可以,80%以上的Unity游戲都根本沒做代碼混淆和資源加密,簡直都對不起反編譯三個字。直接拿來用就可以。
工具的話,看代碼用reflector。
資源就是打好包的assetbundle,直接用就好了
2. 求一段unity3D汽車自動駕駛的腳本代碼
1、把腳本直接連到汽車車身網格上,車身要有Rigidbody Component,要有四個輪子網格做子物體。 要想有聲音的話還要有AudioSource Component。
2、打開Inspector,選擇汽車腳本,把四個輪子連接到相對應的Transform參數上。設置wheelRadius參數為你輪子網格的大小。WheelCollider是自動生成的,所以無需手動添加。這樣就能保證運行了,其他的聲音和灰塵可以再添加。
腳本源代碼如下:*/
#pragma strict
//maximal corner and braking acceleration capabilities
var maxCornerAccel=10.0;
var maxBrakeAccel=10.0;
//center of gravity height - effects tilting in corners
var cogY = 0.0;
//engine powerband
var minRPM = 700;
var maxRPM = 6000;
//maximum Engine Torque
var maxTorque = 400;
//automatic transmission shift points
var shiftDownRPM = 2500;
var shiftUpRPM = 5500;
//gear ratios
var gearRatios = [-2.66, 2.66, 1.78, 1.30, 1.00];
var finalDriveRatio = 3.4;
//a basic handling modifier:
//1.0 understeer
//0.0 oversteer
var handlingTendency = 0.7;
//graphical wheel objects
var wheelFR : Transform;
var wheelFL : Transform;
var wheelBR : Transform;
var wheelBL : Transform;
//suspension setup
var suspensionDistance = 0.3;
var springs = 1000;
var dampers = 200;
var wheelRadius = 0.45;
//particle effect for ground st
var groundDustEffect : Transform;
private var queryUserInput = true;
private var engineRPM : float;
private var steerVelo = 0.0;
private var brake = 0.0;
private var handbrake = 0.0;
private var steer = 0.0;
private var motor = 0.0;
//private var skidTime = 0.0;
private var onGround = false;
private var cornerSlip = 0.0;
private var driveSlip = 0.0;
private var wheelRPM : float;
private var gear = 1;
//private var skidmarks : Skidmarks;
private var wheels : WheelData[];
private var wheelY = 0.0;
private var rev = 0.0;
//Functions to be used by external scripts
//controlling the car if required
//===================================================================
//return a status string for the vehicle
function GetStatus(gui : GUIText) {
gui.text="v="+(rigidbody.velocity.magnitude * 3.6).ToString("f1") km/h\ngear= "+gear+"\nrpm= "+engineRPM.ToString("f0");
}
//return an information string for the vehicle
function GetControlString(gui : GUIText) {
gui.text="Use arrow keys to control the jeep,\nspace for handbrake."; }
//Enable or disable user controls
function SetEnableUserInput(enableInput)
{
queryUserInput=enableInput;
}
//Car physics
//===================================================================
//some whee calculation data
class WheelData{ + "
var rotation = 0.0;
var coll : WheelCollider;
var graphic : Transform;
var maxSteerAngle = 0.0;
var lastSkidMark = -1;
var powered = false;
var handbraked = false;
var originalRotation : Quaternion;
};
function Start () {
//setup wheels
wheels=new WheelData[4];
for(i=0;i<4;i++)
wheels[i] = new WheelData();
wheels[0].graphic = wheelFL;
wheels[1].graphic = wheelFR;
wheels[2].graphic = wheelBL;
wheels[3].graphic = wheelBR;
wheels[0].maxSteerAngle=30.0;
wheels[1].maxSteerAngle=30.0;
wheels[2].powered=true;
wheels[3].powered=true;
wheels[2].handbraked=true;
