Unity3D资料 - yty/yty.github.io GitHub Wiki
###vector field###
u3d的 vector field 3d https://www.youtube.com/watch?v=gPNdnIMbe8o
p5的 vector field noise https://www.youtube.com/watch?v=BjoM9oKOAKY&feature=youtu.be
用Blender制作Unity Visual Effect Graph的Vector Field https://zhuanlan.zhihu.com/p/49301381
Visual Effect Graph初步探索 https://www.bilibili.com/read/cv1888638/
粒子特效教程 | GPU粒子力场 https://connect.unity.com/p/li-zi-te-xiao-jiao-cheng-gpuli-zi-li-chang
Visual Effect GraphのVector Field Forceを使って竜巻みたいなものを作る http://kamiya-densan.jp/2019/01/11/%E3%80%90unity%E3%80%91visual-effect-graph%E3%81%AEvector-field-force%E3%82%92%E4%BD%BF%E3%81%A3%E3%81%A6%E7%AB%9C%E5%B7%BB%E3%81%BF%E3%81%9F%E3%81%84%E3%81%AA%E3%82%82%E3%81%AE%E3%82%92%E4%BD%9C/
https://blog.gmork.in/entry/vfx-graph UnityのVFXGraphでパーティクル芸やる方法
###obi rope 绳子介绍### http://www.itdaan.com/blog/2017/07/09/1f9986e5ecae28af656d7875f73d73bc.html
###自动生成目录保存永久参数文件### https://www.jianshu.com/p/ae08e7edeb56
###自定义2d数组### https://forum.unity.com/threads/show-int-multidimensional-array-in-custom-editor-field.355932/
###sonUtility的局限性### http://blog.csdn.net/yy763496668/article/details/77875195
###自定义材质面板### http://blog.csdn.net/candycat1992/article/details/51417965
###Glow### http://vfxmike.blogspot.jp/2015/03/graphics-blitting-in-unity-part-1.html
###GrassAnim### https://forum.unity.com/threads/shader-moving-trees-grass-in-wind-outside-of-terrain.230911/
###OIT### https://forum.unity.com/threads/approximated-order-independent-transparency.327299/ http://unityshader.hatenablog.com/entry/2013/12/30/040056 https://github.com/candycat1992/OIT_Lab
###MRT### UnityShader:MRT多重渲染 http://blog.csdn.net/ylbs110/article/details/53457576
有关Unity3D的OnRenderImage()和Blit()的一些问题 http://blog.csdn.net/yaokang522/article/details/46789913
###公开课### 2015年的动画新特性 https://www.youtube.com/watch?time_continue=3380&v=HOURak6BpSo
###Tree### https://madewith.unity.com/stories/making-things-grow https://madewith.unity.com/stories/making-things-grow-addendum https://madewith.unity.com/games/prune
###AI###
Unity3D 从入门到放弃 ——巡逻兵 观察者模式 https://blog.csdn.net/toupiofrivia/article/details/70247047
Unity3D 从入门到放弃(六)-----巡逻兵 https://blog.csdn.net/mycodecodecodecode/article/details/70209904
Unity游戏开发 怪物巡逻AI https://blog.csdn.net/c252270036/article/details/77414141
NavMeshAgent 导航网格代理组件 http://www.manew.com/blog-1591-20787.html
不错的多人寻路堆积处理,但只有演示没有代码 http://www.cnblogs.com/jietian331/p/5916568.html
###ANIMATOR### 动画的StateMachineBehaviours http://blog.csdn.net/u010019717/article/details/44760683
Unity手动控制动画播放 http://www.voidcn.com/blog/yangxun983323204/article/p-6035530.html
###UNet### Unity5网络模块UNet介绍(与作者交流过一些问题,) http://www.cnblogs.com/zhouxin/p/5820161.html
u3d5.1 unet同步总结 http://www.cnblogs.com/xianunity/p/5646138.html
Unity Study http://tonytang1990.github.io/2015/07/15/Unity-Study/#Multiplayer_Networking
Create a container and then AssignClientAuthority https://forum.unity3d.com/threads/create-a-container-and-then-assignclientauthority.386022/
Animator.SetTrigger/NetworkAnimator.SetTrigger Bug? https://forum.unity3d.com/threads/animator-settrigger-networkanimator-settrigger-bug.370984/#post-2796480
Syncing scene object rotation over Unet? https://www.reddit.com/r/Unity3D/comments/3s8yt8/syncing_scene_object_rotation_over_unet/
###Water### Water wakes in Unity with C# http://www.habrador.com/tutorials/water-wakes/2-water-wakes/
###android### unity开发android游戏(一)搭建Unity安卓开发环境 http://blog.csdn.net/chenggong2dm/article/details/20654075
Unity开发Android游戏(二)Hello world! http://blog.csdn.net/chenggong2dm/article/details/21875185
