《UnityAPI.Collider碰撞器》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Collider+isTrigger+Raycast+立钻哥哥++OK++)

  • Post author:
  • Post category:其他






《Unity






API.






Collider碰撞器》







版本





作者





参与者





完成日期





备注




UnityAPI_Collider_V01_1.0



严立钻



2020.06.10



#《UnityAPI.





Collider碰撞器





》发布说明:


++++“



UnityAPI.






Collider碰撞器





是对




UnityAPI









Collider碰撞器




类的剖析和拓展





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:









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






@@提示:




有些博客可能只是开了头,如果感兴趣的同学,可以“




点赞




”或“




评论区留言




”,只要关注的同学多了,那就会继续完善哟!(“




++==




”,表示没有写完的,如果关注度不高就不完善了;“




++ok++




”,表示此篇博客已经完成,是阶段性完整的!)




$$$$博客溯源:



++++



VR云游戏






=






Unity






+






SteamVR






+






云技术






+






5G






+






AI



;(



说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!








但是,










VR










是我们的研究重点






++++



【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/







#Collider碰撞器







#Collider碰撞器





#Collider碰撞器





++






A1、Description描述






++






B2、Variables变量






++






C3、Public Function共有函数






++






D4、Message消息







#A1、Description描述







#A1、Description描述





++A1、Description描述


++++立钻哥哥:



Collider






(碰撞器)是所有碰撞器的基类




++++



[








namespace








]






:UnityEngine




++++



[








Inherits from








]






:Component




+++

+如果一个对象带有碰撞器,需要在游戏中移动,那么应该添加个Rigidbody组件给它;如果不想该对象与其他对象有交互,刚体可以设置为运动学刚体;

++++



[






Component组件






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106367004




++++



【Unity API】分类:







https://blog.csdn.net/vrunsoftyanlz/category_7637520.html




++++



[






Unity快速入门






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/105776475




++++



[UnityAPI目录]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106533906




++++



[






Application应用






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106086327




++++



[






Object对象






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106202194




++++



[






GameObject






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106223815




++++



[






MonoBehaviour






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106533256




++++



[






Component组件






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106367004




++++



[






Transform变换






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106607761




++++



[






Camera摄像机






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106148837




++++



[






Shader着色器






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106321040




++++



[






Material材质






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/81814303




++++



[






Physics物理






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106268062




++++



[






RaycastHit






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106292370




++++



[






ParticleSystem






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106341995




++++



[






WWW万维网






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106412890




++++



[






LineRenerer






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106306388




++++



[






WheelCollider






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/82356217




++++



[






MovieTexture






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106434063








#B2、Variables变量







#B2、Variables变量





++B2、Variables变量





++++






B2.1、attachedRigidbody






++++






B2.2、bounds






++++






B2.3、contactOffset






++++






B2.4、enabled






++++






B2.5、isTrigger






++++






B2.6、material






++++






B2.7、sharedMaterial






++++






B2.8、YanlzXREngine.Collider.Variables







++B2.1、attachedRigidbody







++B2.1、attachedRigidbody





++B2.1、attachedRigidbody


++++立钻哥哥:



添加刚体







public Rigidbody








attachedRigidbody






;

++++

碰撞器附加的刚体

++++

如果碰撞器没有附加刚体返回




null



++++

碰撞器会自动连接到这个刚体或它的任意父对象刚体

++++



[






Rigidbody刚体






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106698042







using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




void






MyTestFunc




(){




GetComponent




<




Collider




>().


attachedRigidbody


.




AddForce




(


0


,


1


,


0


);


}


//立钻哥哥:void MyTestFunc(){}


}


//立钻哥哥:public class YanlzCollider{}





++B2.2、bounds







++B2.2、bounds





++B2.2、bounds


++++立钻哥哥:



边界盒







public Bounds








bounds






;

++++

碰撞器边界盒的体积大小

++++

注意:如果碰撞器被禁用或该游戏对象没激活,边界盒将返回空




Debug




.




