版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Renderer_V01_1.0 |
严立钻 |
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2020.06.01 |
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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:对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“UE4、Cocos2dx”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; |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【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/
#Renderer渲染器 |
#Renderer渲染器++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++渲染器是指使对象呈现在场景中;使用该类去访问任何物体、网格或者粒子系统;禁用渲染器可以使物体不可见,并且通过它们可以访问和修改材质;
++++用于实时光照的UV的缩放和偏移量;
#B2、Variables变量 |
++B2、Variables变量++++B2.1、bounds++++B2.2、enabled++++B2.3、isPartOfStaticBatch++++B2.4、isVisible++++B2.5、lightmapIndex++++B2.6、lightmapScaleOffset++++B2.7、localToWorldMatrix++++B2.8、material++++B2.9、materials++++B2.10、probeAnchor++++B2.11、realtimeLightmapIndex++++B2.12、realtimeLightmapScaleOffset++++B2.13、receiveShadows++++B2.14、reflectionProbeUsage++++B2.15、shadowCastingMode++++B2.16、sharedMaterial++++B2.17、sharedMaterials++++B2.18、sortingLayerID++++B2.19、sortingLayerName++++B2.20、sortingOrder++++B2.21、useLightProbes++++B2.22、worldToLocalMatrix++++B2.23、YanlzXREngine.Renderer.Variables |
++B2.1、bounds |
public Bounds bounds; |
++++渲染器的边界框(只读);
++++这是世界坐标内完全封闭的轴对齐边界框;
++++使用边界框很方便的估计出物体的位置及范围的粗略近似值,例如,如果物体不是对称,renderer.bounds.center大多数情况下比transform.position是更精确的“物体的中心”;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzRenderer : MonoBehaviour{ public Renderer rend;
void Start(){ rend = GetComponent<Renderer>(); } //立钻哥哥:void Start(){}
void OnDrawGizmosSelected(){ Vector3 center = rend.bounds.center; float radius = rend.bounds.extents.magnitude; Gizmos.color = Color.white; Gizmos.DrawWireSphere(center, radius); } //立钻哥哥:void OnDrawGizmosSelected(){}
} //立钻哥哥:public class YanlzRenderer{} |
++B2.2、enabled |
public bool enabled; |
++++使得渲染的3D物体可见;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzRenderer : MonoBehaviour{ public Renderer rend;
void Start(){ rend = GetComponent<Renderer>(); rend.enabled = true; } //立钻哥哥:void Start(){}
//Toggle the Object’s visibility each second void Update(){ //Find out whether current second is odd or even bool oddeven = Mathf.FloorToInt(Time.time) % 2 == 0;
//Enable renderer accordingly rend.enabled = oddeven;
} //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzRenderer{} |
++B2.3、isPartOfStaticBatch |
public bool isPartOfStaticBatch; |
++++该渲染器是否有被其他渲染器静态批处理?
立钻哥哥:Has this renderer been statically batched with any other renderers? |
++B2.4、isVisible |
public bool isVisible; |
++++在任意的摄像机中该渲染器是否可见(只读);
++++注意:当该物体在场景中被渲染时,应考虑该物体是否可见;例如,它实际上不显示在摄像机里但是依然需要去用着色器为它渲染;当在编辑器中运行时,场景视图摄像机也有可能导致该值为真;
++B2.5、lightmapIndex |
public int lightmapIndex; |
++++使用该渲染器渲染的烘焙光照图索引;
++++该索引参考了LightmapSettings.lightmaps数组;值为1(0xFFFF)意味没有高度图被指定,该值是默认值;值为0xFFFE用于物体内部,光照图缩放比例为0;因此表现为已应用了光照贴图,但是并没有光照贴图被指定;
