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《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

程序员文章站 2022-06-15 21:22:02
《UnityAPI.Debug调试》版本作者参与者完成日期备注UnityAPI_Debug_V01_1.0严立钻2020.06.29......

《UnityAPI.Debug调试》

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

版本

作者

参与者

完成日期

备注

UnityAPI_Debug_V01_1.0

严立钻

 

2020.06.29

 

 

 

 

 

 

 

#《UnityAPI.Debug调试》发布说明:

++++“UnityAPI.Debug调试是对UnityAPIDebug调试类的剖析和拓展

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:

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

++++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/

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

 

 

 

 

 

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

#Debug调试

#Debug调试

#Debug调试

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:Debug(调试)是当开发一个游戏时,类中的方法方便调试

++++[namespace]:UnityEngine

++++[Inherits from]

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

 

 

 

 

 

#B2、Static Variables静态变量

#B2、Static Variables静态变量

++B2、Static Variables静态变量

++++B2.1、developerConsoleVisible

++++B2.2、isDebugBuild

++++B2.3、logger

++++B2.4、YanlzXREngine.Debug.StaticVariables

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

++B2.1、developerConsoleVisible

++B2.1、developerConsoleVisible

++B2.1、developerConsoleVisible

++++立钻哥哥:开发人员控制台可见

public static bool developerConsoleVisible;

++++打开或关闭调试控制台

 

 

 

 

 

++B2.2、isDebugBuild

++B2.2、isDebugBuild

++B2.2、isDebugBuild

++++立钻哥哥:是否调试版本

public static bool isDebugBuild;

++++Build Settings对话框中有一个叫做“Development Build”复选框

++++如果是检查isDebugBuild将是正确的;在编辑器中isDebugBuild总是返回true;当开发一个游戏时建议删除所有的调用调试,这样可以很容易的部署测试构建调试打印并最终构建

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void MyTestFunc(){

        if(Debug.isDebugBuild){

            Debug.Log(立钻哥哥:This is a debug build!);

        }    //立钻哥哥:if(){}

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++B2.3、logger

++B2.3、logger

++B2.3、logger

++++立钻哥哥:日志记录器

public static ILogger logger;

++++获取默认的调试日志

++++Unity控制台的日志消息使用默认日志记录器

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

    private static ILogger logger = Debug.logger;

    private static string kTAG = MyGameTag;

 

    void MyGameMethod(){

        logger.Log(kTAG, Hello);

 

        Debug.logger.Log(KTAG, World);

  

    }    //立钻哥哥:void MyGameMethod(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

 

 

#C3、Static Functions静态函数

#C3、Static Functions静态函数

++C3、Static Functions静态函数

++++C3.1、Assert

++++C3.2、AssertFormat

++++C3.3、Break

++++C3.4、ClearDeveloperConsole

++++C3.5、DrawLine

++++C3.6、DrawRay

++++C3.7、Log

++++C3.8、LogAssertion

++++C3.9、LogAssertionFormat

++++C3.10、LogError

++++C3.11、LogErrorFormat

++++C3.12、LogException

++++C3.13、LogFormat

++++C3.14、LogWarning

++++C3.15、LogWarningFormat

++++C3.16、YanlzXREngine.Debug.StaticFunctions

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

++C3.1、Assert

++C3.1、Assert

++C3.1、Assert

++++立钻哥哥:断言

public static void Asset(bool condition);

public static void Asset(bool condition, Object context);

public static void Asset(bool condition, object message);

public static void Asset(bool condition, object message, Object context);

++++[condition]:Condition you expect to be true

++++[context]:Object to which the message applies

++++[message]:String or object to be converted to string representation for display

++++断言一个条件,当条件为false时输出格式化的错误信息到Unity控制台

++++LogType.Assert类型信息的记录

 

 

 

 

 

++C3.2、AssertFormat

++C3.2、AssertFormat

++C3.2、AssertFormat

++++立钻哥哥:声明格式

public static void AssertFormat(bool condition, string format, params object[] args);

public static void AssertFormat(bool condition, Object context, string format, params object[] args);

++++[condition]:Condition you expect to be true

++++[format]:A composite format string

++++[args]:Format arguments

++++[context]:Object to which the message applies

++++断言一个条件,当条件为false时输出格式化的错误信息到Unity控制台

 

 

 

 

 

++C3.3、Break

++C3.3、Break

++C3.3、Break

++++立钻哥哥:停止

public static void Break();

++++暂停编辑器

++++当想要在面板上检查某些值而不能暂停的时候,该函数是有用的

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void MyTestFunc(){

        Debug.Break();

