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SECTR OCCLUSION CULLING QUICKSTART(翻譯)

2020-05-08 17:57 作者:unity_某某師_高錦錦  | 我要投稿

Please note: This is the quickstart guide that gives a fast introduction on how to use the occlusion culling capabilities of SECTR in your project. Please refer to the full manual in the Documentation folder as well. Version 2019.0.1

請(qǐng)注意:這是一個(gè)快速入門指南,快速介紹了如何在您的項(xiàng)目中使用SECTR的遮擋剔除功能。請(qǐng)參閱文檔文件夾中的完整手冊(cè)。版本2019.0.1

Contents Contents .....................................................................................................................0

STEP 1: Setting Up.....................................................................................................................2

STEP 2: Activate Culling.............................................................................................................4

Step 3 (Optional): Visualizing Culling .........................................................................................5

內(nèi)容內(nèi)容..................................................................................................................... 0

步驟1:設(shè)置..................................................................................................................... 2

第二步:激活剔除............................................................................................................. 4

步驟3(可選):可視化剔除......................................................................................... 5

STEP 1: Setting Up The first step in preparing a level for streaming is to create Sectors and Portals. See the SECTR Manual for full details. Here’s a quick recap.

第一步:設(shè)置為流媒體準(zhǔn)備關(guān)卡的第一步是創(chuàng)建扇區(qū)和門戶。詳細(xì)信息請(qǐng)參閱SECTR手冊(cè)。這里是一個(gè)快速的回顧。

Select the objects you want to have in your Sector.

選擇您希望在扇區(qū)中擁有的對(duì)象。

Create a new Sector through the Game Object menu or by pressing Shift+Alt+S

通過游戲?qū)ο蟛藛位虬碨hift+Alt+S創(chuàng)建一個(gè)新的扇區(qū)

Create a new Portal through the GameObject menu or by pressing Shift+Alt+P or?Draw the geometry of your new portal, and connect the front and back Sectors.

通過游戲?qū)ο蟛藛蝿?chuàng)建一個(gè)新的門戶,或按Shift+Alt+P或繪制新門戶的幾何圖形,并連接前面和后面的扇區(qū)。

STEP 2: Activate Culling With a scene that is setup with Sectors and Portals, enabling dynamic occlusion culling is as simple as adding one component.

步驟2:使用帶有扇區(qū)和門戶的場(chǎng)景激活篩選,啟用動(dòng)態(tài)遮擋篩選與添加一個(gè)組件一樣簡(jiǎn)單。

First, select your main camera or your main camera Prefab if you create cameras/players from Prefabs.

首先,選擇你的主相機(jī)或者你的主相機(jī)預(yù)制件,如果你從預(yù)制件創(chuàng)建相機(jī)/玩家。

Next, add a SECTR Culling Camera component. That’s it. Culling is now working in your scene.

接下來,添加SECTR Culling相機(jī)組件。就是這樣。剔除現(xiàn)在在你的場(chǎng)景中工作。

Pro Tip: You can use Member components within Sectors to optimize how your scene is culled. See the SECTR manual for more information.

專業(yè)提示:你可以在扇區(qū)內(nèi)使用成員組件來優(yōu)化如何挑選你的場(chǎng)景。有關(guān)更多信息,請(qǐng)參見SECTR手冊(cè)。

Step 3 (Optional): Visualizing Culling(可視化剔除)

It’s often handy (and cool) to see how your scene is actually being culled. If you select a GameObject that has a Culling Camera and have Culling Camera gizmos enabled, you’ll see a the culling frustums render in the editor view. Notice how they get smaller the further you get from the camera.

查看你的場(chǎng)景是如何被剔除的通常是很方便(也很酷)的。如果你選擇了一個(gè)帶有篩選攝像頭的GameObject(游戲?qū)ο?,并啟用了篩選攝像頭gizmos,你會(huì)在編輯器視圖中看到一個(gè)篩選frustums渲染。你離攝像機(jī)越遠(yuǎn),它們就越小。

If you select your camera, check the Cull in Editor property in Culling Camera, and then Play, you’ll see objects appear and disappear based on what’s happening in the game. Neat!

如果你選擇了你的相機(jī),在Culling camera中檢查編輯器屬性中的Cull,然后播放,你會(huì)看到物體根據(jù)游戲中發(fā)生的事情出現(xiàn)和消失。整潔!

Pro Tip You can visualize the culling in game, too. The Vis Demos folder has some examples of how to do just that with a picture-in-picture camera.

專業(yè)提示:你也可以在游戲中想象剔除的過程。Vis演示文件夾中有一些關(guān)于如何使用“照片中的照片”相機(jī)實(shí)現(xiàn)這一點(diǎn)的示例。


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