vs fer unity3d vs2013 调试 如何逐语句调试

unity 5.0.0f4 vs2015-中国学网
unity 5.0.0f4 vs2015
状态:2个回答日期:回答人:标歌大帝问:更新了unity3D5.0.0f4之后与以前使用正常的VS2013不兼容,请问是不是都...答:建议4.6继续用,一台电脑上其实是可以同时装两个版本的unity,官方也有对应说明,最简单的方法就是装在不同到盘或目录中即可。你可以先继续使用unity4.6,同时有空就关注学习下unity5.0,unity5由于新出来,版本变动比较大(主要是提升了光影渲染...状态:1个回答日期:回答人:戒了丨又犯问:使用Unity 5.0.0f4 (64-bit)装了Visual Studio 2010 Tools for Unity1.9...答:UnityVS支持vs2012以上的版本,你装个vs2013就行了,我就是用的vs2013状态:3个回答日期:回答人:wushulin111问:SocketException: 由于目标计算机积极拒绝,无法连接。答:这个问题我也遇到,vs里成功,unity不成功,最后换了几种连数据库的方式, 只有以下这一种方式成功(SelectCommand.Connection.Open();的方式) SqlConnection connstr = new SqlConnection("Data Source=192.168.1.230;Initial Catalog=HyCxDet...状态:1个回答日期:回答人:dcpromowang答:用4.6就可以了。现在主流都是4.6. 新增了UGUI。 5.0还是beta版。等正式版除了以后再考虑更新吧状态:1个回答日期:回答人:cn#BkBppQpGfp答:unity4.3.0f4,Unity3D 4.2.0版本的专业版破解插件分享 破解方法在Unity folfer里输入你的Unity的Editor文件夹路径,或者点击Brows查找。点击Cre Lic生成Unity_v4.x.ulf.打开你的Unity(我之前的是免费版unity)Help-&Manager License..选择Manua...状态:1个回答日期:回答人:home终结者问:using UnityE using System.C public class PlayMove ...答:我把你这段代码直接复制进VS了,跟你一模一样的错误,解析错误,原因是最后面少了一个},在代码的最后面加上}就行状态:4个回答日期:回答人:DSIHCIKT问:尽量易懂的 要下载什么补丁吗 要的话请发一下网址答:要什么版本的,4.0.0f4的我能提供破解补丁状态:1个回答日期:回答人:最后天使毁灭答:editor attaching 只能选择VS2013作为编辑器 要使用Visual StudioTools for Unity得导入插件包才行 但是5.0中没有那个导入选项状态:1个回答日期:回答人:dgtgtjs1答:你看的教程是那个版本就用那个版本,建议4.3以上,对于初学者来说都行。状态:1个回答日期: 嗯状态:1个回答日期:蛋蛋后f4绝对比不上咱tfboys和exo,唱歌跳舞都差那么多状态:14个回答日期:其是这个问题根本不用问,谁红大家都能看出来,支持的话就更不用说了。00后f4就是尚雯婕学TFBOYS打造出来的团体。本人觉得00后f4除了那个张汉盛好一点之外,其他的到不...状态:1个回答日期:先说观点 我当然力挺小三只 F4是不错 但是f4门面担当封地也太。。。能与凯爷比么 f4没有卖萌的大源 没有高冷的千总 所以f4真的很好 因为他们家没有颜饭啊 23333 当然尚雯...状态:1个回答日期: 当然是tfboys,tfboys比他们先出道,而且tfboys歌唱的比他们好,长得比他们帅,舞跳得比他们好,粉丝比他们多......状态:1个回答日期: 喜欢tfboys状态:3个回答日期: 当然是tf 虽然我不是四叶草 但很支持他们 &会唱会跳 又帅状态:1个回答日期:我行星饭f4毛孩永远超TFboysEXO用放眼至于尚妈更用放眼显胃疼想让自名已状态:1个回答日期:我觉得小凯在微博上关注了EXO-M,而EXO在节目上宣传了三小只的《魔法城堡》;第二,尚雯婕公开批评三小只没实力,抄袭三小只打造00后f4,然后又抄袭EXO,打造十二人的团队...状态:1个回答日期:tfboys 他们经过严格的训练,但不失青春朝气,各有各的特点。王俊凯:冷酷,唱歌好。王源:乐观,大大咧咧,主唱。千玺:舞蹈好。00后f4就没听过
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大类导航: |(This class is part of the old networking system and is deprecated. See
for the new networking system).
Network Views are the gateway to creating networked multiplayer games in Unity. They are simple to use, but they are extremely powerful. For this reason, it is recommended that you understand the fundamental concepts behind networking before you start experimenting with Network Views. You can learn and discover the fundamental concepts in the .
In order to use any networking capabilities, including State Synchronization or Remote Procedure Calls, your GameObject must have a Network View attached.
