当玩家暂停时发送到所有的游戏物体。
在应用退出之前发送给所有的游戏物体。
在游戏物体返回全部Type类型组件。
GetComponents Returns all components of type type in the GameObject.
返回游戏物体的名称。
当玩家获得或失去焦点时发送给所有游戏物体。
Sent to all game objects when the player gets or looses focus.
游戏物体的标签。
基于上述信息,我们就可以渲染游戏物体的光影了。
Basing on that information, lights and shadows can be rendered.
但是在网络环境下,游戏物体还必须在网络上被派生出来。
But with the networking system, objects must also be "spawned" to be active on the network.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。
The game object this component is attached to. A component is always attached to a game object.
这在某种程度上确保了不能直接改变游戏物体和障碍物的位置。
This ensures that the avoidance of other characters and obstaclestranslates directly to the character position.
在客户端上派生游戏物体的默认行为可以使用派生处理函数进行定制。
When using custom spawn functions, it is sometimes useful to be able to unspawn objects without destroying them.
在客户端上派生游戏物体的默认行为可以使用派生处理函数进行定制。
The default behaviour of creating spawned objects from prefabs on the client can be customized by using spawn handler functions.
需要特别指出的是,在检视面板任何子游戏物体显示的变换的值相对于父变换的值。
It is worth pointing out that the Transform values in the Inspector of any Child GameObject are displayed relative to the Parent's Transform values.
如果场景中的某个游戏物体应用了相应的材质,您可以实时观察到该游戏物体的变化。
If you have applied the Material to an active object in the Scene, you will see your property changes applied to the object in real-time.
有两种类型的遮罩可以使用,影响整个场景的全局遮罩,和在游戏物体层级树上的局部遮罩。
Two types of masks are available, Global Masks that affects the scene, and Scoped Masks which work within a GameObjects hierarchy.
同在层级视图拖拽任意游戏物体到另一个上面就可以创建父物体,这会在两个游戏物体直接创建父子关系。
You can create a Parent by dragging any GameObject in the Hierarchy View onto another. This will create a Parent-Child relationship between the two GameObjects.
这个爆炸预置包含一个粒子系统,一个随时间推移淡出的光源,和一个将破坏施加到周围游戏物体上的脚本。
The explosion Prefab contains a Particle System, a light that fades out over time, and a script that applies damage to surrounding GameObjects.
例如,如果有架飞机,要准备两个版本的模型,其中一个飞机包含单个游戏物体带有网格渲染器和飞机物理学的脚本。
For example, if you have an airplane, you would model two versions. One where the plane consists of a single GameObject with Mesh Renderer and scripts for airplane physics.
当用户按下开火时,火箭发射器实例一个火箭预置物体。预置物体包含一个网格、刚体、碰撞器和一个子游戏物体包含的粒子系统拖尾。
A rocket launcher instantiates a rocket Prefab when the user presses fire. The Prefab contains a mesh, Rigidbody, Collider, and a child GameObject that contains a trail particle system.
对于设计者,艺术家和一些以视觉为导向的程序员来说,蓝图脚本是一个非常棒的系统,因为我们可以非常方便通过可视化的方式实现和控制游戏物体。
It's a great system for designers, artists, and visually-oriented programmers, because it's easy to access and control in-game objects visually.
关于这种新形式的教学应用最好的例子之一是Futaba,在这个游戏中,四个孩子尝试去识别一个旋转的物体,然后识别它是什么。
One of the best examples of this new form of teaching application is Futaba, game in which up to four children try to recognize a spinning object, and then identify what it is.
过去的调查研究表明,当人们同无生命的物体互动的时候前额皮质不会被激活,例如打电脑游戏。
Previous studies have found that the prefrontal cortex is not activated when people interact with inanimate objects, such as a computer game.
但一个聪明的玩家有可能使诈,在游戏中途改变物体,在这种情况下,他的答案并非事先决定的。
But a clever player could also cheat, changing the object partway through. In that case, his answers aren't determined in advance.
不过,似乎这款游戏的引擎在物体边缘造成的锯齿比其他引擎多。
Though, it looks like this game engine produces more jaggies at the edges of objects than some others.
一种儿童游戏,游戏者将一小物体投入画在地上并标有数字的矩形格子内,然后单足或双足跳过格子去取回物体。
A children's game in which players toss a small object into the numbered Spaces of a pattern of rectangles outlined on the ground and then hop or jump through the Spaces to retrieve the object.
为了要开始游戏,物体球被放在一个三角形的架之内。
To start the game, the object balls are placed in a triangular rack.
在许多虚拟现实游戏,可以捡起一个离你手一英尺远的物体。
In many VR games, you can "pick up" an object up to a foot away from your hand.
为了更好地使用静态批处理,你需要明确指出哪些物体是静止的,并且在游戏中永远不会移动、旋转和缩放。
In order to take advantage of static batching, you need explicitly specify that certain objects are static and will not move, rotate or scale in the game.
为了更好地使用静态批处理,你需要明确指出哪些物体是静止的,并且在游戏中永远不会移动、旋转和缩放。
In order to take advantage of static batching, you need explicitly specify that certain objects are static and will not move, rotate or scale in the game.
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