wheels[3].handbraked=true;
for(w in wheels)
{
if(w.graphic==null)
Debug.Log("You need to assign all four wheels for the car script!"); if(!w.graphic.transform.IsChildOf(transform))
Debug.Log("Wheels need to be children of the Object with the car script");
w.originalRotation = w.graphic.localRotation;
//create collider
colliderObject = new GameObject("WheelCollider");
colliderObject.transform.parent = transform;
colliderObject.transform.position = w.graphic.position;
w.coll = colliderObject.AddComponent(WheelCollider);
w.coll.suspensionDistance = suspensionDistance;
w.coll.suspensionSpring.spring = springs;
w.coll.suspensionSpring.damper = dampers;
//no grip, as we simulate handling ourselves
w.coll.forwardFriction.stiffness = 0;
w.coll.sidewaysFriction.stiffness = 0;
w.coll.radius = wheelRadius;
}
//get wheel height (height forces are applied on)
wheelY=wheels[0].graphic.localPosition.y;
//setup center of gravity
rigidbody.centerOfMass.y = cogY;
//find skidmark object
// skidmarks = FindObjectOfType(typeof(Skidmarks));
//shift to first
gear=1;
}
//update wheel status
function UpdateWheels()
{
//calculate handbrake slip for traction gfx
handbrakeSlip=handbrake*rigidbody.velocity.magnitude*0.1;
if(handbrakeSlip>1)
handbrakeSlip=1;
totalSlip=0.0;
onGround=false;
for(w in wheels)
{
//rotate wheel
w.rotation += wheelRPM / 60.0 * -rev * 360.0 * Time.fixedDeltaTime; w.rotation = Mathf.Repeat(w.rotation, 360.0);
w.graphic.localRotation= Quaternion.Euler( w.rotation, w.maxSteerAngle*steer, 0.0 ) * w.originalRotation;
//check if wheel is on ground
if(w.coll.isGrounded)
onGround=true;
slip = cornerSlip+(w.powered?driveSlip:0.0)+(w.handbraked?handbrakeSlip:0.0); totalSlip += slip;
var hit : WheelHit;
var c : WheelCollider;
c = w.coll;
if(c.GetGroundHit(hit))
{
//if the wheel touches the ground, adjust graphical wheel position to reflect springs
w.graphic.localPosition.y-=Vector3.Dot(w.graphic.position-hit.point,transform.up)-w.coll.radius;
//create st on ground if appropiate
if(slip>0.5 && hit.collider.tag=="Dusty")
{
groundDustEffect.position=hit.point;
groundDustEffect.particleEmitter.worldVelocity=rigidbody.velocity*0.5; groundDustEffect.particleEmitter.minEmission=(slip-0.5)*3; groundDustEffect.particleEmitter.maxEmission=(slip-0.5)*3;
groundDustEffect.particleEmitter.Emit(); }
//and skid marks
/*if(slip>0.75 && skidmarks != null)
w.lastSkidMark=skidmarks.AddSkidMark(hit.point,hit.normal,(slip-0.75)*2,w.lastSkidMark);
else
w.lastSkidMark=-1; */
}
// else w.lastSkidMark=-1;
}
totalSlip/=wheels.length;
}
//Automatically shift gears
function AutomaticTransmission()
{
if(gear>0)
{
if(engineRPM>shiftUpRPM&&gear<gearRatios.length-1)
gear++;
if(engineRPM<shiftDownRPM&&gear>1)
gear--;
}
}
//Calculate engine acceleration force for current RPM and trottle
function CalcEngine() : float
{
if(brake+handbrake>0.;motor=0.0;;//ifcarisairborne,justre;if(!onGround);engineRPM+=(motor-0.3)*2;engineRPM=Mathf.Clamp(en;return0.0;;else;AutomaticTransmission();;engineRPM=whee
if(brake+handbrake>0.1)
motor=0.0;
