编程语言
首页 > 编程语言> > 《UnityAPI.Application应用程序》(Unity+SteamVR+云技术+5G+AI+VR云游戏+API+dataPath+OpenURL+LoadLevel+立钻哥哥+==)

《UnityAPI.Application应用程序》(Unity+SteamVR+云技术+5G+AI+VR云游戏+API+dataPath+OpenURL+LoadLevel+立钻哥哥+==)

作者:互联网

《UnityAPI.Application应用程序》

版本

作者

参与者

完成日期

备注

UnityAPI_Application_V01_1.0

严立钻

 

2020.05.12

 

 

 

 

 

 

 

#《UnityAPI.Application应用程序》发布说明:

++++“UnityAPI.Application应用程序”是对UnityAPIApplication类的剖析和拓展;

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

#Application应用程序

#Application应用程序

#Application应用程序

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Application应用程序】访问应用程序的运行时数;这个类包含查找信息和控制运行时数据的静态方法

 

 

 

 

 

 

 

#B2、Static Variables变量

#B2、Static Variables变量

++B2、Static Variables变量

++++B2.1、absoluteURL

++++B2.2、backgroundLoadingPriority

++++B2.3、dataPath

++++B2.4、genuine

++++B2.5、genuineCheckAvailable

++++B2.6、internetReachability

++++B2.7、isEditor

++++B2.8、idLoadingLevel

++++B2.9、isPlaying

++++B2.10、isWebPlayer

++++B2.11、levelCount

++++B2.12、loadedLevel

++++B2.13、loadedLevelName

++++B2.14、persistentDataPath

++++B2.15、platform

++++B2.16、runInBackground

++++B2.17、srcValue

++++B2.18、streamedBytes

++++B2.19、streamingAssetsPath

++++B2.20、systemLanguage

++++B2.21、targetFrameRate

++++B2.22、temporaryCachePath

++++B2.23、unityVersion

++++B2.24、webSecurityEnabled

++++B2.25、YanlzAPI.Application.StaticVariables

 

 

++B2.1、absoluteURL

++B2.1、absoluteURL

++B2.1、absoluteURL

++++立钻哥哥:获得Web播放器数据文件夹的绝对路径

static string absoluteURL;

++++Application.absoluteURLApplication.srcValue允许检测unityWeb数据文件是否被移动或链接到其他位置;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Start(){

        bool isPirated = false;

 

        if(Application.isWebPlayer){

            if(Application.srcValue != “game.unity3d”){

                isPirated = true;

            }

 

            if(string.Compare(Application.absoluteURL, “http://www.i360game.com/Game/game.unity3d”, true) != 0){

                isPirated = true;

            }

 

            if(isPirated){

                print(“立钻哥哥:Pirated web player!”);

            }

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void Start(){}

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

++B2.2、backgroundLoadingPriority

++B2.2、backgroundLoadingPriority

++B2.2、backgroundLoadingPriority

++++立钻哥哥:后台装载线程优先级

static ThreadPriority backgroundLoadingPriority;

++++控制需要多长时间来异步加载数据,在后台加载游戏;

unity UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyAppFunc(){

        Application.backgroundLoadingPriority = ThreadPriority.High;

        //Application.backgroundLoadingPriority = ThreadPriority.Low;

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.3、dataPath

++B2.3、dataPath

++B2.3、dataPath

++++立钻哥哥:包含有数据文件夹的路径(只读)

static string dataPath;

++++这个值依赖于运行的平台;

++++[Unity编辑器]:<工程文件夹的路径>/Assets;

++++[Mac player]:<播放器应用的路径>/Contents;

++++[iPhone player]:<播放器应用的路径>/<AppName.app>/Data;

++++[Win player]:<包含可执行播放器的文件夹的路径>\Data;

++++[Web player]:播放器数据文件夹的绝对路径(没有实际的数据文件名称);

++++[Flash]:播放器数据文件夹的绝对路径(没有实际的数据文件名称);

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    public void Awake(){

        print(Application.dataPath);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.4、genuine

