Unity 中獲取 TextMesh Pro
Unity 中獲取 TextMesh Pro, 點 Unity.Editor.asmdef 進行編輯
搜索 TextMsh Pro 加入, 滑到下方點 Apply 套用
切換到 Editor 腳本
using TMPro;
//get
transform.Find("Text_ID").GetComponent<TextMeshPro>().text = "123";
Unity 中獲取 TextMesh Pro, 點 Unity.Editor.asmdef 進行編輯
搜索 TextMsh Pro 加入, 滑到下方點 Apply 套用
切換到 Editor 腳本
using TMPro;
//get
transform.Find("Text_ID").GetComponent<TextMeshPro>().text = "123";
今天打包版本測試轟炸超人發現這個問題
StackOverflowException: The requested operation caused a stack overflow. at (wrapper managed-to-native) System.String.FastAllocateString(int) at System.String.CreateStringFromEncoding (System.Byte* bytes, System.Int32 byteLength, System.Text.Encoding encoding) [0x00013] in <c9d3ffd4b98649ee9989e1908eaca019>:0 at System.Text.Encoding.GetString (System.Byte* bytes, System.Int32 byteCount) [0x00033] in <c9d3ffd4b98649ee9989e1908eaca019>:0 at System.Text.Encoding.GetString (System.ReadOnlySpan
1[T] bytes) [0x00013] in
at System.String.Ctor (System.SByte value, System.Int32 startIndex, System.Int32 length, System.Text.Encoding enc) [0x0006d] in
at System.String.CreateString (System.SByte
at (wrapper managed-to-managed) System.String..ctor(sbyte,int,int,System.Text.Encoding)
at UnityEngine.StackTraceUtility.ExtractStackTrace () [0x0002c] in
at (wrapper managed-to-native) UnityEngine.DebugLogHandler.Internal_Log(UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
at UnityEngine.DebugLogHandler.LogFormat (UnityEngine.LogType logType, UnityEngine.Object context, System.String format, System.Object[] args) [0x0000b] in
at UnityEngine.Logger.Log (UnityEngine.LogType logType, System.Object message) [0x00027] in
at UnityEngine.Debug.Log (System.Object message) [0x00006] in
at ETModel.Log.Debug (System.String msg) [0x00000] in G:\OlgCase\bbm\source\Unity_Web\Assets\Model\Base\Log.cs:14
at ILRuntime.Runtime.Generated.ETModel_Log_Binding.Debug_8 (ILRuntime.Runtime.Intepreter.ILIntepreter __intp, ILRuntime.Runtime.Stack.StackObject
at (wrapper delegate-invoke) 1<object>_CLRMethod_bool(ILRuntime.Runtime.Intepreter.ILIntepreter,ILRuntime.Runtime.Stack.StackObject*,System.Collections.Generic.List
1
`
很明顯是出現了無限循環, 但不確定問題在哪, 測試了發現是 AIPlayer 造成的, 並且問題在尋路上
不知道為什麼這邊的計算公式如果設定 depth > 200 , 就會造成 depth = 39 就卡死
private void reCalcNonPath(int[,] matrixData, ref List<int[]> path, int bombCnt, int depth, int chunkH, int chunkW)
{
if (path.Count <= 0){
return;
}
int[] last = path[path.Count - 1];
//
if (depth > 30){
return;
}
改掉了就好了
今天把 scene 底下的介面給整理到 prefab 去, 結果出現這個錯誤
Reference "0" of "Panel_ThreeTiledGame" to external scene object "Canvas" can not be saved in prefab asset.
at D:\ProgramFiles(x86)\CocosCreator_2.3.3\resources\app.asar\editor\page\scene-utils\utils\prefab.js:1:3280
at n (D:\ProgramFiles(x86)\CocosCreator_2.3.3\resources\app.asar\editor\page\scene-utils\utils\prefab.js:1:2960)
後來發現是複製過來的Button Event 上面還掛著原本的 canvas 綁定, 把這個去掉在保存就好了
今天在同步本地sql到gcp mysql時發生了這個錯誤
[ERR] 1> 1418 - This function has none of DETERMINISTIC, NO SQL, or READS SQL DATA in its declaration and binary logging is enabled (you might want to use the less safe log_bin_trust_function_creators variable)
切換到 gcp sql
選擇編輯設定, 在下面新增flag
新增對應flag, log_bin_trust_function_creators 確認後保存。
最後在執行一次同步, 可以了。
前往官網下載 windows 版本
安裝後執行, 切換到 Search, 搜索後出現 network error
切換到安裝目錄下, 搜索 HuggingFace.co 替換成 hf-mirror.com
重啟 Lm Studio 搜索 TAIDE-LX-7B-Chat 出現結果了
點下載
TAIDE-LX-78-Chat.Q2_K.gguf
另外, 我把下載 model 修改掉了, 具體切換到 My Models 分頁, 點 Change 修改目錄
可以看到已經在下載了