube(Vector3 center, Vector3 size);

++++使用centersize参数,绘制一个线框立方体

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

 

    void OnDrawGizmosSelected(){

        Gizmos.color = Color.yellow;

 

        //Gizmos.DrawSphere(transform.position, 1);

        Gizmos.DrawWireCube(transform.position, new Vector3(1, 1, 1));

    }    //立钻哥哥:void OnDrawGizmos(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

++C3.10、DrawWireMesh

++C3.10、DrawWireMesh

++C3.10、DrawWireMesh

++++立钻哥哥:绘制线框网格

public static void DrawWireMesh(Mesh mesh, Vector3 position=Vector3.zero, Quaternion rotation=Quaternion.identity, Vector3 scale=Vector3.one);

public static void DrawWireMesh(Mesh mesh, int submeshIndex, Vector3 position=Vector3.zero, Quaternion rotation=Quaternion.identity, Vector3 scale=Vector3.one);

++++[mesh]:Mesh to draw as a gizmo

++++[position]:Position(default is zero)

++++[scale]:Scale(default is no scale)

++++[submeshIndex]:Submesh to draw(default is -1, which draws whole mesh)

++++绘制一个线框网格

 

 

 

 

 

++C3.11、DrawWireSphere

++C3.11、DrawWireSphere

++C3.11、DrawWireSphere

++++立钻哥哥:绘制线框球体

public static void DrawWireSphere(Vector3 center, float radius);

++++根据centerradius参数设置线框球体

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzGizmos : MonoBehaviour{

    public float explosionRadius = 5.0F;

 

    void OnDrawGizmosSelected(){

        Gizmos.color = Color.yellow;

 

        //Gizmos.DrawSphere(transform.position, 1);

        //Gizmos.DrawWireCube(transform.position, new Vector3(1, 1, 1));

        Gizmos.DrawWireSphere(transform.position, explosionRadius);

    }    //立钻哥哥:void OnDrawGizmos(){}

 

}    //立钻哥哥:public class YanlzGizmos{}

 

 

 

 

 

 

 

 

 

#D4、立钻哥哥对Gizmos类的拓展

#D4、立钻哥哥对Gizmos类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

 

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间:

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间:

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