《UnityAPI.Application应用程序》
版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_Application_V01_1.0 |
严立钻 |
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2020.05.12 |
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#《UnityAPI.Application应用程序》发布说明:
++++“UnityAPI.Application应用程序”是对UnityAPI中Application类的剖析和拓展;
@@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/
#Application应用程序
#Application应用程序 |
#Application应用程序++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:【Application应用程序】访问应用程序的运行时数;这个类包含查找信息和控制运行时数据的静态方法;
#B2、Static Variables变量
#B2、Static Variables变量 |
++B2、Static Variables变量++++B2.1、absoluteURL++++B2.2、backgroundLoadingPriority++++B2.3、dataPath++++B2.4、genuine++++B2.5、genuineCheckAvailable++++B2.6、internetReachability++++B2.7、isEditor++++B2.8、idLoadingLevel++++B2.9、isPlaying++++B2.10、isWebPlayer++++B2.11、levelCount++++B2.12、loadedLevel++++B2.13、loadedLevelName++++B2.14、persistentDataPath++++B2.15、platform++++B2.16、runInBackground++++B2.17、srcValue++++B2.18、streamedBytes++++B2.19、streamingAssetsPath++++B2.20、systemLanguage++++B2.21、targetFrameRate++++B2.22、temporaryCachePath++++B2.23、unityVersion++++B2.24、webSecurityEnabled++++B2.25、YanlzAPI.Application.StaticVariables |
++B2.1、absoluteURL
++B2.1、absoluteURL |
++B2.1、absoluteURL
++++立钻哥哥:获得Web播放器数据文件夹的绝对路径;
static string absoluteURL; |
++++Application.absoluteURL和Application.srcValue允许检测unityWeb数据文件是否被移动或链接到其他位置;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Start(){ bool isPirated = false;
if(Application.isWebPlayer){ if(Application.srcValue != “game.unity3d”){ isPirated = true; }
if(string.Compare(Application.absoluteURL, “http://www.i360game.com/Game/game.unity3d”, true) != 0){ isPirated = true; }
if(isPirated){ print(“立钻哥哥:Pirated web player!”); } } //立钻哥哥:if(){}
} //立钻哥哥:void Start(){} } //立钻哥哥:public class YanlzApplication{} |
++B2.2、backgroundLoadingPriority
++B2.2、backgroundLoadingPriority |
++B2.2、backgroundLoadingPriority
++++立钻哥哥:后台装载线程优先级;
static ThreadPriority backgroundLoadingPriority; |
++++控制需要多长时间来异步加载数据,在后台加载游戏;
unity UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyAppFunc(){ Application.backgroundLoadingPriority = ThreadPriority.High; //Application.backgroundLoadingPriority = ThreadPriority.Low; } } //立钻哥哥:public class YanlzApplication{} |
++B2.3、dataPath
++B2.3、dataPath |
++B2.3、dataPath
++++立钻哥哥:包含有数据文件夹的路径(只读);
static string dataPath; |
++++这个值依赖于运行的平台;
++++[Unity编辑器]:<工程文件夹的路径>/Assets;
++++[Mac player]:<播放器应用的路径>/Contents;
++++[iPhone player]:<播放器应用的路径>/<AppName.app>/Data;
++++[Win player]:<包含可执行播放器的文件夹的路径>\Data;
++++[Web player]:播放器数据文件夹的绝对路径(没有实际的数据文件名称);
++++[Flash]:播放器数据文件夹的绝对路径(没有实际的数据文件名称);
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ public void Awake(){ print(Application.dataPath); } } //立钻哥哥:public class YanlzApplication{} |
++B2.4、genuine
++B2.4、genuine |
++B2.4、genuine
++++立钻哥哥:正版;
static bool genuine; |
++++如果编译后的应用程序被任何方式改变的了,返回假;否则返回真;
++B2.5、genuineCheckAvailable
++B2.5、genuineCheckAvailable |
++B2.5、genuineCheckAvailable
++++立钻哥哥:正版检查可用;
static bool genuineCheckAvailable; |
++++如果可以确认应用程序的完整性返回真;否则返回假;
++B2.6、internetReachability
++B2.6、internetReachability |
++B2.6、internetReachability
++++立钻哥哥:网络可达性;
static NetworkReachability internetReachability; |
++++返回设备上的网络可达性目前可能的类型;
++++此属性是在手持设备上区分运营商网络快速而廉价的WiFi连接最有用;
++++注意:请不要使用此属性来确定实际的连接;例如该设备可以连接到一个热点,但不具有连网络的实际路由;非手持设备被认为总是能够联网;
++B2.7、isEditor
++B2.7、isEditor |
++B2.7、isEditor
++++立钻哥哥:是否在编辑器;
static bool isEditor; |
++++是否在Unity编辑器内运行?
