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100字范文 > 《UnityAPI.Transform变换》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Transform+

《UnityAPI.Transform变换》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Transform+

时间:2022-05-24 12:34:41

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《UnityAPI.Transform变换》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Transform+

《UnityAPI.Transform变换》

#《UnityAPI.Transform变换》发布说明:

++++“UnityAPI.Transform变换”是对UnityAPITransform变换类的剖析和拓展;

@@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 API】分类:/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:/vrunsoftyanlz/category_9694767.html

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

++++【人工智能AI2026】分类:/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:/VRunSoftYanlz/

#Transform变换

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Transform(变换)是对象的位置、旋转和缩放

++++[namespace]:UnityEngine

++++[Inherits from]:Component

++++场景中的每一个对象都有一个Transform;用于储存并操控物体的位置、旋转和缩放;每一个Transform可以有一个父级,允许分层次应用位置、旋转和缩放;可以在Hierarchy面板查看层次关系;它们也支持计数器(enumerator),因此可以使用循环遍历子对象;

++++[Component组件]:/VRunSoftYanlz/article/details/106367004

++++【Unity API】分类:/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:/VRunSoftYanlz/article/details/106533906

++++[Application应用]:/VRunSoftYanlz/article/details/106086327

++++[Object对象]:/VRunSoftYanlz/article/details/10694

++++[GameObject]:/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:/VRunSoftYanlz/article/details/106533256

++++[Component组件]:/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:/VRunSoftYanlz/article/details/106321040

++++[Material材质]:/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:/VRunSoftYanlz/article/details/106434063

#B2、Variables变量

++B2.1、childCount

++B2.1、childCount

++++立钻哥哥:子对象数

++++该变换的子对象数量;

++B2.2、eulerAngles

++B2.2、eulerAngles

++++立钻哥哥:欧拉角

++++此旋转作为欧拉角度;

++++xyz角代表绕z轴旋转z度,绕x轴旋转x度,绕y轴旋转y度(这个顺序);

++++仅使用这个变量读取和设置角度为绝对值;不要递增它们,当超过角度360度,它将错误;使用Transform.Rotate替代;

++++不要分别设置欧拉角其中一个轴(例如:eulerAngles.x=10;),因为这将导致偏移和不希望的旋转;当设置它们一个新的值时,要同时设置全部;Unity从存储在transform.localrotation的旋转自动转换角度;

++B2.3、forward

++B2.3、forward

++++立钻哥哥:向前

++++在世界空间坐标,变换的蓝色轴;也就是z轴;

++B2.4、hasChanged

++B2.4、hasChanged

++++立钻哥哥:是否被改变

++++此变换自从上次标识是否被设置为false了?

++++对变换的任何改变会导致矩阵的重新计算:任意调节它的位置、旋转或缩放;请注意此操作,是否在设置此标识之前新旧的值不同,也将不会实际检查;因此,对于实例化,transform.position将总是设置此变换的hasChanged,无论是否有实际的变化;

++B2.5、localEulerAngles

++B2.5、localEulerAngles

++++立钻哥哥:局部欧拉角

++++旋转作为欧拉角度,相对于父级的变换旋转;

++++xyz角代表绕z轴旋转z度,绕x轴旋转x度,绕y轴旋转y度(这个顺序);

++++仅使用这个变量读取和设置角度为绝对值;不要递增它们,当超过角度360度,它将错误;使用Transform.Rotate替代;

++++Unity从存储在transform.localrotation的旋转自动转换角度;

++B2.6、localPosition

++B2.6、localPosition

++++立钻哥哥:局部位置

++++相对于父级的变换的位置;

++++如果该变换没有父级,那么等同于Transform.position

++++注意:当计算世界的位置时,父级变换的世界旋转和缩放被应用到自身的位置;意思是说Transform.position1个单位是1个单位,Transform.localPosition1个单位将由所有父级的缩放获得缩放,简单来说自身位置的1单位将受它所有上级的缩放影响;

++B2.7、localRotation

++B2.7、localRotation

++++立钻哥哥:局部旋转

++++该变换的旋转角度相对于父级变换的旋转角度;

++++Unity作为四元数存旋转角度;要旋转一个物体,使用Transform.Rotate,使用Transform.localEulerAngles为设置作为欧拉角的旋转角度;

++B2.8、localScale

++B2.8、localScale

++++立钻哥哥:局部缩放

++++相对于父级变换的缩放;

