儘管官方自己都說不建議使用Resources資料夾, 但是在能取代其便利性的資源載入方案出現前, Resources資料夾仍是我們有快速開發需求時的好朋友
我們使用Resources資料夾內資源, 常用步驟為:
2017年10月8日 星期日
[Unity]Resources.Load效能測試
I like thinking,
I like creating,
I have many weird ideals,
I like challenging and be tormented with limitless debugging.
The most important, I'm unable to resist the sense of accomplishment when complete a program after hard work.
So I coding.
2017年9月9日 星期六
[Unity]物件 顯示/隱藏 之簡易效能評比
我們要在Unity控制物件於畫面中的顯示/隱藏時, 主要方法有:
- 使用GameObject.SetActive直接開關整個GameObject
- 開關GameObject上的Render
- 將GameObject移進/移出畫面
I like thinking,
I like creating,
I have many weird ideals,
I like challenging and be tormented with limitless debugging.
The most important, I'm unable to resist the sense of accomplishment when complete a program after hard work.
So I coding.
2017年6月4日 星期日
[Unity]Remote Settings 簡介與實作
這篇的Remote Settings不是那個裝置與Unity Editor連線測試的Unity Remote呦, 他是 Unity Analytics Service 底下的一個功能😄
Remote Settings提供開發者一個方便更新數值的管道, 可以不必跟新輸出檔、不必自己架server, 即可實現遊戲數值的熱跟新, 而且目前是免費的
I like thinking,
I like creating,
I have many weird ideals,
I like challenging and be tormented with limitless debugging.
The most important, I'm unable to resist the sense of accomplishment when complete a program after hard work.
So I coding.
2017年4月27日 星期四
[Unity]AssetBundleManager & AssetBundleGraphTool 之整合使用
AssetBundle Manager是官方提供的bundle管理器, 能夠方便的讀取, 以及模擬測試bundle, 可從Asset Store免費下載(https://www.assetstore.unity3d.com/en/#!/content/45836)
AssetBundleGraphTool 則是Unity日本開發的圖形化打包工具, 能夠很輕鬆的設計自動化打包流程, 也是開源免費(https://bitbucket.org/Unity-Technologies/assetbundlegraphtool)
AssetBundle Manager有附帶快速打包的工具, 但我們必須為要打包的物件設定包名(甚至variants)
I like thinking,
I like creating,
I have many weird ideals,
I like challenging and be tormented with limitless debugging.
The most important, I'm unable to resist the sense of accomplishment when complete a program after hard work.
So I coding.
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