    }    //立钻哥哥:void MyTestFunc(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.4、ClearDeveloperConsole

++C3.4、ClearDeveloperConsole

++C3.4、ClearDeveloperConsole

++++立钻哥哥:清除开发人员控制台

public static void ClearDeveloperConsole();

++++清除开发人员控制台的错误

 

 

 

 

 

++C3.5、DrawLine

++C3.5、DrawLine

++C3.5、DrawLine

++++立钻哥哥:画线

public static void DrawLine(Vector3 start, Vector3 end, Color color=Color.white, float duration=0.0f, bool depthTest=true);

++++[start]:Point in world space where the line should start

++++[end]:Point in world space where the line should end

++++[color]:Color of the line

++++[duration]:How long the line should be visible for

++++[depthTest]:Should the line be obscured by objects closer to the camera

++++在指定的起点与终点之间画条线

++++该线条将会显示在编辑器窗口的场景中;如果在游戏视窗打开绘画线框,该线条也会被画在该视图;在可持续的时间内(以秒为单位)该线将在第一次显示后可见;duration值为0表示该线仅显示一帧可见

++++注意:这仅供调试;编辑线框用Gizmos.DrawlineHandles.DrawLine代替该方法

++++[Gizmos可视化]:https://blog.csdn.net/VRunSoftYanlz/article/details/107049986

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

    

    void Update(){

        Debug.DrawLine(Vector3.zero, new Vector3(1, 0, 0), Color.red);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void OnCollisionEnter(Collision collision){

        foreach(ContactPoint contact in collision.contacts){

            Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false);

        }    //立钻哥哥:foreach(){}

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

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.6、DrawRay

++C3.6、DrawRay

++C3.6、DrawRay

++++立钻哥哥:画射线

public static void DrawRay(Vector3 start, Vector3 dir, Color color=Color.white, float duration=0.0f, bool depthTest=true);

++++[start]:Point in world space where the ray should start

++++[end]:Direction and length of the ray

++++[color]:Color of the drawn line

++++[duration]:How long the line will be visible for(in seconds)

++++[depthTest]:Should the line be obscured by other objects closer to the camera

++++在世界空间中画条射线,从起点开始向指向的方向延伸

++++duration参数决定了在此帧中该射线多长可见;如果duration的值为零(默认为零)该射线被渲染一帧

++++如果depthTest被设置为true,那么场景中物体将会靠近摄像机

++++该线将会在编辑器视图中画出;如果游戏视图打开绘图线框,在该视图中该线将会被可见

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

    

    void Update(){

        Vector3 forward = transform.TransformDirection(Vector3.forward) * 10;

        Debug.DrawRay(transform.position, forward, Color.green);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void OnCollisionEnter(Collision collision){

        foreach(ContactPoint contact in collision.contacts){

            //Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false);

            Debug.DrawLine(contact.point, contact.normal, Color.green, 2, false);

        }    //立钻哥哥:foreach(){}

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

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.7、Log

++C3.7、Log

++C3.7、Log

++++立钻哥哥:日志

public static void Log(object message);

public static void Log(object message, Object contex);

++++[message]:String or object to be converted to string representation for display

++++[context]:Object to which the message applies

++++Unity控制台的日志信息

++++当在控制台选择该信息时连接的上下的对象将会显示出来;这可被用于定位错误发生的位置

++++当该信息是字符串,可以添加富文本标记强调

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void MyGameMethod(){

        //Message with a link to an object.

        Debug.Log(立钻哥哥:Hello, gameObject);

 

        //Message using rich text.

        Debug.Log(<color=red>Fatal error: </color> AssetBundle not found.);

    }    //立钻哥哥:void MyGameMethod(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.8、LogAssertion

++C3.8、LogAssertion

++C3.8、LogAssertion

++++立钻哥哥:断言信息

public static void LogAssetion(object message);

public static void LogAssetion(object message, Object context);

++++[message]:String or object to be converted to string representation for display

++++[context]:Object to which the message applies

++++将断言信息记录到控制台的不同的Debug.Log

++++记录LogType.Assert的信息类型

 

 

 

 

 

++C3.9、LogAssertionFormat

++C3.9、LogAssertionFormat

++C3.9、LogAssertionFormat

++++立钻哥哥:日志断言格式

public static void LogAssertionFormat(string format, params object[] args);

public static void LogAssertionFormat(Object context, string format, params object[] args);

++++[format]:A composite format string

++++[args]:Format arguments

++++[context]:Object to which the message applies

++++Unity控制器记录的断言格式信息

 

 

 

 

 

