《UnityAPI.Animation動畫》(Yanlz+Unity+SteamVR+雲技術+5G+AI+VR雲遊戲+Animation+AddClip+CrossFade+立鑽哥哥++OK++)

《UnityAPI.Animation動畫》

版本

作者

參與者

完成日期

備註

UnityAPI_Animation_V01_1.0

嚴立鑽

 

2020.06.23

 

 

 

 

 

 

 

#《UnityAPI.Animation動畫》發佈說明:

++++“UnityAPI.Animation動畫是對UnityAPIAnimation動畫類的剖析和拓展

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/

 

 

 

 

 

 

 

 

 

#Animation動畫

#Animation動畫

#Animation動畫

++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:Animation(動畫)是用於播放動畫

++++[namespace]:UnityEngine

++++[Inherits from]:Behaviour

++++指定動畫剪輯到動畫組件並從腳本控制播放;該動畫系統是基於權重並支持動畫融合、添加動畫、動畫混合、層並完全控制播放的各個方面;

++++AnimationState可以用於改變動畫的層、修改播放速度以及直接控制融合與混合;

++++動畫也支持枚舉,所以可以像這樣在AnimationStates之間循環;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

        foreach(AnimationState state in anim){

            state.speed = 0.5F;

        }    //立鑽哥哥:foreach(){}

    }    //立鑽哥哥:void Start(){}

 

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

++++【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

++++[Transform變換]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[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

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody剛體]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator動畫]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Joint關節]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[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、animatePhysics

++++B2.2、clip

++++B2.3、cullingType

++++B2.4、isPlaying

++++B2.5、localBounds

++++B2.6、playAutomatically

++++B2.7、this[string]

++++B2.8、wrapMode

++++B2.9、YanlzXREngine.Animation.Variables

 

 

++B2.1、animatePhysics

++B2.1、animatePhysics

++B2.1、animatePhysics

++++立鑽哥哥:是否動畫物理

public bool animatePhysics;

++++如果打開這個選項,動畫會在物理循環過程中被執行;這個選項只有在結合運動學剛體的時候纔有用

++++一個動畫平臺可以應用速度和摩擦到其頂部的剛體;爲了使用這個,animatePhysics必須被啓用,並且動畫物體必須爲一個運動學剛體

 

 

 

 

 

++B2.2、clip

++B2.2、clip

++B2.2、clip

++++立鑽哥哥:剪輯

public AnimationClip clip;

++++默認的動畫

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    IEnumerator Start(){

        anim = GetComponent<Animation>();

        anim.Play(anim.clip.name);

        yield return new WaitForSeconds(anim.clip.length);

    }    //立鑽哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.3、cullingType

++B2.3、cullingType

++B2.3、cullingType

++++立鑽哥哥:剔除類型

public AnimationCullingType cullingType;

++++控制動畫組件的剔除類型

 

 

 

 

 

++B2.4、isPlaying

++B2.4、isPlaying

++B2.4、isPlaying

++++立鑽哥哥:是否正播放

public bool isPlaying;

++++有任意動畫正播放?

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

    }    //立鑽哥哥:void Start(){}

 

    void OnMouseEnter(){

        if(!anim.isPlaying){

            anim.Play();

        }    //立鑽哥哥:if(){}

    }    //立鑽哥哥:void OnMouseEnter(){}

 

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

 

 

 

 

 

++B2.5、localBounds

++B2.5、localBounds

++B2.5、localBounds

++++立鑽哥哥:本地邊界

public Bounds localBounds;

++++在本地座標空間這個動畫的動畫組件的AABB

++++默認是基於動畫狀態計算(附加的動畫剪輯),除非用戶設置localBounds的值覆蓋

 

 

 

 

 

++B2.6、playAutomatically

++B2.6、playAutomatically

++B2.6、playAutomatically

++++立鑽哥哥:是否自動播放

public bool playAutomatically;

++++在啓動的時候是否自動播放默認動畫剪輯(Animation.clip

 

 

 

 

 

++B2.7、this[string]

++B2.7、this[string]

++B2.7、this[string]

++++立鑽哥哥:動畫狀態

public AnimationState this[string];

++++返回指定名稱的動畫狀態

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

        anim[MyWalk].speed = 2.0f;

        anim[MyRun].weight = 0.5f;

    }    //立鑽哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.8、wrapMode

++B2.8、wrapMode

++B2.8、wrapMode

++++立鑽哥哥:循環模式

public WrapMode wrapMode;

++++動畫剪輯播放完成之後,應該如何操作?