Log




(




GetComponent




<




Collider




>().


bounds


);





++B2.3、contactOffset







++B2.3、contactOffset





++B2.3、contactOffset


++++立钻哥哥:



触点偏移







public float








contactOffset






;

++++

该碰撞器的触点偏移值

++++

哪些碰撞器间的距离比它们的




contactOffset




值之和小将产生接触;该触点偏移值必须为正;触点偏移允许碰撞检测系统预判接触,即使对象稍微分开点





++B2.4、enabled







++B2.4、enabled





++B2.4、enabled


++++立钻哥哥:



启用







public bool








enabled






;

++++

启用碰撞器将会碰撞其他碰撞器,禁用碰撞器就不会碰撞其他碰撞器

++++

这个在碰撞器的检视面板显示为一个小的复选框




GetComponent




<




Collider




>().


enabled


=


false


;





++B2.5、isTrigger







++B2.5、isTrigger





++B2.5、isTrigger


++++立钻哥哥:



是否触发器







public bool








isTrigger






;

++++

碰撞器是一个触发器?

++++

触发器不会与刚体碰撞;当一个刚体进入或退出触发器,将发送




OnTriggerEnter









OnTriggerExit









OnTriggerStay




消息




GetComponent




<




Collider




>().


isTrigger


=


true


;





++B2.6、material







++B2.6、material





++B2.6、material


++++立钻哥哥:



材质







public PhysicMaterial








material






;

++++

用于碰撞器的材质

++++

如果材质被碰撞器共享,它将复制材质并指定给碰撞器




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




public






float




dynFriction


;




public






float




statFriction


;




public






Collider




coll


;




void






Start




(){


coll


=




GetComponent




<




Collider




>();


coll


.


material


.


dynamicFriction


=


dynFriction


;


coll


.


material


.


staticFriction


=


statFriction


;


}


//立钻哥哥:void Start(){}


}


//立钻哥哥:public class YanlzCollider{}





++B2.7、sharedMaterial







++B2.7、sharedMaterial





++B2.7、sharedMaterial


++++立钻哥哥:



共享材质







public PhysicMaterial








sharedMaterial






;

++++

该碰撞器的共享的物理材质

++++

修改材质将改变所有碰撞器使用该材质的表面属性,大多数情况下可以修改




Collider.material




替代




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




public






PhysicMaterial




material


;




public






void Awake




(){




GetComponent




<




Collider




>().


sharedMaterial


=


material


;


}


//立钻哥哥:public void Awake(){}


}


//立钻哥哥:public class YanlzCollider{}





#C3、Public Functions公有函数







#C3、Public Functions公有函数





++C3、Public Functions公有函数





++++






C3.1、ClosestPointOnBounds






++++






C3.2、Raycast






++++






C3.3、YanlzXREngine.Collider.PublicFunctions







++C3.1、ClosestPointOnBounds







++C3.1、ClosestPointOnBounds





++C3.1、ClosestPointOnBounds


++++立钻哥哥:



在框上最近的点







public Vector3






ClosestPointOnBounds




(




Vector3






position




);

++++

到碰撞器的框最近的点

++++

当应用于爆炸伤害,这能用于计算伤害点数




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




public






float




hitPoints


=


100.0F


;




public






Collider




coll


;




void






Start




(){


coll


=




GetComponent




<




Collider




>();


}


//立钻哥哥:void Start(){}




void






MyApplyHitPoints




(




Vector3






explosionPos




,




float






radius




){


//The distance from the explosion position to the surface of the collider.




Vector3




closestPoint


=


coll


.




ClosestPointOnBounds




(


explosionPos


);




float




distance


=




Vector3




.




Distance




(


closestPoint


,


explosionPos


);


//The damage should decrease with distance from the explosion.




float




damage


=


1.0F







Mathf




.




