分享一个网上大神的blog
std::sort() 详解
http://feihu.me/blog/
C++11 新特性
http://blog.guoyb.com/2016/09/19/cpp11-all/
UGUI的图文混排2019之后的版本不支持原因:https://blog.csdn.net/wanzi215/article/details/103970269,麻烦了
unity3d 相机跟随的穿墙处理
http://blog.csdn.net/husheng0/article/details/47741239
http://www.cnblogs.com/dragon2012/p/3691736.html
unity3d 相机后处理:
https://www.jianshu.com/p/4e8162ed0c8d
unity3d 观察者模式 用于GameObject之间的通信
http://www.cnblogs.com/neverdie/p/Unity3D_event_delegate_1.html#_nav_0
http://www.cnblogs.com/buptzym/archive/2013/03/15/2962300.html
unity andorid优化:
http://www.xuanyusong.com/archives/3205
unity link.xml相关:
http://www.cnblogs.com/rockgong/p/4865243.html
unity3d 协程
http://blog.csdn.net/huang9012/article/details/38492937
uinty ScriptableObject:
https://www.jianshu.com/p/af878d967c84
https://blog.csdn.net/uwa4d/article/details/77930095
https://www.cnblogs.com/devhyj/p/4342592.html
ScriptableObject不支持多态序列化存储,如需多态则可使用C#的BinaryFormatter类序列化为二进制存储
unity3d uGUI ScrollView优化
https://github.com/tenvick/hugula
或者
https://github.com/tenvick/hugular_cstolua
示例资源:https://files.cnblogs.com/files/lan-yt/UGUIScrollView_X.zip
http://www.shijunzh.com/archives/102
http://blog.csdn.net/dingxiaowei2013/article/details/70769892
unity ios ipv6支持
http://blog.csdn.net/game_jqd/article/details/51889294
http://blog.csdn.net/huutu/article/details/52155885
海哥github:
https://github.com/codekuangben/Tools.git
https://github.com/hackself
orz:
https://github.com/huailiang?tab=repositories
图文混排:
https://github.com/carlosCn/Unity-EmojiText
https://blog.uwa4d.com/archives/Sparkle_UGUI.html
图片动态加载相关:
http://blog.csdn.net/stephanie_1/article/details/68486121
http://www.xuanyusong.com/archives/3304
http://blog.csdn.net/sgnyyy/article/details/39268215
http://www.cnblogs.com/88999660/archive/2013/03/15/2961663.html
http://blog.csdn.net/ynnmnm/article/details/44806591
http://blog.sina.com.cn/s/blog_155a1f2470102w8hi.html
http://blog.csdn.net/gaojinjingg/article/details/53323159
https://blog.uwa4d.com/tag/AssetBundle/1/
图片都放在resource目录下是无法打包图集的,导致内存过大
http://news.tuxi.com.cn/viewtt/q/20170714C01IO200.html
后处理优化:
Blit或 ImageEffects部分峰值情况,可能和OnRenderImage有关,解决方案可参考:
https://blog.uwa4d.com/archives/USparkle_Post_processing.html 第一个问题:OnRenderImage的性能问题
https://forum.unity.com/threads/onrenderimage-is-slow-when-msaa-is-on.427006/
https://forum.unity.com/threads/post-process-mobile-performance-alternatives-to-graphics-blit-onrenderimage.414399/
使用时注意:
相机的HDR要关闭,
相机的MSAA与后处理不可同时启用,否则后处理无效果。
后处理可以包括MSAA的RT,效果上不影响。
如果继承了Colorful的BaseEffect类,需删除BaseEffect的OnRenderImage函数,渲染次序才会正常;或者直接修改继承类。
AssetBundle加载(streamingAssetsPath问题):
https://blog.csdn.net/lodypig/article/details/51872595#streamingassetspath
https://blog.csdn.net/e295166319/article/details/60140796
unity:动态(运行时生成)图集
https://zhuanlan.zhihu.com/p/38004837
https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator
https://blog.csdn.net/lzdidiv/article/details/53736068?locationNum=12&fps=1
unity Mesh构建:
http://www.taikr.com/my/course/867
https://blog.csdn.net/column/details/13945.html?&page=1
unity中StreamingAssets与PersistAssets访问:
https://blog.csdn.net/kitok/article/details/72868426
perlin噪声:
http://www.cnblogs.com/leoin2012/p/7218033.html
unity3d shader:
http://blog.csdn.net/zhuangyou123/article/details/26077783
unity
http://www.chenjd.me
unity类实例打包
http://blog.csdn.net/jjiss318/article/details/7195052
unity memory profiler
https://bitbucket.org/Unity-Technologies/memoryprofiler
unity加载纹理性能比较:
http://www.cnblogs.com/lancidie/p/6258174.html
unity shaer:
http://www.cnblogs.com/programmer-kaima/p/7704358.html
PBR(物理光照渲染):http://www.cnblogs.com/cg4213/p/5946077.html http://www.cnblogs.com/Esfog/p/PBR_PhysicalBasic.html