非常详细的测试unity与android之间的通讯操作 http://stephen830.iteye.com/blog/2088504
Unity3D:[3]Unity3D与Android交互的问题 http://jingyan.baidu.com/article/63acb44ad9774b61fcc17ed8.html
unity3d Android客户端与PC服务器实现Socket通信(wifi) http://www.cnblogs.com/dwayne/archive/2012/05/22/Android_pc_wifi_socket.html
###Render### 透明排序 https://docs.unity3d.com/Manual/SL-CullAndDepth.html
很有深度的u3d综合教程 2017.06 http://catlikecoding.com/unity/tutorials/noise-derivatives/
修改rtt后的结果,未尝试成功 http://answers.unity3d.com/questions/17788/can-i-use-a-render-target-as-a-shader-property-whe.html
Unity ZTest 深度测试 & ZWrite 深度写入 http://www.cnblogs.com/ljx12138/p/5341381.html
在unity里绘图板 制作一个画板的几种思路和原理 http://blog.csdn.net/shenmifangke/article/details/50698419
Removing Render Texture alpha http://varuagdiary.blogspot.jp/2012/01/unity3d-removing-render-texture-alpha.html
###VR### Unity SteamVR插件集成 https://www.cnblogs.com/czaoth/p/5610573.html Steam VR的使用(二) http://www.cnblogs.com/jqg-aliang/p/5735177.html
SteamVR(HTC Vive) Unity插件深度分析(九) http://gad.qq.com/article/detail/27781
HTC VIVE开发笔记(四)Interaction System插件手柄交互基础 https://blog.csdn.net/u011310341/article/details/78459291
unity开发HTC VIVE虚拟现实应用入坑笔记(三)——InteractionSystem https://blog.csdn.net/sinat_28962939/article/details/78338191
关于SteamVR插件内置的交互系统InteractionSystem https://blog.csdn.net/weixin_39875231/article/details/78597701
Interaction System使用入门之瞬移 https://blog.csdn.net/nicolelili1/article/details/74130275
https://github.com/eseedo/VRCourse/tree/master/Unity%205.3-VR
https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-ovrplugin-132/
https://unity3d.com/cn/learn/tutorials/topics/virtual-reality/vr-overview
https://unity3d.com/cn/learn/tutorials/topics/virtual-reality/deploying-your-vr-project
http://blog.sina.com.cn/s/articlelist_1263924870_0_1.html
http://blog.csdn.net/hermanncain/article/category/6147994
http://blog.csdn.net/zscjob/article/month/2016/04
###shader###
shader使用顶点颜色(官方文档) http://docs.unity3d.com/Manual/SL-VertexProgramInputs.html
surfaceShader中使用顶点颜色 http://answers.unity3d.com/questions/923726/unity-5-standard-shader-support-for-vertex-colors.html
StandardShader中使用顶点颜色 http://forum.unity3d.com/threads/standard-shader-with-vertex-colors.316529/
###video###
DirectShow 制作在Unity3D中可以设置进度的视频播放插件 http://www.cnblogs.com/easyfrog/p/3415151.html
###editor### Unity中HideInInspector和SerializeField以及Serializable http://www.cnblogs.com/nsky/p/4476279.html http://blogs.unity3d.com/cn/2014/06/24/serialization-in-unity/
###c#### 深拷贝与浅拷贝 http://www.cnblogs.com/lidabo/archive/2012/03/12/2392301.html
terry:通用的深拷贝的方法有局限,unity3d自己的类型无法支持。 http://forum.unity3d.com/threads/vector3-not-serializable.7766/
byte[]数组和int之间的转换 http://blog.csdn.net/sunnyfans/article/details/8286906
Unity之路(九)- C#基础语法 http://blog.sina.com.cn/s/blog_74c22b210101bnbm.html
c# list排序的三种实现方式 http://www.cnblogs.com/bradwarden/archive/2012/06/19/2554854.html
###post与request### php上传图片分享 http://blog.csdn.net/he_wen_jian/article/details/41687033
Unity3d 资源断点下载(带流程图) http://blog.csdn.net/pdw_jsp/article/details/50143757
unity3d 关于断点下载和整个下载(用于更新) http://blog.csdn.net/yutyliu/article/details/24346459
unity3d中的http通信 post/get http://blog.sina.com.cn/s/blog_693de6100101o0i7.html
###UI###
UGUI 实现界面 渐隐渐现 FadeIn/Out 效果 https://blog.csdn.net/u010019717/article/details/46799383
Unity自定义UI组件(十一) 雷达图、属性图 https://blog.csdn.net/qq_29579137/article/details/76146908?locationNum=3&fps=1 做一个年月日选择器 https://www.cnblogs.com/sangblog/p/6995534.html
在Unity中使用UGUI修改Mesh绘制几何图形(VertexHelper ) http://www.cnblogs.com/jeason1997/p/5130413.html
