《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+==)

《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)

++++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

++++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

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++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

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++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

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