std::sort() 詳解html
http://feihu.me/blog/android
C++11 新特性ios
http://blog.guoyb.com/2016/09/19/cpp11-all/
unity3d 相機跟隨的穿牆處理git
http://blog.csdn.net/husheng0/article/details/47741239github
http://www.cnblogs.com/dragon2012/p/3691736.html數據結構
unity3d 相機後處理:架構
https://www.jianshu.com/p/4e8162ed0c8dapp
unity3d 觀察者模式 用於GameObject之間的通訊函數
http://www.cnblogs.com/neverdie/p/Unity3D_event_delegate_1.html#_nav_0工具
http://www.cnblogs.com/buptzym/archive/2013/03/15/2962300.html
unity andorid優化:
http://www.xuanyusong.com/archives/3205
unity link.xml相關:
http://www.cnblogs.com/rockgong/p/4865243.html
unity3d 協程
http://blog.csdn.net/huang9012/article/details/38492937
uinty ScriptableObject:
https://www.jianshu.com/p/af878d967c84
https://blog.csdn.net/uwa4d/article/details/77930095
https://www.cnblogs.com/devhyj/p/4342592.html
ScriptableObject不支持多態序列化存儲,如需多態則可以使用C#的BinaryFormatter類序列化爲二進制存儲
unity3d uGUI ScrollView優化
https://github.com/tenvick/hugula
或者
https://github.com/tenvick/hugular_cstolua
示例資源:http://files.cnblogs.com/files/lan-yt/UGUIScrollView_X.zip
http://www.shijunzh.com/archives/102
http://blog.csdn.net/dingxiaowei2013/article/details/70769892
unity ios ipv6支持
http://blog.csdn.net/game_jqd/article/details/51889294
http://blog.csdn.net/huutu/article/details/52155885
海哥github:
https://github.com/codekuangben/Tools.git
https://github.com/hackself
orz:
https://github.com/huailiang?tab=repositories
圖文混排:
https://github.com/carlosCn/Unity-EmojiText
https://blog.uwa4d.com/archives/Sparkle_UGUI.html
圖片動態加載相關:
http://blog.csdn.net/stephanie_1/article/details/68486121
http://www.xuanyusong.com/archives/3304
http://blog.csdn.net/sgnyyy/article/details/39268215
http://www.cnblogs.com/88999660/archive/2013/03/15/2961663.html
http://blog.csdn.net/ynnmnm/article/details/44806591
http://blog.sina.com.cn/s/blog_155a1f2470102w8hi.html
http://blog.csdn.net/gaojinjingg/article/details/53323159
https://blog.uwa4d.com/tag/AssetBundle/1/
圖片都放在resource目錄下是沒法打包圖集的,致使內存過大
http://news.tuxi.com.cn/viewtt/q/20170714C01IO200.html
後處理優化:
Blit或 ImageEffects部分峯值狀況,可能和OnRenderImage有關,解決方案可參考:
https://blog.uwa4d.com/archives/USparkle_Post_processing.html 第一個問題:OnRenderImage的性能問題
https://forum.unity.com/threads/onrenderimage-is-slow-when-msaa-is-on.427006/
https://forum.unity.com/threads/post-process-mobile-performance-alternatives-to-graphics-blit-onrenderimage.414399/
使用時注意:
相機的HDR要關閉,
相機的MSAA與後處理不可同時啓用,不然後處理無效果。
後處理能夠包括MSAA的RT,效果上不影響。
若是繼承了Colorful的BaseEffect類,需刪除BaseEffect的OnRenderImage函數,渲染次序纔會正常;或者直接修改繼承類。
AssetBundle加載(streamingAssetsPath問題):
https://blog.csdn.net/lodypig/article/details/51872595#streamingassetspath
https://blog.csdn.net/e295166319/article/details/60140796
unity:動態(運行時生成)圖集
https://zhuanlan.zhihu.com/p/38004837
https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator
https://blog.csdn.net/lzdidiv/article/details/53736068?locationNum=12&fps=1
unity Mesh構建:
http://www.taikr.com/my/course/867
https://blog.csdn.net/column/details/13945.html?&page=1
unity中StreamingAssets與PersistAssets訪問:
https://blog.csdn.net/kitok/article/details/72868426
perlin噪聲:
http://www.cnblogs.com/leoin2012/p/7218033.html
unity3d shader:
http://blog.csdn.net/zhuangyou123/article/details/26077783
unity
http://www.chenjd.me
unity類實例打包
http://blog.csdn.net/jjiss318/article/details/7195052
unity memory profiler
