《UnityAPI.Screen屏幕》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Unity+Screen+dpi+SetResolution+立钻哥哥++OK++)_unity刷新屏幕的api-程序员宅基地

技术标签: VR云游戏实战零碎技术点  Unity开发基础  Unity  Screen  Yanlz  VR云游戏  立钻哥哥  UnityAPI  

《UnityAPI.Screen屏幕》

版本

作者

参与者

完成日期

备注

UnityAPI_Screen_V01_1.0

严立钻

 

2020.09.16

 

 

 

 

 

 

 

#《UnityAPI.Screen屏幕》发布说明:

++++“UnityAPI.Screen屏幕是对UnityAPIScreen屏幕类的剖析和拓展

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“UE4Cocos2dx”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/

 

 

 

 

 

 

#Screen屏幕

#Screen屏幕

#Screen屏幕

++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:Screen(屏幕)是访问显示器的分辨率信息

++++[namespace]:UnityEngine

++++[Inherits from]

++++Screen类能用来获取支持的分辨率列表,切换当前分辨率;

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、autorotateToLandscapeLeft

++++B2.2、autorotateLandscapeRight

++++B2.3、autoroateToPortrait

++++B2.4、autorotateToPartraitUpsideDown

++++B2.5、currentResolution

++++B2.6、dpi

++++B2.7、fullScreen

++++B2.8、height

++++B2.9、orientation

++++B2.10、resolutions

++++B2.11、sleepTimeout

++++B2.12、width

++++B2.13、YanlzXREngine.Screen.StaticVariables

 

 

++B2.1、autorotateToLandscapeLeft

++B2.1、autorotateToLandscapeLeft

++B2.1、autorotateToLandscapeLeft

++++立钻哥哥:自动旋转为左横向

public static bool autorotateToLandscapeLeft;

++++允许自动旋转为左横向;Home键在左侧

++++此设置必须是方向设置为自动旋转模式

 

 

 

 

 

++B2.2、autorotateLandscapeRight

++B2.2、autorotateLandscapeRight

++B2.2、autorotateLandscapeRight

++++立钻哥哥:自动旋转为右横向

public static bool autorotateToLandscapeRight;

++++允许自动旋转为有横向;Home键在右侧

++++此设置必须是屏幕方向设置为自动旋转模式

 

 

 

 

 

++B2.3、autoroateToPortrait

++B2.3、autoroateToPortrait

++B2.3、autoroateToPortrait

++++立钻哥哥:自动旋转为纵向

public static bool autorotateToPortrait;

++++运行屏幕自动旋转到纵向?Home按钮在下方

++++此设置必须是方向设置为自动旋转模式

 

 

 

 

 

++B2.4、autorotateToPartraitUpsideDown

++B2.4、autorotateToPartraitUpsideDown

++B2.4、autorotateToPartraitUpsideDown

++++立钻哥哥:自动旋转为纵向倒置

public static bool autorotateToPortraitUpsideDown;

++++允许自动旋转为左横向;Home按钮在上方

++++此设置必须是方向设置为自动旋转模式

 

 

 

 

 

++B2.5、currentResolution

++B2.5、currentResolution

++B2.5、currentResolution

++++立钻哥哥:当前分辨率

public static Resolution currentResolution;

++++当前屏幕的分辨率(只读

++++如果播放器是运行在窗口模式,则返回的是当前桌面的分辨率

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzScreen : MonoBehaviour{

 

    void MyTestFunc(){

        Debug.Log(Screen.currentResolution);

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzScreen{}

 

 

 

 

 

++B2.6、dpi

++B2.6、dpi

++B2.6、dpi

++++立钻哥哥:屏幕像素密度

public static float dpi;

++++当前屏幕的DPI只读

++++物理设备运行应用程序的屏幕实际DPI,如果无法确定当前的DPI,可能返回0

 

 

 

 

 

++B2.7、fullScreen

++B2.7、fullScreen

++B2.7、fullScreen

++++立钻哥哥:全屏

public static bool fullScreen;

++++游戏是否运行在全屏模式?

