如何unity 查看模型面数unity

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刚接触Unity,偶然的机会知道unity可以破解,破解之后可以使用pro版本,就试了试,但是不知道自己破解是否成功,请教了朋友的朋友,他给说了2种识别方法。
1.没破解的时候,Unity界面颜色的是银灰色的,破解之后是深黑色的。
2.点击“help”----&“About unity”,查看弹出的小界面的右下角,查看是否有pro版本。
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blogTitle:'Unity中的调试',
blogAbstract:'UnityEngine.Debug:
Class containing methods to ease debugging while developing a game.
该类中包含了一些便于游戏开发时的调试方法。Class Variables
&isDebugBuild
static var isDebugBuild : boolean
In the Build Settings dialog there is a check box called \"Development Build\".',
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Unity3D(6)
Unity的版本问题也是让Unity程序员们头痛的一件事,有时我们会从网上找一些Unity代码,但是由于开发者和自己的Unity版本不同可能运行会出现问题。所以需要学习下怎么查看一个Unity工程开发时所用的Unity版本是非常有用的技巧。
其实比较简单,找到ProjectSetting.asset,换成txt后缀打开。就能看到Unity工程开发时所用的Unity版本了,也可以用VS打开,通过二进制数据旁边的数据就可以看到Unity开发时所用的版本。
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(1)(3)(1)(6)(1)Unity3d中如何查找一个脚本被挂在那些预设上面? - 知乎11被浏览3071分享邀请回答41 条评论分享收藏感谢收起[MenuItem("Assets/Tool/GetReference")]
static void GetReference()
string target = "";
if (Selection.activeObject != null)
target = AssetDatabase.GetAssetPath(Selection.activeObject);
if (string.IsNullOrEmpty(target))
string[] files = Directory.GetFiles(Application.dataPath, "*.prefab", SearchOption.AllDirectories);
string[] scene = Directory.GetFiles(Application.dataPath, "*.unity", SearchOption.AllDirectories);
List&Object& filelst = new List&Object&();
for (int i = 0; i & files.Length; i++)
string[] source = AssetDatabase.GetDependencies(new string[] { files[i].Replace(Application.dataPath, "Assets") });
for (int j = 0; j & source.Length; j++)
if (source[j] == target)
filelst.Add(AssetDatabase.LoadMainAssetAtPath(files[i].Replace(Application.dataPath, "Assets")));
for (int i = 0; i & scene.Length; i++)
string[] source = AssetDatabase.GetDependencies(new string[] { scene[i].Replace(Application.dataPath, "Assets") });
for (int j = 0; j & source.Length; j++)
if (source[j] == target)
filelst.Add(AssetDatabase.LoadMainAssetAtPath(scene[i].Replace(Application.dataPath, "Assets")));
Selection.objects = filelst.ToArray();
0添加评论分享收藏感谢收起利用反射查探UnityEditor - 简书
利用反射查探UnityEditor
最近看雨松mono的教程的教程,知道了c#的反射用法,就试着查探一下UnityEditor.dll内部的方法和各种属性,大多数都没有实际用途.下面是雨松写的,加了个按钮,等同点击InspectorWindow右上角的锁按钮
[MenuItem("打包AssetBundle/Lock&unlock")]
static void OnLock()
var type = typeof(EditorWindow).Assembly.GetType("UnityEditor.InspectorWindow");
var window = EditorWindow.GetWindow(type);
MethodInfo info = type.GetMethod("FlipLocked", BindingFlags.NonPublic | BindingFlags.Instance);
info.Invoke(window, null);
雨松是反编译查看了代码,知道了InspectorWindow里面的属性和方法等等.个人不会反编译,就利用了反射来遍历查看UnityEditor.```static void test(){string name = "C:/work/Rabish/Library/UnityAssemblies/UnityEditor.dll";//项目工程下面的Libraryvar type = Assembly.LoadFile(name).GetTypes();Type inspetorWindow = type[0];foreach (var t in type)//得到.dll里面的内容{if (t.Name.Contains("InspectorWindow")){inspetorWindow =Debug.Log(t.Name + "...." + t.BaseType);//得出editorWindow类型}}MethodInfo methodinfo = inspetorWindow.GetMethods()[0];foreach (var method in inspetorWindow.GetMethods( BindingFlags.NonPublic | BindingFlags.Instance))//查探方法{Debug.Log(method.Name);if (method.Name == "FlipLocked")methodinfo =}foreach (var par in methodinfo.GetParameters())//查探方法的参数{Debug.Log(par.ParameterType + "" + methodinfo.GetParameters().Length);}var window = EditorWindow.GetWindow(inspetorWindow);methodinfo.Invoke(window, null);//设置属性//foreach (var method in inspetorWindow.GetProperties())//{//
Debug.Log(method.Name+".....type:"+method.PropertyType);//
//if (method.Name == "OnInspectorUpdate")//
methodinfo =//}//PropertyInfo pi1 = inspetorWindow.GetProperty("title");//pi1.SetValue(window, "宝宝巴士", null);PropertyInfo pi2 = inspetorWindow.GetProperty("titleContent");pi2.SetValue(window, new GUIContent("宝宝巴士", "This is the tooltip"), null);}```
汉化unity,不过没啥用}

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