++B2.4、genuine

++B2.4、genuine

++++立钻哥哥:正版

static bool genuine;

++++如果编译后的应用程序被任何方式改变的了,返回假;否则返回真;

 

 

 

 

 

++B2.5、genuineCheckAvailable

++B2.5、genuineCheckAvailable

++B2.5、genuineCheckAvailable

++++立钻哥哥:正版检查可用

static bool genuineCheckAvailable;

++++如果可以确认应用程序的完整性返回真;否则返回假;

 

 

 

 

 

++B2.6、internetReachability

++B2.6、internetReachability

++B2.6、internetReachability

++++立钻哥哥:网络可达性

static NetworkReachability internetReachability;

++++返回设备上的网络可达性目前可能的类型;

++++此属性是在手持设备上区分运营商网络快速而廉价的WiFi连接最有用;

++++注意:请不要使用此属性来确定实际的连接;例如该设备可以连接到一个热点,但不具有连网络的实际路由;非手持设备被认为总是能够联网;

 

 

 

 

 

++B2.7、isEditor

++B2.7、isEditor

++B2.7、isEditor

++++立钻哥哥:是否在编辑器

static bool isEditor;

++++是否在Unity编辑器内运行?

++++如果游戏从Unity编辑器中运行,返回真;如果从其他部署目标运行返回假;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     void MyTestFunc(){

         if(Application.isEditor){

             print(“立钻哥哥:We are running this from inside of the editor!”);

        }

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.8、isLoadingLevel

++B2.8、isLoadingLevel

++B2.8、isLoadingLevel

++++立钻哥哥:是否有一些场景正在被加载(只读)?

static bool isLoadingLevel;

++++方法LoadLevelLoadLevelAdditive不会立即生效;一个新的场景在当前游戏帧完成之后被加载;如果一个被请求加载场景的帧已经完成了,那么isLoadingLevel返回值为true

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        print(Application.isLoadingLevel);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.9、isPlaying

++B2.9、isPlaying

++B2.9、isPlaying

++++立钻哥哥:是否正播放

static bool isPlaying;

++++当在任何种类的播放器时,返回真(只读);

++++在Unity编辑器中,如果处于播放模式时返回真;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     void MyTestFunc(){

         if(Appliction.isPlaying){

             print(“立钻哥哥:In player or playmode!”);

        }

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.10、isWebPlayer

++B2.10、isWebPlayer

++B2.10、isWebPlayer

++++立钻哥哥:是否是网络播放器

static bool isWebPlayer;

++++是否在一个网络播放器中运行?(只读)

++++如果这个游戏在Unity网络播放器中运行则返回真;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     void MyTestFunc(){

         if(Application.isWebPlayer){

             print(“立钻哥哥:We are running this from inside of the web player!”);

        }

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.11、levelCount

++B2.11、levelCount

++B2.11、levelCount

++++立钻哥哥:关卡数量

static int levelCount;

++++可用的关卡总数(只读);

using UnityEngine;

using System.Collection;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Application.LoadLevel(Random.Range(0, Application.levelCount - 1));

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.12、loadedLevel

++B2.12、loadedLevel

++B2.12、loadedLevel

++++立钻哥哥:已加载关卡

static int loadedLevel;

++++最后加载的关卡索引(只读),也就是已加载的关卡或上次加载的关卡索引;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Debug.Log(Application.loadedLevel);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.13、loadedLevelName

++B2.13、loadedLevelName

++B2.13、loadedLevelName

++++立钻哥哥:已加载的关卡名称

static string loadedLevelName;

++++最后加载的关卡的名字(只读);也就是已加载的或上次加载的关卡名称;

++++注意:这个值仅是由Application.LoadLevelApplication.LoadLevelAsync设置;附加的版本添加内容到当前的关卡;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Debug.Log(Application.loadedLevelName);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.14、persistentDataPath

++B2.14、persistentDataPath

++B2.14、persistentDataPath

++++立钻哥哥:持久数据路径

static string persistentDataPath;

++++包含一个持久数据目录的路径(只读);