++++一个场景可以储存多个光照贴图,并且渲染器可以使用这些光照贴图其中之一;这使得有可能在多个物体使用相同的材质,虽然每个物体可以引用不同的光照贴图或同一光照的不同部分;
++B2.6、lightmapScaleOffset |
public Vector4 lightmapScaleOffset; |
++++用于光照图的UV缩放和偏移;
++++光照图是个纹理图集并且多个渲染器可以使用相同光照图的不同部分;
++++该向量的x和y轴表示UV的缩放,z和w表示UV的偏移;
++B2.7、localToWorldMatrix |
public Matrix4x4 localToWorldMatrix; |
++++将点的位置从局部坐标转换为世界坐标的矩阵;
++++注意:如果设置shader参数,这个属性必须使用Renderer.localToWorldMatrix替代;
++B2.8、material |
public Material material; |
++++返回分配给渲染器的第一个材质;
++++修改材质仅会改变该物体的材质;
++++如果该材质被其他的渲染器使用,将克隆该材质并用于当前的渲染器;
++++注意:该功能自主地实例化该材质并且使其成为该渲染器独有的材质;当该游戏物体被删除时,删除该材质是责任;Resources.UnloadUnusedAssets也删除该材质但是仅当加载新的级别是调用;
using UnityEngine; using System.Collections; using YanlzXREngine;
//Change renderer’s material each changeInterval seconds from the material array defined in the inspector. public class YanlzRenderer : MonoBehaviour{ public Material[] materials; public float changeInterval = 0.33F; public Renderer rend;
void Start(){ rend = GetComponent<Renderer>(); rend.enabled = true; } //立钻哥哥:void Start(){}
//Toggle the Object’s visibility each second void Update(){ if(materials.Length == 0){ return; } //立钻哥哥:if(materials.Length==0){}
//We want this material index now int index = Mathf.FloorToInt(Time.time / changeInterval);
//take a modulo with materials count so that animation repeats index = index % materials.Length;
//assign it to the renderer rend.sharedMaterial = materials[index];
} //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzRenderer{} |
++B2.9、materials |
public Material[] materials; |
++++返回该物体所有实例化的材质;
++++这是该渲染器的所有材质的数组;Unity支持单个物体使用多个材质;在这种情况下材质列表包含所有的材质;
++++修改材质列表的任意材质将会改变该物体的外观;
++++注意:Unity返回的所有的列表,该变量返回克隆的材质数组;如果想要改变数组里的一些材质,获取该值,改变进入的和设置返回的;
++++注意:该功能自主地实例化该材质并且使其成为该渲染器独有的材质;当该游戏物体被删除时,删除该材质是责任;Resources.UnloadUnusedAssets也删除该材质但是仅当加载新的级别是调用;
++B2.10、probeAnchor |
public Transform probeAnchor; |
++++如果设置该属性,渲染器将会使用该变换的位置去寻找灯光或反射探测器;
++++否则渲染器中心的AABB将会被使用;
++B2.11、realtimeLightmapIndex |
public int realtimeLightmapIndex; |
++++应用于该渲染器的实时光照图的索引;
++++值为-1意味着不指定光照图,该值是默认值;0xFFFF是用于物体内部的值并且光照图的缩放为0;它们影响光照图,但不指定光照图;这个索引是16位的,它的最大值不超过65533(0xFFFE);
++++一个场景可以储存多个光照贴图,并且渲染图可以使用这些光照贴图其中之一;这使得有可能在多个物体使用相同的材质,虽然每个物体可以引用不同的光照贴图或同一光照的不同部分;
++B2.12、realtimeLightmapScaleOffset |
public Vector4 realtimeLightmapScaleOffset; |
++++用于实时光照的UV的缩放和偏移量;
++++与lightmapScaleOffset一样,除了实时光照图;
++++一个场景可以储存多个光照贴图,并且渲染器可以使用这些光照贴图其中之一;这使得有可能在多个物体使用相同的材质,虽然每个物体可以引用不同的光照贴图或同一光照的不同部分;
++++该向量的x和y代表UV缩放,z和w代表UV的偏移;
++B2.13、receiveShadows |
public bool receiveShadows; |
++++这个物体接收阴影吗?
++++通常物体应该接收阴影,但是假如当你知道这些特定的物体是没有阴影的时候,关闭这个属性能够有效的达到优化的目的;
++++注意:在延迟渲染路径下接受阴影标签是不起作用的,所有的物体都会在这种情况下接受阴影;
++B2.14、reflectionProbeUsage |
public Rendering.ReflectionProbeUsage reflectionProbeUsage; |
++++该渲染起是否使用反射探测器?
++++如果在当前场景中启用反射探测器,反射贴图将会选入该物体并在内置着色器上设置统一的变量;表面着色器自动使用这些信息;
++B2.15、shadowCastingMode |
public Rendering.ShadowCastingMode shadowCastingMode; |
++++该物体是否投射阴影?
