ICode9

精准搜索请尝试: 精确搜索
首页 > 编程语言> 文章详细

《UnityAPI.Application应用程序》(Unity+SteamVR+云技术+5G+AI+VR云游戏+API+dataPath+OpenURL+LoadLevel+立钻哥哥+==)

2020-05-14 20:36:50  阅读:379  来源: 互联网

标签:blog OpenURL AI SteamVR ++++ csdn https article net


《UnityAPI.Application应用程序》

版本

作者

参与者

完成日期

备注

UnityAPI_Application_V01_1.0

严立钻

 

2020.05.12

 

 

 

 

 

 

 

#《UnityAPI.Application应用程序》发布说明:

++++“UnityAPI.Application应用程序”是对UnityAPIApplication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/

 

 

 

 

 

#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;

++++Application.absoluteURLApplication.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, “http://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{}

 

 

 

 

++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;

++++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{}

 

 

 

 

 

++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;

++++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{}

 

 

 

 

 

++B2.4、genuine

++B2.4、genuine

++B2.4、genuine

++++立钻哥哥:正版

static bool genuine;

++++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;

 

 

 

 

 

++B2.5、genuineCheckAvailable

++B2.5、genuineCheckAvailable

++B2.5、genuineCheckAvailable

++++立钻哥哥:正版检查可用

static bool genuineCheckAvailable;

++++如果可以确认应用程序的完整性返回真;否则返回假;

 

 

 

 

 

++B2.6、internetReachability

++B2.6、internetReachability

++B2.6、internetReachability

++++立钻哥哥:网络可达性

static NetworkReachability internetReachability;

++++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;

 

 

 

 

 

++B2.7、isEditor

++B2.7、isEditor

++B2.7、isEditor

++++立钻哥哥:是否在编辑器

static bool isEditor;

++++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{}

 

 

 

 

 

++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;

++++方法LoadLevelLoadLevelAdditive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{}

 

 

 

 

 

++B2.9、isPlaying

++B2.9、isPlaying

++B2.9、isPlaying

++++立钻哥哥:是否正播放

static bool isPlaying;

++++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{}

 

 

 

 

 

++B2.10、isWebPlayer

++B2.10、isWebPlayer

++B2.10、isWebPlayer

++++立钻哥哥:是否是网络播放器

static bool isWebPlayer;

++++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{}

 

 

 

 

 

++B2.11、levelCount

++B2.11、levelCount

++B2.11、levelCount

++++立钻哥哥:关卡数量

static int levelCount;

++++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{}

 

 

 

 

 

++B2.12、loadedLevel

++B2.12、loadedLevel

++B2.12、loadedLevel

++++立钻哥哥:已加载关卡

static int loadedLevel;

++++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{}

 

 

 

 

 

++B2.13、loadedLevelName

++B2.13、loadedLevelName

++B2.13、loadedLevelName

++++立钻哥哥:已加载的关卡名称

static string loadedLevelName;

++++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.LoadLevelApplication.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{}

 

 

 

 

 

++B2.14、persistentDataPath

++B2.14、persistentDataPath

++B2.14、persistentDataPath

++++立钻哥哥:持久数据路径

static string persistentDataPath;

++++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iOSAndroidpersistentDataPath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{}

 

 

 

 

 

++B2.15、platform

++B2.15、platform

++B2.15、platform

++++立钻哥哥:平台

static RuntimePlatform platform;

++++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{}

 

 

 

 

 

++B2.16、runInBackground

++B2.16、runInBackground

++B2.16、runInBackground

++++立钻哥哥:后台运行

static bool runInBackground;

++++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{}

 

 

 

 

 

++B2.17、srcValue

++B2.17、srcValue

++B2.17、srcValue

++++立钻哥哥:源路径

static string srcValue;

++++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objectsrc参数和embed标签;因此如果它是绝对urlsrcValue将含有绝对路径;

++++Application.absoluteURLApplication.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, “http://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{}

 

 

 

 

 

++B2.18、streamedBytes

++B2.18、streamedBytes

++B2.18、streamedBytes

++++立钻哥哥:字节流

static int streamedBytes;

++++我们从主Unity网页流中下载了多少字节(只读);

++++在web播放器中将返回到目前为止已经下载的压缩字节数;在PC或编辑器中总是返回零;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Update(){

        guiText.text = “立钻哥哥:Streamed Bytes: ” + Application.streamedBytes.ToString();

    }

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

 

 

 

 

 

++B2.19、streamingAssetsPath

++B2.19、streamingAssetsPath

++B2.19、streamingAssetsPath

++++立钻哥哥:流数据资源路径

static string streamingAssetsPath;

++++包含一个到StreamingAssets文件夹的路径(只读);

++++如果在编辑项目中有个“StreamingAssets”文件夹,它将拷贝其中的内容到Application.streamingAssetsPath给出的路径;

++++注意:在某些平台,不能直接访问StreamingAssets文件夹,因为在web平台没有文件系统,在Android被压缩到.apk文件中;在另外平台,将返回url,可以使用WWW类访问使用;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

     public string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, “MyFile”);

     public string result = “”;