++++如果游戏从Unity编辑器中运行,返回真;如果从其他部署目标运行返回假;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ if(Application.isEditor){ print(“立钻哥哥:We are running this from inside of the editor!”); } } } //立钻哥哥:public class YanlzApplication{} |
++B2.8、isLoadingLevel
++B2.8、isLoadingLevel |
++B2.8、isLoadingLevel
++++立钻哥哥:是否有一些场景正在被加载(只读)?
static bool isLoadingLevel; |
++++方法LoadLevel和LoadLevelAdditive不会立即生效;一个新的场景在当前游戏帧完成之后被加载;如果一个被请求加载场景的帧已经完成了,那么isLoadingLevel返回值为true;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ print(Application.isLoadingLevel); } } //立钻哥哥:public class YanlzApplication{} |
++B2.9、isPlaying
++B2.9、isPlaying |
++B2.9、isPlaying
++++立钻哥哥:是否正播放;
static bool isPlaying; |
++++当在任何种类的播放器时,返回真(只读);
++++在Unity编辑器中,如果处于播放模式时返回真;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ if(Appliction.isPlaying){ print(“立钻哥哥:In player or playmode!”); } } } //立钻哥哥:public class YanlzApplication{} |
++B2.10、isWebPlayer
++B2.10、isWebPlayer |
++B2.10、isWebPlayer
++++立钻哥哥:是否是网络播放器;
static bool isWebPlayer; |
++++是否在一个网络播放器中运行?(只读)
++++如果这个游戏在Unity网络播放器中运行则返回真;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ if(Application.isWebPlayer){ print(“立钻哥哥:We are running this from inside of the web player!”); } } } //立钻哥哥:public class YanlzApplication{} |
++B2.11、levelCount
++B2.11、levelCount |
++B2.11、levelCount
++++立钻哥哥:关卡数量;
static int levelCount; |
++++可用的关卡总数(只读);
using UnityEngine; using System.Collection;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Application.LoadLevel(Random.Range(0, Application.levelCount - 1)); } } //立钻哥哥:public class YanlzApplication{} |
++B2.12、loadedLevel
++B2.12、loadedLevel |
++B2.12、loadedLevel
++++立钻哥哥:已加载关卡;
static int loadedLevel; |
++++最后加载的关卡索引(只读),也就是已加载的关卡或上次加载的关卡索引;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Debug.Log(Application.loadedLevel); } } //立钻哥哥:public class YanlzApplication{} |
++B2.13、loadedLevelName
++B2.13、loadedLevelName |
++B2.13、loadedLevelName
++++立钻哥哥:已加载的关卡名称;
static string loadedLevelName; |
++++最后加载的关卡的名字(只读);也就是已加载的或上次加载的关卡名称;
++++注意:这个值仅是由Application.LoadLevel和Application.LoadLevelAsync设置;附加的版本添加内容到当前的关卡;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Debug.Log(Application.loadedLevelName); } } //立钻哥哥:public class YanlzApplication{} |
++B2.14、persistentDataPath
++B2.14、persistentDataPath |
++B2.14、persistentDataPath
++++立钻哥哥:持久数据路径;
static string persistentDataPath; |
++++包含一个持久数据目录的路径(只读);
++++这个值是个目录路径,可以保存运行时要储存的数据;当发布的iOS和Android,persistentDataPath将指向设备上的公共目录;在这个位置的文件每当应用程序更新将不会被删除;然而,应该记住,针对用户行为这不是万无一失;例如,取出SD卡时会使存储的数据无法访问;
++++注意:当编译应用程序,基于包标识符将生成一个GUID,并且这个GUID也是persistentDataPath的一部分;如果在将来的版本保持相同的包标识符,那么该应用程序将继续在每次更新访问相同的位置;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Debug.Log(Application.persistentDataPath); } } //立钻哥哥:public class YanlzApplication{} |
++B2.15、platform
++B2.15、platform |
++B2.15、platform
++++立钻哥哥:平台;
static RuntimePlatform platform; |
++++返回游戏运行的平台(只读);
++++如果要做一些平台相关的操作使用这个属性;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Start(){ if(Application.platform == RuntimePlatform.WindowsPlayer){ Debug.Log(“立钻哥哥:Do Something special here!”); } } } //立钻哥哥:public class YanlzApplication{} |
++B2.16、runInBackground
++B2.16、runInBackground |
++B2.16、runInBackground
++++立钻哥哥:后台运行;
static bool runInBackground; |
++++应用程序在后台时是否应该被运行?
