<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[pym20180401的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/pym20180401</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; pym20180401]]></copyright><item><title><![CDATA[如何使用Unity XR Interaction Toolkit]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/139006632</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/139006632</guid><author>pym20180401</author><pubDate>Fri, 17 May 2024 15:56:20 +0800</pubDate><description><![CDATA[XR Interaction Toolkit 的简单使用]]></description><category></category></item><item><title><![CDATA[Unity坑记录（简单的但是找问题费时间的）汇总-----持续更新]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/138622622</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/138622622</guid><author>pym20180401</author><pubDate>Thu, 09 May 2024 17:54:22 +0800</pubDate><description><![CDATA[槽点记录]]></description><category></category></item><item><title><![CDATA[如何使用Unity的new input system]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/138612221</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/138612221</guid><author>pym20180401</author><pubDate>Thu, 09 May 2024 15:08:01 +0800</pubDate><description><![CDATA[new input system with Unity]]></description><category></category></item><item><title><![CDATA[Unity里的websocket与JS里的websocket]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/129558977</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/129558977</guid><author>pym20180401</author><pubDate>Wed, 15 Mar 2023 16:11:29 +0800</pubDate><description><![CDATA[至此我们就完成了一整套的Unity的websocket以及JS的websocket，这里默认的协议走的是TCP，这你能够通过查看cmd命令查看这个端口号知道其中奥义。有了这一整套流程，你就可以随意在网页传数据给Unity，也可以Unity传给网页，想怎么玩怎么玩。]]></description><category></category></item><item><title><![CDATA[《游戏引擎 深入浅出》笔记一]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/124147952</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/124147952</guid><author>pym20180401</author><pubDate>Wed, 12 Oct 2022 10:16:53 +0800</pubDate><description><![CDATA[想要使用这个GitHub出的Copilot，首先需要申请一个资格认证，第一步先登陆官网申请测试使用资格。GitHub Copilot · Your AI pair programmer

点击Sign up根据提示一步一步地申请测试资格，若通过GitHub会给你发一封通过邮件，点击确认激活使用资格之后，我们需要准备一个IDE。

我这边用的是VSCode，只需要在拓展中找到一个Copilot的插件拓展安装启用，再在左下角的用户头像中登陆自己账号并激活拓展的使用权限。至此，你的右下角会有一个Copilot的图]]></description><category></category></item><item><title><![CDATA[Unity知识杂项集合]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/124616080</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/124616080</guid><author>pym20180401</author><pubDate>Tue, 19 Jul 2022 18:35:06 +0800</pubDate><description><![CDATA[使用Unity过程遇到的问题总结，VSCode]]></description><category></category></item><item><title><![CDATA[粗略解析《Nvidia Flast For Unity Example》]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/122130977</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/122130977</guid><author>pym20180401</author><pubDate>Fri, 24 Dec 2021 19:07:39 +0800</pubDate><description><![CDATA[工程github地址：GitHub - NVIDIAGameWorks/Blast: A modular destruction SDK designed for performance and flexibility, replacing APEX destruction

运行场景test可以看到具体效果，在Unity的Hierarchy面板中可以看到主要的代码一共就两个，一个控制摄像机移动的代码挂载Main Camera物体下，另一个控制整个场景主要逻辑的代码demo被挂载在Demo的...]]></description><category></category></item><item><title><![CDATA[Unity Animator层级控制需要注意事项以及详细做法]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/121772277</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/121772277</guid><author>pym20180401</author><pubDate>Tue, 07 Dec 2021 16:24:17 +0800</pubDate><description><![CDATA[前言：在项目制作过程中碰到通过动画控制器的不同层来控制一个物体的旋转、位移、甚至是缩放，例如一个物体的放大以及缩小可以只通过一个动画片段加上一个控制它播放速度的float值来达到物体的放大缩小功能。

部分重要代码详情


    /// &lt;summary&gt;
    /// 控制Animator的LayerState
    /// &lt;/summary&gt;
    /// &lt;param name="ani"&gt; 要控制的Animator &lt;/param&gt;
    ]]></description><category></category></item><item><title><![CDATA[《Unity Shader 入门精要学习记录》]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/120186579</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/120186579</guid><author>pym20180401</author><pubDate>Wed, 08 Sep 2021 19:01:20 +0800</pubDate><description><![CDATA[在5.8章的拓展阅读中：读者可以在《GPU精粹2》中的GPU流程控制一章[1]中更加深入地了解为什么流程控制语句在GPU上会影响性能。

在34.1章中可看出


Let's start by discussing the most obvious form of flow control on GPUs. All current high-level shading languages for GPUs support traditional C-style explicit flow-control c]]></description><category></category></item><item><title><![CDATA[Unity3D面试题目汇总（再整理）(二)]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/112967384</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/112967384</guid><author>pym20180401</author><pubDate>Thu, 21 Jan 2021 17:24:59 +0800</pubDate><description><![CDATA[深圳(ly)某公司面试题]]></description><category></category></item><item><title><![CDATA[Unity3D面试题目汇总（再整理）(一)]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/110479781</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/110479781</guid><author>pym20180401</author><pubDate>Wed, 02 Dec 2020 19:32:11 +0800</pubDate><description><![CDATA[题外话：公司裁员，不幸中奖，由于十分仓促，另一方面刚毕业半年工作半年，并且这半年内所学到的东西甚少，故而整理一些面试的干货，以面对面试上所会出现的场景有应对能力（吹水能力）。

