《UnityAPI.CharacterController角色控制器》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+Unity+SimpleMove+立钻哥哥++OK++)

《UnityAPI.CharacterController角色控制器》

版本

作者

参与者

完成日期

备注

UnityAPI_CharacterController_V01_1.0

严立钻

 

2020.08.28

 

 

 

 

 

 

#《UnityAPI.CharacterController角色控制器》发布说明:

++++“UnityAPI.CharacterController角色控制器是对UnityAPICharacterController角色控制器类的剖析和拓展

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/

#CharacterController角色控制器

#CharacterController角色控制器

#CharacterController角色控制器

++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:CharacterController(角色控制器)是让在受制于碰撞的情况下很容易地进行运动,而不用处理刚体

++++[namespace]:UnityEngine

++++[Inherits from]:Collider

++++角色控制器不受力的影响,仅当调用Move函数时才运动;它执行运动,但是受制于碰撞;

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

++++【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

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

++++[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

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[Quaternion]:https://blog.csdn.net/VRunSoftYanlz/article/details/107271863

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

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

++++[LightProbes探测]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372601

++++[Ray射线]:https://blog.csdn.net/VRunSoftYanlz/article/details/107348830

++++[Time时间]:https://blog.csdn.net/VRunSoftYanlz/article/details/107325540

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、center

++++B2.2、collisionFlags

++++B2.3、detectCollisions

++++B2.4、height

++++B2.5、isGrounded

++++B2.6、radius

++++B2.7、slopeLimit

++++B2.8、stepOffset

++++B2.9、velocity

++++B2.10、YanlzXREngine.CharacterController.Variables

++B2.1、center

++B2.1、center

++B2.1、center

++++立钻哥哥:中心

public Vector3 center;

++++相对于变换位置的角色胶囊体的中心

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public CharacterController conteroller;

 

    void MyTestFunc(){

        controller = GetComponent<CharacterController>();

        controller.center = new Vector3(0, 1, 0);

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.2、collisionFlags

++B2.2、collisionFlags

++B2.2、collisionFlags

++++立钻哥哥:碰撞标识

public CollisionFlags collisionFlags;

++++在最后的CharacterController.Move调用期间,胶囊体的哪个部分与周围环境相碰撞

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

 

    void Update(){

        CharacterController controller = GetComponent<CharacterController>();

   

        if((controller.collisionFlags & CollisionFlags.Above) != 0){

            Debug.Log(立钻哥哥:touched the ceiling.);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

++B2.3、detectCollisions

++B2.3、detectCollisions

++B2.3、detectCollisions

++++立钻哥哥:检测碰撞

public bool detectCollisions;

++++检测其他的刚体和角色控制器是否与本角色控制器相碰撞(默认值始终启用)

++++这个方法在角色控制器的运动期间不影响碰撞,决定当前控制器是否阻碍其他碰撞器;例如:场景中一个盒碰撞器将阻挡控制器的移动,但如果detectCollisionsfalse,盒子仍可以穿过控制器(并不是从身体穿过)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public CharacterController c;

 

    void MyTestFunc(){

        c = GetComponent<CharacterController>();

        c.detectCollisions = false;

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.4、height

++B2.4、height

++B2.4、height

++++立钻哥哥:高度

public float height;

++++角色胶囊体的高度

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public CharacterController conteroller;

 

    void MyTestFunc(){

        controller = GetComponent<CharacterController>();

        controller.height = 2.0F;

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.5、isGrounded

++B2.5、isGrounded

++B2.5、isGrounded

++++立钻哥哥:是否在地面上

public bool isGrounded;

++++在最后一次移动角色控制器是否触碰地面?

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

 

    void Update(){

        CharacterController controller = GetComponent<CharacterController>();

 

        if(controller.isGrounded){

            Debug.Log(立钻哥哥:We are grounded.);

        }    //立钻哥哥:if(){}

 

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

++B2.6、radius

++B2.6、radius

++B2.6、radius

++++立钻哥哥:半径

public float radius;

++++角色胶囊体的半径

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public CharacterController conteroller;

 

    void MyTestFunc(){

        controller = GetComponent<CharacterController>();

        controller.radius= 0.3F;

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.7、slopeLimit

++B2.7、slopeLimit

++B2.7、slopeLimit

++++立钻哥哥:坡度限制

public float slopeLimit;

++++角色控制器的坡度度数限制

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public CharacterController conteroller;

 

    void MyTestFunc(){

        controller = GetComponent<CharacterController>();

        controller.slopeLimit = 45.0F;

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.8、stepOffset

++B2.8、stepOffset

++B2.8、stepOffset

++++立钻哥哥:台阶偏移量

public float stepOffset;

++++以米为单位的角色控制器的台阶偏移量

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public CharacterController conteroller;

 

    void MyTestFunc(){

        controller = GetComponent<CharacterController>();

        controller.stepOffset = 2.0F;

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.9、velocity

++B2.9、velocity

++B2.9、velocity

++++立钻哥哥:速度

public Vector3 velocity;

++++角色当前的相对速度

++++velocity允许追踪角色实际走的有多快,例如:当他被卡在墙壁里,这个值将变为0向量

++++注意:返回速度在调用CharacterController.Move或者CharacterController.SimpleMove之前和之后的时刻是不同的;速度是相对的,因为它不会追踪发生在CharacterController之外的变换的运动(例如:角色继承于另一个运动着的变换之下,比如一个运动着的车辆)

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

 

    void Update(){

        CharacterController controller = GetComponent<CharacterController>();

        Vector3 horizontalVelocity = controller.velocity;

 

        horizontalVelocity = new Vector3(controller.velocity.x, 0, controller.velocity.z);

        float horizontalSpeed = horizontalVelocity.magnitude;

        float verticalSpeed = controller.velocity.y;

        float overallSpeed = controller.velocity.magnitude;

