這是一份 Unity C#的小抄, 下載連結.
引述原文:
When should I use
FixedUpdate()
overUpdate()
?What’s the process of kicking off a coroutine again?
Why are my 2D collisions not working?
What are some of the static Vector3 variables available to me?
These simple questions can be answered by a quick Google search, but the process of answering them can break the flow of a work session. Once a flow has been broken, it can be a non-trivial affair to get back into it.