++++改变这个属性,可以开关全屏模式

++++全屏开关不会立即发生,在当前帧完成时它才实际发生

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzScreen : MonoBehaviour{

 

    void MyTestFunc(){

        Screen.fullScreen = !Screen.fullScreen;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzScreen{}

 

 

 

 

 

++B2.8、height

++B2.8、height

++B2.8、height

++++立钻哥哥:高度

public static int height;

++++以像素单位,屏幕窗口的当前高度(只读

++++这是播放器窗口的实际高度(在全屏模式下也是当前分辨率的高度)

 

 

 

 

 

++B2.9、orientation

++B2.9、orientation

++B2.9、orientation

++++立钻哥哥:方向

public static ScreenOrientation orientation;

++++指定屏幕的逻辑方向

++++默认值是Player Settings中的Default Orientation;例如,iPhone的分辨率480*320,水平方向是480*320分辨率,垂直方向是320*480

++++注意:逻辑方向不仅影响屏幕的方向,但也影响触摸坐标;应该在改变逻辑方向之后,或者触摸位置,因为触摸位置将被顺时针或逆时针旋转以匹配屏幕坐标

++++当前屏幕方向仅相关移动平台

++++如果该值设置为ScreenOrientation.AutoRotation,那么屏幕会根据设备方向自动旋转

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzScreen : MonoBehaviour{

 

    void MyTestFunc(){

        Screen.orientation = ScreenOrientation.LandscapeLeft;

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzScreen{}

 

 

 

 

 

++B2.10、resolutions

++B2.10、resolutions

++B2.10、resolutions

++++立钻哥哥:分辨率列表

public static Resolution[] resolutions;

++++显示器支持的所有全屏分辨率(只读

++++返回分辨率的列表,安装宽带排序,较低的分辨率排在前面;注意:在Android设备列表总是为空,因为该分辨率是变化的,所以选择没有限制的分辨率

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzScreen : MonoBehaviour{

 

    void Start(){

        Resolution[] resolutions = Screen.resolutions;

    

        foreach(Resolution res in resolutions){

            Debug.Log(res.width + x + res.height);

        }    //立钻哥哥:foreach(){}

 

        Screen.SetResolution(resolutions[0].width, resolutions[0].height, true);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzScreen{}

 

 

 

 

 

++B2.11、sleepTimeout

++B2.11、sleepTimeout

++B2.11、sleepTimeout

++++立钻哥哥:休眠超时

public static int sleepTimeout;

++++省电设置,最后活跃用户交互之后,过一些时间,使屏幕变暗

++++对手持设备非常有用,允许操作系统延长电池寿命的最有效的方法;对非手持设备无效

++++sleepTimeout以秒计算,默认值根据不同的平台而不同,一般是非零值

++++在移动设备上,游戏使用加速度传感器作为主要输入源,设置sleepTimeoutSleepTimeout.NeverSleep,防止休眠;然而,此类游戏应该允许在菜单设置屏幕变暗或暂停时

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzScreen : MonoBehaviour{

 

    void Start(){

        Screen.sleepTimeout = SleepTimeout.NeverSleep;

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzScreen{}

 

 

 

 

 

++B2.12、width

++B2.12、width

++B2.12、width

++++立钻哥哥:宽度

public static int width;

++++屏幕窗口的当前宽度,单位像素(只读

++++这是播放器窗口的实际宽度(在全屏模式,也是当前的分辨率)

 

 

 

 

 

 

 

 

#C3、Static Functions静态函数

#C3、Static Functions静态函数

++C3、Static Functions静态函数

++++C3.1、SetResolution

++++C3.2、YanlzXREngine.Screen.StaticFunctions

 

 