https://bitbucket.org/Unity-Technologies/memoryprofiler
unity加載紋理性能比較:
http://www.cnblogs.com/lancidie/p/6258174.html
unity shaer:
http://www.cnblogs.com/programmer-kaima/p/7704358.html
PBR(物理光照渲染):http://www.cnblogs.com/cg4213/p/5946077.html http://www.cnblogs.com/Esfog/p/PBR_PhysicalBasic.html
HDR:高動態光照渲染
unity UI上顯示特效或者3d模型
http://blog.csdn.net/xhyzdai/article/details/50145691 (重要)
http://blog.csdn.net/xhyzdai/article/details/60963960
http://blog.csdn.net/meegomeego/article/details/42060389
http://gad.qq.com/article/detail/26899
http://www.xuanyusong.com/archives/4318
unity Canvas:
http://blog.csdn.net/wangmeiqiang/article/details/52531315
https://www.cnblogs.com/feiqianlove/p/6824353.html
unity 聊天氣泡自適應:
https://blog.csdn.net/qq_36304697/article/details/83755747
https://www.cnblogs.com/guxin/p/unity-ugui-chat-item-self-adaption.html
unity PSD2UGUI
http://blog.csdn.net/woyidinghuichenggong/article/details/44566041
http://blog.csdn.net/bszk81340089/article/details/54923961
unity 搖桿:
http://www.u3d8.com/?p=1174
unity protobuf-net:
http://www.cnblogs.com/SChivas/p/7898166.html
unity UDP協議:
http://www.cnblogs.com/SChivas/p/7854100.html
unity 加密:
http://blog.csdn.net/huutu/article/details/50829828
http://csftech.logdown.com/posts/452269-android-unity-encryption
http://blog.csdn.net/qq_33747722/article/category/6672561
https://www.cnblogs.com/lixiang-share/p/5978107.html
DoTween:
http://blog.csdn.net/u011484013/article/details/73566187
https://www.cnblogs.com/backlighting/p/5344047.html
http://blog.csdn.net/u012740992/article/details/47315459
Unity Quaternion類:
http://www.cnblogs.com/tgycoder/p/5103966.html
https://www.cnblogs.com/tgycoder/p/5106463.html
http://blog.csdn.net/wenbo228228/article/details/43854989
http://blog.csdn.net/quan2008happy/article/details/39325155
https://zhuanlan.zhihu.com/p/32300891
http://qiankanglai.me/timeline/ unity知識講解
unity 蒙皮骨骼:
http://blog.csdn.net/onafioo/article/details/50708719
http://www.cnblogs.com/winfree/archive/2009/01/20/1378854.html
http://blog.csdn.net/n5/article/details/3105872
unity DrawCall優化相關神文:
http://gad.qq.com/u/profile/2091953
http://gad.qq.com/article/detail/26926
http://gad.qq.com/article/detail/26927
http://gad.qq.com/article/detail/28456
https://www.cnblogs.com/leoin2012/p/6270184.html
unity IK:
http://www.xuanyusong.com/archives/2264
unity Animator:
http://blog.csdn.net/u014635337/article/details/46918953
https://www.cnblogs.com/hont/p/5196485.html
http://www.cnblogs.com/hammerc/p/4826913.html
https://www.jianshu.com/p/c188e1f48522
https://www.cnblogs.com/hont/p/5100472.html
http://www.58kaifa.com/course/24 連接:http://pan.baidu.com/s/1wJxd8 密碼:8y4e
行爲樹:
http://www.taikr.com/my/course/327
https://download.csdn.net/download/zhiwen_xue/9715777
https://download.csdn.net/download/ahutahut/10021265
https://www.jianshu.com/p/64b5fe01fb1c
unity3d 屬性:
https://www.cnblogs.com/leesymbol/p/5382571.html
unity3d 物理模擬同步:
http://blog.csdn.net/xoyojank/article/details/51611114
unity的碰撞器與觸發器:
https://www.cnblogs.com/slysky/p/4290803.html
unity反編譯資源工具:
https://github.com/Perfare/UnityStudio/releases
unity 幀同步:
https://gitee.com/youyouzai/moba
https://zhuanlan.zhihu.com/p/30422277
http://www.gameres.com/694649.html
https://github.com/GaoKaiHaHa/UnityLockStepDemo
http://www.aisharing.com/sitemap
https://musoucrow.github.io/
