Persistence 场景保持是HoloLens全息体验的一个关键特性,当用户离开原场景中时,原场景中全息对象会保持在特定位置,当用户回到原场景时,能够准确还原原场景的全息内容.WorldAnchorStore类是实现此特性的关键API,这保证了用户能够将任何全息对象贴到任何他们想要放置的位置. How to persist holograms across sessions 如何在整个会话中保持全息对象 WorldAnchorStore能够允许你保持场景中空间锚的位置,为了能够真正保持全息对
异步加载场景,SceneManager.LoadSceneAsync(SceneName);需引用 using UnityEngine.SceneManagement;命名空间, Application.LoadLevel这个方法不再适用: 可以用协同程序做一个简单的计时器,详见代码: DontDestroyOnLoad (this.gameObject);方法可以在加载场景时不销毁指定物体: using System.Collections; using System.Collections.
5.6.3error 如下:An assembly with the same name `UnityEngine.UI' has already been imported. Consider removing one of the references or sign the assemblyanswer:I deleted all the c# project files at the root of the folder structure and reloaded the projec
using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; using UnityEngine.UI; public class LoadingScene : MonoBehaviour { public Image progressImg; private AsyncOperation async; public Text text; ;//计数器 // Use this for initial
错误如下: Unhandled Exception: System.TypeLoadException: Could not load type 'System.ComponentModel.InitializationEventAttribute' from assembly 'System.Windows.Forms'. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (Sys
在鼠标与场景交点上放一个mark,并于1s后消失: 新建一个空GameObject,命名为moushHitTest,添加下面脚本: using UnityEngine;using System.Collections; public class mouseHit : MonoBehaviour { public GameObject m_moushHitMarkPrefab; // Use this for initialization void Start () {