《Unity
API.
Collider碰撞器》
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#《UnityAPI.
Collider碰撞器
》发布说明:
++++“
UnityAPI.
Collider碰撞器
”
是对
UnityAPI
中
Collider碰撞器
类的剖析和拓展
;
|
@@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
|
|
#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
|
|
++B2.1、attachedRigidbody
|
++B2.1、attachedRigidbody
++++立钻哥哥:
添加刚体
;
|
++++
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
|
++B2.2、bounds
|
++B2.2、bounds
++++立钻哥哥:
边界盒
;
|
++++
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
;
|
++B2.3、contactOffset
|
++B2.3、contactOffset
++++立钻哥哥:
触点偏移
;
|
++++
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
++++立钻哥哥:
启用
;
|
++++
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
;
|
++B2.5、isTrigger
|
++B2.5、isTrigger
++++立钻哥哥:
是否触发器
;
|
++++
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
和
OnTriggerStay
消息
;
|
++B2.6、material
|
++B2.6、material
++++立钻哥哥:
材质
;
|
++++
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
;
|
++B2.7、sharedMaterial
|
++B2.7、sharedMaterial
++++立钻哥哥:
共享材质
;
|
++++
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
;
|
#C3、Public Functions公有函数
|
|
++C3.1、ClosestPointOnBounds
|
++C3.1、ClosestPointOnBounds
++++立钻哥哥:
在框上最近的点
;
|
++++
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
;
|
++C3.2、Raycast
|
++C3.2、Raycast
++++立钻哥哥:
射线投射
;
|
++++
[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
|
#D4、Message消息
|
|
++D4.1、OnCollisionEnter
|
++D4.1、OnCollisionEnter
++++立钻哥哥:
当碰撞进入
;
|
++++
当该
collider
/
rigidbody
开始碰到另一个
rigidbody
/
collider
时
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
|
|
++D4.2、OnCollisionExit
|
++D4.2、OnCollisionExit
++++立钻哥哥:
当碰撞退出
;
|
++++
当
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
|
++D4.3、OnCollisionStay
|
++D4.3、OnCollisionStay
++++立钻哥哥:
当碰撞停留
;
|
++++
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
|
++D4.4、OnTriggerEnter
|
++D4.4、OnTriggerEnter
++++立钻哥哥:
当触发进入
;
|
++++
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
;
|
++D4.5、OnTriggerExit
|
++D4.5、OnTriggerExit
++++立钻哥哥:
当触发退出
;
|
++++
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
;
|
++D4.6、OnTriggerStay
|
++D4.6、OnTriggerStay
++++立钻哥哥:
当触发停留
;
|
++++
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
;
|
#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
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
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Steam平台上的VR
:
https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
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Steam平台热销VR
:
https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
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VR实验:以太网帧的构成
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
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实验四:存储器扩展实验
:
https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
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FrameVR示例V0913
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
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FrameVR示例V1003
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
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SwitchMachineV1022
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
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PlaySceneManagerV1022
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
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Unity5.x用户手册
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
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Unity面试题ABC
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
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Unity面试题D
:
https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
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Unity面试题E
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
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Unity面试题F
:
https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
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Cocos2dx面试题
:
https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
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禅道[zentao]
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
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Lua快速入门篇(Xlua拓展):
https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
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Lua快速入门篇(XLua教程)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
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Lua快速入门篇(基础概述)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
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框架知识点
:
https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
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游戏框架(UI框架夯实篇)
:
https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
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游戏框架(初探篇)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
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.Net框架设计
:
https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
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从零开始学架构
:
https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
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设计模式简单整理
:
https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
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专题:设计模式(精华篇)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
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U3D小项目参考
:
https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
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Unity小游戏算法分析
:
https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
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Unity案例(Vehicle)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
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UML类图
:
https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
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PowerDesigner简介
:
https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
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Unity知识点0001
:
https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
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Unity知识点0008
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
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U3D_Shader编程(第一篇:快速入门篇)
:
https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
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U3D_Shader编程(第二篇:基础夯实篇)
:
https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
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Unity引擎基础
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
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Unity面向组件开发
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
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Unity物理系统
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
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Unity2D平台开发
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
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UGUI基础
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
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UGUI进阶
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
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UGUI综合
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
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Unity动画系统基础
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
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Unity动画系统进阶
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
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Navigation导航系统
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78886281
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Unity特效渲染
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
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Unity数据存储
:
https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
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Unity中Sqlite数据库
:
https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
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WWW类和协程
:
https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
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Unity网络
:
https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
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Unity资源加密
:
https://blog.csdn.net/VRunSoftYanlz/article/details/87644514
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PhotonServer简介
:
https://blog.csdn.net/VRunSoftYanlz/article/details/86652770
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编写Photon游戏服务器
:
https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
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C#事件
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
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C#委托
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
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C#集合
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
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C#泛型
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78631141
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C#接口
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
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C#静态类
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
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C#中System.String类
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
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C#数据类型
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
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Unity3D默认的快捷键
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
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游戏相关缩写
:
https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
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UnityAPI.Rigidbody刚体
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81784053
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UnityAPI.Material材质
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
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UnityAPI.Android安卓
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
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UnityAPI.AndroidJNI安卓JNI
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
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UnityAPI.Transform变换
:
https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
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UnityAPI.WheelCollider轮碰撞器
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
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UnityAPI.Resources资源
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
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JSON数据结构
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
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CocosStudio快速入门
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
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Unity企业内训(目录)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82634668
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Unity企业内训(第1讲)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82634733
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Unity企业内训(第2讲)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82861180
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Unity企业内训(第3讲)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/82927699
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Unity企业内训(第4讲)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83479776
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Unity企业内训(第5讲)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
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Unity企业内训(第6讲)
:
https://blog.csdn.net/VRunSoftYanlz/article/details/84207696
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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
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