++++这个值是个目录路径,可以保存运行时要储存的数据;当发布的iOSAndroidpersistentDataPath将指向设备上的公共目录;在这个位置的文件每当应用程序更新将不会被删除;然而,应该记住,针对用户行为这不是万无一失;例如,取出SD卡时会使存储的数据无法访问;

++++注意:当编译应用程序,基于包标识符将生成一个GUID,并且这个GUID也是persistentDataPath的一部分;如果在将来的版本保持相同的包标识符,那么该应用程序将继续在每次更新访问相同的位置;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     void MyTestFunc(){

         Debug.Log(Application.persistentDataPath);

     }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.15、platform

++B2.15、platform

++B2.15、platform

++++立钻哥哥:平台

static RuntimePlatform platform;

++++返回游戏运行的平台(只读);

++++如果要做一些平台相关的操作使用这个属性;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     void Start(){

         if(Application.platform == RuntimePlatform.WindowsPlayer){

             Debug.Log(“立钻哥哥:Do Something special here!”);

       }

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.16、runInBackground

++B2.16、runInBackground

++B2.16、runInBackground

++++立钻哥哥:后台运行

static bool runInBackground;

++++应用程序在后台时是否应该被运行?

++++默认为假(当程序在后台时暂停);

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestApplication(){

        Application.runInBackground = true;

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.17、srcValue

++B2.17、srcValue

++B2.17、srcValue

++++立钻哥哥:源路径

static string srcValue;

++++相对于html文件的web播放器数据文件的路径(只读);

++++这是被写到html文件中的路径,它是作为objectsrc参数和embed标签;因此如果它是绝对urlsrcValue将含有绝对路径;

++++Application.absoluteURLApplication.srcValue允许检测unityWeb数据文件是否被移动或链接到其他位置;想保护这两者来阻止盗用数据文件的行为;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Start(){

        bool isPirated = false;

 

        if(Application.isWebPlayer){

            if(Application.srcValue != “game.unity3d”){

                isPirated = true;

            }

 

            if(string.Compare(Application.absoluteURL, “http://www.i360game.com/Game/game.unity3d”, true) != 0){

                isPirated = true;

            }

 

            if(isPirated){

                print(“立钻哥哥:Pirated web player!”);

            }

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void Start(){}

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.18、streamedBytes

++B2.18、streamedBytes

++B2.18、streamedBytes

++++立钻哥哥:字节流

static int streamedBytes;

++++我们从主Unity网页流中下载了多少字节(只读);

++++在web播放器中将返回到目前为止已经下载的压缩字节数;在PC或编辑器中总是返回零;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Update(){

        guiText.text = “立钻哥哥:Streamed Bytes: ” + Application.streamedBytes.ToString();

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.19、streamingAssetsPath

++B2.19、streamingAssetsPath

++B2.19、streamingAssetsPath

++++立钻哥哥:流数据资源路径

static string streamingAssetsPath;

++++包含一个到StreamingAssets文件夹的路径(只读);

++++如果在编辑项目中有个“StreamingAssets”文件夹,它将拷贝其中的内容到Application.streamingAssetsPath给出的路径;

++++注意:在某些平台,不能直接访问StreamingAssets文件夹,因为在web平台没有文件系统,在Android被压缩到.apk文件中;在另外平台,将返回url,可以使用WWW类访问使用;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     public string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, “MyFile”);

     public string result = “”;

 

     IEnumerator MyTestFuc(){

        if(filePath.Contains(“://”)){

            WWW www = new WWW(filePath);

            yield return www;

            result = www.text;

        }else{

            result = System.IO.File.ReadAllText(filePath);

        }

    }    //立钻哥哥:IEnumerator MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.20、systemLanguage

++B2.20、systemLanguage

++B2.20、systemLanguage

++++立钻哥哥:系统语言

static SystemLanguage systemLanguage;

++++用户操作系统正在运行的语言;

++++可以用它来自动选择基于用户的系统语言的内容本地化;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        guiText.text = Application.systemLanguage.ToString();

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.21、targetFrameRate

++B2.21、targetFrameRate

++B2.21、targetFrameRate

++++立钻哥哥:目标帧速率

static int targetFrameRate;

