<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[x100568的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/x100568</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; x100568]]></copyright><item><title><![CDATA[Unity开发中的小技巧]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/75309538</link><guid>https://blog.youkuaiyun.com/x100568/article/details/75309538</guid><author>x100568</author><pubDate>Tue, 18 Jul 2017 21:37:16 +0800</pubDate><description><![CDATA[1.在NGUI中鼠标点击物体可以使用OnPress（bool isPress）函数，当isPress为fals是就可以执行操作
2.在NGUI中鼠标旋转物体Spin With Mouse]]></description><category></category></item><item><title><![CDATA[人物动画的控制和相机跟随]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/75246499</link><guid>https://blog.youkuaiyun.com/x100568/article/details/75246499</guid><author>x100568</author><pubDate>Mon, 17 Jul 2017 15:50:37 +0800</pubDate><description><![CDATA[using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FollowTarget : MonoBehaviour {
    public Vector3 offset;
    private Transform player;
	// Use this for in]]></description><category></category></item><item><title><![CDATA[Unity知识图谱]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/72607794</link><guid>https://blog.youkuaiyun.com/x100568/article/details/72607794</guid><author>x100568</author><pubDate>Sun, 21 May 2017 20:22:55 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[unity编辑时和不同平台的退出操作]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/72528766</link><guid>https://blog.youkuaiyun.com/x100568/article/details/72528766</guid><author>x100568</author><pubDate>Fri, 19 May 2017 14:25:03 +0800</pubDate><description><![CDATA[public void QuitApplication()
        {
#if UNITY_EDITOR
            UnityEditor.EditorApplication.isPlaying=false;
#else
            Application.Quit();
#endif
        }]]></description><category></category></item><item><title><![CDATA[AR 移动端手指缩放]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/54571173</link><guid>https://blog.youkuaiyun.com/x100568/article/details/54571173</guid><author>x100568</author><pubDate>Fri, 28 Apr 2017 09:42:09 +0800</pubDate><description><![CDATA[using UnityEngine;
using System.Collections; 
public class Gesture : MonoBehaviour 
{ 
private Touch oldTouch1; //上次触摸点1(手指1) 
private Touch oldTouch2; //上次触摸点2(手指2) 
void Start() { 
} 
void Update ()]]></description><category></category></item><item><title><![CDATA[斐波那契数列,递归算法 C#]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/64129047</link><guid>https://blog.youkuaiyun.com/x100568/article/details/64129047</guid><author>x100568</author><pubDate>Mon, 20 Mar 2017 17:27:05 +0800</pubDate><description><![CDATA[using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Fibonacci
{
    class Program
    {
        /// 
        /// 斐波那契数列,递归算法 ]]></description><category></category></item><item><title><![CDATA[随意输入一个正整数n， 在输入转化的进制数，将转化后的序列输出，并判断某一个数字的个数，这里给的是二进制的例子]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/64128736</link><guid>https://blog.youkuaiyun.com/x100568/article/details/64128736</guid><author>x100568</author><pubDate>Mon, 20 Mar 2017 17:16:04 +0800</pubDate><description><![CDATA[using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ConsoleApplication1
{
    class Program
    {
        //判断总共有多少个0和1
     ]]></description><category></category></item><item><title><![CDATA[AR移动端缩放和旋转]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/54571256</link><guid>https://blog.youkuaiyun.com/x100568/article/details/54571256</guid><author>x100568</author><pubDate>Mon, 16 Jan 2017 09:35:12 +0800</pubDate><description><![CDATA[using UnityEngine;using System.Collections; public class Gesture : MonoBehaviour { private Touch oldTouch1; //上次触摸点1(手指1) private Touch oldTouch2; //上次触摸点2(手指2) void Start() { } void Update () { //没有触]]></description><category></category></item><item><title><![CDATA[unity中处理animator动画事件]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/54406991</link><guid>https://blog.youkuaiyun.com/x100568/article/details/54406991</guid><author>x100568</author><pubDate>Fri, 13 Jan 2017 11:26:56 +0800</pubDate><description><![CDATA[按照1,2,3,4步骤完成动画时间的添加，同时写好脚本，将脚本挂在模型上，ctrl+6打开动画面板进行查看是否成功]]></description><category></category></item><item><title><![CDATA[UGUI 带垂直滚动条的文本框]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/53198506</link><guid>https://blog.youkuaiyun.com/x100568/article/details/53198506</guid><author>x100568</author><pubDate>Thu, 17 Nov 2016 12:30:21 +0800</pubDate><description><![CDATA[一、在Canvas新建一个Panel，add scroll Rect和mask组件，Rect Transform设成 middle-center，因为这样才能设置大小和text控件相同大小

