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  • Unity Packages 介绍

    已认证

    名字 包名 描述
    2D Animation com.unity.2d.animation

    原文:2D Animation provides all the necessary tooling and runtime components for skeletal animation using Sprites.

    译文:使用精灵做骨骼动画,提供了所有必要的工具和运行时组件。

    2D Pixel Perfect com.unity.2d.pixel-perfect

    原文:The 2D Pixel Perfect package contains the Pixel Perfect Camera component which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.

    It is a single component that makes all the calculations needed to scale the viewport with resolution changes, removing the hassle from the user. The user can adjust the definition of the pixel art rendered within the camera viewport through the component settings, as well preview any changes immediately in Game view by using the Run in Edit Mode feature.

    译文:2D Pixel Perfect套装包含Pixel Perfect相机组件,确保您的像素艺术在不同分辨率下保持清晰明快,运动平稳。它是一个单独的组件,可以进行缩放视口所需的所有计算,并更改分辨率,从而消除用户的麻烦。用户可以通过组件设置调整在摄影机视口中渲染的像素艺术的定义,也可以使用运行编辑模式功能在游戏视图中立即预览任何更改。

    像素风游戏

    2D PSD Importer com.unity.2d.psdimporter

    原文:A ScriptedImporter for importing Adobe Photoshop PSB (Photoshop Big) file format. The ScriptedImporter is currently targeted for users who wants to create multi Sprite character animation using Unity 2D Animation Package.

    译文:用于导入Adobe Photoshop PSB(Photoshop Big)文件格式的ScripteImporter。ScripteImporter目前面向希望使用Unity 2D动画包创建多精灵角色动画的用户。

    2D SpriteShape com.unity.2d.spriteshape

    原文:SpriteShape Runtime & Editor Package contains the tooling and the runtime component that allows you to create very organic looking spline based 2D worlds. It comes with intuitive configurator and a highly performant renderer.

    译文:SpriteShape Runtime&Editor包包含工具和运行时组件,允许您创建非常有机的基于样条线的二维世界。它带有直观的配置和高性能的渲染器。

    横板过关游戏各种地型

    Addressables com.unity.addressables

    原文:The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.

    Use ‘Window->Asset Management->Addressables’ to begin working with the system.

    Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.

    For usage samples, see github.com/Unity-Technologies/Addressables-Sample

    译文:可寻址资产系统允许开发人员通过其地址请求资产。一旦一个资产(如预制件)被标记为“可寻址”,它就会生成一个可以从任何地方调用的地址。无论资产位于何处(本地或远程),系统都会找到它及其依赖项,然后返回它。

    使用“Window->Asset Management->Addressables”开始使用系统。

    可寻址项使用异步加载来支持从具有任何依赖项集合的任何位置进行加载。无论您使用的是直接引用、传统的资产包还是资源文件夹,可寻址项都提供了一种更简单的方法,使您的游戏更具动态性。Addressables同时打开了资产包的世界,同时管理了所有的复杂性。

    有关用法示例,请参阅github.com/Unity-Technologies/Addressables-Sample

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  • 原文地址:https://www.cnblogs.com/hewei2012/p/14953470.html
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