- Unity 2017 Game AI Programming(Third Edition)
- Ray Barrera Aung Sithu Kyaw Thet Naing Swe
- 127字
- 2021-07-02 19:14:15
Bringing behaviors into the picture
State machine behaviors are a unique, new concept in Unity 5. While states existed, conceptually, in the original implementation of Mecanim, transitions were handled behind the scenes and you did not have much control over what happened upon entering, transitioning, or exiting a state. Unity 5 addressed this issue by introducing behaviors; they provide the built-in functionality to handle typical FSM logic.
Behaviors are sly and tricky. Though their name might lead you to believe they are related to MonoBehaviour, do not fall for it; if anything, these two are distant cousins at best. In fact, behaviors derive from ScriptableObject, not MonoBehaviour, so they exist only as assets, which cannot be placed in a scene or added as components to a GameObject.
- Getting Started with Citrix XenApp? 7.6
- Learning C++ Functional Programming
- Mastering Concurrency in Go
- 軟件測試工程師面試秘籍
- VSTO開發入門教程
- Wireshark Network Security
- Web全棧工程師的自我修養
- Securing WebLogic Server 12c
- Java程序設計
- Web Development with MongoDB and Node(Third Edition)
- Building Microservices with .NET Core
- Essential C++(中文版)
- Scratch·愛編程的藝術家
- SignalR:Real-time Application Development(Second Edition)
- Java EE 7 with GlassFish 4 Application Server