++C3.1、SetResolution

++C3.1、SetResolution

++C3.1、SetResolution

++++立钻哥哥:设置分辨率

public static void SetResolution(int width, int height, bool fullscreen);

public static void SetResolution(int width, int height, bool fullscreen, int perferredRefreshRate=0);

++++切换屏幕分辨率

++++应用有宽高的分辨率,如果没有匹配的分辨率被支持,将使用最接近的分辨率

++++如果perferredRefreshRate0(默认),Unity将切换到显示器支持的最高刷新率;如果preferredRefreshRate不是0,如果显示器支持,Unity将使用它,否则将选择支持的最高的一个

++++在网络播放器,只可以在用户点击内容之后切换分辨率;推荐的方法是只在用户点击一个指定的按钮时切换分辨率

++++Android全屏是控制SYSTEM_UI_FLAG_LOW_PROFILEView.setSystemUiVisibility(),在Android系统3.0或更高版本的设备

++++Window Store Apps切换到非本地分辨率,仅支持Windows 8.1或更高版本

++++全屏开关不会立即发生,在当前帧完成时它才实际发生

 

 

 

 

 

 

 

 

 

#D4、立钻哥哥对Screen类的拓展

#D4、立钻哥哥对Screen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

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

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

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

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[Joint关节]: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

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[Quaternion]:https://blog.csdn.net/VRunSoftYanlz/article/details/107271863

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

++++[LightProbes探测]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372601

++++[Ray射线]:https://blog.csdn.net/VRunSoftYanlz/article/details/107348830

++++[Time时间]:https://blog.csdn.net/VRunSoftYanlz/article/details/107325540

++++[NavMeshAgent]:https://blog.csdn.net/VRunSoftYanlz/article/details/108523967

++++[HingeJoint铰链关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/108478006

++++[Logger记录器]:https://blog.csdn.net/vrunsoftyanlz/article/details/108456660

++++[Gyroscope陀螺仪]:https://blog.csdn.net/vrunsoftyanlz/article/details/108393437

++++[CharacterController]:https://blog.csdn.net/vrunsoftyanlz/article/details/108287279

++++[NavMesh导航网格]:https://blog.csdn.net/VRunSoftYanlz/article/details/108269406

++++[Event事件]:https://blog.csdn.net/vrunsoftyanlz/article/details/108246710

++++[GUI界面]:https://blog.csdn.net/VRunSoftYanlz/article/details/107549711

++++[Graphics图形]:https://blog.csdn.net/VRunSoftYanlz/article/details/107523428

++++[RenderTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/107501834

++++[SMRenderer]:https://blog.csdn.net/VRunSoftYanlz/article/details/107501557

++++[Mesh网格]:https://blog.csdn.net/VRunSoftYanlz/article/details/107419330

++++[PSRenderer]:https://blog.csdn.net/VRunSoftYanlz/article/details/107395415

++++[Particle粒子]:https://blog.csdn.net/VRunSoftYanlz/article/details/107394743

++++[Light灯光]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372030

++++[Mathf数学函数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107307385

++++[Vector2二维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107239428

++++[Vector3三维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107170428

++++[Vector4四维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147669

++++[Color颜色]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147170

++++[Cloth布料]:https://blog.csdn.net/VRunSoftYanlz/article/details/107131605

++++[Canvas画布]:https://blog.csdn.net/VRunSoftYanlz/article/details/107117293

++++[TransitionInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116998

++++[AniStateInfo]:https://blog.csdn.net/VRunSoftYanlz/article/details/107116694

++++[AnimationState]:https://blog.csdn.net/VRunSoftYanlz/article/details/107093213

++++[Rect矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/107073059

++++[Random随机数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107072515

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

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

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

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

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

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

++++[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=>VRhttps://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_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之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_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://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VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://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用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://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0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://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JNIhttps://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--_--

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

版权声明:本文为博主原创文章,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。
本文链接:https://blog.csdn.net/VRunSoftYanlz/article/details/108631726

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