<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[java_grandpa的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/java_grandpa</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; java_grandpa]]></copyright><item><title><![CDATA[Unity2d 视频代替spine方案（扣视频绿幕shader）]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/159921853</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/159921853</guid><author>java_grandpa</author><pubDate>Tue, 07 Apr 2026 15:08:53 +0800</pubDate><description><![CDATA[Unity shader扣视频指定颜色绿幕，并支持视频修改颜色透明度]]></description><category></category></item><item><title><![CDATA[Unity 2D 角色漫游场景遮挡方案]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/158972328</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/158972328</guid><author>java_grandpa</author><pubDate>Fri, 13 Mar 2026 15:43:47 +0800</pubDate><description><![CDATA[Unity 2D游戏中处理角色与物品遮挡问题的两种方法。1.通过修改项目图形设置，按照Y轴排序解决基础遮挡问题。2.角色与物品重叠部分变透明Shader方案]]></description><category></category></item><item><title><![CDATA[Unity Spine相关问题]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/149749082</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/149749082</guid><author>java_grandpa</author><pubDate>Tue, 29 Jul 2025 15:49:21 +0800</pubDate><description><![CDATA[原因是因为Spine导出时进行图片压缩了，只能采取比例压缩整体像素。勾选如图箭头所示设置，即可！]]></description><category></category></item><item><title><![CDATA[Unity 打包apk问题]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/149748826</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/149748826</guid><author>java_grandpa</author><pubDate>Tue, 29 Jul 2025 15:39:19 +0800</pubDate><description><![CDATA[Dont sync 则会根据程序中application.targetFrameRate 中的数值进行设置。Every V Blank 60帧。Every Second V Blenk 30帧。是三十，所以要在start函数里添加Application.targetFrameRate = 300;（目标帧率，达不到就以设备所能达到帧率为准）3.最后关闭player栏的optimized frame pacing。模式改为il2cpp，勾选ARM64即可。]]></description><category></category></item><item><title><![CDATA[戏说设计模式--装饰模式]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/144930238</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/144930238</guid><author>java_grandpa</author><pubDate>Sat, 04 Jan 2025 16:57:18 +0800</pubDate><description><![CDATA[概述：作为ios常用设计模式之一，它是个啥？希望这篇文章能给你你一些启发。]]></description><category></category></item><item><title><![CDATA[Unity 项目错误汇总（更新ing）]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/137066727</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/137066727</guid><author>java_grandpa</author><pubDate>Wed, 27 Mar 2024 09:56:30 +0800</pubDate><description><![CDATA[Unity 报错与解决办法，长期更新建议收藏！]]></description><category></category></item><item><title><![CDATA[Unity学习（day01）向敌人发射子弹，敌人有AI漫游效果]]></title><link>https://blog.youkuaiyun.com/java_grandpa/article/details/121574500</link><guid>https://blog.youkuaiyun.com/java_grandpa/article/details/121574500</guid><author>java_grandpa</author><pubDate>Sat, 27 Nov 2021 11:56:37 +0800</pubDate><description><![CDATA[内容：

添加敌人和子弹射击游戏
///1.编写代码允许玩家向场景发射
///   ①shoot方法，从摄像机的中心发射射线，将碰撞点作为射击点，发射一个小球
///   ②OnGUI创建最上层图层，类似贴纸,用来当准心

效果：


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