//if car is airborne, just rev engine
if(!onGround)
{
engineRPM += (motor-0.3)*25000.0*Time.deltaTime;
engineRPM = Mathf.Clamp(engineRPM,minRPM,maxRPM);
return 0.0;
}
else
{
AutomaticTransmission();
engineRPM=wheelRPM*gearRatios[gear]*finalDriveRatio;
if(engineRPM<minRPM)
engineRPM=minRPM;
if(engineRPM<maxRPM)
{
//fake a basic torque curve
x = (2*(engineRPM/maxRPM)-1);
torqueCurve = 0.5*(-x*x+2);
torqueToForceRatio = gearRatios[gear]*finalDriveRatio/wheelRadius; return
motor*maxTorque*torqueCurve*torqueToForceRatio;
}
else
//rpm delimiter
return 0.0;
}
}
//Car physics
//The physics of this car are really a trial-and-error based extension of
//basic "Asteriods" physics -- so you will get a pretty arcade-like feel. //This
may or may not be what you want, for a more physical approach research //the
wheel colliders
function HandlePhysics () {
var velo=rigidbody.velocity;
wheelRPM=velo.magnitude*60.0*0.5;
rigidbody.angularVelocity=new
Vector3(rigidbody.angularVelocity.x,0.0,rigidbody.angularVelocity.z);
dir=transform.TransformDirection(Vector3.forward);
flatDir=Vector3.Normalize(new Vector3(dir.x,0,dir.z));
flatVelo=new Vector3(velo.x,0,velo.z);
rev=Mathf.Sign(Vector3.Dot(flatVelo,flatDir));
//when moving backwards or standing and brake is pressed, switch to
reverse
if((rev<0||flatVelo.sqrMagnitude<0.5)&&brake>0.1)
gear=0;
if(gear==0)
{
//when in reverse, flip brake and gas
tmp=brake;
brake=motor;
motor=tmp;
//when moving forward or standing and gas is pressed, switch to drive
if((rev>0||flatVelo.sqrMagnitude<0.5)&&brake>0.1)
gear=1;
}
engineForce=flatDir*CalcEngine();
totalbrake=brake+handbrake*0.5;
if(totalbrake>1.0)totalbrake=1.0;
brakeForce=-flatVelo.normalized*totalbrake*rigidbody.mass*maxBrakeAccel;
flatDir*=flatVelo.magnitude;
flatDir=Quaternion.AngleAxis(steer*30.0,Vector3.up)*flatDir;
flatDir*=rev;
diff=(flatVelo-flatDir).magnitude;
cornerAccel=maxCornerAccel;
if(cornerAccel>diff)cornerAccel=diff;
cornerForce=-(flatVelo-flatDir).normalized*cornerAccel*rigidbody.mass;
cornerSlip=Mathf.Pow(cornerAccel/maxCornerAccel,3);
rigidbody.AddForceAtPosition(brakeForce+engineForce+cornerForce,transform.position+transform.up*wheelY);
handbrakeFactor=1+handbrake*4;
if(rev<0)
handbrakeFactor=1;
veloSteer=((15/(2*velo.magnitude+1))+1)*handbrakeFactor;
steerGrip=(1-handlingTendency*cornerSlip);
if(rev*steer*steerVelo<0)
steerGrip=1;
maxRotSteer=2*Time.fixedDeltaTime*handbrakeFactor*steerGrip;
fVelo=velo.magnitude;
veloFactor=fVelo<1.0?fVelo:Mathf.Pow(velo.magnitude,0.3);
steerVeloInput=rev*steer*veloFactor*0.5*Time.fixedDeltaTime*handbrakeFactor;
if(velo.magnitude<0.1)
steerVeloInput=0;
if(steerVeloInput>steerVelo)
{
steerVelo+=0.02*Time.fixedDeltaTime*veloSteer;
if(steerVeloInput<steerVelo)
steerVelo=steerVeloInput;
}
else
{
steerVelo-=0.02*Time.fixedDeltaTime*veloSteer;
if(steerVeloInput>steerVelo)
steerVelo=steerVeloInput;
}
steerVelo=Mathf.Clamp(steerVelo,-maxRotSteer,maxRotSteer);
transform.Rotate(Vector3.up*steerVelo*57.295788);
}
function FixedUpdate () {
//query input axes if necessarry