++B2.9、localToWorldMatrix

++B2.9、localToWorldMatrix

++++立钻哥哥:局部转世界矩阵

++++变换点的矩阵从局部坐标到世界坐标(只读);

++++如果不熟悉使用矩阵为坐标转换,使用Transform.TransformPoint代替;

++++重要:如果设置shader参数,必须使用Renderer.localToWorldMatrix替代;

++++[Matrix4x4矩阵]:/VRunSoftYanlz/article/details/106504027

++B2.10、lossyScale

++B2.10、lossyScale

++++立钻哥哥:有损缩放

++++该对象的整体缩放(只读);

++++请注意:如果有一个带有缩放的父变换和有任意旋转的子变换,此缩放将有偏差;因此缩放不能正确的表示在3组件的向量,而是一个3*3矩阵;这样表示工作十分不方便,lossyScale是个很方便的属性,它尽量匹配实际世界缩放,如果物体不是有偏差的,这个值将是完全正确的,如果物体包含偏差,这个值也不会有很大的不同;

++B2.11、parent

++B2.11、parent

++++立钻哥哥:父对象

++++该变换的父对象;

++++改变父对象,将修改相对父级的位置、缩放和旋转角度,但是保持和世界坐标的位置、旋转角度和缩放相同;

++B2.12、position

++B2.12、position

++++立钻哥哥:位置

++++在世界空间坐标transform的位置;

++B2.13、right

++B2.13、right

++++立钻哥哥:向右

++++在世界坐标空间,变换的红色轴;也就是x轴;

++B2.14、root

++B2.14、root

++++立钻哥哥:根对象

++++返回最高层次的变换;

++++从来不返回null,如果这个变换没有父级,将返回自身;

++B2.15、rotation

++B2.15、rotation

++++立钻哥哥:旋转角度

++++变换的旋转,在世界坐标空间储存为四元数;

++++Unity以四元数储存旋转角度;要旋转一个对象使用Transform.Rotate,使用Transform.eulerAngles以欧拉角设置旋转角度;

++B2.16、up

++B2.16、up

++++立钻哥哥:向上

++++在世界坐标空间,变换的绿色轴;也就是Y轴;

++B2.17、worldToLoaclMatrix

++B2.17、worldToLoaclMatrix

++++立钻哥哥:世界转局部矩阵

++++变换点的矩阵从世界坐标到局部坐标(只读);

++++如果不熟悉使用矩阵为坐标转换,使用Transform.TransformPoint代替;

++++重要:如果设置shader参数,必须使用Renderer.localToWorldMatrix替代;

++++[Matrix4x4矩阵]:/VRunSoftYanlz/article/details/106504027

++++[Shader着色器]:/VRunSoftYanlz/article/details/106321040

++++[Renerer渲染器]:/VRunSoftYanlz/article/details/106481994

#C3、Variables变量

++C3.1、DetachChildren

++C3.1、DetachChildren

++++立钻哥哥:分离子对象

++++所有子对象解除父子关系;

++++如果想要销毁层级的根,而不销毁子对象是很有用的;

++++参见:Transform.parent去分离/改变单个变换的父级;

++C3.2、Find

++C3.2、Find

++++立钻哥哥:查找

++++通过名字查找子对象并返回它;

++++如果没有查找到子对象名字,将返回null;如果名字包含“/”字符它将向路径一样穿越层次;

++C3.3、GetChild

++C3.3、GetChild

++++立钻哥哥:查找子对象

++++[index]:要返回的子变换索引;必须小于该变换的Transform.childCount;

++++通过索引返回一个变换的子对象;

++C3.4、GetSiblingIndex

++C3.4、GetSiblingIndex

++++立钻哥哥:获取同级索引

++++获取该对象的同级索引;

++C3.5、InverseTransformDirection

++C3.5、InverseTransformDirection

++++立钻哥哥:反向变换方向

++++变换的方向从世界坐标转换到局部坐标;和Transform.TransformDirection相反;

++++变换方向xyz从世界坐标转换到局部坐标,和Transform.TransformDirection相反;

++++此操作不受缩放影响;

++C3.6、InverseTransformPoint

++C3.6、InverseTransformPoint

++++立钻哥哥:反向变换点

++++变换位置从世界坐标到局部坐标;和Transform.TransformPoint相反;

++++变换位置xyz从世界坐标到局部坐标;和Transform.TransformPoint相反;

++++注意:返回位置受缩放影响;如果是处理方向使用;

