版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Vector4_V01_1.0 |
严立钻 |
|
2020.07.05 |
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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/
#Vector4四维向量 |
#Vector4四维向量++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++这种结构在一些地方表示四个组件的向量(例如:网格切线,着色器参数等);大多数情况下使用Vector3;
#B2、Static Variables静态变量 |
++B2、Static Variables静态变量++++B2.1、one++++B2.2、zero++++B2.3、YanlzXREngine.Vector4.StaticVariables |
++B2.1、one |
public static Vector4 one; |
++++Vector4(1,1,1,1)的缩写;
++B2.2、zero |
public static Vector4 zero; |
++++Vector4(0,0,0,0)的缩写;
#C3、Variables变量 |
++C3、Variables变量++++C3.1、magnitude++++C3.2、normalized++++C3.3、sqrMagnitude++++C3.4、this[int]++++C3.5、w++++C3.6、x++++C3.7、y++++C3.8、z++++C3.9、YanlzXREngine.Vector4.Variables |
++C3.1、magnitude |
public float magnitude; |
++++返回向量长度(只读);
++++向量长度是(x*x + y*y + z*z + w*w)的平方根;
++++如果需要比较一些向量的长度,可以比较它们长度的平方,使用sqrMagnitude(计算平方很快);
++C3.2、normalized |
public Vector4 normalized; |
++++使向量的长度为1;
++++注意:这个函数将改变当前向量,如果想保持当前的向量不改变,使用Normalized变量;
++++如果这个向量太小而不能被归一化,将返回零向量;
++C3.3、sqrMagnitude |
public float sqrMagnitude; |
++++返回这个向量的长度的平方(只读);
++++计算长度平方来代替直接计算长度速度更快;
++C3.4、this[int] |
public float this[int]; |
++++使用[0],[1],[2],[3]分别访问组件x,y,z,w组件;简单来说就是用索引号代替x,y,z,w组件;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{ public Vector4 p;
void MyTestFunc(){ p[3] = 5; } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++C3.5、w |
public float w; |
++++向量的W组件;
++C3.6、x |
public float x; |
++++向量的X组件;
++C3.7、y |
public float y; |
++++向量的Y组件;
++C3.8、z |
public float z; |
++++向量的Z组件;
#D4、Constructors构造器 |
++D4、Constructors构造器++++D4.1、Vector4++++D4.2、YanlzXREngine.Vector4.Constructors |
++D4.1、Vector4 |
public Vector4(float x, float y, float z, float w);public Vector4(float x, float y, float z);public Vector4(float x, float y); |
++++创建一个新的具有给定x,y,z,w组件的向量;
++++创建一个新的具有给定x,y,z组件的向量并且设置w为0;
++++创建一个新的具有给定x,y组件的向量并且设置z和w为0;
#E5、Public Functions公有函数 |
++E5、Public Functions公有函数++++E5.1、Set++++E5.2、ToString++++E5.3、YanlzXREngine.Vector4.PublicFunctions |
++D5.1、Set |
public void Set(float new_x, float new_y, float new_z, float new_w); |
++++设置现有的Vector4的x、y、z、w组件;
++D5.2、ToString |
public string ToString();public string ToString(string format); |
++++返回此向量格式化的字符串;
#F6、Static Functions静态函数 |
++F6、Static Functions静态函数++++F6.1、Distance++++F6.2、Dot++++F6.3、Lerp++++F6.4、LerpUnclamped++++F6.5、Max++++F6.6、Min++++F6.7、MoveTowards++++F6.8、Normalize++++F6.9、Project++++F6.10、Scale++++F6.11、YanlzXREngine.Vector4.StaticFunctions |
++F6.1、Distance |
public static float Distance(Vector4 a, Vector4 b); |
++++返回a和b之间的距离;
++++Vector4.Distance(a,b)等同于(a-b).magnitude;
++F6.2、Dot |
public static float Dot(Vector4 a, Vector4 b); |
++++两个向量的点乘积;
++++返回a乘b;
++F6.3、Lerp |
public static Vector4 Lerp(Vector4 a, Vector4 b, float t); |
++++两个向量之间的线性插值;
++++按照分数t在from到to之间插值;
++++这分数是在范围[0 ... 1];
++++当t=0时,返回from;
++++当t=1时,返回to;
++++当t=0.5时,返回from和to的中间点;
++F6.4、LerpUnclamped |
public static Vector4 LerpUnclamped(Vector4 a, Vector4 b, float t); |
++++在两个向量之间插值;
++++向量a和b之间根据t插值;
++++当t=0返回a,当t=1返回b;当t=0.5返回a和b之间中间的点;
++F6.5、Max |
public static Vector4 Max(Vector4 lhs, Vector4 rhs); |
++++返回一个由两个向量的最大组件组成的向量;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{ public Vector4 a = new Vector4(1, 2, 3, 5); public Vector4 b = new Vector4(4, 3, 2, 0);
void MyTestFunc(){ Debug.Log(Vector4.Max(a, b)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++F6.6、Min |
public static Vector4 Min(Vector4 lhs, Vector4 rhs); |
++++返回一个由两个向量的最小组件组成的向量;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{ public Vector4 a = new Vector4(1, 2, 3, 5); public Vector4 b = new Vector4(4, 3, 2, 0);
void MyTestFunc(){ //Debug.Log(Vector4.Max(a, b)); Debug.Log(Vector4.Min(a, b)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++F6.7、MoveTowards |