Properties
State Synchronization
The type of
used by this Network View
No State Synchronization will be used. This is the best option if you only want to send
Reliable Delta Compressed
The difference between the last state and the current state will be sent, if nothing has changed nothing will be sent. This mode is ordered. In the case of packet loss, the lost packet is re-sent automatically
Unreliable
The complete state will be sent. This uses more bandwidth, but the impact of packet loss is minimized
The Component data that will be sent across the network
The unique identifier for this Network View. These values are read-only in the Inspector
The number id of the Network View in this particular scene
Either saved to the Scene or Allocated at runtime
When you add a Network View to a GameObject, you must decide two things
What kind of data you want the Network View to send
How you want to send that data
Choosing data to send
The Observed property of the Network View can contain a single Component. This can be a Transform, an Animation, a RigidBody, or a script. Whatever the Observed Component is, data about it will be sent across the network. You can select a Component from the drop-down, or you can drag any Component header directly to the variable. If you are not directly sending data, just using RPC calls, then you can turn off synchronization (no data directly sent) and nothing needs to be set as the Observed property. RPC calls just need a single network view present so you don’t need to add a view specifically for RPC if a view is already present.
How to send the data
You have 2 options to send the data of the Observed Component: State Synchronization and Remote Procedure Calls.
To use State Synchronization, set State Synchronization of the Network View to Reliable Delta Compressed or Unreliable. The data of the Observed Component will now be sent across the network automatically.
Reliable Delta Compressed is ordered. Packets are always received in the order they were sent. If a packet is dropped, that packet will be re-sent. All later packets are queued up until the earlier packet is received. Only the difference between the last transmissions values and the current values are sent and nothing is sent if there is no difference.
If it is observing a Script, you must explicitly Serialize data within the script. You do this within the OnSerializeNetworkView() function.
using UnityE
using UnityEngine.N
using System.C
public class ExampleScript : MonoBehaviour {
void OnSerializeNetworkView (BitStream stream, NetworkMessageInfo info) {
float horizontalInput = Input.GetAxis (&Horizontal&);
stream.Serialize (horizontalInput);
C# script example
function OnSerializeNetworkView (stream : BitStream, info : NetworkMessageInfo) {
var horizontalInput : float = Input.GetAxis (&Horizontal&);
stream.Serialize (horizontalInput);
JS script example
The above function always writes (an update from the stream) into horizontalInput, when receiving an update and reads from the variable writing into the stream otherwise. If you want to do different things when receiving updates or sending you can use the isWriting attribute of the BitStream class.
using UnityE
using UnityEngine.N
using System.C
public class ExampleScript : MonoBehaviour {
void OnSerializeNetworkView (BitStream stream, NetworkMessageInfo info) {
float horizontalInput = 0.0;
if (stream.isWriting) {
// Sending
horizontalInput = Input.GetAxis (&Horizontal&);
stream.Serialize (horizontalInput);
// Receiving
stream.Serialize (horizontalInput);
// ... do something meaningful with the received variable
C# script example
function OnSerializeNetworkView (stream : BitStream, info : NetworkMessageInfo) {
var horizontalInput : float = 0.0;
if (stream.isWriting) {
// Sending
horizontalInput = Input.GetAxis (&Horizontal&);
stream.Serialize (horizontalInput);
// Receiving
stream.Serialize (horizontalInput);
// ... do something meaningful with the received variable
JS script example
OnSerializeNetworkView is called according to the sendRate specified in the network manager project settings. By default this is 15 times per second.
If you want to use Remote Procedure Calls in your script all you need is a NetworkView component present in the same GameObject the script is attached to. The NetworkView can be used for something else, or in case it’s only used for sending RPCs it can have no script observed and state synchronization turned off. The function which is to be callable from the network must have the @RPC attribute. Now, from any script attached to the same GameObject, you call
to execute the Remote Procedure Call.
using UnityE
using UnityEngine.N
using System.C
public class ExampleScript : MonoBehaviour {
GameObject playerB
NetworkView networkV
void Start () {
networkView = new NetworkView ();
void Update () {
if (Input.GetButtonDown (&Fire1&)) {
networkView.RPC (&PlayerFire&, RPCMode.All);
void PlayerFire () {
Instantiate (playerBullet, playerBullet.transform.position, playerBullet.transform.rotation);
C# script example
var playerBullet : GameO
function Update () {
if (Input.GetButtonDown (&Fire1&)) {
networkView.RPC (&PlayerFire&, RPCMode.All);
function PlayerFire () {
Instantiate (playerBullet, playerBullet.transform.position, playerBullet.transform.rotation);
JS script example
RPCs are transmitted reliably and ordered. For more information about RPCs, see the
Read through the
if you’re still unclear about how to use Network Views
State Synchronization does not need to be disabled to use Remote Procedure Calls
If you have more than one Network View and want to call an RPC on a specific one, use GetComponents(NetworkView)[i].RPC().
Network Views (Legacy)
RPC Details (Legacy)Mastering Unity Project Folder Structure. Level 0 – Folders required for version control systems | Nravo Developers

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