++C3.7、InverseTransformVector

++C3.7、InverseTransformVector

++++立钻哥哥:反向变换向量

++++变换一个向量从世界坐标空间到局部坐标空间;这个操作与Transform.TransformVector相反;

++++变换一个向量(x,y,z)从世界坐标空间到局部坐标空间;这个操作与Transform.TransformVector相反;

++++这个操作受缩放影响;

++C3.8、IsChildOf

++C3.8、IsChildOf

++++立钻哥哥:是否是子对象

++++这个变换是parent的子对象;

++++返回布尔值,是指这个变换是否是指定变换的子对象;如果该变换是子物体、深层子物体(孩子的孩子)或者同级,返回真,否则返回假;

++C3.9、LookAt

++C3.9、LookAt

++++立钻哥哥:看向

++++[target]:要指向的对象;

++++[worldUp]:向量指定的向上的方向;

++++[worldPosition]:要看向的点;

++++旋转此变换,让向前向量指向target的当前位置;简单说,旋转物体使z轴指向目标物体;

++++在由worldUp向量示意的方向的y轴旋转物体,如果忽略worldUp参数,这个函数将使用世界的y轴;worldUp只是一个示意向量,如果向前方向是与worldUp垂直的,旋转的向上向量将仅匹配worldUp向量;

++++当该物体设置了LookAt并指定了目标物体时,该物体的z轴将始终指向目标物体,在设置了worldUp轴向时,该物体在更接近指定的轴向时旋转变得灵活,注意:worldUp指的是世界空间,不论物体在什么位置,只要接近指定的轴方向,旋转会变得更灵活;

++C3.10、Rotate

++C3.10、Rotate

++++立钻哥哥:旋转

++++应用一个欧拉角的旋转角度,eulerAngles.z度围绕z轴,eulerAngles.x度围绕x轴,eulerAngles.y度围绕y轴(这样的顺序);

++++应用一个旋转角度,zAngle度围绕z轴,xAngle度围绕x轴,yAngle度围绕y轴(这样的顺序);

++++按照angle度围绕axis轴旋转变换;

++++如果相对于留空或者设置为Space.Self旋转角度被应用围绕变换的自身轴;(当在场景视图选择物体时,xyz轴显示),如果相对于Space.World旋转角度被应用围绕世界的xyz轴;

++C3.11、RotateAround

++C3.11、RotateAround

++++立钻哥哥:围绕旋转

++++围绕世界坐标的point点的axis旋转该变换angle度;

++++这个修改变换的位置和旋转角度;

++C3.12、SetAsFirstSibling

++C3.12、SetAsFirstSibling

++++立钻哥哥:设置为同级第一

++++移动该变换到此局部变换列表的开始;

++C3.13、SetAtLastSibling

++C3.13、SetAtLastSibling

++++立钻哥哥:设置为同级最后

++++移动该变换到此局部变换列表的末尾;

++C3.14、SetParent

++C3.14、SetParent

++++立钻哥哥:设置父级

++++[parent]:要使用的父级变换;

++++[worldPositionStays]:如果为true,则相对于父级位置、缩放和旋转修改该对象,使得该对象保持与之前世界坐标空间一样的位置,旋转和缩放;

++++设置该变换的父级;

++++这个方法是把一个对象找个父级,如果worldPositionStaystrue,那么该对象会保持世界坐标不变;如果为false那么该对象会保持局部坐标不变;

++C3.15、SetSiblingIndex

++C3.15、SetSiblingIndex

++++立钻哥哥:设置同级索引

++++[index]:设置索引;

++++设置同级对象的索引;

++C3.16、TransformDirection

++C3.16、TransformDirection

++++立钻哥哥:变换方向

++++变换方向从局部坐标转换到世界坐标;

++++变换方向xyz从局部坐标到世界坐标;

++++这个操作不会受到变换的缩放和位置的影响;返回的向量与direction有同样的长度;

++C3.17、TransformPoint

++C3.17、TransformPoint

++++立钻哥哥:变换点

++++变换位置从局部坐标到世界坐标;

++++变换位置x,y,z从局部坐标到世界坐标;

++++注意:返回位置受缩放影响;如果是处理方向使用;

++C3.18、TransformVector

++C3.18、TransformVector

++++立钻哥哥:变换向量

++++变换一个向量从局部坐标空间到世界坐标空间;

++++变换一个向量(x,y,z)从局部坐标空间到世界坐标空间;

++++这个操作不受变换位置的影响,但是受缩放的影响;