public static Vector4 MoveTowards(Vector4 current, Vector4 target, float maxDistanceDelta); |
++++当前的地点移向目标;
++++Vector4.MoveTowards本质上与Vector4.Lerp相同,该函数的速度从不超过maxDistanceDelta;maxDistanceDelta负值可以用来从目标推开该向量;
++F6.8、Normalize |
public void Normalize(); |
++++使该向量的长度为一;
++++注意:这个函数将改变当前向量,如果想保持当前的向量不改变,使用normalized变量;
++++如果这个向量太小而不能被归一化,将返回零向量;
++F6.9、Project |
public static Vector4 Project(Vector4 a, Vector4 b); |
++++一个向量投影到另一个向量;
++++将a投影映射到b;
++F6.10、Scale |
public static Vector4 Scale(Vector4 a, Vector4 b);public void Scale(Vector4 scale); |
++++两个向量组件对应相乘;
++++结果每个组件是有相同名字a的组件(a*a)和相同名字b的组件(b*b)分别相乘;
++++使这个向量相同组件的缩放,靠每个组件的相乘;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void MyTestFunc(){ Debug.Log(Vector4.Scale(new Vector4(1,2,3,4), new Vector4(2,3,4,5))); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
#G7、Operators运算符 |
++G7、Operators运算符++++G7.1、operator-++++G7.2、operator!=++++G7.3、operator*++++G7.4、operator/++++G7.5、operator+++++G7.6、operator==++++G7.7、Vector2++++G7.8、Vector3++++G7.9、Vector3ToVector4++++G7.10、Vector2ToVector4++++G7.11、YanlzXREngine.Vector4.Operators |
++G7.1、operator- |
public static Vector4 operator -(Vector4 a, Vector4 b);public static Vector4 operator -(Vector4 a); |
++++两向量相减;
++++a中的每个元素减去b中对应的每个元素;
++++反向量;
++++每个元素都是相反的;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void MyTestFunc(){ //Debug.Log(-new Vector4(1,2,3,4)); Debug.Log(new Vector4(1,2,3,4) - new Vector4(6,5,4,3)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++G7.2、operator!= |
public static bool operator !=(Vector4 lhs, Vector4 rhs); |
++++如果两向量不相等返回true;
++++十分接近的两向量被视为相等;
++G7.3、operator* |
public static Vector4 operator *(Vector4 a, float d);public static Vector4 operator *(float d, Vector4 a); |
++++向量与数字相乘;
++++向量a中的每个元素都与数字b相乘;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void MyTestFunc(){ //Debug.Log(-new Vector4(1,2,3,4)); //Debug.Log(2.0F * new Vector4(1,2,3,4)); Debug.Log(new Vector4(1,2,3,4) * 2.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++G7.4、operator/ |
public static Vector4 operator /(Vector4 a, float d); |
++++a向量除以数字;
++++a向量的每个元素除以该数字d;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void MyTestFunc(){ //Debug.Log(-new Vector4(1,2,3,4)); //Debug.Log(new Vector4(1,2,3,4) * 2.0F); Debug.Log(new Vector4(1,2,3,4) / 2.0F); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++G7.5、operator+ |
public static Vector4 operator +(Vector4 a, Vector4 b); |
++++两向量相加;
++++对应的元素相加;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void MyTestFunc(){ //Debug.Log(-new Vector4(1,2,3,4)); //Debug.Log(new Vector4(1,2,3,4) * 2.0F); //Debug.Log(new Vector4(1,2,3,4) / 2.0F); Debug.Log(new Vector4(1,2,3,4) + new Vector4(4,5,6,7)); } //立钻哥哥:void MyTestFunc(){}
} //立钻哥哥:public class YanlzVector4{} |
++G7.6、operator== |
public static bool operator ==(Vector4 lhs, Vector4 rhs); |
++++如果向量相等,返回真;
++++两向量十分接近,该函数也将返回真;
++G7.7、Vector2 |
Vector4.Vector2; |
++++四维向量转换为二维向量;
++++四维向量能被隐式转换为二维向量(z和w将会被忽略);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void Start(){ //Shader vectors are always Vector4, But the value here is converted to a Vector2 Vector2 value = Vector2.one; Renderer renderer = GetComponent<Renderer>(); renderer.material.SetVector(“_SomeVariable”, value); } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzVector4{} |
++G7.8、Vector3 |
Vector4.Vector3; |
++++将四维向量转换为三维向量;
++++四维向量能被隐式转化为Vector3(w被丢弃);
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzVector4 : MonoBehaviour{
void Start(){ //Shader vectors are always Vector4, But the value here is converted to a Vector3 //Vector2 value = Vector2.one; Vector3 value = Vector3.one; Renderer renderer = GetComponent<Renderer>(); renderer.material.SetVector(“_SomeVariable”, value); } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzVector4{} |
#H8、立钻哥哥对Vector4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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