《UnityAPI.Texture紋理》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+Texture+mipMapBias+wrapMode+立鑽哥哥++OK++)

《UnityAPI.Texture紋理》

版本

作者

參與者

完成日期

備註

UnityAPI_Texture_V01_1.0

嚴立鑽

 

2020.05.30

 

 

 

 

 

 

 

#《UnityAPI.Texture紋理》發佈說明:

++++“UnityAPI.Texture紋理是對UnityAPITexture紋理類的剖析和拓展

立鑽哥哥:Unity是一個入門快、提高難的遊戲引擎,想要提升能力,至少需要越過3道坎:API+Shader+綜合能力

++1、API的積累:API的合理利用不僅可以減輕自己的編碼負擔,而且往往可以提高程序的運行效率;這也是鑽哥開始“Unity API”獨立打造分類的初衷

++2、Shader編程:想要做出一款精品遊戲往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系統,優化了繁雜的“Open GL”編程

++3、綜合能力(技術+業務+管理):一款產品的製作除了功能編程外,往往會涉及很多其他領域,例如產品架構、UI交互設計、模型製作等,作爲主要的編程人員,對其他相關領域的瞭解程序往往會影響到產品製作直至最後的產品體驗

++++立鑽哥哥一直在推動【VR雲遊戲=Unity+SteamVR+雲技術+5G+AI,這個只是一個引子,拋磚引玉讓大家對整個知識體系有一個明確的落地方向,寶寶們可以根據自己的興趣方向進行拓展:比如Unity這裏是指一種“3D遊戲引擎”,也可拓展至“UE4Cocos2dx”等遊戲引擎;SteamVR是一種跨硬件解決方案,也可拓展至“VRTK”等第三方插件;“雲技術+5G”是一種跨平臺解決方案的核心技術,同樣可拓展至其他平臺解決方案;AI也是一種先進技術的舉例,也可以拓展至任何一種前沿技術

 

@@提示:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

$$$$博客溯源:

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

#Texture紋理

#Texture紋理

#Texture紋理

++A1、Description描述

++B2、Variables變量

++C3、Public Function共有函數

++D4、Message消息

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立鑽哥哥:Texture(紋理)是紋理處理的基類;包含的功能公用於Texture2DRenderTexture

++++[namespace]:UnityEngine

++++[Inherits from]:Object

++++[Object]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入門]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目錄]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application應用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object對象]: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組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera攝像機]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材質]: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萬維網]: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變量

#B2、Variables變量

++B2、Variables變量

++++B2.1、anisoLevel

++++B2.2、filterMode

++++B2.3、height

++++B2.4、mipMapBias

++++B2.5、width

++++B2.6、wrapMode

++++B2.7、YanlzXREngine.Texture.Variables

 

 

++B2.1、anisoLevel

++B2.1、anisoLevel

++B2.1、anisoLevel

++++立鑽哥哥:各向異性等級

public int anisoLevel;

++++紋理的各向異性過濾等級

++++各向異性過濾使紋理在一個較小角度查看時,看起來效果更好,但是會增加圖形硬件的性能開銷,通常使用它對地板、地面或道路的紋理使其看起來更好

++++此變量的值的範圍從1-9,其中1等於沒有過濾而9等於完全過濾;值越大,紋理在小角度看時顯得更清晰;較低的值表示紋理在小角度顯得更模糊

 

 

 

 

 

++B2.2、filterMode

++B2.2、filterMode

++B2.2、filterMode

++++立鑽哥哥:過濾模式

public FilterMode filterMode;

++++紋理的過濾模式

 

 

 

 

 

++B2.3、height

++B2.3、height

++B2.3、height

++++立鑽哥哥:高度

public int height;

++++紋理的像素高度(只讀)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTexture : MonoBehaviour{

    public Texture texture;

 

    void Start(){

        Debug.Log(立鑽哥哥:Size is  + texture.width +  by  + texture.height);

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzTexture{}

 

 

 

 

 

++B2.4、mipMapBias

++B2.4、mipMapBias

++B2.4、mipMapBias

++++立鑽哥哥:多級紋理偏移量

public float minMapBias;

++++多級紋理偏移量

++++正的偏移量使貼圖顯得格外模糊,而負的偏移量則會銳化貼圖的紋理;注意:使用較大的負偏移量時,會降低性能,因此不建議使用小於-0.5的負偏移量;在大多數情況下,實現更好地銳化紋理的方法是可以利用各向異性過濾

++++[MipMap]:MIP來源於拉丁文中的multum in parvo,意爲在一個小空間裏的多數;MIP map(有時候拼寫成mipmap)是一種電腦圖形圖像技術,用於在三維圖像的二維代替物中達到立體感效應;MIP map技術與材質貼圖以多重圖像的形式表現出來並代表平面紋理:尺寸最大的圖像放在前面顯著的位置,而相對較小的圖像則後退到背景區域;每一個不同的尺寸等級定義成一個MIP map水平;MIP map技術幫助避免了不想要的鋸齒邊緣(稱爲鋸齒狀圖形)在圖像中出現,這種鋸齒狀圖形可能是由於在不同分辨率下使用bit map圖像產生的

++++[MipMap紋理技術]:在三維世界中,顯示一張圖的大小與攝像機的位置有關,近的地方,圖片實際像素就大一些,遠的地方圖片實際像素就會小一些,就要進行一些壓縮,例如一張64*64的圖,在近處,顯示出來可能是50*50,在遠處可能顯示出來的是20*20;如果只限於簡單的丟掉某些像素,將會使縮小後的圖片損失很多細節,圖片變得很粗糙,因此,圖形學有很多複雜的方法來處理縮小圖片的問題,使得縮小後的圖片依然清晰,然而,這些計算都會耗費一定的時間;Mipmap紋理技術是目前解決紋理分辨率與視點距離關係的最有效途徑,它會先將圖片壓縮成很多逐漸縮小的圖片,例如一張64*64的圖片,會產生64*64,32*32,16*16,8*8,4*4,2*2,1*17張圖片,當屏幕上需要繪製像素點爲20*20時,程序只是利用32*3216*16這兩張圖片來計算出即將顯示爲20*20大小的一個圖片,這比單獨利用32*32的那張原始片計算出來的圖片效果要好得多,速度也更快