++++命令游戏尝试以一个特定的帧率渲染;

++++设置targetFrameRate-1(默认)使独立版游戏尽可能快的渲染,并且web播放器游戏以50~60帧/秒渲染,取决于平台;

++++注意:设置targetFrameRate不会保证帧率,会因为平台的不同而波动,或者因为计算机太慢而不能取得这个帧率;

++++如果在质量设置中vsync被设置,目标帧速率会被忽略并使用vblank interval来替代;在质量设置中的vBlankCount属性用来限制帧率到屏幕刷新率的一半(通过设置vBlankCount2屏幕60fps能被限制到30fps);

++++在编辑器中targetFrameRate被忽略;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Awake(){

        Application.targetFrameRate = 300;

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.22、temporaryCachePath

++B2.22、temporaryCachePath

++B2.22、temporaryCachePath

++++立钻哥哥:临时缓存路径

static string temporaryCachePath;

++++包含一个临时数据/缓存目录的路径(只读);

++++该值是一个目录路径,临时数据可以被保存;

using UnityEngine;

using System.Colletions;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Debug.Log(Application.temporaryCachePath);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.23、unityVersion

++B2.23、unityVersion

++B2.23、unityVersion

++++立钻哥哥:Unity版本

static string unityVersion;

++++用于播放该内容的Unity运行时的版本;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Debug.Log(“立钻哥哥:Version of the runtime: ” + Application.unityVersion);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++B2.24、webSecurityEnabled

++B2.24、webSecurityEnabled

++B2.24、webSecurityEnabled

++++立钻哥哥:网页安全模式

static bool webSecurityEnabled;

++++只是是否webplayer的安全模式是否被启用;

++++在Web播放器,这将始终返回true;在Unity编辑器中,如果启用了Web安全模式(Menu->Edit->Project Settings->Editor)则返回真,如果没有启用则返回假;在所有其他平台,这将返回false,此属性智能被读取;

 

 

 

 

 

 

 

++C3、Static Functions静态函数

++C3、Static Functions静态函数

++C3、Static Functions静态函数

++++C3.1、CancelQuit

++++C3.2、CanStreamedLevelBeLoaded

++++C3.3、CaptureScreenshot

++++C3.4、ExternalCall

++++C3.5、ExternalEval

++++C3.6、GetStreamProgressForLevel

++++C3.7、HasProLicense

++++C3.8、HasUserAuthorization

++++C3.9、LoadLevel

++++C3.10、LoadLevelAdditive

++++C3.11、LoadLevelAdditiveAsync

++++C3.12、LoadLevelAsync

++++C3.13、OpenURL

++++C3.14、Quit

++++C3.15、RegisterLogCallback

++++C3.16、RegisterLogCallbackThreaded

++++C3.17、RequestUserAuthorization

++++C3.18、YanlzAPI.Application.StaticFunctions

 

 

++C3.1、CancelQuit

++C3.1、CancelQuit

++C3.1、CancelQuit

++++立钻哥哥:取消退出

static void CancelQuit();

++++取消退出该应用程序;这可以用来在退出游戏的时候显示一个退出画面;

++++这个函数只工作在播放器中,在Web播放器或编辑器中不做任何事;

++++注意:这个函数在iPhone中没有效果,应用程序无法阻止在iPhone OS的终止;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour(){

    public float showSplashTimeout = 2.0F;

    private bool allowQuitting = false;

 

    void Awake(){

        DontDestroyOnLoad();

    }

 

    void OnApplicationQuit(){

        if(Application.loadedLevelName.ToLower() != “YanlzFinalsplashScene”){

            StartCoroutine(“YanlzDelayedQuit”);

        }

 

        if(!allowQuitting){

            Application.CancelQuit();

        }

    }    //立钻哥哥:void OnApplicationQuit(){}

 

    IEnumerator YanlzDelayedQuit(){

        Application.LoadLevel(“YanlzFinalsplashScene”);

        yield return new WaitForSeconds(showSplashTimeout);

        allowQuitting = true;

        Application.Quit();

    }    //立钻哥哥:IEnumerator YanlzDelayedQuit(){}

 

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++C3.2、CanStreamedLevelBeLoaded

++C3.2、CanStreamedLevelBeLoaded

++C3.2、CanStreamedLevelBeLoaded

++++立钻哥哥:能流数据加载关卡

static bool CanStreamedLevelBeLoaded(int levelIndex);

static bool CanStreamedLevelBeLoaded(string levelName);

++++可以流数据加载关卡吗?