if(queryUserInput)
{
brake = Mathf.Clamp01(-Input.GetAxis("Vertical"));
handbrake = Input.GetButton("Jump")?1.0:0.0;
steer = Input.GetAxis("Horizontal");
motor = Mathf.Clamp01(Input.GetAxis("Vertical"));
}
else
{
motor = 0;
steer = 0;
brake = 0;
handbrake = 0;
}
//if car is on ground calculate handling, otherwise just rev the engine
if(onGround)
HandlePhysics();
else
CalcEngine();
//wheel GFX
UpdateWheels();
//engine sounds
audio.pitch=0.5+0.2*motor+0.8*engineRPM/maxRPM;
audio.volume=0.5+0.8*motor+0.2*engineRPM/maxRPM;
}
//Called by DamageReceiver if boat destroyed
function Detonate()
{
//destroy wheels
for( w in wheels )
w.coll.gameObject.active=false; //no more car physics
enabled=false;
}
3. Unity3D這款游戲引擎軟體的源碼是開源的嗎
Unity3D是不開源的。
相關介紹:
Unity類似於Director、Blender game engine、Virtools 或 Torque Game Builder等利用交互的圖型化開發環境為首要方式的軟體。
開放源碼軟體通常是有right的,它的許可證可能包含這樣一些限制: 蓄意的保護它的開放源碼狀態,著者身份的公告,或者開發的控制。「開放源碼」正在被公眾利益軟體組織注冊為認證標記,這也是創立正式的開放源碼定義的一種手段。
(3)unity源碼出售擴展閱讀
開放源碼軟體主要被散布在全世界的編程者隊伍所開發,但是同時一些大學,政府機構承包商,協會和商業公司也開發它。源代碼開放是信息技術發展引發網路革命所帶來的面向未來以開放創新、共同創新為特點的、以人為本的創新2.0模式在軟體行業的典型體現和生動註解。
共享軟體。允許他人自由拷貝並收取合理注冊費用。使用者可在軟體規定的試用期限內免費試用,再決定注冊購買與否。大部分共享版軟體都有功能和時間限制,試用期通常分為7天、21天、30天不等。而有的共享軟體還限制用戶只能安裝一次,若刪除後重新安裝將會失效。像Winzip、ACDSee等軟體就是共享軟體。
4. 誰有UNITY3D里AddForceAtPosition的源碼呢
PX_INLINE void addForceAtPosInternal(PxRigidBody& body, const PxVec3& force, const PxVec3& pos, PxForceMode::Enum mode, bool wakeup)
{
if(mode == PxForceMode::eACCELERATION || mode == PxForceMode::eVELOCITY_CHANGE)
{
Ps::getFoundation().error(PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__,
"PxRigidBodyExt::addForce methods do not support eACCELERATION or eVELOCITY_CHANGE modes");
return;
}
const PxTransform globalPose = body.getGlobalPose();
const PxVec3 centerOfMass = globalPose.transform(body.getCMassLocalPose().p);
const PxVec3 torque = (pos - centerOfMass).cross(force);
body.addForce(force, mode, wakeup);
body.addTorque(torque, mode, wakeup);
}
5. 得到unitypackage源碼之後怎麼弄成游戲
有了源碼和資源,導入到unity裡面,再手動調整調整,你的游戲就可以了。
說是這么說,想要最後完成還是需要花一些功夫的。你可以到paws3d去看看相關的案例
6. Unity打包好的游戲可以反編譯得到源碼和資源嗎
不會的 發布後都是壓縮加密的尤其是數據 涉及到游戲公平的 都會二次加密 資源是在伺服器熱更新得到的 當然 也不是完全不可以 肯定會有大神能破譯 連ios系統都能越獄 何況Unity的工程 我說的只是真對一般人群
7. Unity 3D的程序發布到Android手機上後,中文無法顯示,怎麼解決啊求大神幫助,求源碼~~
代碼文件另存為UTF-8,如果操作系統為XP 安裝WIN7的微軟雅黑字體
8. Unreal 和 Unity 3D 各有什麼特點如何選擇
Unity和UE4是目前市面上使用率最高的兩款游戲引擎。
Unity:
Unity側重輕量級的開發,更偏向於移動端,在手遊方面是非常強的,大概有70%的手游都是使用Unity開發的;
自由態彎伏度比較高,跨平台是最好的幾乎支持所有主流平台,可以充分發揮開發者的想法和思路去做創意類型的游戲;
更支持VR、AR相關應用的開發;
Unity支持的編程語言是C#,學習成本更低;
引擎源代碼不公開;
UE4:
UE4適鬧穗合重量級開發,更側重於PC,端游以及高端手游,對於中低端手機兼容性略差;
渲染效果一流,用戶體驗更好;
引擎源代碼開源;
UE4支持藍圖、C++,學習成本更高;
一般在學習初期,大家很容帆攜易糾結於學習unity引擎還是ue4引擎,其實這兩個引擎工具,各自都有各自的優劣勢以及擅長的應用領域,可以根據自身需求進行選擇,如果是零基礎的話,還是建議學習unity,unity發展已經比較成熟了,而且入門上手更容易,優就業unity開發課程,課程設計由淺入深,零基礎即可學習,豐富的課程案例以及階段綜合項目讓知識融會貫通。
9. 對於Unity3D源代碼管理,如何使用git
在github上注冊一下。在自己的賬號中創建一個私有項目。
下載一個sourcetree版本控制軟體。通過這個軟體進行提交和拉取操作。具體使用在網上網路。
克隆一個項目把github上創建的項目的下載地址拷貝過來。然後本地找個存儲路徑就可以把github上創建的項目拉取下來。
然後把你本地的項目工程放入剛才拉取的github項目的本地存放文件夾中。然後再sourcetree上會看到很多需要提交的東西。你提交推送就可以同步到git上了。