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《UnityAPI.Collider碰撞器》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Collider+isTrigger+Raycast+立钻哥哥++OK++)

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《UnityAPI.Collider碰撞器》

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作者

参与者

完成日期

备注

UnityAPI_Collider_V01_1.0

严立钻

 

2020.06.10

 

 

 

 

 

 

 

#《UnityAPI.Collider碰撞器》发布说明:

++++“UnityAPI.Collider碰撞器”是对UnityAPICollider碰撞器类的剖析和拓展;

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷;

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程;

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验;

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术;

 

 

@@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 API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【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/

 

 

 

 

 

 

 

 

#Collider碰撞器

#Collider碰撞器

#Collider碰撞器

++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:Collider(碰撞器)是所有碰撞器的基类

++++[namespace]:UnityEngine

++++[Inherits from]:Component

++++如果一个对象带有碰撞器,需要在游戏中移动,那么应该添加个Rigidbody组件给它;如果不想该对象与其他对象有交互,刚体可以设置为运动学刚体;

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

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

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

 

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、attachedRigidbody

++++B2.2、bounds

++++B2.3、contactOffset

++++B2.4、enabled

++++B2.5、isTrigger

++++B2.6、material

++++B2.7、sharedMaterial

++++B2.8、YanlzXREngine.Collider.Variables

 

 

++B2.1、attachedRigidbody

++B2.1、attachedRigidbody

++B2.1、attachedRigidbody

++++立钻哥哥:添加刚体

public Rigidbody attachedRigidbody;

++++碰撞器附加的刚体;

++++如果碰撞器没有附加刚体返回null

++++碰撞器会自动连接到这个刚体或它的任意父对象刚体;

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

 

    void MyTestFunc(){

        GetComponent<Collider>().attachedRigidbody.AddForce(0, 1, 0);

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.2、bounds

++B2.2、bounds

++B2.2、bounds

++++立钻哥哥:边界盒

public Bounds bounds;

++++碰撞器边界盒的体积大小;

++++注意:如果碰撞器被禁用或该游戏对象没激活,边界盒将返回空;

Debug.Log(GetComponent<Collider>().bounds);

 

 

 

 

 

++B2.3、contactOffset

++B2.3、contactOffset

++B2.3、contactOffset

++++立钻哥哥:触点偏移

public float contactOffset;

++++该碰撞器的触点偏移值;

++++哪些碰撞器间的距离比它们的contactOffset值之和小将产生接触;该触点偏移值必须为正;触点偏移允许碰撞检测系统预判接触,即使对象稍微分开点;

 

 

 

 

 

++B2.4、enabled

++B2.4、enabled

++B2.4、enabled

++++立钻哥哥:启用

public bool enabled;

++++启用碰撞器将会碰撞其他碰撞器,禁用碰撞器就不会碰撞其他碰撞器;

++++这个在碰撞器的检视面板显示为一个小的复选框;

GetComponent<Collider>().enabled = false;

 

 

 

 

 

++B2.5、isTrigger

++B2.5、isTrigger

++B2.5、isTrigger

++++立钻哥哥:是否触发器

public bool isTrigger;

++++碰撞器是一个触发器?

++++触发器不会与刚体碰撞;当一个刚体进入或退出触发器,将发送OnTriggerEnterOnTriggerExitOnTriggerStay消息;

GetComponent<Collider>().isTrigger = true;

 

 

 

 

 

++B2.6、material

++B2.6、material

++B2.6、material

++++立钻哥哥:材质

public PhysicMaterial material;

++++用于碰撞器的材质;

++++如果材质被碰撞器共享,它将复制材质并指定给碰撞器;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

    public float dynFriction;

    public float statFriction;

    public Collider coll;

 

    void Start(){

        coll = GetComponent<Collider>();

        coll.material.dynamicFriction = dynFriction;

        coll.material.staticFriction = statFriction;

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.7、sharedMaterial

++B2.7、sharedMaterial

++B2.7、sharedMaterial

++++立钻哥哥:共享材质

public PhysicMaterial sharedMaterial;

++++该碰撞器的共享的物理材质;

++++修改材质将改变所有碰撞器使用该材质的表面属性,大多数情况下可以修改Collider.material替代;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

    public PhysicMaterial material;

 

    public void Awake(){

        GetComponent<Collider>().sharedMaterial = material;

    }    //立钻哥哥:public void Awake(){}

 

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

 

 

 

 

 

 

 

 