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Update(){

        if(Application.CanStreamedLevelBeLoaded(1)){

            Application.LoadLevel(1);

        }

    }

}    //立钻哥哥:public class YanlzApplication{}

 

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Update(){

        if(Application.CanStreamedLevelBeLoaded(“YanlzTestLevel01Scene”)){

            Application.LoadLevel(“YanlzTestLevel01Scene”);

        }

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++C3.3、CaptureScreenshot

++C3.3、CaptureScreenshot

++C3.3、CaptureScreenshot

++++立钻哥哥:截屏

static void CaptureScreenshot(string filename, int superSize = 0);

++++[filename]:保存截图文件的路径名;

++++[superSize]:提高分辨率系数;

++++捕捉屏幕到filename路径,保存为PNG文件;

++++如果文件已经存在,将会覆盖;如果在webplayer这个函数什么也不会做;在手机平台filename取决于persistentDataPath

++++当superSize参数大于1,将会生成较大的分辨率;例如,输入4将产生被标准4*4倍大的;这截图通常用于印刷;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void OnMouseDown(){

        Application.CaptureScreenshot(“MyScreenshot.png”);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++C3.4、ExternalCall

++C3.4、ExternalCall

++C3.4、ExternalCall

++++立钻哥哥:外部调用

static void ExternalCall(string functionName, params object[] args);

++++调用一个包含在网页中的函数(只用于Web Player);

++++调用包含在网页中名为functionNameJavaScript函数,并传递给定的参数;支持原始的数据类型(string, int, float, char)和这些类型的数字;如果其他的对象被转化为字符串(使用ToString方法)并作为字符串传递;

++++这个函数调用时不会被阻塞,即ExternalCall立即返回的功能而不必等待被完成;

++++传递的参数数量是可变的;

++++被调用的在HTML中的函数只需要使用标准的语法即可;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Application.ExternalCall(“MyFunc01”);

        Application.ExternalCall(“MyFunc02”, “立钻哥哥:Hello from Unity!”);

        Application.ExternalCall(“MyFunc03”, “one”, 2, 3.0F);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++C3.5、ExternalEval

++C3.5、ExternalEval

++C3.5、ExternalEval

++++立钻哥哥:外部运行

static void ExternalEval(string script);

++++调用包含在网页中的片段脚本函数(只用于Web Player);

++++这将执行包含在网页中JavaScript片段script

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Application.ExternalEval(“history.back()”);

    }

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++C3.6、GetStreamProgressForLevel

++C3.6、GetStreamProgressForLevel

++C3.6、GetStreamProgressForLevel

++++立钻哥哥:获取关卡的流数据进度

static float GetStreamProgressForLevel(int levelIndex);

static float GetStreamProgressForLevel(string levelName);

++++下载的进度是多少?

++++在Web播放器中将返回这个关卡的进度;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    public float percentageLoaded = 0;

 

    void Update(){

        if(Application.GetStreamProgressForLevel(1) == 1){

            guiText.text = “立钻哥哥:Level at index 1 has fully streamed!”;

        }else{

            percentageLoaded = Application.GetStreamProgressForLevel(1) * 100;

            guiText.text = percentageLoaded.ToString();

        }

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzApplication{}

 

 

 

 

 

++C3.7、HasProLicense

++C3.7、HasProLicense

 

 

 

 

 

 

 

 

 

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

--_--VRunSoft:lovezuanzuan--_--

标签:blog,OpenURL,AI,SteamVR,++++,csdn,https,article,net
来源: https://blog.csdn.net/VRunSoftYanlz/article/details/106086327