 

 

 

 

 

 

 

 

#C3、Public Functions公有函數

#C3、Public Functions公有函數

++C3、Public Functions公有函數

++++C3.1、AddClip

++++C3.2、Blend

++++C3.3、CrossFade

++++C3.4、CrossFadeQueued

++++C3.5、GetClipCount

++++C3.6、IsPlaying

++++C3.7、Play

++++C3.8、PlayQueued

++++C3.9、RemoveClip

++++C3.10、Rewind

++++C3.11、Sample

++++C3.12、Stop

++++C3.13、YanlzXREngine.Animation.PublicFunctions

 

 

++C3.1、AddClip

++C3.1、AddClip

++C3.1、AddClip

++++立鑽哥哥:添加剪輯

public void AddClip(AnimationClip clip, string newName);

public void AddClip(AnimationClip clip, string newName, int firstName, int lastFrame, bool addLoopFrame=false);

++++[addLoopFrame]:是否應該在最後插入一個額外的幀匹配第一幀?如果在製作一個循環的動畫,那麼可以打開這個選項

++++添加一個指定名稱的動畫剪輯

++++firstFramelastFrame之間添加動畫剪輯,新的動畫剪輯也會被添加到名稱爲newName的動畫中

++++如果已存在具有相同名稱的剪輯,會被替換爲新剪輯

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public AnimationClip walkClip;

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

        anim.AddClip(walkClip, MyWalk);

    }    //立鑽哥哥:void Start(){}

 

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

 

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

 

        anim.AddClip(anim.clip, MyShoot, 0, 10);

        anim.AddClip(anim.clip, MyWalk, 11, 20, true);

        anim.AddClip(anim.clip, MyIdle, 21, 30, true);

    }    //立鑽哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.2、Blend

++C3.2、Blend

++C3.2、Blend

++++立鑽哥哥:混合

public void Blend(string animation, float targetWeight=1.0F, float fadeLength=0.3F);

++++在接下來的幾秒內混合命名爲animation的動畫到targetWeight

++++其他動畫的播放將不會受到影響

 

 

 

 

 

++C3.3、CrossFade

++C3.3、CrossFade

++C3.3、CrossFade

++++立鑽哥哥:淡入淡出

public void CrossFade(string animation, float fadeLength=0.3F, PlayMode mode=PlayMode.StopSameLayer);

++++在一定時間內淡入名稱爲name的動畫並且淡出其他動畫

++++如果模式是PlayMode.StopSameLayer,在同一層的動畫將在動畫淡入的時候淡出;如果模式是PlayMode.StopAll,所有動畫將在淡入的時候淡出

++++如果動畫沒有被設置成循環,它將停止並且在播放完成之後倒帶至開始

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        if(Mathf.Abs(Input.GetAxis(Vertical)) > 0.1F){

            anim.CrossFade(MyRun);

        }else{

            anim.CrossFade(MyIdle);

        }    //立鑽哥哥:if()else(){}

    }    //立鑽哥哥:void Update(){}

 

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

 

 

 

 

 

++C3.4、CrossFadeQueued

++C3.4、CrossFadeQueued

++C3.4、CrossFadeQueued

++++立鑽哥哥:淡入淡出隊列

public AnimationState CrossFadeQueued(string animation, float fadeLength=0.3F, QueueMode queue=QueueMode.CompleteOthers, PlayMode mode=PlayMode.StopSameLayer);

++++在前一個動畫播放完成之後淡入淡出下一個動畫

++++例如可以播放一個特定的動畫序列

++++動畫在播放前複製自身,因此可以在相同的動畫間漸變,這可用來重疊兩個相同的動畫;例如可能有一個揮劍的動畫,玩家快速揮動了2次,可以回放這個動畫並從開始播放它,但會跳幀

++++如果queueQueueMode.CompleteOthers這個動畫只在所有其他動畫都停止播放時纔開始

++++如果queueQueueMode.PlayNow這個動畫將以一個複製的動畫狀態立即開始播放

++++動畫播放完成後它間自動清除它自己;在播放完成後使用賦值的動畫將導致一個異常

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

    }    //立鑽哥哥:void Start(){}

 

    void Update(){

        if(Input.GetButtonDown(Fire1)){

            anim.CrossFadeQueued(MyShoot, 0.3F, QueueMode.PlayNow);

        }    //立鑽哥哥:if()else(){}

    }    //立鑽哥哥:void Update(){}

 

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

 

 

 

 

 

++C3.5、GetClipCount

++C3.5、GetClipCount

++C3.5、GetClipCount

++++立鑽哥哥:獲取剪輯數

public int GetClipCount();

++++取得該動畫的動畫剪輯數量

 

 

 

 

 

++C3.6、IsPlaying

++C3.6、IsPlaying

++C3.6、IsPlaying

++++立鑽哥哥:是否正播放

public bool IsPlaying(string name);

++++名爲name的動畫正在播放嗎?

