<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[MXQing的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/MXQing</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; MXQing]]></copyright><item><title><![CDATA[UGUI层级问题]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/79930652</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/79930652</guid><author>MXQing</author><pubDate>Fri, 13 Apr 2018 16:47:47 +0800</pubDate><description><![CDATA[相机可以根据3D物体的层级来决定是否渲染3D物体，不能根据同一个Canvas UI元素层级的不同来确定UI层的不同元素是否显示相机设置屏蔽蓝色层，蓝色层3D方块已屏蔽，同为蓝色层的图片还能渲染。若想根据层级不同渲染不同的UI，UI元素不能位于同一Canvas,需创建不同Canvas。unity应该是根据canvas的层级判断，不能根据canvas下的元素的层级来判断。...]]></description><category></category></item><item><title><![CDATA[unity Time.timeScale的一个小坑]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/79537361</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/79537361</guid><author>MXQing</author><pubDate>Tue, 13 Mar 2018 10:47:31 +0800</pubDate><description><![CDATA[timeScale只会影响FixedUpdate的执行速度，不会影响Update的，timeScale=0时，Update照常执行，而FixedUpdate中的代码停止执行（物理效果，动画，计时等）]]></description><category></category></item><item><title><![CDATA[Unity 和android JAVA交互]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/78743211</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/78743211</guid><author>MXQing</author><pubDate>Thu, 07 Dec 2017 17:17:23 +0800</pubDate><description><![CDATA[unity提供AndroidJavaClass（https://docs.unity3d.com/ScriptReference/AndroidJavaClass.html点击打开链接）和AndroidJavaObject(https://docs.unity3d.com/ScriptReference/AndroidJavaObject.html点击打开链接)类让我们使用
1.unity调用j]]></description><category></category></item><item><title><![CDATA[材质球换贴图（Material与ShareMaterial）]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/77983119</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/77983119</guid><author>MXQing</author><pubDate>Thu, 14 Sep 2017 17:29:17 +0800</pubDate><description><![CDATA[sharedMaterial修改所有用到这个材质球的物体，material修改该物体第一个实例化的材质球，不会修改所有的用到该材质球的物体（工程中模型自带一个，然后实例化出一个，模型换不了贴图），详细解释参考http://www.jianshu.com/p/ababf547d992点击打开链接]]></description><category></category></item><item><title><![CDATA[c#文件和流的相关处理]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/77530303</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/77530303</guid><author>MXQing</author><pubDate>Thu, 24 Aug 2017 15:10:56 +0800</pubDate><description><![CDATA[文件操作第一步：引用指令集
using System.IO;


1.File/FileInfo示例 try
            {
                string path = @"D:\test.txt";
                if (File.Exists(path))
                {
                    stri]]></description><category></category></item><item><title><![CDATA[unity中的几个Update]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/77524567</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/77524567</guid><author>MXQing</author><pubDate>Thu, 24 Aug 2017 10:02:26 +0800</pubDate><description><![CDATA[MonoBehaviour.Update 更新

        当MonoBehaviour启用时，其Update在每一帧被调用。


        MonoBehaviour.FixedUpdate 固定更新
        当MonoBehaviour启用时，其 FixedUpdate在每一帧被调用。

        处理Rigidbody时，需要用FixedUpdate]]></description><category></category></item><item><title><![CDATA[一个协程的使用示例（走走停停效果）]]></title><link>https://blog.youkuaiyun.com/MXQing/article/details/74986179</link><guid>https://blog.youkuaiyun.com/MXQing/article/details/74986179</guid><author>MXQing</author><pubDate>Tue, 11 Jul 2017 16:45:35 +0800</pubDate><description><![CDATA[IEnumerator GoAndWait()
    {
        while (true)
        {
            yield return new WaitForSeconds(3f);

             startTime = Time.time;
             endTime = startTime;
            //Debug]]></description><category></category></item></channel></rss>