宁波专业品牌网站制作外包千锋教育北京校区
1.Unity Prefab Apply All 设置快捷键,修改预设体之后快捷键应用
打包会出问题:The type or namespace name ‘EditorWindow‘ could not be found
EditorWindow类无法打包出EXE 添加unity关键字定义如下文所示:
#if UNITY_EDITOR
using UnityEditor;
...
...
...
#endif
2. Unity 的自定义快捷键 菜单栏 Edit->Shortcuts
上面的如果不想下插件:
using UnityEditor;
using UnityEngine;
namespace Tim
{public class TimShortCuts : MonoBehaviour{[MenuItem("Tools/Reset Transform &r")]static void ResetTransform(){GameObject[] selection = Selection.gameObjects;if (selection.Length < 1) return;Undo.RegisterCompleteObjectUndo(selection, "Zero Position");foreach (GameObject go in selection){InternalZeroPosition(go);InternalZeroRotation(go);InternalZeroScale(go);}}private static void InternalZeroPosition(GameObject go){go.transform.localPosition = Vector3.zero;}private static void InternalZeroRotation(GameObject go){go.transform.localRotation = Quaternion.Euler(Vector3.zero);}private static void InternalZeroScale(GameObject go){go.transform.localScale = Vector3.one;}[MenuItem("Tools/Apply changes to Prefab &a")]static void SaveChangesToPrefab(){GameObject[] selection = Selection.gameObjects;if (selection.Length < 1) return;Undo.RegisterCompleteObjectUndo(selection, "Apply Prefab");foreach (GameObject go in selection){if (PrefabUtility.GetPrefabType(go) == PrefabType.PrefabInstance){PrefabUtility.ReplacePrefab(go, PrefabUtility.GetPrefabParent(go));PrefabUtility.RevertPrefabInstance(go);}}}}
}