《UnityAPI.PlayerPrefs游戏存档》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+PlayerPrefs+SetInt+HasKey+立钻哥哥++OK++)

《UnityAPI.PlayerPrefs游戏存档》

版本

作者

参与者

完成日期

备注

UnityAPI_PlayerPrefs_V01_1.0

严立钻

 

2020.06.29

 

 

 

 

 

 

#《UnityAPI.PlayerPrefs游戏存档》发布说明:

++++“UnityAPI.PlayerPrefs游戏存档是对UnityAPIPlayerPrefs游戏存档类的剖析和拓展

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/

#PlayerPrefs游戏存档

#PlayerPrefs游戏存档

#PlayerPrefs游戏存档

++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:PlayerPrefs(游戏存档)是在游戏会话中储存和访问游戏存档;这个是持久化数储存,比如保存游戏记录

++++[namespace]

++++[Inherits from]

++++[Editor/Standalone:编辑器/桌面平台]:Mac OSWindowsLinuxWindows StoreWindows PhoneWebPlayer

++++[Mac OS]:Mac OS XPlayerPrefs是存储在“~/Library/Preferences”文件夹,名为unity.[company name].[product name].plist,其中company nameproduct name名是在Project.Setting中设置,.plist文件可用于编辑器和桌面平台运行;(打开Find,按住Option键,点击“前往”->“资源库”,就可以找到Preferences文件夹);

++++[Windows]:Windows平台下,PlayerPrefs被存储在注册表的HKEY_CURRENT_USER\Software\[company name]\[product name]键下(打开“运行”输入regedit打开注册表),其中company nameproduct name名是在Project Setting中设置;

++++[Linux]:LinuxPlayerPrefs是储存在~/.config/unity3d/[CompanyName]/[ProductName];其中CompanyNameProductName名是在Project Setting中设置;

++++[Window Store]:在Windows StorePlayerPrefs是储存在%userprofile%\AppData\Local\Packages\[ProductPackageId]>\LocalState\playerprefs.dat

++++[Window Phone]:Windows Phone 8PlayerPrefs是储存在应用自己的文件夹,参见:Windows.Directory.localFolder

++++[WebPlayer网页]:在网页平台,PlayerPrefs是储存在二进制文件,对应的各平台位置:

----<Mac OS X>:~/Library/Preferences/Unity/WebPlayerPrefs

----<Windows>:%APPDATA%\Unity\WebPlayerPrefs

++++一个游戏存储文件对应一个Web播放器URL并且文件大小被限制为1MB;如果超出这个限制,SetIntSetFloatSetString将不会存储值并抛出一个PlayerPrefsException异常;

#B2、Static Functions静态函数

#B2、Static Functions静态函数

++B2、Static Functions静态函数

++++B2.1、DeleteAll

++++B2.2、DeleteKey

++++B2.3、GetFloat

++++B2.4、GetInt

++++B2.5、GetString

++++B2.6、HasKey

++++B2.7、Save

++++B2.8、SetFloat

++++B2.9、SetInt

++++B2.10、SetString

++++B2.11、YanlzXREngine.PlayerPrefs.StaticFunctions

++B2.1、DeleteAll

++B2.1、DeleteAll

++B2.1、DeleteAll

++++立钻哥哥:删除全部

public static void DeleteAll();

++++从游戏存档中删除所有key;请谨慎使用

 

 

 

 

 

++B2.2、DeleteKey

++B2.2、DeleteKey

++B2.2、DeleteKey

++++立钻哥哥:删除键

public static void DeleteKey(string key);

++++从游戏存档中删除key和它对应的值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void Start(){

        PlayerPrefs.SetInt(MyKillScore, 12);

        Debug.Log(立钻哥哥:击杀数量: + PlayerPrefs.GetInt(MyKillScore));

 

        PlayerPrefs.DeleteKey(MyKillScore);

        Debug.Log(立钻哥哥:CurrLevel是否有值: + PlayerPrefs.HasKey(MyKillScore));

 

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.3、GetFloat

++B2.3、GetFloat

++B2.3、GetFloat

++++立钻哥哥:获得浮点数

public static float GetFloat(string key, float defaultValue=0.0F);

++++如果存在,返回游戏存档文件中key对应的浮点数值

++++如果不存在,将返回默认值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void Start(){

        PlayerPrefs.SetFloat(MyPlayerScore, 666.999f);

        Debug.Log(PlayerPrefs.GetFloat(MyPlayerScore));

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.4、GetInt

++B2.4、GetInt

++B2.4、GetInt

++++立钻哥哥:获得整数

public static int GetInt(string key, int defaultValue=0);

++++如果存在,返回游戏存档文件中key对应的整数值

++++如果不存在,将返回默认值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void Start(){

        PlayerPrefs.SetInt(MyKillScore, 99);

        Debug.Log(立钻哥哥:击杀数量: + PlayerPrefs.GetInt(MyKillScore));

 

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.5、GetString

++B2.5、GetString

++B2.5、GetString

++++立钻哥哥:获得字符串

public static string GetString(string key, string defaultValue=””);

++++如果存在,返回游戏存档文件中key对应的字符串值

++++如果不存在,将返回默认值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

  

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void Start(){

        PlayerPrefs.SetString(MyBlogName, 立钻哥哥VR云游戏);

        Debug.Log(PlayerPrefs.GetString(MyBlogName));

 

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.6、HasKey

++B2.6、HasKey

++B2.6、HasKey

++++立钻哥哥:使用有键

public static bool HasKey(string key);

++++如果key在游戏存档中存在,返回true

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void Start(){

        PlayerPrefs.SetInt(MyKillScore, 12);

        Debug.Log(立钻哥哥:击杀数量: + PlayerPrefs.GetInt(MyKillScore));

 

        Debug.Log(立钻哥哥:CurrLevel是否有值: + PlayerPrefs.HasKey(MyKillScore));

 

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.7、Save

++B2.7、Save

++B2.7、Save

++++立钻哥哥:保存

public static void Save();

++++写入所有修改参数到硬盘

++++默认Unity在程序退出时保存参数;在游戏崩溃或过早退出时,想要写入游戏存档到玩家合理的“位置点”;这个函数将写入数据到硬盘,游戏可能有稍微的停顿,因此不建议在实际游戏期间调用

++B2.8、SetFloat

++B2.8、SetFloat

++B2.8、SetFloat

++++立钻哥哥:设置浮点数

public static void SetFloat(string key, float value);

++++设置由key确定的浮点数值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void Start(){

        PlayerPrefs.SetFloat(MyPlayerScore, 666.999f);

    }    //立钻哥哥:void Start(){}

 

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

 

 

 

 

 

++B2.9、SetInt

++B2.9、SetInt

++B2.9、SetInt

++++立钻哥哥:设置整数

public static void SetInt(string key, int value);

++++设置由key键确定的整数值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void MyTestFunc(){

        PlayerPrefs.SetInt(MyKillScore, 12);

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

++B2.10、SetString

++B2.10、SetString

++B2.10、SetString

++++立钻哥哥:设置字符串

public static void SetString(string key, string value);

++++设置由key确定的字符串值

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzPlayerPrefs : MonoBehaviour{

 

    void MyTestFunc(){

        PlayerPrefs.SetString(MyBlogName, 立钻哥哥VR云游戏);

    }    //立钻哥哥:void MyTestFunc(){}

 

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

 

 

 

 

 

 

 

 

#C3、立钻哥哥对PlayerPrefs类的拓展

#C3、立钻哥哥对PlayerPrefs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

++++[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

@@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

++++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

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++++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

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++++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

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++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

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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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