《UnityAPI.Camera摄像机》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+allCameras+cullingMask+OnPreCull+立钻哥哥+==)

   日期:2020-05-17     浏览:140    评论:0    
核心提示:《UnityAPI.Camera摄像机》 版本 作者 参与者 完成日期 备注 UnityAPI_Camera_V01_1.0 严立钻 2020.05.15 ...游戏

《UnityAPI.Camera摄像机》

版本

作者

参与者

完成日期

备注

UnityAPI_Camera_V01_1.0

严立钻

 

2020.05.15

 

 

 

 

 

 

 

#《UnityAPI.Camera摄像机》发布说明:

++++“UnityAPI.Camera摄像机是对UnityAPICamera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/

 

 

 

 

 

#Camera摄像机

#Camera摄像机

#Camera摄像机

++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:Camera(摄像机)是一个设备,玩家通过它看世界

++++屏幕空间点(Screen Space Point)用像素定义,屏幕的左下为(0,0);右上是(PixelWidth, pixelHeight)Z的位置是以世界单位衡量的到相机的距离

++++视口空间点(Viewport Space Point)是规范的并相对于相机的;相机的左下为(0,0),右上是(1,1)Z的位置是以世界为单位衡量的到相机的距离

++++世界空间点(World Space Point)是以全局坐标定义的(例如:Transform.position

 

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、allCameras

++++B2.2、allCamerasCount

++++B2.3、current

++++B2.4、main

++++B2.5、YanlzAPI.Camera.StaticVariables

 

 

++B2.1、allCameras

++B2.1、allCameras

++B2.1、allCameras

++++立钻哥哥:所有摄像机

static Camera[] allCameras;

++++返回场景中所有启用的相机

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    public int camCount = Camera.allCameras.Length;

 

    void MyTestFunc(){

        Debug.Log(立钻哥哥:Weve got:  + camCount +  cameras!);

    }

 

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

 

 

 

 

 

++B2.2、allCamerasCount

++B2.2、allCamerasCount

++B2.2、allCamerasCount

++++立钻哥哥:所有摄像机数量

static int allCamerasCount;

++++当前场景中摄像机数量

++++返回Camera.allCameras数组的长度即场景中所有摄像机的数量

 

 

 

 

 

++B2.3、current

++B2.3、current

++B2.3、current

++++立钻哥哥:当前摄像机

static Camera current;

++++当前用于渲染的摄像机,只用于低级的渲染控制(只读)

++++多数时候会使用Camera.main,只有在执行以下事件的时候使用这个函数:MonoBehaviour.OnRenderImage, MonoBehaviour.OnPreRender, MonoBehaviour.OnPostRender

 

 

 

 

 

++B2.4、main

++B2.4、main

++B2.4、main

++++立钻哥哥:主摄像机

static Camera main;

++++第一个启用的被标记为“MainCamera”的摄像机(只读)

++++如果场景中没有摄像机返回null

 

 

 

 

 

 

 

#C3、Variables变量

#C3、Variables变量

++C3、Variables变量

++++C3.1、actualRenderingPath

++++C3.2、aspect

++++C3.3、backgroundColor

++++C3.4、cameraToWorldMatrix

++++C3.5、clearFlags

++++C3.6、cullingMask

++++C3.7、depth

++++C3.8、depthTextureMode

++++C3.9、eventMask

++++C3.10、farClipPlane

++++C3.11、fieldOfView

++++C3.12、hdr

++++C3.13、layerCullDistances

++++C3.14、layerCullSpherical

++++C3.15、nearClipPlane

++++C3.16、orthographic

++++C3.17、orthographicSize

++++C3.18、pixelHeight

++++C3.19、pixelRect

++++C3.20、pixelWidth

++++C3.21、projectionMatrix

++++C3.22、rect

++++C3.23、renderingPath

++++C3.24、stereoConvergence

++++C3.25、stereoEnabled

++++C3.26、stereoSeparation

++++C3.27、targetTexture

++++C3.28、transparencySortMode

++++C3.29、useOcclusionCulling

++++C3.30、velocity

++++C3.31、worldToCameraMatrix

++++C3.32、YanlzAPI.Camera.Variables

 

 

++C3.1、actualRenderingPath

++C3.1、actualRenderingPath

++C3.1、actualRenderingPath

++++立钻哥哥:实际渲染路径

RenderingPath actualRenderingPath;

++++实际使用的渲染路径(只读

 

 

 

 

 

++C3.2、aspect

++C3.2、aspect

++C3.2、aspect

++++立钻哥哥:长宽比

float aspect;

++++长宽比(宽度除以高度)

++++默认的长宽比是从屏幕的长宽比计算得到的,即使摄像机没有被渲染到全屏;如果修改了摄像机的aspect比,这个值会一直保持到调用camera.ResetAspect(),这将重置长宽比为屏幕的长宽比

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    void MyTestFunc(){

        if(camera.aspect > 1.0F){

            Debug.Log(立钻哥哥:Screen is more wide than tall!);

        }else{

            Debug.Log(立钻哥哥:Screen is more tall than wide!);

        }

    }    //立钻哥哥:void MyTestFunc(){}

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

 

 

 

 

 

++C3.3、backgroundColor

++C3.3、backgroundColor

++C3.3、backgroundColor

++++立钻哥哥:背景颜色

Color backgroundColor;

++++屏幕将被清理为这个颜色

++++只在clearFlags被设置为CameraClearFlags.SolidColor(或者设置为CameraClearFlags.Skybox但是没有设置天空盒)