Clamp01




(


distance




/




radius


);


hitPoints




-=




damage




*




10.0F


;


}


//立钻哥哥:void MyApplyHitPoints(){}


}


//立钻哥哥:public class YanlzCollider{}





++C3.2、Raycast







++C3.2、Raycast





++C3.2、Raycast


++++立钻哥哥:



射线投射







public bool






Raycast




(




Ray






ray




,




out RaycastHit






hitInfo




,




float






maxDistance




);

++++



[ray]:




射线的开始点和方向

++++



[hitInfo]:




如果返回真,




hitInfo




将包含更多关于碰撞器碰到哪里的信息

++++



[distance]:




射线的长度

++++



[返回值]:




返回布尔(




bool




)值,当射线和任何碰撞器相交时,返回




true




,否则为




false




;也就是说,当射线碰触到任何碰撞器时返回真,否则返回假

++++

投射一条射线(




Ray




),它忽略所有碰撞器,除了这个

++++



[






RaycastHit






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106292370







using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




public






Collider




coll


;




void






Start




(){


coll


=




GetComponent




<




Collider




>();


}


//立钻哥哥:void Start(){}




void






Update




(){




if




(




Input




.




GetMouseButtonDown




(


0


)){




Ray




ray


=




Camera




.


main


.




ScreenPointToRay




(




Input




.


mousePosition


);




RaycastHit




hit


;




if




(


coll


.




Raycast




(


ray


,




out




hit


,


100.0F


)){


transform


.


position


=


ray


.




GetPoint




(


100.0F


);


}


//立钻哥哥:if(coll.Raycast()){}


}


//立钻哥哥:if(Input.GetMouseButtonDown()){}


}


//立钻哥哥:void Update(){}


}


//立钻哥哥:public class YanlzCollider{}





#D4、Message消息







#D4、Message消息





++D4、Message消息





++++






D4.1、OnCollisionEnter






++++






D4.2、OnCollisionExit






++++






D4.3、OnCollisionStay






++++






D4.4、OnTriggerEnter






++++






D4.5、OnTriggerExit






++++






D4.6、OnTriggerStay






++++






D4.7、YanlzXREngine.Collider.Message







++D4.1、OnCollisionEnter







++D4.1、OnCollisionEnter





++D4.1、OnCollisionEnter


++++立钻哥哥:



当碰撞进入







Collider




.




OnCollisionEnter




(




Collision






collision




);

++++

当该




collider




/




rigidbody




开始碰到另一个




rigidbody




/




collider









OnCollisionEnter




被调用

++++

相比




OnTriggerEnter









OnCollisionEnter




传递




Collision




类而不是




Collider









Collision




类包含接触点,碰撞速度等信息;在这个函数如果不使用




collisionInfo




,删去




collisionInfo




参数以避免不必要的计算;注意:当其中至少一个碰撞器附加非动力学刚体时碰撞事件才会发送;碰撞事件也发送给禁用的




MonoBehaviours




,允许启用




Behaviour




来相应碰撞

++++



[






Collision碰撞






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106697669







using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




void






OnCollisionEnter




(




Collision






collision




){




foreach




(




ContactPoint




contact




in




collision


.


contacts


){


Debug.DrawRay(contact.point, contact.normal, Color.white);


}




if




(


collision


.


relativeVelocity


.


magnitude


>


2


){


audio


.




Play




();


}


}


//立钻哥哥:void OnCollisionEnter(){}


}


//立钻哥哥:public class YanlzCollider{}




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




public






Transform




explosionPrefab


;




void






OnCollisionEnter




(




Collision






collision




){




ContactPoint




contact


=


collision


.


contacts


[


0


];




Quaternion




rot


=




Quaternion




.




FromToRotation




(




Vector3




.






up






,


contact


.


normal


);




Vector3




pos


=


contact


.


point


;




Instantiate




(


explosionPrefab


,


pos


,


rot


)




as Transform




;




Destroy




(


gameObject


);


}


//立钻哥哥:void OnCollisionEnter(){}


}


//立钻哥哥:public class YanlzCollider{}





++D4.2、OnCollisionExit







++D4.2、OnCollisionExit





++D4.2、OnCollisionExit


++++立钻哥哥:



当碰撞退出







Collider




.