++++默认为假(当程序在后台时暂停);
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestApplication(){ Application.runInBackground = true; } } //立钻哥哥:public class YanlzApplication{} |
++B2.17、srcValue
++B2.17、srcValue |
++B2.17、srcValue
++++立钻哥哥:源路径;
static string srcValue; |
++++相对于html文件的web播放器数据文件的路径(只读);
++++这是被写到html文件中的路径,它是作为object的src参数和embed标签;因此如果它是绝对url,srcValue将含有绝对路径;
++++Application.absoluteURL和Application.srcValue允许检测unityWeb数据文件是否被移动或链接到其他位置;想保护这两者来阻止盗用数据文件的行为;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Start(){ bool isPirated = false;
if(Application.isWebPlayer){ if(Application.srcValue != “game.unity3d”){ isPirated = true; }
if(string.Compare(Application.absoluteURL, “http://www.i360game.com/Game/game.unity3d”, true) != 0){ isPirated = true; }
if(isPirated){ print(“立钻哥哥:Pirated web player!”); } } //立钻哥哥:if(){}
} //立钻哥哥:void Start(){} } //立钻哥哥:public class YanlzApplication{} |
++B2.18、streamedBytes
++B2.18、streamedBytes |
++B2.18、streamedBytes
++++立钻哥哥:字节流;
static int streamedBytes; |
++++我们从主Unity网页流中下载了多少字节(只读);
++++在web播放器中将返回到目前为止已经下载的压缩字节数;在PC或编辑器中总是返回零;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Update(){ guiText.text = “立钻哥哥:Streamed Bytes: ” + Application.streamedBytes.ToString(); } } //立钻哥哥:public class YanlzApplication{} |
++B2.19、streamingAssetsPath
++B2.19、streamingAssetsPath |
++B2.19、streamingAssetsPath
++++立钻哥哥:流数据资源路径;
static string streamingAssetsPath; |
++++包含一个到StreamingAssets文件夹的路径(只读);
++++如果在编辑项目中有个“StreamingAssets”文件夹,它将拷贝其中的内容到Application.streamingAssetsPath给出的路径;
++++注意:在某些平台,不能直接访问StreamingAssets文件夹,因为在web平台没有文件系统,在Android被压缩到.apk文件中;在另外平台,将返回url,可以使用WWW类访问使用;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ public string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, “MyFile”); public string result = “”;
IEnumerator MyTestFuc(){ if(filePath.Contains(“://”)){ WWW www = new WWW(filePath); yield return www; result = www.text; }else{ result = System.IO.File.ReadAllText(filePath); } } //立钻哥哥:IEnumerator MyTestFunc(){}
} //立钻哥哥:public class YanlzApplication{} |
++B2.20、systemLanguage
++B2.20、systemLanguage |
++B2.20、systemLanguage
++++立钻哥哥:系统语言;
static SystemLanguage systemLanguage; |
++++用户操作系统正在运行的语言;
++++可以用它来自动选择基于用户的系统语言的内容本地化;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ guiText.text = Application.systemLanguage.ToString(); } } //立钻哥哥:public class YanlzApplication{} |
++B2.21、targetFrameRate
++B2.21、targetFrameRate |
++B2.21、targetFrameRate
++++立钻哥哥:目标帧速率;
static int targetFrameRate; |
++++命令游戏尝试以一个特定的帧率渲染;
++++设置targetFrameRate为-1(默认)使独立版游戏尽可能快的渲染,并且web播放器游戏以50~60帧/秒渲染,取决于平台;
++++注意:设置targetFrameRate不会保证帧率,会因为平台的不同而波动,或者因为计算机太慢而不能取得这个帧率;
++++如果在质量设置中vsync被设置,目标帧速率会被忽略并使用vblank interval来替代;在质量设置中的vBlankCount属性用来限制帧率到屏幕刷新率的一半(通过设置vBlankCount到2屏幕60fps能被限制到30fps);