二、Panel下新建一个Text，Vertical Overflow设置成Overflow，然后add Content Size Fitter这个Layout，该Layout的Vertical Fit设置]]></description><category></category></item><item><title><![CDATA[unity导出PC版本时自定义输出分辨率]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/53053065</link><guid>https://blog.youkuaiyun.com/x100568/article/details/53053065</guid><author>x100568</author><pubDate>Sun, 06 Nov 2016 09:44:28 +0800</pubDate><description><![CDATA[void Start () {
        Screen.SetResolution(1280,720,false);
}]]></description><category></category></item><item><title><![CDATA[Unity3d中物体的的碰撞检测]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/52292186</link><guid>https://blog.youkuaiyun.com/x100568/article/details/52292186</guid><author>x100568</author><pubDate>Tue, 23 Aug 2016 16:35:27 +0800</pubDate><description><![CDATA[在unity3d中如何检测两个物体的碰撞，这是困扰我很久的问题，经过一番测试发现一种方法比较便捷！若有两个Cube，分别为Cube01和Cube02，当拖动Cube01的时候，如何才能检测到碰撞到Cube02了呢？这里有几个重要的步骤：
1.给Cube01和Cube02分别添加Collider组件（Box Collider等等，更具具体情况而定）
2.给Cube01添加Rigidbody 组件]]></description><category></category></item><item><title><![CDATA[unity中结合oculus制作VR场景控制相机的移动的三种方式]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51428334</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51428334</guid><author>x100568</author><pubDate>Mon, 16 May 2016 21:16:09 +0800</pubDate><description><![CDATA[先把代码挂出来if (Input.GetKey (KeyCode.A)|| Input.GetAxis("111")
Debug.Log ("在移动");
transform.Translate (10.0f*Time.deltaTime,0,0);
}
第一种是按下键盘的A键我们执行代码！
第三种是通过小键盘的箭头键来执行
第二种是xbox360上的手柄控制，设置见图]]></description><category></category></item><item><title><![CDATA[NGUI中不规则形状点击事件]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51364068</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51364068</guid><author>x100568</author><pubDate>Tue, 10 May 2016 16:10:27 +0800</pubDate><description><![CDATA[在我们制作2D游戏时经常会碰到一些不规则的点击事件，之前NGUI中不支持2D的碰撞检测，现在更新的可用。关键是相机的模式转变为2D World。]]></description><category></category></item><item><title><![CDATA[unity 发布到Android平台 Splash Screen无法出现完整加载图片]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51219029</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51219029</guid><author>x100568</author><pubDate>Fri, 22 Apr 2016 12:18:47 +0800</pubDate><description><![CDATA[1.图片设置为Advanced

2.Non Power of 2设置为None

 即不适用unity的自动裁剪到符合二进制的图片格式。

3.Format设置为ARGB 32bit。]]></description><category></category></item><item><title><![CDATA[unity的温度云图实现]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51219023</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51219023</guid><author>x100568</author><pubDate>Fri, 22 Apr 2016 12:16:57 +0800</pubDate><description><![CDATA[最近在做一个展示项目 需要展示空间内的温度云图 在网络搜索一番 得到一枚shader 但是并不能满足需求 

所以借鉴其算法 进行程序方面的实现 达到预期效果

PS:并非此shader不好，而是因为不能动态传入动态长度的数据  只能展示固定的几个点 无法满足本项目需求




其实思路很简单 在需要展示温度数据的时候 根据实时传入的数据进行贴图生成 对颜色进行插值运算 达到展示]]></description><category></category></item><item><title><![CDATA[Unity3D的几种坐标系,以及屏幕解锁类似功能]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51218988</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51218988</guid><author>x100568</author><pubDate>Fri, 22 Apr 2016 12:06:45 +0800</pubDate><description><![CDATA[World Space（世界坐标）：我们在场景中添加物体（如：Cube），他们都是以世界坐标显示在场景中的。transform.position可以获得该位置坐标。

　　Screen Space（屏幕坐标，鼠标坐标）:以像素来定义的，以屏幕的左下角为（0，0）点，右上角为（Screen.width，Screen.height），Z的位置是以相机的世界单位来衡量的。注：鼠标位置坐标属于屏幕坐标]]></description><category></category></item><item><title><![CDATA[unity中利用C#产生随机不相同的一组数]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51217579</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51217579</guid><author>x100568</author><pubDate>Fri, 22 Apr 2016 09:55:47 +0800</pubDate><description><![CDATA[using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class game : MonoBehaviour {
	//List列表存放生成的随机数
	public List  mNumberList = new List();
	//生成的随机数
	int rangeNubers;]]></description><category></category></item><item><title><![CDATA[unity中骨骼动画绑定后不光滑的问题]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51217418</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51217418</guid><author>x100568</author><pubDate>Fri, 22 Apr 2016 09:44:28 +0800</pubDate><description><![CDATA[我们可以看到模型尾部的不光滑状态，这是因为skinned Mesh Renderer中Quality中选择的是自动，我们可以尝试选择1,2,4这几个选项来观察效果。

选择4后效果如下：]]></description><category></category></item><item><title><![CDATA[工信部《VR产业白皮书》全文 14000字的官方解读]]></title><link>https://blog.youkuaiyun.com/x100568/article/details/51217392</link><guid>https://blog.youkuaiyun.com/x100568/article/details/51217392</guid><author>x100568</author><pubDate>Fri, 22 Apr 2016 09:36:03 +0800</pubDate><description><![CDATA[继一系列的各大机构报告之后，工信部终于在前两天发布了《虚拟现实产业发展白皮书5.0》，用14000多字讲述了当前中国虚拟现实产业的发展状况，并提出了相关政策，从国家层面上充分肯定了虚拟现实行业，值得VR从业者认真研读。

　　概述与点评

　　《白皮书》指出，虚拟现实的行业应用有望全面展开，文化内容将日趋繁荣，技术体系和产业格局也将初步形成，我国虚拟现实产业若不尽快布局，将再次陷入落后和追]]></description><category></category></item></channel></rss>