如果是大项目,有很多Update空跑还是多少有些效率损耗,那我们就把他们都找出来. 先引用Mono.Cecil //代码 using UnityEngine; using UnityEditor; using System.Collections; using System.IO; using System.Collections.Generic; using System.Text; //处理UILabel public class EmptyUpdateCleaner { [MenuItem
对于editorWindow,Time.deltaTime不起作用,所以需用下面方法对update进行计时: public class myEditorWindow : EditorWindow{ public float m_lastUpdateTime=0; public myEditorWindow(){ wantsMouseMove = true; } public void Update(float dt){ //to do } private void Updat
这个机制的加入 比 AS3好了很多 AS3的EnterFrame相当于UNITY的Update 但是FLASH做不了也是因为浏览器的限制吧! Here's how the fixed time step is calculated. Before every frame is drawn onscreen, Unity advances the fixed time by fixed delta time and performs physics calculations until it re
2018-12-04 至少到Firebird 3.0.4 已经添加了设置可空 和 非空的语法:如 -- 删除非空(设置为可空) ALTER TABLE TECH ALTER label drop NOT NULL -- 设置为非空 ALTER TABLE TECH ALTER label SET NOT NULL 以下是以前版本,可修改系统表: 1.修改为非空UPDATE RDB$RELATION_FIELDS SET RDB$NULL_FLAG = 1WHERE RDB$FIELD_NAME