 

 

 

 

 

++B2.5、width

++B2.5、width

++B2.5、width

++++立鑽哥哥:寬度

public int width;

++++紋理的像素寬度(只讀)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzTexture : MonoBehaviour{

    public Texture texture;

 

    void Start(){

        Debug.Log(立鑽哥哥:Size is  + texture.width +  by  + texture.height);

    }    //立鑽哥哥:void Start(){}

 

}    //立鑽哥哥:public class YanlzTexture{}

 

 

 

 

 

++B2.6、wrapMode

++B2.6、wrapMode

++B2.6、wrapMode

++++立鑽哥哥:循環模式

public TextureWrapMode wrapMode;

++++紋理的循環模式(重複或鉗制)

++++設置紋理充滿拉伸使用TextureWrapMode.Clamp,紋理重複平鋪使用TextureWrapMode.Repeat

 

 

 

 

 

 

 

#C3、Public Functions公有函數

#C3、Public Function公有函數

++C3、Public Function公有函數

++++C3.1、GetNativeTexturePtr

++++C3.2、YanlzXREngine.Texture.PublicFunctions

 

 

++C3.1、GetNativeTexturePtr

++C3.1、GetNativeTexturePtr

++C3.1、GetNativeTexturePtr

++++立鑽哥哥:獲取本地紋理指針

public IntPtr GetNativeTexturePtr();

++++[IntPtr]:用於表示指針或句柄的平臺特定類型,它們用於本機資源,如窗口句柄

++++檢索紋理的本地(硬件)指針

++++使用該函數來檢索特定紋理的指針或句柄,表示在本機圖形設備的級別;這用來從本機代碼插件來啓用紋理操作

++++像在Direct3D設備返回基本紋理類型的指針(IDirect3DBaseTexture9 on D3D9ID3D11Resource on D3D11);像在OpenGL設備返回GL紋理名稱,強制轉換整數類型來獲取它;在Metal,返回id<MTLTexture>指針;在不支持本地代碼插件的平臺,該函數總是返回NULL

++++注意:當使用多線程調用這個函數,將與渲染線程同步(操作緩慢),所以最好的做法是在初始化時設置所需的紋理指針

 

 

 

 

 

 

 

#D4、Static Functions靜態函數

#D4、Static Functions靜態函數

++D4、Static Functions靜態函數

++++D4.1、SetGlobalAnisotropicFilteringLimits

++++D4.2、YanlzXREngine.Texture.StaticFunctions

 

 

++D4.1、SetGlobalAnisotropicFilteringLimits

++D4.1、SetGlobalAnisotropicFilteringLimits

++D4.1、SetGlobalAnisotropicFilteringLimits

++++立鑽哥哥:設置全局各向異性過濾限制

public static void SetGlobalAnisotropicFilteringLimits(int forcedMin, int globalMax);

++++設置各向異性限制

++++當各向異性是forced模式時,ForcedMin值控制最小各向異性級別設置;globalMax值控制最大可能的各向異性級別;設置爲-1使用默認設置

 

 

 

 

 

 

 

#E5、立鑽哥哥對Texture類的拓展

#E5、立鑽哥哥對Texture類的拓展

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入門]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目錄]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application應用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object對象]: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組件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera攝像機]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材質]: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萬維網]: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矩陣]: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紋理]: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:有些博客可能只是開了頭,如果感興趣的同學,可以“點贊”或“評論區留言”,只要關注的同學多了,那就會繼續完善喲!(“++==”,表示沒有寫完的,如果關注度不高就不完善了;“++ok++”,表示此篇博客已經完成,是階段性完整的!)

 

 

 

++++VR雲遊戲=Unity+SteamVR+雲技術+5G+AI;(說明:AI人工智能不是我們的主要研究技術,只是瞭解一下,領略一下有風的感覺!但是,VR是我們的研究重點

++++【Unity API】分類:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity開發基礎】分類:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系統編程】分類:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C鑄就生存利器】分類:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分類:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立鑽哥哥CSDN空間】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR遊戲開發QQ羣:784477094

++立鑽哥哥推薦的拓展學習鏈接(Link_Url)

立鑽哥哥推薦的拓展學習鏈接(Link_Url)

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz/

++++虛擬現實VR資訊: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE開發基礎https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus雜談https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安裝使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity減少VR暈眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR腳本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0開發指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系統https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0傳送機制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_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR實戰之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR簡介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK雜談https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入門(雜談)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代碼結構(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虛擬現實行業應用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平臺上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平臺熱銷VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR實驗:以太網幀的構成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++實驗四:存儲器擴展實驗https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用戶手冊https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面試題ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面試題Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

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++++Unity知識點0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

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++++編寫Photon遊戲服務器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

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++++UnityAPI.Transform變換https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider輪碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources資源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON數據結構https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入門https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企業內訓(目錄)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企業內訓(第1講)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企業內訓(第2講)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企業內訓(第3講)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企業內訓(第4講)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企業內訓(第5講)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企業內訓(第6講)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++鑽哥帶您瞭解產品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++計算機組成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:雲計算和霧計算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++雲計算通俗講義https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立鑽哥哥Unity 學習空間: http://blog.csdn.net/VRunSoftYanlz

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