Interpretation of Unity process
StartCoroutine opens a process, and yield return is where the iterator block returns the call iteration.
Unity's explanation for StartCoroutine is that the execution of a contract can be paused anywhere with a yield statement. The value of yield return determines when the contract resumes execution ...
Posted by Shandrio on Sat, 27 Jun 2020 18:50:40 -0700
Unity production Atlas
1, Benefits of atlas production:
As we all know, CPU is used to process the logical operation of the game, while GPU is used to process the image in the game. In GPU, if we want to draw an image, we need to submit the image (texture) to display memory, and then draw it (in this process, a DrawCall will ...
Posted by Andy-H on Mon, 22 Jun 2020 00:33:01 -0700
Seven of URP Learning--RenderFeature
Unity's URP gives us the RenderFeature interface to extend the rendering of Pass, which we mentioned earlier when we talked about URP-ForwardRenderer, which can be used to extend Pass.RenderFeature is dependent on ForwardRenderer, as shown in the following figure:
Now that we see that the list of RendererFeatures is empty, let's add on ...
Posted by ramonekalsaw on Sat, 20 Jun 2020 19:08:37 -0700
EasyAR4.0 Instructions for Use (Unity3D) - Sparse Spatial Maps
The requirements of sparse spatial maps for application environment and flat image recognition can be understood by comparison. The surroundings need to be rich enough to not have large monochrome areas and transparent areas.In addition, lighting and angles can have an impact on map building and positioning.
Official recommendations for buildi ...
Posted by nitediver on Sun, 03 May 2020 20:20:06 -0700
unity3d and php background simple interaction
Environmental Science:
Unity2017.3.0f3
Mysql5.7.20
Wampserver64
Create a new folder named unity in the www directory of Wampserver64.
1. unity3d requests php by get
1. Code on unity side
using UnityEngine;
using System.Collections;
public class phpUnity1 : MonoBehaviour
{
private string url = "http://localhost/unity/phpunity1.ph ...
Posted by subesc on Fri, 01 May 2020 17:04:34 -0700
Some learning tidy-ups for Unity CommandBuffer
1. Preface
Recently, I've been sorting out the CommandBuffer blog, and my previous knowledge has been confusing.
It's nothing new, but I think sometimes it's cheaper than adding a camera to turn RT, at least without sorting in depth.
This article uses two examples to illustrate how CommandBuffer is used, but before that, it briefly su ...
Posted by jambroo on Mon, 20 Apr 2020 13:54:01 -0700
Display script properties in the Unity Editor Extension editor
Catalog
Display script properties in the Unity Editor Extension editor
background
Realization effect
overall structure
Code
Display script properties in the Unity Editor Extension editor
background
In the near future, we need to complete the function of an extended editor, that is, select a Gam ...
Posted by tbales on Mon, 13 Apr 2020 02:10:30 -0700
Application of MQTT Communication Protocol in Unity II-Implementation of Unity3D C#
The previous article explained the implementation of MQTT protocol in JS by interacting with Unity3D, which is rather rough because it is not particularly proficient with JS.In this article, Unity3D is introduced to implement MQTT protocol communication, and the process is explained in detail.MQTT is an open source communication method of IBM ...
Posted by CSB on Thu, 09 Apr 2020 15:26:03 -0700
C ා design three-tier architecture based on interface Unity
Introduction
The purpose of interface oriented (Abstract) programming is to reduce the coupling degree of programs, and to conform to the principle of dependency inversion. Therefore, the typical three-tier architecture UI, BLL and DAL will be expanded to UI, IBLL, BLL, IDAL and DAL after they are designed based on the interface. In the last on ...
Posted by ragtek on Sat, 21 Mar 2020 02:46:55 -0700
Beauty of unity online game architecture design (Lesson 11: role synchronization solution)
Lesson 11: role synchronization solutions
In the previous chapter, we introduced the deployment of servers. In this chapter, we use deployed servers to synchronize roles. Here we first introduce what is role real-time synchronization. Online game role real-time synchronization has always been a tech ...
Posted by mwilson on Sat, 07 Mar 2020 01:51:22 -0800