OnCollisionExit




(




Collision






collisionInfo




);

++++






collider




/




rigidbody




停止碰撞另一个




rigidbody




/




collider




时,




OnCollisionExit




被调用

++++

相比




OnCollisionExit









OnCollisionExit




传递




Collision




类而不是




Collider









Collision




类包含接触点,碰撞速度等信息;在这个函数如果不使用




collisionInfo




,删去




collisionInfo




参数以避免不必要的计算;注意:当其中至少一个碰撞器附加非动力学刚体时碰撞事件才会发送;碰撞事件也发送给禁用的




MonoBehaviours




,允许启用




Behaviour




来相应碰撞

++++



[






Collision碰撞






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106697669







using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{








void




OnCollisionExit




(




Collision






collisionInfo




){


Debug.Log(





立钻哥哥:No longer in contact with





+ collisionInfo.transform.name);


}


//立钻哥哥:void OnCollisionExit(){}


}


//立钻哥哥:public class YanlzCollider{}





++D4.3、OnCollisionStay







++D4.3、OnCollisionStay





++D4.3、OnCollisionStay


++++立钻哥哥:



当碰撞停留







Collider




.




OnCollisionStay




(




Collision






collisionInfo




);

++++

每当该




collider




/




rigidbody




碰到其他




rigidbody




/




collider




,将在每帧调用




OnCollisionStay




;通俗的说:一个碰撞器或刚体碰到另一个刚体或碰撞器,在每帧都会调用




OnCollisionStay




,直到它们之间离开不接触

++++

相比




OnTriggerStay









OnCollisionStay




传递




Collision




类而不是




Collider









Collision




类包含接触点,碰撞速度等信息;在这个函数如果不使用




collisionInfo




,删去




collisionInfo




参数以避免不必要的计算;注意:当其中至少一个碰撞盒附加非动力学刚体时碰撞事件才会发送;碰撞事件也发送给禁用的




MonoBehaviours




,允许启用




Behaviour




来相应碰撞;碰撞停留事件不发给休眠的刚体

++++



[






Collision碰撞






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106697669







using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




void






OnCollisionStay




(




Collision






collisionInfo




){




foreach




(




ContactPoint




contact




in




collisionInfo


.


contacts


){


Debug.DrawRay(contact.point, contact.normal * 10, Color.white);


}


}


//立钻哥哥:void OnCollisionStay(){}


}


//立钻哥哥:public class YanlzCollider{}





++D4.4、OnTriggerEnter







++D4.4、OnTriggerEnter





++D4.4、OnTriggerEnter


++++立钻哥哥:



当触发进入







Collider




.




OnTriggerEnter




(




Collider






other




);

++++

当碰撞器进入触发器时




OnTriggerEnter




被调用

++++

这个消息被发送到触发器和触发碰撞器属于的刚体(如果有),以及碰到触发器的刚体(或如果没有刚体的碰撞器);注意:如果碰撞器由附加的刚体,触发器事件才发送;触发器事件也发送给禁用的




MonoBehaviours




,允许启用




Behaviour




来相应碰撞




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




void






OnTriggerEnter




(




Collider






other




){




Destroy




(


other


.


gameObjects


);


}


//立钻哥哥:void OnTriggerEnter(){}


}


//立钻哥哥:public class YanlzCollider{}





++D4.5、OnTriggerExit







++D4.5、OnTriggerExit





++D4.5、OnTriggerExit


++++立钻哥哥:



当触发退出







Collider




.