鼠标穿透UI问题(Unity官方的解决方法) http://www.cnblogs.com/fly-100/p/4570366.html
UGUI射线检测 http://blog.csdn.net/lyh916/article/details/50947026
Blog###
国内不错的unity3d blog http://blog.csdn.net/langresser/article/category/1748961
台湾对shader研究不错的blog http://brianchang1981.blogspot.jp/2014/06/forward.html
MISC###
Unity3D让物体从规定时间内移动到某一位置 https://blog.csdn.net/yuxikuo_1/article/details/49785807
Unity5中lightmap的坑 https://blog.csdn.net/wolf96/article/details/50877641
unity开发:UDP socket网络连接 https://blog.csdn.net/u012234115/article/details/46483885
一个优秀的Unity3d开发者必备的几种设计模式 https://www.cnblogs.com/zhaoqingqing/p/4288454.html
关于RectTransform的一些研究 https://blog.csdn.net/hany3000/article/details/46385005
osc http://hisasann.github.io/2016/01/27/connect-the-electron-and-unity-in-osc/#🍜
json List的用法 http://kou-yeung.hatenablog.com/entry/2015/12/31/014611
u3d 平滑lookat 脚本 http://blog.csdn.net/nnsword/article/details/13060079
shader遮挡显示 http://blog.sina.com.cn/s/blog_89d90b7c0102vvd9.html
无意间看的Genesis黑历史 http://forum.unity3d.com/threads/new-genesis-3d-engine-unitys-rip-off.212477/
虚拟键盘 http://www.takohi.com/virtual-keyboard-with-unity/
###shader初始化### UNITY_INITIALIZE_OUTPUT(Input, o);
###RenderTexture转Texture2D###
RenderTexture rendTex = tex as RenderTexture;
Texture2D tex2D = new Texture2D(rendTex.width, rendTex.height);
RenderTexture.active = rendTex;
tex2D.ReadPixels(new Rect(0, 0, rendTex.width, rendTex.height), 0, 0);
tex2D.Apply();
RenderTexture.active = null;
###runtime下获取内存大小### http://posposi.blog.fc2.com/blog-entry-224.html https://www.ptt.cc/bbs/GameDesign/M.1421152685.A.FAB.html
[StructLayout(LayoutKind.Sequential)]
private struct MemInfo
{
public uint cb;
public uint PageFaultCount;
//! 64bit version ?
//! http://feedback.unity3d.com/suggestions/additional-define-variables
#if (UNITY_64 || UNITY_EDITOR_64)
public ulong PeakWorkingSetSize;
public ulong WorkingSetSize;
public ulong QuotaPeakPagedPoolUsage;
public ulong QuotaPagedPoolUsage;
public ulong QuotaPeakNonPagedPoolUsage;
public ulong QuotaNonPagedPoolUsage;
public ulong PagefileUsage;
public ulong PeakPagefileUsage;
#else
public uint PeakWorkingSetSize;
public uint WorkingSetSize;
public uint QuotaPeakPagedPoolUsage;
public uint QuotaPagedPoolUsage;
public uint QuotaPeakNonPagedPoolUsage;
public uint QuotaNonPagedPoolUsage;
public uint PagefileUsage;
public uint PeakPagefileUsage;
#endif
}
[DllImport("psapi.dll", SetLastError = true)]
static extern bool GetProcessMemoryInfo(IntPtr hProcess,
out MemInfo info, uint cb);
MemInfo _memInfo = new MemInfo();
IntPtr hWnd = System.Diagnostics.Process.GetCurrentProcess().Handle;
if (GetProcessMemoryInfo(hWnd, out _memInfo,
(uint)Marshal.SizeOf(_memInfo)))
{
//! Total System Memory Usage
WorkingSetSize = _memInfo.WorkingSetSize / 1048576f;
}
public static bool IsDestroyed(this GameObject gameObject)
{
return gameObject == null && !ReferenceEquals(gameObject, null);
}
private static float ofMap(float value, float inputMin, float inputMax, float outputMin, float outputMax, bool clamp)
{
if (Mathf.Abs(inputMin - inputMax) < Mathf.Epsilon)
{
print("ofMap: avoiding possible divide by zero, check inputMin and inputMax\n");
return outputMin;
}
else
{
float outVal = ((value - inputMin) / (inputMax - inputMin) * (outputMax - outputMin) + outputMin);
if (clamp)
{
if (outputMax < outputMin)
{
if (outVal < outputMax) outVal = outputMax;
else if (outVal > outputMin) outVal = outputMin;
}
else
{
if (outVal > outputMax) outVal = outputMax;
else if (outVal < outputMin) outVal = outputMin;
}
}
return outVal;
}
}