#C3、Public Functions公有函数

#C3、Public Functions公有函数

++C3、Public Functions公有函数

++++C3.1、ClosestPointOnBounds

++++C3.2、Raycast

++++C3.3、YanlzXREngine.Collider.PublicFunctions

 

 

++C3.1、ClosestPointOnBounds

++C3.1、ClosestPointOnBounds

++C3.1、ClosestPointOnBounds

++++立钻哥哥:在框上最近的点

public Vector3 ClosestPointOnBounds(Vector3 position);

++++到碰撞器的框最近的点;

++++当应用于爆炸伤害,这能用于计算伤害点数;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

    public float hitPoints = 100.0F;

    public Collider coll;

 

    void Start(){

        coll = GetComponent<Collider>();

    }    //立钻哥哥:void Start(){}

 

    void MyApplyHitPoints(Vector3 explosionPos, float radius){

        //The distance from the explosion position to the surface of the collider.

        Vector3 closestPoint = coll.ClosestPointOnBounds(explosionPos);

        float distance = Vector3.Distance(closestPoint, explosionPos);

 

        //The damage should decrease with distance from the explosion.

        float damage = 1.0F - Mathf.Clamp01(distance / radius);

        hitPoints -= damage * 10.0F;

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

 

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

 

 

 

 

 

++C3.2、Raycast

++C3.2、Raycast

++C3.2、Raycast

++++立钻哥哥:射线投射

public bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance);

++++[ray]:射线的开始点和方向;

++++[hitInfo]:如果返回真,hitInfo将包含更多关于碰撞器碰到哪里的信息;

++++[distance]:射线的长度;

++++[返回值]:返回布尔(bool)值,当射线和任何碰撞器相交时,返回true,否则为false;也就是说,当射线碰触到任何碰撞器时返回真,否则返回假;

++++投射一条射线(Ray),它忽略所有碰撞器,除了这个;

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

    public Collider coll;

 

    void Start(){

        coll = GetComponent<Collider>();

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        if(Input.GetMouseButtonDown(0)){

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

            RaycastHit hit;

 

            if(coll.Raycast(ray, out hit, 100.0F)){

                transform.position = ray.GetPoint(100.0F);

            }    //立钻哥哥:if(coll.Raycast()){}

 

        }    //立钻哥哥:if(Input.GetMouseButtonDown()){}

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

 

 

#D4、Message消息

#D4、Message消息

++D4、Message消息

++++D4.1、OnCollisionEnter

++++D4.2、OnCollisionExit

++++D4.3、OnCollisionStay

++++D4.4、OnTriggerEnter

++++D4.5、OnTriggerExit

++++D4.6、OnTriggerStay

++++D4.7、YanlzXREngine.Collider.Message

 

 

++D4.1、OnCollisionEnter

++D4.1、OnCollisionEnter

++D4.1、OnCollisionEnter

++++立钻哥哥:当碰撞进入

Collider.OnCollisionEnter(Collision collision);

++++当该collider/rigidbody开始碰到另一个rigidbody/colliderOnCollisionEnter被调用;

++++相比OnTriggerEnterOnCollisionEnter传递Collision类而不是ColliderCollision类包含接触点,碰撞速度等信息;在这个函数如果不使用collisionInfo,删去collisionInfo参数以避免不必要的计算;注意:当其中至少一个碰撞器附加非动力学刚体时碰撞事件才会发送;碰撞事件也发送给禁用的MonoBehaviours,允许启用Behaviour来相应碰撞;

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

 

    void OnCollisionEnter(Collision collision){

        foreach(ContactPoint contact in collision.contacts){

            Debug.DrawRay(contact.point, contact.normal, Color.white);

        }

 

        if(collision.relativeVelocity.magnitude > 2){

            audio.Play();

        }

 

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

 

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

 

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

    public Transform explosionPrefab;

 

    void OnCollisionEnter(Collision collision){

        ContactPoint contact = collision.contacts[0];

        Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);

        Vector3 pos = contact.point;

 

        Instantiate(explosionPrefab, pos, rot) as Transform;

 

        Destroy(gameObject);

 

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

 

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

 

 

 

 

++D4.2、OnCollisionExit

++D4.2、OnCollisionExit

++D4.2、OnCollisionExit

++++立钻哥哥:当碰撞退出

Collider.OnCollisionExit(Collision collisionInfo);

++++当collider/rigidbody停止碰撞另一个rigidbody/collider时,OnCollisionExit被调用;