HDR:高动态光照渲染
unity UI上显示特效或者3d模型
http://blog.csdn.net/xhyzdai/article/details/50145691 (重要)
http://blog.csdn.net/xhyzdai/article/details/60963960
http://blog.csdn.net/meegomeego/article/details/42060389
http://gad.qq.com/article/detail/26899
http://www.xuanyusong.com/archives/4318
unity Canvas:
http://blog.csdn.net/wangmeiqiang/article/details/52531315
https://www.cnblogs.com/feiqianlove/p/6824353.html
unity 聊天气泡自适应:
https://blog.csdn.net/qq_36304697/article/details/83755747
https://www.cnblogs.com/guxin/p/unity-ugui-chat-item-self-adaption.html
unity PSD2UGUI
http://blog.csdn.net/woyidinghuichenggong/article/details/44566041
http://blog.csdn.net/bszk81340089/article/details/54923961
unity 摇杆:
http://www.u3d8.com/?p=1174
unity protobuf-net:
http://www.cnblogs.com/SChivas/p/7898166.html
unity UDP协议:
http://www.cnblogs.com/SChivas/p/7854100.html
unity 加密:
http://blog.csdn.net/huutu/article/details/50829828
http://csftech.logdown.com/posts/452269-android-unity-encryption
http://blog.csdn.net/qq_33747722/article/category/6672561
https://www.cnblogs.com/lixiang-share/p/5978107.html
DoTween:
http://blog.csdn.net/u011484013/article/details/73566187
https://www.cnblogs.com/backlighting/p/5344047.html
http://blog.csdn.net/u012740992/article/details/47315459
Unity Quaternion类:
http://www.cnblogs.com/tgycoder/p/5103966.html
https://www.cnblogs.com/tgycoder/p/5106463.html
http://blog.csdn.net/wenbo228228/article/details/43854989
http://blog.csdn.net/quan2008happy/article/details/39325155
https://zhuanlan.zhihu.com/p/32300891
http://qiankanglai.me/timeline/ unity知识讲解
unity 蒙皮骨骼:
http://blog.csdn.net/onafioo/article/details/50708719
http://www.cnblogs.com/winfree/archive/2009/01/20/1378854.html
http://blog.csdn.net/n5/article/details/3105872
unity DrawCall优化相关神文:
http://gad.qq.com/u/profile/2091953
http://gad.qq.com/article/detail/26926
http://gad.qq.com/article/detail/26927
http://gad.qq.com/article/detail/28456
https://www.cnblogs.com/leoin2012/p/6270184.html
unity IK:
http://www.xuanyusong.com/archives/2264
unity Animator:
http://blog.csdn.net/u014635337/article/details/46918953
https://www.cnblogs.com/hont/p/5196485.html
http://www.cnblogs.com/hammerc/p/4826913.html
https://www.jianshu.com/p/c188e1f48522
https://www.cnblogs.com/hont/p/5100472.html
http://www.58kaifa.com/course/24 链接:http://pan.baidu.com/s/1wJxd8 密码:8y4e
行为树:
http://www.taikr.com/my/course/327
https://download.csdn.net/download/zhiwen_xue/9715777
https://download.csdn.net/download/ahutahut/10021265
https://www.jianshu.com/p/64b5fe01fb1c
unity3d 属性:
https://www.cnblogs.com/leesymbol/p/5382571.html
unity3d 物理模拟同步:
http://blog.csdn.net/xoyojank/article/details/51611114
unity的碰撞器与触发器:
https://www.cnblogs.com/slysky/p/4290803.html
unity反编译资源工具:
https://github.com/Perfare/UnityStudio/releases
unity 帧同步:
https://gitee.com/youyouzai/moba
https://zhuanlan.zhihu.com/p/30422277
http://www.gameres.com/694649.html
https://github.com/GaoKaiHaHa/UnityLockStepDemo
http://www.aisharing.com/sitemap
https://musoucrow.github.io/
https://blog.csdn.net/i_dovelemon
https://gitee.com/liyonghelpme/MobaKeHuDuan
https://github.com/QinZhuo/IDG_Game_One
unity ECS架构:
http://blog.csdn.net/u012632851/article/category/7034956
https://zhuanlan.zhihu.com/p/32787878
https://zhuanlan.zhihu.com/p/30538626
http://gad.qq.com/article/detail/29595
lua介绍:
https://www.cnblogs.com/slysky/p/7919114.html
https://blog.csdn.net/pengdongwei/article/details/50420612
unity 捏脸、换装:
https://zhuanlan.zhihu.com/p/33729047?group_id=945398964779024384
https://blog.uwa4d.com/archives/avartar.html
http://blog.csdn.net/yongh701/article/details/73001312