OnTriggerExit




(




Collider






other




);

++++

当该碰撞器停止接触触发器时,




OnTriggerExit




被调用;也就是说,当碰撞器离开触发器时,调用




OnTriggerExit



++++

这个消息是发送给触发器和接触触发器的碰撞器;注意:如果其中一个碰撞器也附加了刚体,触发事件才会发送;注意:如果碰撞器有附加的刚体,触发器事件才发送;触发器事件也发送给禁用的




MonoBehaviours




,允许启用




Behaviour




来相应碰撞




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{




void






OnTriggerExit




(




Collider






other




){


//Destroy everything that leaves the trigger




Destroy




(


other


.


gameObject


);


}


//立钻哥哥:void OnTriggerExit(){}


}


//立钻哥哥:public class YanlzCollider{}





++D4.6、OnTriggerStay







++D4.6、OnTriggerStay





++D4.6、OnTriggerStay


++++立钻哥哥:



当触发停留







Collider




.




OnTriggerStay




(




Collider






other




);

++++

每当碰撞器从进入触发器,几乎每帧调用




OnTriggerStay



++++

当碰撞器接触到触发器时,这个消息才发送给触发器和碰撞器;注意:如果碰撞器有附加的刚体,触发器事件才发送;触发器事件也发送给禁用的

++++



注意:






OnTriggerStay




函数是基于物理计时器,因此它未必每帧都运行

++++

也就是说




OnTriggerStay




是在每一个




Time.fixedDeltaTime




的时间节点上运行,不是




Time.deltaTime




的时间节点上运行




using






UnityEngine




;




using






System




.




Collections




;




using






YanlzXREngine




;




public






class






YanlzCollider




:




MonoBehaviour




{


//Applies an upwards force to all rigidbodies that enter the trigger.




void






OnTriggerStay




(




Collider






other




){




if




(


other


.


attachedRigidbody


){


other


.


attachedRigidbody


.




AddForce




(




Vector3




.






up






*


10


);


}


}


//立钻哥哥:void OnTriggerStay(){}


}


//立钻哥哥:public class YanlzCollider{}





#E5、立钻哥哥对






Collider






类的拓展







#E5、立钻哥哥对






Collider






类的拓展



++++



【Unity API】分类:







https://blog.csdn.net/vrunsoftyanlz/category_7637520.html




++++



[






Unity快速入门






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/105776475




++++



[UnityAPI目录]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106533906




++++



[






Application应用






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106086327




++++



[






Object对象






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106202194




++++



[






GameObject






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106223815




++++



[






MonoBehaviour






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106533256




++++



[






Component组件






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106367004




++++



[






Transform变换






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106607761




++++



[






Camera摄像机






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106148837




++++



[






Shader着色器






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106321040




++++



[






Material材质






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/81814303




++++



[






Physics物理






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106268062




++++



[






RaycastHit






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106292370




++++



[






ParticleSystem






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106341995




++++



[






WWW万维网






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106412890




++++



[






LineRenerer






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106306388




++++



[






WheelCollider






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/82356217




++++



[






MovieTexture






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106434063




++++



[






Matrix4x4矩阵






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106504027




++++



[






Renerer渲染器






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106481994




++++



[






AudioSource






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106462679




++++



[






AudioClip






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106448955




++++



[






Texture纹理






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106448589




++++



[






AssetBundle






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106412190




++++



[






ScriptableObject






]:







https://blog.csdn.net/VRunSoftYanlz/article/details/106392769







@@提示:




有些博客可能只是开了头,如果感兴趣的同学,可以“




点赞




”或“




评论区留言




”,只要关注的同学多了,那就会继续完善哟!(“




++==




”,表示没有写完的,如果关注度不高就不完善了;“




++ok++




”,表示此篇博客已经完成,是阶段性完整的!)

++++



VR云游戏






=






Unity






+






SteamVR






+






云技术






+






5G






+






AI



;(



说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!








但是,










VR










是我们的研究重点






++++



【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/



【XR游戏开发QQ群:



784477094






++




立钻哥哥推荐的拓展学习链接(Link_Url)









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<Obi Rope>






https://blog.csdn.net/VRunSoftYanlz/article/details/83963905


++++


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



–_–VRunSoft:lovezuanzuan–_–



版权声明:本文为VRunSoftYanlz原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。