来自：程序进阶测试题


名词解释：

装箱：在值类型向引用类型转换时发生；

拆箱：在引用类型向值类型转换时发生；

值类型：直接将内存存储在栈内；

引用类型：由类型的实际引用（类似于指针）表示的数据类型，通俗点说就是在编程时需要new出来的变量类型都是引用型，引用类型是存放在内存的堆中；

内存堆跟栈的定义跟数据结构的堆栈是]]></description><category></category></item><item><title><![CDATA[LeetCode每日一题]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/108550692</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/108550692</guid><author>pym20180401</author><pubDate>Sat, 12 Sep 2020 16:11:36 +0800</pubDate><description><![CDATA[菜鸟篇 ctrl+c   ctrl+v （仅读代码，写自己的见解）









//从该二叉树中我们需要提取的是//1、二叉树每一层的个数
//2、二叉树每一层的总和
class Solution {

public:

vector&lt;double&gt; averageOfLevels(TreeNode* root) {

auto counts = vector&lt;int&gt;();

auto sums = vector&lt;double&gt;();

dfs(ro...]]></description><category></category></item><item><title><![CDATA[Lua实现经典排序算法]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/106519009</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/106519009</guid><author>pym20180401</author><pubDate>Wed, 03 Jun 2020 18:34:42 +0800</pubDate><description><![CDATA[冒泡排序


--实现冒泡排序（效率低）
function MaoPaoSort( table_temp )
 for i=1,6 do
  for j=i+1,7 do
   if(table_temp[i] &lt;= table_temp[j]) then
    table_temp[i] , table_temp[j] = table_temp[j] , table_temp[i]
   end
  end...]]></description><category></category></item><item><title><![CDATA[Unity笔试题汇总———仅个人经历记录]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/106006228</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/106006228</guid><author>pym20180401</author><pubDate>Tue, 12 May 2020 20:11:30 +0800</pubDate><description><![CDATA[某一年某一家小游戏公司的面试题]]></description><category></category></item><item><title><![CDATA[sdk mannager 打不开，Android Please ensure that adb is correctly located at 问题 解决办法]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/102496649</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/102496649</guid><author>pym20180401</author><pubDate>Fri, 11 Oct 2019 10:47:24 +0800</pubDate><description><![CDATA[在使用eclipse导出android工程项目时出现Android Please ensure that adb is correctly located at问题


  [2012-07-18 16:18:26 - ] The connection to adb is down, and a severe error has occured.
  [2012-07-18 16:18:2...]]></description><category></category></item><item><title><![CDATA[龙书学习笔记——关于Direct3D中的初始化操作源码分析]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/88781439</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/88781439</guid><author>pym20180401</author><pubDate>Sun, 24 Mar 2019 20:53:07 +0800</pubDate><description><![CDATA[在《DirectX 12 3D 游戏开发实战》此书的第四章中详细介绍了基础的D3D的初始化操作该如何操作，具体的步骤如下：

1、创建DirectX3D设备

2、创建围栏（Fence）为了保证GPU和CPU的处理不发生不必要的冲突、扫描描述符的大小

3、检测用户设备是否支持多重采样4X MSAA

4、必须依次创建命令队列、命令列表分配器和命令列表（在完成对命令列表的输入后必须关闭对命令列表...]]></description><category></category></item><item><title><![CDATA[c++中如何使用迭代器将字符串向量中的小写字符变为大写字符]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/88314160</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/88314160</guid><author>pym20180401</author><pubDate>Thu, 07 Mar 2019 17:21:54 +0800</pubDate><description><![CDATA[#include&amp;lt;iostream&amp;gt;
#include&amp;lt;vector&amp;gt;
#include&amp;lt;string&amp;gt;
using namespace std;


int main()
{
 string t;
 vector&amp;lt;string&amp;gt; text;

//这里你输入的时候可能会永远循环其实只是方法不对

//如果是Windows系统下的话先按回...]]></description><category></category></item><item><title><![CDATA[Unity3D经典案例游戏：TANKS! Unity Tutorial - Phase 7 of 8 - Game Managers——TankManagers相关源C#代码解析]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/88228157</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/88228157</guid><author>pym20180401</author><pubDate>Wed, 06 Mar 2019 12:04:34 +0800</pubDate><description><![CDATA[该源代码转载自Unity游戏案例中的TANKS代码中

------------来自第二次使用Unity3D制作游戏的游戏制作新人小白

一、代码自我解析

二、油管学习地址

三、Unity3D源代码





一、源代码自我解析



using System;
using UnityEngine;

[Serializable]
public class TankManager
{
...]]></description><category></category></item><item><title><![CDATA[Unity3D经典案例游戏：TANKS! Unity Tutorial - Phase 7 of 8 - Game Managers——GameManagers相关源C#代码解析]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/88227873</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/88227873</guid><author>pym20180401</author><pubDate>Wed, 06 Mar 2019 12:01:28 +0800</pubDate><description><![CDATA[该源代码转载自Unity游戏案例中的TANKS代码中

------------来自第二次使用Unity3D制作游戏的游戏制作新人小白

一、代码自我解析

二、油管学习地址

三、Unity3D源代码





一、源代码自我解析

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
...]]></description><category></category></item><item><title><![CDATA[Unity3D经典案例游戏：TANKS! Unity Tutorial - Phase 5 of 8 - Shells——TankShooting 相关源C#代码解析]]></title><link>https://blog.youkuaiyun.com/pym20180401/article/details/88224618</link><guid>https://blog.youkuaiyun.com/pym20180401/article/details/88224618</guid><author>pym20180401</author><pubDate>Wed, 06 Mar 2019 11:08:58 +0800</pubDate><description><![CDATA[一、代码自我解析

二、油管学习地址

三、Unity3D源代码





一、源代码自我解析



using UnityEngine;
using UnityEngine.UI;

public class TankShooting : MonoBehaviour
{
  public int m_PlayerNumber = 1;       // 玩家名
  p...]]></description><category></category></item></channel></rss>