已修复,在审核
不能。。。spine渲染流程单独一套了,我也只是简单看一下,就没继续研究了
好吧,还是谢谢你
您好,我这边有一个基于cc.RenderComponent来渲染的渐变色Label,
我选择场景转换为MultiUI之后,导致我的渐变色不可被渲染了 有什么好的解决方式嘛?
emmm,那个label 不使用 插件提供的脚本和材质即可啊
如果依然想保留效果,且还想要合批的话,可以改插件提供的材质shader,里面默认附带了HSL的效果,将这个shader效果改成你要的就行
好的 谢谢
东西不错,需要合理使用。dc降低了,顶点数据增加了吧,我猜的- -|勿喷。似乎性能问题转移到了cpu和gpu传递顶点数据这块了。不恰当的比喻: 一个包子一口吃,还是分成n口吃,,,,一口感觉会噎着,分几口吃比一口吃慢,一口吃噎着了也慢。还是要寻找一个合理的平衡点
…没错。。。看的很清楚,优化基本上都是拆东墙补西墙。。。
适当使用就行 T_T
I am using it well.
thank you
I understand that “3D Node” is not supported.
If it is a “3D Node” at the time of transformation, how should the node be excluded to pass the transformation?
Could you please tell me the location of the code that can handle the exception.
I’m sorry,I don’t have the energy to support this right now
if you want,You can consider doing some support yourself.
Relatively speaking, it’s very simple
You can refer to the source code of CocosCreator 2.4.4.
For example, Sprite3D,You just need copy write files by category.
Or, you can wait for the next version update.
Thank you for using
I have a question about 3D Node.

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If there are 3D Nodes in Prefab, is it not possible to apply YHMulti to all of them?
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If there are many Nodes as children in the Prefab, but “A-Node” becomes “3D Node”, does YHMulti not apply to all Child Nodes?
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When “A-Node” is “3D Node”, is YHMulti not applied because it is affected by “B-Node”?
This plugin affects nodes based on materials and scripts
If you want to use YHMulti in 3D Node, you need to make sure the materials match the script
Also, scripts need to be supported to 3D Node.
I’m sorry, I haven’t done any tests here, so I’m not sure what the problem is.
Normally, there shouldn’t be any problems
Except , it’s just not supported 3D Node,
666希望早点支持原生平台
sprite test 场景下 生成multi节点dc降低了 但是帧率似乎没有普通节点高
用了这个插件,使用的图片不能用cocos的合同对吧
mark,战略mark
mark,3.x的现在什么情况 
markmark…
这个插件可以兼容2.4.10或2.4.11吗?
make。