++C3.19、Translate

++C3.19、Translate

++++立钻哥哥:平移

++++移动transformtranslation的方向和距离;

++++移动变换由x沿着x轴,y沿着y轴,z沿着z轴;

++++移动被应用相对于(relativeTo : Transform)的自身坐标系统;日光相对于为null,则移动被应用相对于世界坐标系统;

++++简单的说,向某方向移动物体多少距离;

++++如果relativeTo留空或者设置为Space.Self,移动被应用相对于变换的自身轴;(当在场景视图选择物体时,xyz轴显示)如果相对于Space.World移动被应用相对于世界坐标系统;

#D4、立钻哥哥对Transform类的拓展

++++【Unity API】分类:/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:/VRunSoftYanlz/article/details/106533906

++++[Application应用]:/VRunSoftYanlz/article/details/106086327

++++[Object对象]:/VRunSoftYanlz/article/details/10694

++++[GameObject]:/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:/VRunSoftYanlz/article/details/106533256

++++[Component组件]:/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:/VRunSoftYanlz/article/details/106321040

++++[Material材质]:/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩阵]:/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:/VRunSoftYanlz/article/details/106392769

@@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!)

++++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:/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:/vrunsoftyanlz/category_9694767.html

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

++++【人工智能AI2026】分类:/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:/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Unity学习空间:/VRunSoftYanlz/

++++虚拟现实VR资讯:/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础:/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈:/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用:/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VR:/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症:/VRunSoftYanlz/article/details/89115518

++++SteamVR简介:/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析:/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南:/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南:/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门:/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统:/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制:/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一):/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二):/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poser:/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCore:/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extras:/VRunSoftYanlz/article/details/86584108

++++SteamVR/Input:/VRunSoftYanlz/article/details/86601950

++++OpenXR简介:/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈:/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈):/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录):/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录):/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources):/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEvents:/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouch:/VRunSoftYanlz/article/details/8310

++++虚拟现实行业应用:/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VR:/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VR:/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成:/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验:/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913:/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003:/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022:/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022:/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册:/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABC:/vrunsoftyanlz/article/details/78630687

++++Unity面试题D:/VRunSoftYanlz/article/details/78630838

++++Unity面试题E:/vrunsoftyanlz/article/details/78630913

++++Unity面试题F:/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题:/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]:/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述):/VRunSoftYanlz/article/details/81041359

++++框架知识点:/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇):/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇):/VRunSoftYanlz/article/details/80630325

++++.Net框架设计:/VRunSoftYanlz/article/details/87401225

++++从零开始学架构:/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理:/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇):/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考:/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析:/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle):/VRunSoftYanlz/article/details/82355876

++++UML类图:/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介:/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001:/vrunsoftyanlz/article/details/8030

++++Unity知识点0008:/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇):/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇):/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础:/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发:/vrunsoftyanlz/article/details/78881752

++++Unity物理系统:/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发:/vrunsoftyanlz/article/details/78882034

++++UGUI基础:/vrunsoftyanlz/article/details/78884693

++++UGUI进阶:/vrunsoftyanlz/article/details/78884882

++++UGUI综合:/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础:/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶:/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统:/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染:/vrunsoftyanlz/article/details/78886403

++++Unity数据存储:/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库:/vrunsoftyanlz/article/details/79254162

++++WWW类和协程:/vrunsoftyanlz/article/details/79254559

++++Unity网络:/vrunsoftyanlz/article/details/79254902

++++Unity资源加密:/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介:/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器:/VRunSoftYanlz/article/details/86682935

++++C#事件:/vrunsoftyanlz/article/details/78631267

++++C#委托:/vrunsoftyanlz/article/details/78631183

++++C#集合:/vrunsoftyanlz/article/details/78631175

++++C#泛型:/vrunsoftyanlz/article/details/78631141

++++C#接口:/vrunsoftyanlz/article/details/78631122

++++C#静态类:/vrunsoftyanlz/article/details/78630979

++++C#中System.String类:/vrunsoftyanlz/article/details/78630945

++++C#数据类型:/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键:/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写:/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体:/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质:/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓:/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNI:/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换:/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器:/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源:/VRunSoftYanlz/article/details/83155518

++++JSON数据结构:/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门:/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录):/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲):/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲):/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲):/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲):/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲):/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲):/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型:/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>:/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇):/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算:/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义:/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间:/VRunSoftYanlz

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

《UnityAPI.Transform变换》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Transform+eulerAngles+LookAt+立钻哥哥++OK++)

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