++++在编辑器中targetFrameRate被忽略;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Awake(){ Application.targetFrameRate = 300; } } //立钻哥哥:public class YanlzApplication{} |
++B2.22、temporaryCachePath
++B2.22、temporaryCachePath |
++B2.22、temporaryCachePath
++++立钻哥哥:临时缓存路径;
static string temporaryCachePath; |
++++包含一个临时数据/缓存目录的路径(只读);
++++该值是一个目录路径,临时数据可以被保存;
using UnityEngine; using System.Colletions;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Debug.Log(Application.temporaryCachePath); } } //立钻哥哥:public class YanlzApplication{} |
++B2.23、unityVersion
++B2.23、unityVersion |
++B2.23、unityVersion
++++立钻哥哥:Unity版本;
static string unityVersion; |
++++用于播放该内容的Unity运行时的版本;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Debug.Log(“立钻哥哥:Version of the runtime: ” + Application.unityVersion); } } //立钻哥哥:public class YanlzApplication{} |
++B2.24、webSecurityEnabled
++B2.24、webSecurityEnabled |
++B2.24、webSecurityEnabled
++++立钻哥哥:网页安全模式;
static bool webSecurityEnabled; |
++++只是是否webplayer的安全模式是否被启用;
++++在Web播放器,这将始终返回true;在Unity编辑器中,如果启用了Web安全模式(Menu->Edit->Project Settings->Editor)则返回真,如果没有启用则返回假;在所有其他平台,这将返回false,此属性智能被读取;
++C3、Static Functions静态函数
++C3、Static Functions静态函数 |
++C3、Static Functions静态函数++++C3.1、CancelQuit++++C3.2、CanStreamedLevelBeLoaded++++C3.3、CaptureScreenshot++++C3.4、ExternalCall++++C3.5、ExternalEval++++C3.6、GetStreamProgressForLevel++++C3.7、HasProLicense++++C3.8、HasUserAuthorization++++C3.9、LoadLevel++++C3.10、LoadLevelAdditive++++C3.11、LoadLevelAdditiveAsync++++C3.12、LoadLevelAsync++++C3.13、OpenURL++++C3.14、Quit++++C3.15、RegisterLogCallback++++C3.16、RegisterLogCallbackThreaded++++C3.17、RequestUserAuthorization++++C3.18、YanlzAPI.Application.StaticFunctions |
++C3.1、CancelQuit
++C3.1、CancelQuit |
++C3.1、CancelQuit
++++立钻哥哥:取消退出;
static void CancelQuit(); |
++++取消退出该应用程序;这可以用来在退出游戏的时候显示一个退出画面;
++++这个函数只工作在播放器中,在Web播放器或编辑器中不做任何事;
++++注意:这个函数在iPhone中没有效果,应用程序无法阻止在iPhone OS的终止;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour(){ public float showSplashTimeout = 2.0F; private bool allowQuitting = false;
void Awake(){ DontDestroyOnLoad(); }
void OnApplicationQuit(){ if(Application.loadedLevelName.ToLower() != “YanlzFinalsplashScene”){ StartCoroutine(“YanlzDelayedQuit”); }
if(!allowQuitting){ Application.CancelQuit(); } } //立钻哥哥:void OnApplicationQuit(){}
IEnumerator YanlzDelayedQuit(){ Application.LoadLevel(“YanlzFinalsplashScene”); yield return new WaitForSeconds(showSplashTimeout); allowQuitting = true; Application.Quit(); } //立钻哥哥:IEnumerator YanlzDelayedQuit(){}
} //立钻哥哥:public class YanlzApplication{} |
++C3.2、CanStreamedLevelBeLoaded
++C3.2、CanStreamedLevelBeLoaded |
++C3.2、CanStreamedLevelBeLoaded
++++立钻哥哥:能流数据加载关卡;
static bool CanStreamedLevelBeLoaded(int levelIndex);static bool CanStreamedLevelBeLoaded(string levelName); |
++++可以流数据加载关卡吗?