unity 解包:
http://www.xuanyusong.com/archives/3618
OpenGL:
http://blog.csdn.net/column/details/13062.html?&page=1
http://www.opengl-tutorial.org/cn
C#:
https://referencesource.microsoft.com
openGL:
https://learnopengl-cn.github.io/
论坛:
UI优化:
l ui prefab所有节点下不可以挂丢失脚本的monobehaviour
l 所有Text组件不得字体为空
l 所有Image组件Sprite不能为空或者为系统默认图片
l 所有Text不允许挂载多个Outline或Shadow组件
l 被引用超过两次以上的图片应放入图集
l 建议能复用的控件单独做成prefab以便统一管理
- Z值!=0,被当作3dUI,不参与合批
- 图集分离(虽然Tag打到了一起,但是压缩格式不一样,就会到不同的Group里去)
https://www.cnblogs.com/ubanck/articles/5284798.html
https://www.jianshu.com/p/061e67308e5f
http://www.cnblogs.com/murongxiaopifu/p/4284988.html
http://blog.csdn.net/yuxikuo_1/article/details/45364445
http://gad.qq.com/article/detail/25947
https://www.jianshu.com/p/8a9ccf34860e
https://blog.csdn.net/coffeecato/article/details/80344859
https://kmageek.com/2018/04/12/UGUIOpt/
UI相机设置相关:
真正的项目中不是这样子进行适配的,因为这样子对 stretch 模式的 UI 不够友好,一半选择是根据高度进行适配,这样子制作UI的时候高度上是可以固定的,然后宽度上需要进行自适应,和屏幕的两边进行对齐。因此真正的使用规则如下:1. Canvas 选择 Screen Space-Camera 模式;2. Camera 设置成正交模式;3. Canvas Scaler 选择 Scale With Screen Size, Screen Match Mode 选择 Match Width Or Height,比例设为1,即只和高度进行适配;4. Camera 的 Clear Flags 选择 Depth Only。
canvas scaler 适配相关:https://gameinstitute.qq.com/community/detail/108262
UGUI部分组件参数说明:
https://blog.csdn.net/qq_42459006/article/details/82431898
UGUI 饼图:
https://blog.csdn.net/xuanjian6/article/details/12053813
UGUI 雷达图:
https://www.jianshu.com/p/0e1f2de9bbe1
softmask:
https://www.cnblogs.com/bylle/p/12041091.html
https://www.cnblogs.com/iwiniwin/p/15170384.html
unity Android调试:
环境变量配置:https://www.cnblogs.com/tangpeng97/p/12703478.html
monitor启动报错 "xxxx monitor-location" 问题:https://blog.csdn.net/qq_31939617/article/details/88873310
unity app安装命令:
G:\fuhubu\TropicalStorm\Apk>adb install yhzj.apk
yhzj.apk: 1 file pushed. 3.5 MB/s (666597469 bytes in 183.521s)
pkg: /data/local/tmp/yhzj.apk
Success
unity android日志查看:
启动G:\software\AndroidSDK\tools\monitor.bat 稍微等待片刻会启动一个窗口
Devices:选择已连接设备
Saved Filters:添加filter
name:随意(如:Android)
tag:Unity
xlua hotfix打包问题相关:
1.HOTFIX_ENABLE宏需要手动在编辑器中对各平台进行设置,代码设置无效(自动打包脚本),参见官方配置文档说明
2.注意形如:Error:can not find delegate for GCommon.Config/Container.CreateArray! try re-genertate code.的控制台信息,需一一解决。要注意的是只有在打包时会出现,而且出现一条就会跳出,需不断打包测试
3.obsolete相关问题:https://github.com/Tencent/xLua/issues/799
服务器物理:
PhysX 和 NavMesh 在服务器的应用
https://cloud.tencent.com/developer/article/1006053
https://www.lfzxb.top/cpp-recastnavigation-to-unity-or-server/
正则小技巧:
sublime 3.0替换反编译的dll源码
get_xxx()替换为xxx
Find:get_(.*?)\(\)
Replace:\1
set_xxx(yyy)替换为xxx=yyy
Find:set_(.*?)\((.*)\)
Replace:\1=\2
untiy打开相同工程多个
编写bat脚本,如mklink.bat,内容如下:
%cd%
rem 需要创建的目录
set dir=TropicalStorm_copy
rem 如果没有则创建
if not exist %dir% ( md %dir%)
rem 创建链接
mklink /J %dir%\AI TropicalStorm\AI
mklink /J %dir%\Assets TropicalStorm\Assets
mklink /J %dir%\Library TropicalStorm\Library
mklink /J %dir%\libs TropicalStorm\libs
mklink /J %dir%\ProjectSettings TropicalStorm\ProjectSettings
mklink /J %dir%\TropicalStorm_WwiseProject TropicalStorm\TropicalStorm_WwiseProject
pause
将mklink.bat放在工程统计目录下,如TropicalStorm,双击运行生成TropicalStorm_copy工程
unity选择打开TropicalStorm_copy工程即可
//unity 获得指定字体、字号下文本的宽度
public static float GetContentSize ( string text , int fontsize, Font font , FontStyle fontStyel = FontStyle.Normal )
{
font.RequestCharactersInTexture(text, fontsize, fontStyel);
CharacterInfo characterInfo ;
float width = 0f;
for (int i = 0; i < text.Length; i++)
{
font.GetCharacterInfo(text[i], out characterInfo, fontsize);
width += characterInfo.advance;
}
return width;
}
//聊天气泡无限循环
SuperScollerView组件
坑点:https://blog.csdn.net/a8856621/article/details/85171439?tdsourcetag=s_pctim_aiomsg