++++阴影投射模式枚举详细说明了如何和是否对该物体使用投射;典型的阴影投射或者不投射,但是也有可能使阴影两面化(对其他单个的几何体有用)或者成为阴影物体(该物体在场景中不可见,但是投射阴影);
++B2.16、sharedMaterial |
public Material sharedMaterial; |
++++该物体的共享材质;
++++修改共享材质会改变所用使用该材质的物体,并且保存在工程中的材质设置也会改变;
++++不推荐修改通过sharedMaterial返回的材质;如果想修改渲染器的材质,使用material替换它;
++B2.17、sharedMaterials |
public Material[] sharedMaterials; |
++++所有物体的材质;
++++该渲染器使用的所有材质的数组;Unity支持单个物体使用多个材质;在这种情况下共享材质列表包含所有的材质,如果有一个以上的材质,sharedMaterial和material属性返回首次使用的材质;
++++在sharedMaterials修改任意材质,将改变所有使用这个材质的物体外观,并且也改变储存在工程里的材质设置;
++++不推荐修改由sharedMaterial返回的材质;如果想修改渲染器的材质,使用material替代;
++++注意:Unity返回的所有数组,这些数组拷贝的材质数组;如果想在数组改变某些材质,获取值,更改输入和设置返回材质;
++B2.18、sortingLayerID |
public int sortingLayerID; |
++++渲染器排序层的唯一ID;
++++默认排序层的ID总是0;
++B2.19、sortingLayerName |
public string sortingLayerName; |
++++渲染器排序层的名字;
++B2.20、sortingOrder |
public int sortingOrder; |
++++排序层的渲染器命令;
++++注意该值在-32768到32767之间;
++B2.21、useLightProbes |
public bool useLightProbes; |
++++该渲染器是否使用灯光探测器?
++++如果在当前场景中启用并渲染灯光探测器,添加的灯光探测器将会适用于该物体并设置内置着色器的统一的变量;表面着色器自动的使用该信息;为自定义的非表面着色器添加光探测器;在顶点和像素着色器使用ShadeSH9(正常的世界空间);
++B2.22、worldToLocalMatrix |
public Matrix4x4 worldToLocalMatrix; |
++++将点从世界空间转换为自身空间的矩阵(只读);
++++如果设置着色器参数,必须使用该属性而不是Transform.worldToLocalMatrix;
#C3、Public Functions公共函数 |
++C3、Public Functions公共函数++++C3.1、GetClosestReflectionProbes++++C3.2、GetPropertyBlock++++C3.3、SetPropertyBlock++++C3.4、YanlzXREngine.Renderer.PublicFunctions |
++C3.1、GetClosestReflectionProbes |
public void GetClosestReflectionProbes(List<ReflectionProbeBlendInfo> result); |
++++返回最近的反射探测器的权重,权重表示在渲染器中探测器受到多少影响,当多个探测器发生混合时该值被使用;
++C3.2、GetPropertyBlock |
public void GetPropertyBlock(MaterialPropertyBlock dest); |
++++获取每个渲染器材质的属性块;
++C3.3、SetPropertyBlock |
public void SetPropertyBlock(MaterialPropertyBlock properties); |
++++让添加的每个渲染器材质参数没有重复的材质;
++++当经常更改材质属性是推荐该函数;在多个渲染器中,这比直接在材料上设置属性更有效;
#D4、Messages信息 |
++D4、Messages信息++++D4.1、OnBecameInvisible++++D4.2、OnBecameVisible++++D4.3、YanlzXREngine.Renderer.Messages |
++D4.1、OnBecameInvisible |
Renderer.OnBecameInvisible(); |
++++当物体在摄像机中变不可见时,调用OnBecameInvisible();
++++这个消息发送到附加到该渲染器的所有脚本;OnBecameVisible和OnBecameInvisible对避免计算非常有用的,只需要当物体可见时计算;
++++注意:在场景中当需要渲染时该对象被认为是可见的;事实上它可能不被任何摄像机可见,但是依然需要去渲染阴影;当运行在编辑器,场景视图摄像机也将导致这个函数被调用;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzRenderer : MonoBehaviour{
void OnBecameInvisible(){ enabled = false; } //立钻哥哥:void OnBecameInvisible(){}
void OnBecameVisible(){ enabled = true; } //立钻哥哥:void OnBecameVisible(){}
} //立钻哥哥:public class YanlzRenderer{} |
++D4.2、OnBecameVisible |
Renderer.OnBecameVisible(); |
++++当该物体在任何摄像机中可见时调用OnBecameVisible;
++++这个消息发送到附加到该渲染器的所有脚本;OnBecameVisible和OnBecameInvisible对避免计算非常有用的,只需要当物体可见时计算;
++++注意:在场景中当需要渲染时该对象被认为是可见的;事实上它可能不被任何摄像机可见,但是依然需要去渲染图像;当运行在编辑器,场景视图摄像机也将导致这个函数被调用;
#E5、立钻哥哥对Renderer类的拓展 |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【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/
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=>VR:https://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_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://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_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://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VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://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V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://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ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://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0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://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JNI:https://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
++++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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