UGameplayStatics :: GetPlayerController ( GetWorld (), 0 ); Then you don't need to iterate through all of them. For example if you are in a Singleplayer Game. 더 ▼ 답변됨 Nov 13 '14 at 4:29 PM eXi 7.2k ● 340 ● 195 ● 482 18 Depends on what you want to do and where you want to do it. The main way you'd do this is here. for ( FConstPlayerControllerIterator Iterator = GetWorld ()-> GetPlayerControllerIterator (); Iterator ; ++ Iterator ) { } Some things have the owner variable as a APlayerController (`APlayerState`, etc) Clients only have 1 controller, their own. Servers have ALL controllers. You'll want to use IsLocalPlayerController to differentiate on the server. 더 ▼ 답변됨 Jul 02 '14 at 2:38 AM Crzyhomer STAFF 1.3k ● 35 ● 26 ● 104 dbrizov Jul 02 '14 at 2:47 AM I see, thank you very much :) Mungyun Nov 13 '14 ...
https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html Default compilation target By default, Unity compiles shaders into almost the lowest supported target (“2.5”); in between DirectX shader models 2.0 and 3.0. Some other compilation directives make the shader automatically be compiled into a higher target: Using a geometry shader ( #pragma geometry ) sets the compilation target to 4.0 . Using tessellation shaders ( #pragma hull or #pragma domain ) sets the compilation target to 4.6 . Any shader not explicitly setting a function entry point through #pragma for geometry, hull or domain shaders will downgrade internal shader capability requirements. This allows non-DX11 targets with broader run-time and feature differences to be more compatible with the existing shader content. For example, Unity supports tessellation shaders on Metal graphics, but Metal doesn’t support geometry shaders. Using #pragma target 5.0 is still valid,...
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