 

     IEnumerator MyTestFuc(){

        if(filePath.Contains(“://”)){

            WWW www = new WWW(filePath);

            yield return www;

            result = www.text;

        }else{

            result = System.IO.File.ReadAllText(filePath);

        }

    }    //立钻哥哥:IEnumerator MyTestFunc(){}

 

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

 

 

 

 

 

++B2.20、systemLanguage

++B2.20、systemLanguage

++B2.20、systemLanguage

++++立钻哥哥:系统语言

static SystemLanguage systemLanguage;

++++用户操作系统正在运行的语言;

++++可以用它来自动选择基于用户的系统语言的内容本地化;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        guiText.text = Application.systemLanguage.ToString();

    }

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

 

 

 

 

 

++B2.21、targetFrameRate

++B2.21、targetFrameRate

++B2.21、targetFrameRate

++++立钻哥哥:目标帧速率

static int targetFrameRate;

++++命令游戏尝试以一个特定的帧率渲染;

++++设置targetFrameRate-1(默认)使独立版游戏尽可能快的渲染,并且web播放器游戏以50~60帧/秒渲染,取决于平台;

++++注意:设置targetFrameRate不会保证帧率,会因为平台的不同而波动,或者因为计算机太慢而不能取得这个帧率;

++++如果在质量设置中vsync被设置,目标帧速率会被忽略并使用vblank interval来替代;在质量设置中的vBlankCount属性用来限制帧率到屏幕刷新率的一半(通过设置vBlankCount2屏幕60fps能被限制到30fps);

++++在编辑器中targetFrameRate被忽略;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Awake(){

        Application.targetFrameRate = 300;

    }

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

 

 

 

 

 

++B2.22、temporaryCachePath

++B2.22、temporaryCachePath

++B2.22、temporaryCachePath

++++立钻哥哥:临时缓存路径

static string temporaryCachePath;

++++包含一个临时数据/缓存目录的路径(只读);

++++该值是一个目录路径,临时数据可以被保存;

using UnityEngine;

using System.Colletions;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Debug.Log(Application.temporaryCachePath);

    }

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

 

 

 

 

 

++B2.23、unityVersion

++B2.23、unityVersion

++B2.23、unityVersion

++++立钻哥哥:Unity版本

static string unityVersion;

++++用于播放该内容的Unity运行时的版本;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Debug.Log(“立钻哥哥:Version of the runtime: ” + Application.unityVersion);

    }

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

 

 

 

 

 

++B2.24、webSecurityEnabled

++B2.24、webSecurityEnabled

++B2.24、webSecurityEnabled

++++立钻哥哥:网页安全模式

static bool webSecurityEnabled;

++++只是是否webplayer的安全模式是否被启用;

++++在Web播放器,这将始终返回true;在Unity编辑器中,如果启用了Web安全模式(Menu->Edit->Project Settings->Editor)则返回真,如果没有启用则返回假;在所有其他平台,这将返回false,此属性智能被读取;

 

 

 

 

 

 

 

++C3、Static Functions静态函数

++C3、Static Functions静态函数

++C3、Static Functions静态函数

++++C3.1、CancelQuit

++++C3.2、CanStreamedLevelBeLoaded

++++C3.3、CaptureScreenshot

++++C3.4、ExternalCall

++++C3.5、ExternalEval

++++C3.6、GetStreamProgressForLevel

++++C3.7、HasProLicense

++++C3.8、HasUserAuthorization

++++C3.9、LoadLevel

++++C3.10、LoadLevelAdditive

++++C3.11、LoadLevelAdditiveAsync

++++C3.12、LoadLevelAsync

++++C3.13、OpenURL

++++C3.14、Quit

++++C3.15、RegisterLogCallback

++++C3.16、RegisterLogCallbackThreaded

++++C3.17、RequestUserAuthorization

++++C3.18、YanlzAPI.Application.StaticFunctions

 

 

++C3.1、CancelQuit

++C3.1、CancelQuit

++C3.1、CancelQuit

++++立钻哥哥:取消退出

static void CancelQuit();

++++取消退出该应用程序;这可以用来在退出游戏的时候显示一个退出画面;

++++这个函数只工作在播放器中,在Web播放器或编辑器中不做任何事;

++++注意:这个函数在iPhone中没有效果,应用程序无法阻止在iPhone OS的终止;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour(){

    public float showSplashTimeout = 2.0F;

    private bool allowQuitting = false;

 

    void Awake(){

        DontDestroyOnLoad();

    }

 

    void OnApplicationQuit(){

        if(Application.loadedLevelName.ToLower() != “YanlzFinalsplashScene”){

            StartCoroutine(“YanlzDelayedQuit”);

        }

 

        if(!allowQuitting){

            Application.CancelQuit();

        }

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

 

    IEnumerator YanlzDelayedQuit(){

        Application.LoadLevel(“YanlzFinalsplashScene”);

        yield return new WaitForSeconds(showSplashTimeout);

        allowQuitting = true;

        Application.Quit();

    }    //立钻哥哥:IEnumerator YanlzDelayedQuit(){}

 

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

 

 

 

 

 

++C3.2、CanStreamedLevelBeLoaded

++C3.2、CanStreamedLevelBeLoaded

++C3.2、CanStreamedLevelBeLoaded

++++立钻哥哥:能流数据加载关卡

static bool CanStreamedLevelBeLoaded(int levelIndex);

static bool CanStreamedLevelBeLoaded(string levelName);

++++可以流数据加载关卡吗?