++++相比OnCollisionExitOnCollisionExit传递Collision类而不是ColliderCollision类包含接触点,碰撞速度等信息;在这个函数如果不使用collisionInfo,删去collisionInfo参数以避免不必要的计算;注意:当其中至少一个碰撞器附加非动力学刚体时碰撞事件才会发送;碰撞事件也发送给禁用的MonoBehaviours,允许启用Behaviour来相应碰撞;

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

 

    void OnCollisionExit(Collision collisionInfo){

        Debug.Log(“立钻哥哥:No longer in contact with ” + collisionInfo.transform.name);

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

 

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

 

 

 

 

 

++D4.3、OnCollisionStay

++D4.3、OnCollisionStay

++D4.3、OnCollisionStay

++++立钻哥哥:当碰撞停留

Collider.OnCollisionStay(Collision collisionInfo);

++++每当该collider/rigidbody碰到其他rigidbody/collider,将在每帧调用OnCollisionStay;通俗的说:一个碰撞器或刚体碰到另一个刚体或碰撞器,在每帧都会调用OnCollisionStay,直到它们之间离开不接触;

++++相比OnTriggerStayOnCollisionStay传递Collision类而不是ColliderCollision类包含接触点,碰撞速度等信息;在这个函数如果不使用collisionInfo,删去collisionInfo参数以避免不必要的计算;注意:当其中至少一个碰撞盒附加非动力学刚体时碰撞事件才会发送;碰撞事件也发送给禁用的MonoBehaviours,允许启用Behaviour来相应碰撞;碰撞停留事件不发给休眠的刚体;

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

 

    void OnCollisionStay(Collision collisionInfo){

        foreach(ContactPoint contact in collisionInfo.contacts){

            Debug.DrawRay(contact.point, contact.normal * 10, Color.white);

        }

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

 

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

 

 

 

 

 

++D4.4、OnTriggerEnter

++D4.4、OnTriggerEnter

++D4.4、OnTriggerEnter

++++立钻哥哥:当触发进入

Collider.OnTriggerEnter(Collider other);

++++当碰撞器进入触发器时OnTriggerEnter被调用;

++++这个消息被发送到触发器和触发碰撞器属于的刚体(如果有),以及碰到触发器的刚体(或如果没有刚体的碰撞器);注意:如果碰撞器由附加的刚体,触发器事件才发送;触发器事件也发送给禁用的MonoBehaviours,允许启用Behaviour来相应碰撞;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

 

    void OnTriggerEnter(Collider other){

        Destroy(other.gameObjects);

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

 

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

 

 

 

 

 

++D4.5、OnTriggerExit

++D4.5、OnTriggerExit

++D4.5、OnTriggerExit

++++立钻哥哥:当触发退出

Collider.OnTriggerExit(Collider other);

++++当该碰撞器停止接触触发器时,OnTriggerExit被调用;也就是说,当碰撞器离开触发器时,调用OnTriggerExit

++++这个消息是发送给触发器和接触触发器的碰撞器;注意:如果其中一个碰撞器也附加了刚体,触发事件才会发送;注意:如果碰撞器有附加的刚体,触发器事件才发送;触发器事件也发送给禁用的MonoBehaviours,允许启用Behaviour来相应碰撞;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

 

    void OnTriggerExit(Collider other){

        //Destroy everything that leaves the trigger

        Destroy(other.gameObject);

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

 

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

 

 

 

 

 

++D4.6、OnTriggerStay

++D4.6、OnTriggerStay

++D4.6、OnTriggerStay

++++立钻哥哥:当触发停留

Collider.OnTriggerStay(Collider other);

++++每当碰撞器从进入触发器,几乎每帧调用OnTriggerStay

++++当碰撞器接触到触发器时,这个消息才发送给触发器和碰撞器;注意:如果碰撞器有附加的刚体,触发器事件才发送;触发器事件也发送给禁用的;

++++注意:OnTriggerStay函数是基于物理计时器,因此它未必每帧都运行;

++++也就是说OnTriggerStay是在每一个Time.fixedDeltaTime的时间节点上运行,不是Time.deltaTime的时间节点上运行;

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCollider : MonoBehaviour{

    //Applies an upwards force to all rigidbodies that enter the trigger.

    void OnTriggerStay(Collider other){

        if(other.attachedRigidbody){

            other.attachedRigidbody.AddForce(Vector3.up * 10);

        }

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

 

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

 

 

 

 

 

 

 

 

#E5、立钻哥哥对Collider类的拓展

#E5、立钻哥哥对Collider类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

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

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

 

 

 

 

 

 

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++++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 API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【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

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