2023-03-01から1ヶ月間の記事一覧
リポジトリ 使用例 using System.Threading; using Cysharp.Threading.Tasks; using Kogane; using UnityEngine; public class Example : MonoBehaviour { private async UniTaskVoid Start() { var cancellationTokenSource = new CancellationTokenSource(…
通常 [MenuItem( "Tools/Hoge" )] private static void Hoge() { var assetPath = ""; var prefabRoot = PrefabUtility.LoadPrefabContents( assetPath ); foreach ( var x in prefabRoot.GetComponentsInChildren<SpriteRenderer>() ) { Object.DestroyImmediate( x ); } Pr</spriterenderer>…
リポジトリ 使用例 using Kogane; using UnityEngine; public sealed class Example : MonoBehaviour { public GameObject m_prefab; private void Awake() { var r1 = m_prefab.Instantiate(); var r2 = m_prefab.Instantiate( Vector3.zero ); var r3 = m_…
概要 Console ウィンドウは通常は上記のような見た目ですが Console ウィンドウのタブを右クリックして「Use Monospace font」を押すと 等幅フォントを使用した見た目になります
概要 Generated streamable assets list has XXXX asset names and extensions. Having more than 600 values might cause building errors in exported project. Consider using distinct extentions for streaming assets (such that are not used by othe…
概要 CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. /Applications/Unity/Hub/Editor/2022.1.23f1/PlaybackEn…
概要 Unknown error occurred while loading 'Assets/StreamingAssets/XXXX.prefab'. UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37) UnityEditor.AssetDatab…
概要 Unity メニューの「Edit > Project Settings...」を選択して 「Audio > DSP Buffer Size」を「Best latency」にします