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Update(){ if(Application.CanStreamedLevelBeLoaded(1)){ Application.LoadLevel(1); } } } //立钻哥哥:public class YanlzApplication{}
|
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void Update(){ if(Application.CanStreamedLevelBeLoaded(“YanlzTestLevel01Scene”)){ Application.LoadLevel(“YanlzTestLevel01Scene”); } } } //立钻哥哥:public class YanlzApplication{} |
++C3.3、CaptureScreenshot
++C3.3、CaptureScreenshot |
++C3.3、CaptureScreenshot
++++立钻哥哥:截屏;
static void CaptureScreenshot(string filename, int superSize = 0); |
++++[filename]:保存截图文件的路径名;
++++[superSize]:提高分辨率系数;
++++捕捉屏幕到filename路径,保存为PNG文件;
++++如果文件已经存在,将会覆盖;如果在webplayer这个函数什么也不会做;在手机平台filename取决于persistentDataPath;
++++当superSize参数大于1,将会生成较大的分辨率;例如,输入4将产生被标准4*4倍大的;这截图通常用于印刷;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void OnMouseDown(){ Application.CaptureScreenshot(“MyScreenshot.png”); } } //立钻哥哥:public class YanlzApplication{} |
++C3.4、ExternalCall
++C3.4、ExternalCall |
++C3.4、ExternalCall
++++立钻哥哥:外部调用;
static void ExternalCall(string functionName, params object[] args); |
++++调用一个包含在网页中的函数(只用于Web Player);
++++调用包含在网页中名为functionNameJavaScript函数,并传递给定的参数;支持原始的数据类型(string, int, float, char)和这些类型的数字;如果其他的对象被转化为字符串(使用ToString方法)并作为字符串传递;
++++这个函数调用时不会被阻塞,即ExternalCall立即返回的功能而不必等待被完成;
++++传递的参数数量是可变的;
++++被调用的在HTML中的函数只需要使用标准的语法即可;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Application.ExternalCall(“MyFunc01”); Application.ExternalCall(“MyFunc02”, “立钻哥哥:Hello from Unity!”); Application.ExternalCall(“MyFunc03”, “one”, 2, 3.0F); } } //立钻哥哥:public class YanlzApplication{} |
++C3.5、ExternalEval
++C3.5、ExternalEval |
++C3.5、ExternalEval
++++立钻哥哥:外部运行;
static void ExternalEval(string script); |
++++调用包含在网页中的片段脚本函数(只用于Web Player);
++++这将执行包含在网页中JavaScript片段script;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ void MyTestFunc(){ Application.ExternalEval(“history.back()”); } } //立钻哥哥:public class YanlzApplication{} |
++C3.6、GetStreamProgressForLevel
++C3.6、GetStreamProgressForLevel |
++C3.6、GetStreamProgressForLevel
++++立钻哥哥:获取关卡的流数据进度;
static float GetStreamProgressForLevel(int levelIndex);static float GetStreamProgressForLevel(string levelName); |
++++下载的进度是多少?
++++在Web播放器中将返回这个关卡的进度;
using UnityEngine; using System.Collections;
public class YanlzApplication : MonoBehaviour{ public float percentageLoaded = 0;
void Update(){ if(Application.GetStreamProgressForLevel(1) == 1){ guiText.text = “立钻哥哥:Level at index 1 has fully streamed!”; }else{ percentageLoaded = Application.GetStreamProgressForLevel(1) * 100; guiText.text = percentageLoaded.ToString(); } } //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzApplication{} |
++C3.7、HasProLicense
++C3.7、HasProLicense |
++++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=>VR:https://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_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://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_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://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VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://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V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://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ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://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0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://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JNI:https://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
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