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    public Color color1 = Color.red;

    public Color color2 = Color.blue;

    public float duration = 3.0F;

 

    void Update(){

        float t = Mathf.PingPong(Time.time, duration) / duration;

        camera.backgroundColor = Color.Lerp(color1, color2, t);

    }

 

    void MyTestFunc(){

        camera.clearFlags = CameraClearFlags.SolidColor;

    }

 

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

 

 

 

 

 

++C3.4、cameraToWorldMatrix

++C3.4、cameraToWorldMatrix

++C3.4、cameraToWorldMatrix

++++立钻哥哥:摄像机转世界矩阵

Matrix4x4 cameraToWorldMatrix;

++++从摄像机空间到世界空间的变换矩阵(只读

++++使用这个来计算摄像机空间中的一个点在世界坐标中的什么位置上

++++注意:摄像机空间与OpenGL的约定:摄像机的前面为Z轴负方向;这不同于Unity的约定,向前为Z轴正向

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    public float distance = -1.0F;

 

    void OnDrawGizmosSelected(){

        Matrix4x4 m = camera.cameraToWorldMatrix;

        Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance));

        Gizmos.color = Color.yellow;

        Gizmos.DrawSphere(p, 0.2F);

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

 

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

 

 

 

 

 

++C3.5、clearFlags

++C3.5、clearFlags

++C3.5、clearFlags

++++立钻哥哥:清除标识(可理解为背景填充)

CameraClearFlags clearFlags;

++++摄像机如何清除背景

++++CameraClearFlags.SolidColor(用单色填充背景),CameraClearFlags.Depth(背景透明),CameraClearFlags.Nothing(覆盖)

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    void MyTestFunc(){

        camera.clearFlags = CameraClearFlags.SolidColor;

    }

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

 

 

 

 

 

++C3.6、cullingMask

++C3.6、cullingMask

++C3.6、cullingMask

++++立钻哥哥:消隐遮罩

int cullingMask;

++++这个用来选择性的渲染部分场景

++++如果GameObjectlayerMask与相机的cullingMask进行cullingMask操作后为0,那么这个游戏物体对于该摄像机是不可见的

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    public void Awake(){

        camera.cullingMask = 1 << 0;

    }

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

 

 

 

 

 

++C3.7、depth

++C3.7、depth

++C3.7、depth

++++立钻哥哥:深度

float depth;

++++摄像机在渲染顺序上的深度

++++具有较低深度的摄像机将在较高深度的摄像机之前渲染

++++如果有多个摄像机并且其中一些不需要覆盖整个屏幕,可以使用这个来控制摄像机的绘制次序

++++经验总结:场景中的摄像机都会被渲染,由深度0开始依次递增渲染,且摄像机视口画面会依次叠加覆盖,运行后看到的是最后一个摄像机的渲染图

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    void MyTestFunc(){

        camera.depth = Camera.man.depth + 1;

    }

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

 

 

 

 

 

++C3.8、depthTextureMode

++C3.8、depthTextureMode

++C3.8、depthTextureMode

++++立钻哥哥:深度纹理模式

DepthTextureMode depthTextureMode;

++++摄像机生成怎样的一个深度纹理

++++摄像机可以建立一个屏幕空间深度纹理;这个主要用于图像后台处理效果;注意:生成纹理导致性能的花费

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    public void Awake(){

        camera.depthTextureMode = DepthTextureMode.DepthNormals;

    }

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

 

 

 

 

 

++C3.9、eventMask

++C3.9、eventMask

++C3.9、eventMask

++++立钻哥哥:事件遮挡

int eventMask;

++++遮挡相机的触发事件图层

++++正如cullingMask确定摄像机是否能够看到游戏对象,事件遮挡决定游戏物体是否能够接受鼠标事件;只有摄像机可见的对象,并且该对象遮挡层与摄像机的eventMask重叠,能够接受onMouseXXX事件;如果不使用OnMouseXXX事件,建议将此遮挡设置为零将会提高性能

 

 

 

 

 

++C3.10、farClipPlane

++C3.10、farClipPlane

++C3.10、farClipPlane

++++立钻哥哥:远裁剪平面

float farClipPlane;

++++远裁剪面的距离

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    void MyTestFunc(){

        camera.farClipPlane = 100.0F;

    }

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

 

 

 

 

 

++C3.11、fieldOfView

++C3.11、fieldOfView

++C3.11、fieldOfView

++++立钻哥哥:视野

float fieldOfView;

++++摄像机的视野,以度为单位

++++这是垂直视野:水平FOV取决于视口的高度比,当摄像机是正交时fieldOfView被忽略

using UnityEngine;

using System.Collections;

 

public class YanlzCamera : MonoBehaviour{

    public void Awake(){

        camera.fieldOfView = 60;

    }

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

 

//立钻哥哥:使用主相机的例子

using UnityEngine;

using System.Collections;

 

public class YanlzMinCamera : MonoBehaviour{

    void MyTestFunc(){

        Camera.main.filedOfView = 80;

    }

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

 

 

 

 

 

++C3.12、hdr

++C3.12、hdr

++C3.12、hdr

++++立钻哥哥:高动态范围

bool hdr;

++++高动态范围渲染

++++摄像机应该使用高动态范围渲染吗

 

 

 

 

 

++C3.13、layerCullDistances

++C3.13、layerCullDistances

 

 

 

 

 

 

 

 

 

 

@@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: http://blog.csdn.net/VRunSoftYanlz/

++++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: http://blog.csdn.net/VRunSoftYanlz

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