++C3.10、LogError

++C3.10、LogError

++C3.10、LogError

++++立钻哥哥:错误日志

public static void LogError(object message);

public static void LogError(object message, Object context);

++++[message]:String or object to be converted to string representation for display

++++[context]:Object to which the message applies

++++Debug.Log的一个变体,记录了控制台的错误信息

++++当选中控制台的信息连接的上下物体将会显示;当想知道哪个物体发生错误时这非常有用

++++当该信息是字符串时,可以使用添加富文本标签标记

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void MyGameMethod(){

        private Transform transform;

 

        void MyGameMethod(){

            if(transform == null){

                Debug.LogError(立钻哥哥:memberVariable must be set to point to a Transform., transform);

            }    //立钻哥哥:if(){}

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

 

    }    //立钻哥哥:void MyGameMethod(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.11、LogErrorFormat

++C3.11、LogErrorFormat

++C3.11、LogErrorFormat

++++立钻哥哥:错误日志格式

public static void LogAssertionFormat(string format, params object[] args);

public static void LogAssertionFormat(Object context, string format, params object[] args);

++++[format]:A composite format string

++++[args]:Format arguments

++++[context]:Object to which the message applies

++++记录Unity控制台的断言信息格式

 

 

 

 

 

++C3.12、LogException

++C3.12、LogException

++C3.12、LogException

++++立钻哥哥:日志异常

public static void LogException(Exception exception);

public static void LogException(Exception exception, Object context);

++++[context]:Object to which the message applies

++++[exception]:Runtime Exception

++++Debug.Log的一个变体,记录了控制台的错误信息

++++当选中控制台中的信息连接的上下物体将会显示出来;如果想知道哪个物体发生错误时该方法非常有用

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void MyGameMethod(){

 

        try{

           //立钻哥哥:Do something that can throw an exception.

        }catch(Exception e){

            Debug.LogException(e, this);

        }    //立钻哥哥:try(){}catch(){}

 

    }    //立钻哥哥:void MyGameMethod(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.13、LogFormat

++C3.13、LogFormat

++C3.13、LogFormat

++++立钻哥哥:日志格式

public static void LogFormat(string format, params object[] args);

public static void LogFormat(Object context, string format, params object[] args);

++++[format]:A composite format string

++++[args]:Format arguments

++++[context]:Object to which the message applies

++++记录Unity控制台的信息格式

 

 

 

 

 

++C3.14、LogWarning

++C3.14、LogWarning

++C3.14、LogWarning

++++立钻哥哥:警告日志

public static void LogWarning(object message);

public static void LogWarning(object message, Object context);

++++[message]:String or object to be converted to string representation for display

++++[context]:Object to which the message applies

++++Debug.Log的一个变体,记录了控制台的警告信息

++++当选中控制台的信息连接的上下物体将会显示;当想知道哪个物体发生错误时这非常有用

++++当该信息是字符串时,可以使用添加富文本标签标记

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzDebug : MonoBehaviour{

 

    void MyGameMethod(){

        private Transform transform;

 

        void MyGameMethod(){

            if(transform == null){

                //Debug.LogError(立钻哥哥:memberVariable must be set to point to a Transform., transform);

                Debug.LogWarning(立钻哥哥:A warning assigned to this transform!, transform);

 

            }    //立钻哥哥:if(){}

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

 

    }    //立钻哥哥:void MyGameMethod(){}

 

}    //立钻哥哥:public class YanlzDebug{}

 

 

 

 

 

++C3.15、LogWarningFormat

++C3.15、LogWarningFormat

++C3.15、LogWarningFormat

++++立钻哥哥:警告日志格式

public static void LogWarningFormat(string format, params object[] args);

public static void LogWarningFormat(Object context, string format, params object[] args);

++++[format]:A composite format string

++++[args]:Format arguments

++++[context]:Object to which the message applies

++++Unity控制台记录的警告信息的格式

 

 

 

 

 

 

 

 

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

#D4、立钻哥哥对Debug类的拓展

#D4、立钻哥哥对Debug类的拓展

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

++++【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

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

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

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[AnimationCurve]:https://blog.csdn.net/VRunSoftYanlz/article/details/106952329

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[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

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

++++[AnimationEvent]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008468

++++[AnimationClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106951675

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

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

++++[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

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

 

 

 

 

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

@@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!)

 

 

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

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《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

 

 

 

 

 

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《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

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

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++++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

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++++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

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++++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

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++++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

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++++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

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

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

《UnityAPI.Debug调试》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Debug+Log+DrawRay+DrawLine+Assert+立钻哥哥++OK++)

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

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