Real-Time Pixels

All those pixels will be lost in time... like tears in rain...

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2014年4月8日 #

yield

摘要: http://unitygems.com/coroutines/http://www.altdevblogaday.com/2011/07/07/unity3d-coroutines-in-detail/ 阅读全文

posted @ 2014-04-08 15:57 yaol 阅读(217) 评论(0) 推荐(0) 编辑

Unity ScriptObject

摘要: http://godstamps.blogspot.com/2012/02/unity-3d-scriptableobject-assetbundle.htmlhttp://ivanozanchetta.com/gamedev/unity3d/unity-serialization-behind-s... 阅读全文

posted @ 2014-04-08 15:46 yaol 阅读(1097) 评论(0) 推荐(0) 编辑

Unity资源的查找

摘要: Object.Destroystatic functionDestroy(obj:Object,t: float = 0.0F): void;DescriptionRemoves a gameobject, component or asset.The objectobjwill be destro... 阅读全文

posted @ 2014-04-08 15:44 yaol 阅读(3185) 评论(0) 推荐(0) 编辑

Unity使用外部版本控制

摘要: Using External Version Control Systems with UnityUnity offers anAsset Serveradd-on product for easy integrated versioning of your projects. If you for some reason are not able use the Unity Asset Server, it is possible to store your project in any other version control system, such as Subversion, Pe 阅读全文

posted @ 2014-04-08 15:42 yaol 阅读(4769) 评论(0) 推荐(0) 编辑

Assetbundle的杂七杂八

摘要: 使用Assetbundle时可能遇到的坑一 24十一郎未分类No Comments转自 http://www.unitymanual.com/blog-3571-132.html1.Editor版本不能读取与自己版本不同的assetbundle这个问题描述起来很简单:比如:老板原来让你用4.1打包(BuildAssetBundle)开发,开发完毕后,下半年,unity升级了, 于是老板要求与时俱进,让你用4.3开发维护,这时,问题就出现了:4.1下的editor打包的assetbundle在editor下不能被4.3读 取,会报错。那么解决方法是啥呢?把所有资源重新在4.3下打包。很坑吧?但是 阅读全文

posted @ 2014-04-08 15:38 yaol 阅读(11120) 评论(0) 推荐(0) 编辑

AssetBundle依赖关系

摘要: Unity AssetBundle DependenciesIn the last few weeks I’ve spent quite a lot of time with Unity’s Asset Bundle system. Understanding how dependencies were tracked. What determines GC cleanup of assets and understanding why the editor profiler produces particular results has been a bit of a struggle. I 阅读全文

posted @ 2014-04-08 15:26 yaol 阅读(6282) 评论(0) 推荐(2) 编辑

AssetBundle机制相关资料收集

摘要: AssetBundle机制相关资料收集最近网友通过网站搜索Unity3D在手机及其他平台下占用内存太大.这里写下关于Unity3D对于内存的管理与优化.Unity3D里有两种动态加载机制:一个是Resources.Load,另外一个通过AssetBundle,其实两者区别不大。Resources.Load就是从一个缺省打进程序包里的AssetBundle里加载资源,而一般AssetBundle文件需要你自己创建,运行时 动态加载,可以指定路径和来源的。其实场景里所有静态的对象也有这么一个加载过程,只是Unity3D后台替你自动完成了。详细说一下细节概念:AssetBundle运行时加载:来自文 阅读全文

posted @ 2014-04-08 15:24 yaol 阅读(3953) 评论(1) 推荐(0) 编辑