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Update(){

        if(Application.CanStreamedLevelBeLoaded(1)){

            Application.LoadLevel(1);

        }

    }

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

 

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void Update(){

        if(Application.CanStreamedLevelBeLoaded(“YanlzTestLevel01Scene”)){

            Application.LoadLevel(“YanlzTestLevel01Scene”);

        }

    }

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

 

 

 

 

 

++C3.3、CaptureScreenshot

++C3.3、CaptureScreenshot

++C3.3、CaptureScreenshot

++++立钻哥哥:截屏

static void CaptureScreenshot(string filename, int superSize = 0);

++++[filename]:保存截图文件的路径名;

++++[superSize]:提高分辨率系数;

++++捕捉屏幕到filename路径,保存为PNG文件;

++++如果文件已经存在,将会覆盖;如果在webplayer这个函数什么也不会做;在手机平台filename取决于persistentDataPath

++++当superSize参数大于1,将会生成较大的分辨率;例如,输入4将产生被标准4*4倍大的;这截图通常用于印刷;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void OnMouseDown(){

        Application.CaptureScreenshot(“MyScreenshot.png”);

    }

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

 

 

 

 

 

++C3.4、ExternalCall

++C3.4、ExternalCall

++C3.4、ExternalCall

++++立钻哥哥:外部调用

static void ExternalCall(string functionName, params object[] args);

++++调用一个包含在网页中的函数(只用于Web Player);

++++调用包含在网页中名为functionNameJavaScript函数,并传递给定的参数;支持原始的数据类型(string, int, float, char)和这些类型的数字;如果其他的对象被转化为字符串(使用ToString方法)并作为字符串传递;

++++这个函数调用时不会被阻塞,即ExternalCall立即返回的功能而不必等待被完成;

++++传递的参数数量是可变的;

++++被调用的在HTML中的函数只需要使用标准的语法即可;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Application.ExternalCall(“MyFunc01”);

        Application.ExternalCall(“MyFunc02”, “立钻哥哥:Hello from Unity!”);

        Application.ExternalCall(“MyFunc03”, “one”, 2, 3.0F);

    }

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

 

 

 

 

 

++C3.5、ExternalEval

++C3.5、ExternalEval

++C3.5、ExternalEval

++++立钻哥哥:外部运行

static void ExternalEval(string script);

++++调用包含在网页中的片段脚本函数(只用于Web Player);

++++这将执行包含在网页中JavaScript片段script

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    void MyTestFunc(){

        Application.ExternalEval(“history.back()”);

    }

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

 

 

 

 

 

++C3.6、GetStreamProgressForLevel

++C3.6、GetStreamProgressForLevel

++C3.6、GetStreamProgressForLevel

++++立钻哥哥:获取关卡的流数据进度

static float GetStreamProgressForLevel(int levelIndex);

static float GetStreamProgressForLevel(string levelName);

++++下载的进度是多少?

++++在Web播放器中将返回这个关卡的进度;

using UnityEngine;

using System.Collections;

 

public class YanlzApplication : MonoBehaviour{

    public float percentageLoaded = 0;

 

    void Update(){

        if(Application.GetStreamProgressForLevel(1) == 1){

            guiText.text = “立钻哥哥:Level at index 1 has fully streamed!”;

        }else{

            percentageLoaded = Application.GetStreamProgressForLevel(1) * 100;

            guiText.text = percentageLoaded.ToString();

        }

    }    //立钻哥哥:void Update(){}

 

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

 

 

 

 

 

++C3.7、HasProLicense

++C3.7、HasProLicense

 

 

 

 

 

 

 

 

 

 

 

++++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

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

标签:blog,OpenURL,AI,SteamVR,++++,csdn,https,article,net
来源: https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

本站声明: 1. iCode9 技术分享网(下文简称本站)提供的所有内容,仅供技术学习、探讨和分享;
2. 关于本站的所有留言、评论、转载及引用,纯属内容发起人的个人观点,与本站观点和立场无关;
3. 关于本站的所有言论和文字,纯属内容发起人的个人观点,与本站观点和立场无关;
4. 本站文章均是网友提供,不完全保证技术分享内容的完整性、准确性、时效性、风险性和版权归属;如您发现该文章侵犯了您的权益,可联系我们第一时间进行删除;
5. 本站为非盈利性的个人网站,所有内容不会用来进行牟利,也不会利用任何形式的广告来间接获益,纯粹是为了广大技术爱好者提供技术内容和技术思想的分享性交流网站。

专注分享技术,共同学习,共同进步。侵权联系[81616952@qq.com]

Copyright (C)ICode9.com, All Rights Reserved.

ICode9版权所有