https://blog.csdn.net/i_dovelemon
https://gitee.com/liyonghelpme/MobaKeHuDuan
https://github.com/QinZhuo/IDG_Game_One
unity ECS架構:
http://blog.csdn.net/u012632851/article/category/7034956
https://zhuanlan.zhihu.com/p/32787878
https://zhuanlan.zhihu.com/p/30538626
http://gad.qq.com/article/detail/29595
lua介紹:
https://www.cnblogs.com/slysky/p/7919114.html
https://blog.csdn.net/pengdongwei/article/details/50420612
unity 捏臉、換裝:
https://zhuanlan.zhihu.com/p/33729047?group_id=945398964779024384
https://blog.uwa4d.com/archives/avartar.html
http://blog.csdn.net/yongh701/article/details/73001312
unity 解包:
http://www.xuanyusong.com/archives/3618
OpenGL:
http://blog.csdn.net/column/details/13062.html?&page=1
http://www.opengl-tutorial.org/cn
C#:
https://referencesource.microsoft.com
openGL:
https://learnopengl-cn.github.io/
論壇:
UI優化:
l ui prefab全部節點下不能夠掛丟失腳本的monobehaviour
l 全部Text組件不得字體爲空
l 全部Image組件Sprite不能爲空或者爲系統默認圖片
l 全部Text不容許掛載多個Outline或Shadow組件
l 被引用超過兩次以上的圖片應放入圖集
l 建議能複用的控件單獨作成prefab以便統一管理
https://www.cnblogs.com/ubanck/articles/5284798.html
https://www.jianshu.com/p/061e67308e5f
http://www.cnblogs.com/murongxiaopifu/p/4284988.html
http://blog.csdn.net/yuxikuo_1/article/details/45364445
http://gad.qq.com/article/detail/25947
https://www.jianshu.com/p/8a9ccf34860e
https://blog.csdn.net/coffeecato/article/details/80344859
https://kmageek.com/2018/04/12/UGUIOpt/
UI相機設置相關:
真正的項目中不是這樣子進行適配的,由於這樣子對 stretch 模式的 UI 不夠友好,一半選擇是根據高度進行適配,這樣子製做UI的時候高度上是能夠固定的,而後寬度上須要進行自適應,和屏幕的兩邊進行對齊。所以真正的使用規則以下:1. Canvas 選擇 Screen Space-Camera 模式;2. Camera 設置成正交模式;3. Canvas Scaler 選擇 Scale With Screen Size, Screen Match Mode 選擇 Match Width Or Height,比例設爲1,即只和高度進行適配;4. Camera 的 Clear Flags 選擇 Depth Only。
UGUI部分組件參數說明:
https://blog.csdn.net/qq_42459006/article/details/82431898
UGUI 餅圖:
https://blog.csdn.net/xuanjian6/article/details/12053813
UGUI 雷達圖:
https://www.jianshu.com/p/0e1f2de9bbe1
unity Android調試:
unity app安裝命令:
G:\fuhubu\TropicalStorm\Apk>adb install yhzj.apk
yhzj.apk: 1 file pushed. 3.5 MB/s (666597469 bytes in 183.521s)
pkg: /data/local/tmp/yhzj.apk
Success
unity android日誌查看:
啓動G:\software\AndroidSDK\tools\monitor.bat 稍微等待片刻會啓動一個窗口
Devices:選擇已鏈接設備
Saved Filters:添加filter
name:隨意(如:Android)
tag:Unity
正則小技巧:
sublime 3.0替換反編譯的dll源碼
get_xxx()替換爲xxx
Find:get_(.*?)\(\)
Replace:\1
set_xxx(yyy)替換爲xxx=yyy
Find:set_(.*?)\((.*)\)
Replace:\1=\2
untiy打開相同工程多個
編寫bat腳本,如mklink.bat,內容以下:
%cd%
rem 須要建立的目錄
set dir=TropicalStorm_copy
rem 若是沒有則建立
if not exist %dir% ( md %dir%)
rem 建立連接
mklink /J %dir%\AI TropicalStorm\AI
mklink /J %dir%\Assets TropicalStorm\Assets
mklink /J %dir%\Library TropicalStorm\Library
mklink /J %dir%\libs TropicalStorm\libs
mklink /J %dir%\ProjectSettings TropicalStorm\ProjectSettings
mklink /J %dir%\TropicalStorm_WwiseProject TropicalStorm\TropicalStorm_WwiseProject
pause
將mklink.bat放在工程統計目錄下,如TropicalStorm,雙擊運行生成TropicalStorm_copy工程
unity選擇打開TropicalStorm_copy工程便可
//unity 得到指定字體、字號下文本的寬度 public static float GetContentSize ( string text , int fontsize, Font font , FontStyle fontStyel = FontStyle.Normal ) { font.RequestCharactersInTexture(text, fontsize, fontStyel); CharacterInfo characterInfo ; float width = 0f; for (int i = 0; i < text.Length; i++) { font.GetCharacterInfo(text[i], out characterInfo, fontsize); width += characterInfo.advance; } return width; }