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

    }    //立鑽哥哥:void Start(){}

 

    void OnMouseEnter(){

        if(!anim.IsPlaying(MymouseOverEffect)){

            anim.Play(MyMouseOverEffect);

        }    //立鑽哥哥:if(){}

    }    //立鑽哥哥:void OnMouseEnter(){}

 

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

 

 

 

 

 

++C3.7、Play

++C3.7、Play

++C3.7、Play

++++立鑽哥哥:播放

public bool Play(PlayMode mode=PlayMode.StopSameLayer);

public bool Play(string, animation, PlayMode mode=PlayMode.StopSameLayer);

++++不帶有任何混合的播放動畫

++++如果不指定名稱那麼會播放默認動畫;在無默認動畫或沒有指定名稱的動畫,那麼不會播放動畫並返回null

++++playMode選項是讓選擇該動畫怎樣影響其他正播放的動畫

++++如果指定的動畫正在播放,那麼其他的動畫將被停止,但是該動畫不會回到開頭

++++當達到動畫結束將自動停止並倒回到開始,除非播放模式設置爲循環

++++注意:如果對象在更新期間調用Animation.Play,對象被取消激活,那麼播放會取消;當對象之後重新被激活,動畫也不會開始播放;但是,如果後續幀的繼續調用(即,而對象仍然處於非活動狀態),則動畫將在對象重新激活後開始播放

 

 

 

 

 

++C3.8、PlayQueued

++C3.8、PlayQueued

++C3.8、PlayQueued

++++立鑽哥哥:播放隊列

public AnimationState PlayQueued(string animation, QueueMode queue=QueueMode.CompleteOthers, PlayMode mode=PlayMode.StopSameLayer);

++++在前一個動畫播放完成之後直接播放下一個動畫

++++比如可能會一個接一個播放一個特殊序列的動畫

++++動畫狀態在播放之前會複製自己,因此可以在相同的動畫之間進行淡入淡出;這個可以用於覆蓋兩個相同的動畫;比如可能有一個劍揮舞的動畫,玩家連續快速削兩次;可以倒播這個動畫然後從頭再播放但是會看到動畫之間有跳躍現象

++++如果queueQueueMode.CompleteOthers,當所有其他動畫停止播放,這個動畫纔會開始

++++如果queueQueueMode.PlayNow,這個動畫將在一個重複的動畫狀態下立即開始播放

++++當動畫完成播放之後,它會自動清理;在一個動畫狀態結束之後使用它,將會導致一個異常

 

 

 

 

 

++C3.9、RemoveClip

++C3.9、RemoveClip

++C3.9、RemoveClip

++++立鑽哥哥:移除剪輯

public void RemoveClip(AnimationClip clip);

public void RemoveClip(string clipName);

++++從動畫列表移除剪輯

++++這將去掉剪輯和所有基於這個剪輯的動畫狀態

++++這將去掉名稱爲clipName的動畫狀態

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

 

 

 

 

 

++C3.10、Rewind

++C3.10、Rewind

++C3.10、Rewind

++++立鑽哥哥:倒回

public void Rewind(string name);

public void Rewind();

++++倒回名稱爲name的動畫

++++倒回所有動畫

 

 

 

 

 

++C3.11、Sample

++C3.11、Sample

++C3.11、Sample

++++立鑽哥哥:採樣

public void Sample();

++++在當前狀態對動畫進行採樣

++++當明確想設置一些動畫狀態並且對它取樣一次的時候有用

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimation : MonoBehaviour{

    public Animation anim;

 

    void Start(){

        anim = GetComponent<Animation>();

 

        anim[MyClip].time = 2.0F;

        anim[MyClip].enabled = true;

        anim.Sample();

        anim[MyClip].enabled = false;

    }    //立鑽哥哥:void Start(){}

 

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

 

 

 

 

 

++C3.12、Stop

++C3.12、Stop

++C3.12、Stop

++++立鑽哥哥:停止

public void Stop();

++++停止所有當前Animation正在播放的動畫

++++停止一個動畫會讓動畫重回開會位置

 

 

 

 

 

 

 

 

 

#D4、立鑽哥哥對Animation類的拓展

#D4、立鑽哥哥對Animation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

++++[Transform變換]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[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

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody剛體]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator動畫]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Joint關節]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[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

++++[Input輸入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources資源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network網絡]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[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

++++Unity面試題Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面試題Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面試題https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禪道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入門篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入門篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入門篇(基礎概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知識點https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++遊戲框架(UI框架夯實篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++遊戲框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架設計https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++從零開始學架構https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++設計模式簡單整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++專題:設計模式(精華篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小項目參考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小遊戲算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML類圖https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知識點0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

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

++++U3D_Shader編程(第一篇:快速入門篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader編程(第二篇:基礎夯實篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基礎https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向組件開發https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系統https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平臺開發https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基礎https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI進階https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI綜合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity動畫系統基礎https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity動畫系統進階https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation導航系統https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity數據存儲https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite數據庫https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW類和協程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity網絡https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity資源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer簡介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

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

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委託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#靜態類https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String類https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#數據類型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默認的快捷鍵https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++遊戲相關縮寫https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody剛體https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材質https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++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

--_--VRunSoft:lovezuanzuan--_--

--_--VRunSoft:lovezuanzuan--_--

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