版本 作者 参与者 完成日期 备注 UnityAPI_Application_V01_1.0 严立钻 2020.05.12 ++++【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ImapBox空间】:https://blog.csdn.net/VRunSoftYanlz/ ++++Application.absoluteURL和Application.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, “https://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{} ++++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{} ++++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{} ++++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; ++++如果可以确认应用程序的完整性返回真;否则返回假; ++++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; ++++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{} ++++方法LoadLevel和LoadLevelAdditive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{} ++++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{} ++++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{} ++++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{} ++++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{} ++++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.LoadLevel和Application.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{} ++++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iOS和Android,persistentDataPath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{} ++++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{} ++++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{} ++++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object的src参数和embed标签;因此如果它是绝对url,srcValue将含有绝对路径; ++++Application.absoluteURL和Application.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, “https://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{} ++++【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ImapBox空间】:https://blog.csdn.net/VRunSoftYanlz/ 立钻哥哥推荐的拓展学习链接(Link_Url) ++++立钻哥哥Unity 学习空间: https://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=>VR:https://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_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725 ++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658 ++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108 ++++SteamVR/Input:https://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_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512 ++++VRTK_InteractTouch:https://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VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085 ++++Steam平台热销VR:https://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V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498 ++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516 ++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886 ++++PlaySceneManagerV1022:https://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ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687 ++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838 ++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913 ++++Unity面试题F:https://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0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012 ++++Unity知识点0008:https://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JNI:https://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: https://blog.csdn.net/VRunSoftYanlz –_–VRunSoft:lovezuanzuan–_–《UnityAPI.Application应用程序》
#《UnityAPI.Application应用程序》发布说明:
++++“UnityAPI.Application应用程序”是对UnityAPI中Application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“”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)
#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;
++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;
++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;
++B2.4、genuine
++B2.4、genuine
++B2.4、genuine
++++立钻哥哥:正版;
static bool genuine;
++B2.5、genuineCheckAvailable
++B2.5、genuineCheckAvailable
++B2.5、genuineCheckAvailable
++++立钻哥哥:正版检查可用;
static bool genuineCheckAvailable;
++B2.6、internetReachability
++B2.6、internetReachability
++B2.6、internetReachability
++++立钻哥哥:网络可达性;
static NetworkReachability internetReachability;
++B2.7、isEditor
++B2.7、isEditor
++B2.7、isEditor
++++立钻哥哥:是否在编辑器;
static bool isEditor;
++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;
++B2.9、isPlaying
++B2.9、isPlaying
++B2.9、isPlaying
++++立钻哥哥:是否正播放;
static bool isPlaying;
++B2.10、isWebPlayer
++B2.10、isWebPlayer
++B2.10、isWebPlayer
++++立钻哥哥:是否是网络播放器;
static bool isWebPlayer;
++B2.11、levelCount
++B2.11、levelCount
++B2.11、levelCount
++++立钻哥哥:关卡数量;
static int levelCount;
++B2.12、loadedLevel
++B2.12、loadedLevel
++B2.12、loadedLevel
++++立钻哥哥:已加载关卡;
static int loadedLevel;
++B2.13、loadedLevelName
++B2.13、loadedLevelName
++B2.13、loadedLevelName
++++立钻哥哥:已加载的关卡名称;
static string loadedLevelName;
++B2.14、persistentDataPath
++B2.14、persistentDataPath
++B2.14、persistentDataPath
++++立钻哥哥:持久数据路径;
static string persistentDataPath;
++B2.15、platform
++B2.15、platform
++B2.15、platform
++++立钻哥哥:平台;
static RuntimePlatform platform;
++B2.16、runInBackground
++B2.16、runInBackground
++B2.16、runInBackground
++++立钻哥哥:后台运行;
static bool runInBackground;
++B2.17、srcValue
++B2.17、srcValue
++B2.17、srcValue
++++立钻哥哥:源路径;
static string srcValue;
++B2.18、streamedBytes
++B2.18、streamedBytes
++++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)
【XR游戏开发QQ群:784477094】
++立钻哥哥推荐的拓展学习链接(Link_Url):
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