    

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

 

 

 

#C3、Public Functions公有函数

#C3、Public Functions公有函数

++C3、Public Functions公有函数

++++C3.1、Move

++++C3.2、SimpleMove

++++C3.3、YanlzXREngine.CharacterController.PublicFunctions

++C3.1、Move

++C3.1、Move

++C3.1、Move

++++立钻哥哥:移动

public CollisionFlags Move(Vector3 motion);

++++一个更加复杂的运动函数,采取绝对的运动增量

++++尝试着通过motion移动控制器,motion只受限制于碰撞;Move将沿着碰撞器滑动;CollisionFlags是发生于Move的碰撞的概要;这个函数不应用任何重力

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public float speed = 6.0F;

    public float jumpSpeed = 8.0F;

    public float gravity = 20.0F;

    private Vector3 moveDirection = Vector3.zero;

 

    void Update(){

        CharacterController controller = GetComponent<CharacterController>();

 

        if(controller.isGrounded){

            moveDirection = new Vector3(Input.GetAxis(Horizontal), 0, Input.GetAxis(Vertical));

            moveDirection = transform.TransformDirection(moveDirection);

            moveDirection *= speed;

 

            if(Input.GetButton(Jump)){

                moveDirection.y = jumpSpeed;

            }    //立钻哥哥:if(){}

        }    //立钻哥哥:if(controller.isGrounded){}

 

        moveDirection.y -= gravity * Time.deltaTime;

        controller.Move(moveDirection * Time.deltaTime);

 

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

++C3.2、SimpleMove

++C3.2、SimpleMove

++C3.2、SimpleMove

++++立钻哥哥:简单移动

public bool SimpleMove(Vector3 speed);

++++根据速度speed移动角色

++++Y轴上速度被忽略;速度以米/秒为单位;重力被自动应用;返回如果角色着地;建议每帧只调用一次Move或者SimpleMove

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public float speed = 6.0F;

    public float rotateSpeed = 3.0F;

 

    void Update(){

        CharacterController controller = GetComponent<CharacterController>();

 

        transform.Rotate(0, Input.GetAxis(Horizontal) * rotateSpeed, 0);

 

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

        float curSpeed = speed * Input.GetAxis(Vertical);

        controller.SimpleMove(forward * curSpeed);

 

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

 

 

 

#D4、Message消息

#D4、Message消息

++D4、Message消息

++++D4.1、OnControllerColliderHit

++++D4.2、YanlzXREngine.CharacterController.Message

++D4.1、OnControllerColliderHit

++D4.1、OnControllerColliderHit

++D4.1、OnControllerColliderHit

++++立钻哥哥:当控制器与碰撞器碰撞

CharacterController.OnControllerColliderHit(ControllerColliderHit hit);

++++当角色控制器碰到一个可执行移动的碰撞器时,OnControllerColliderHit被调用

++++这个可以被用于推动物体,当它们碰撞角色时

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzCharacterController : MonoBehaviour{

    public float pushPower = 2.0F;

 

    void OnControllerColliderHit(ControllerColliderHit hit){

        Rigidbody body = hit.collider.attachedRigidbody;

    

        if(body == null || body.isKinematic){

            return;

        }    //立钻哥哥:if(){}

 

        if(hit.moveDirection.y < -0.3F){

            return;

        }    //立钻哥哥:if(){}

 

        Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);

        body.velocity = pushDir * pushPower;

 

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

 

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

 

 

 

#E5、立钻哥哥对CharacterController类的拓展

#E5、立钻哥哥对CharacterController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

++++[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

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

++++[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

++++[Debug调试]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029574

++++[Quaternion]:https://blog.csdn.net/VRunSoftYanlz/article/details/107271863

++++[RectTransform]:https://blog.csdn.net/VRunSoftYanlz/article/details/107092732

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

++++[LightProbes探测]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372601

++++[Ray射线]:https://blog.csdn.net/VRunSoftYanlz/article/details/107348830

++++[Time时间]:https://blog.csdn.net/VRunSoftYanlz/article/details/107325540

++++[NavMesh导航网格]:https://blog.csdn.net/VRunSoftYanlz/article/details/108269406

++++[Event事件]:https://blog.csdn.net/vrunsoftyanlz/article/details/108246710

++++[GUI界面]:https://blog.csdn.net/VRunSoftYanlz/article/details/107549711

++++[Graphics图形]:https://blog.csdn.net/VRunSoftYanlz/article/details/107523428

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++++[PSRenderer]:https://blog.csdn.net/VRunSoftYanlz/article/details/107395415

++++[Particle粒子]:https://blog.csdn.net/VRunSoftYanlz/article/details/107394743

++++[Light灯光]:https://blog.csdn.net/VRunSoftYanlz/article/details/107372030

++++[Mathf数学函数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107307385

++++[Vector2二维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107239428

++++[Vector3三维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107170428

++++[Vector4四维]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147669

++++[Color颜色]:https://blog.csdn.net/VRunSoftYanlz/article/details/107147170

++++[Cloth布料]:https://blog.csdn.net/VRunSoftYanlz/article/details/107131605

++++[Canvas画布]:https://blog.csdn.net/VRunSoftYanlz/article/details/107117293

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++++[Rect矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/107073059

++++[Random随机数]:https://blog.csdn.net/VRunSoftYanlz/article/details/107072515

++++[PlayerPrefs存档]:https://blog.csdn.net/VRunSoftYanlz/article/details/107029106

++++[StateMachine]:https://blog.csdn.net/VRunSoftYanlz/article/details/107028714

++++[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

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

++++[ScriptableObject]:https://blog.csdn.net/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: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

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

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

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++++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

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++++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

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

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

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

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

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++++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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