转发,请保持地址:http://blog.csdn.net/stalendp/article/details/17114135 这篇文章将收集unity的相关技巧,会不断地更新内容。 1)保存运行中的状态 unity在运行状态时是不能够保存的。但在运行时编辑的时候,有时会发现比较好的效果想保存。这时可以在
转发,请保持地址:http://blog.csdn.net/stalendp/article/details/17114135
这篇文章将收集unity的相关技巧,会不断地更新内容。
1)保存运行中的状态
unity在运行状态时是不能够保存的。但在运行时编辑的时候,有时会发现比较好的效果想保存。这时可以在 “Hierarchy”中复制相关对象树,暂停游戏后替换原来的,就可以了。(其实这个拷贝过程是序列化过程,这种方法是序列化到内存中;另外一种方法就是序列化到磁盘上,即把内容拖动到文件夹中变成prefab,效果也是一样的)
2)Layer的用法
LayerMask.NameToLayer("Ground");
// 通过名字获取layer
3D Raycast
RaycastHit hit; if(Physics.Raycast(cam3d.ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity, (1 <p>2D Raycast</p> <pre class="brush:php;toolbar:false">Collider2D h = Physics2D.OverlapPoint(cam2d.ScreenToWorldPoint(Input.mousePosition), (1 <p>3)物理摄像头取色(<span><span>WebCamTexture)</span></span></p> <p><span></span></p> <pre class="brush:php;toolbar:false">Texture2D exactCamData() { // get the sample pixels Texture2D snap = new Texture2D((int)detectSize.x, (int)detectSize.y); snap.SetPixels(webcamTexture.GetPixels((int)detectStart.x, (int)detectStart.y, (int)detectSize.x, (int)detectSize.y)); snap.Apply(); return snap; }
保存截图:
System.IO.File.WriteAllBytes(Application.dataPath + "/test.png", exactCamData().EncodeToPNG());
4) 操作componenent
添加:
CircleCollider2D cld = (CircleCollider2D)colorYuan[i].AddComponent(typeof(CircleCollider2D)); cld.radius = 1;
删除:
Destroy(transform.gameObject.GetComponent<spriterenderer>());</spriterenderer>
5)动画相关
状态Init到状态fsShake的的条件为:参数shake==true;代码中的写法:
触发fsShake:
void Awake() { anims = new Animator[(int)FColorType.ColorNum]; } .... if(needShake) { curAnim.SetTrigger("shake"); }
关闭fsShake
void Update() { .... if(curAnim) { AnimatorStateInfo stateInfo = curAnim.GetCurrentAnimatorStateInfo(0); if(stateInfo.nameHash == Animator.StringToHash("Base Layer.fsShake")) { curAnim.SetBool("shake", false); curAnim = null; print ("======>>>>> stop shake!!!!"); } } .... }
关于Animator.StringToHash函数的说明:
animator的setBool,setTrigger等函数都有两种参数形式,一个接收string,一个接收hash;其实Animator内部是使用hash来记录相应信息的,所以接收string类型的函数内部会帮你调用StringToHash这个函数;所以如果要经常调用setTrigger等,请把参数名称hash化保持以便反复使用,从而提高性能。
在状态机animator中获取animation state 和animation clip的方法(参考http://answers.unity3d.com/questions/692593/get-animation-clip-length-using-animator.html):
public static AnimationClip getAnimationClip(Animator anim, string clipName) { UnityEditorInternal.State state = getAnimationState(anim, clipName); return state!=null ? state.GetMotion() as AnimationClip : null; } public static UnityEditorInternal.State getAnimationState(Animator anim, string clipName) { UnityEditorInternal.State state = null; if(anim != null) { UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController; UnityEditorInternal.StateMachine sm = ac.GetLayer(0).stateMachine; for(int i = 0; i <br> <p>6)scene的切换</p> <p>同步方式:</p> <pre class="brush:php;toolbar:false">Application.LoadLevel(currentName);
异步方式:
Application.LoadLevelAsync("ARScene");
7)加载资源
Resources.Load<texture>(string.Format("{0}{1:D2}", mPrefix, 5));</texture>
8)Tag VS. Layer
-> Tag用来查询对象
-> Layer用来确定哪些物体可以被raycast,还有用在camera render中
9)旋转
transform.eulerAngles 可以访问 rotate的 xyz
transform.RotateAround(pivotTransVector, Vector3.up, -0.5f * (tmp-preX) * speed);10)保存数据
PlayerPrefs.SetInt("isInit_" + Application.loadedLevelName, 1);
11)动画编码
http://www.cnblogs.com/lopezycj/archive/2012/05/18/Unity3d_AnimationEvent.html
http://game.ceeger.com/Components/animeditor-AnimationEvents.html
http://answers.unity3d.com/questions/8172/how-to-add-new-curves-or-animation-events-to-an-im.html
12) 遍历子对象
Transform[] transforms = target.GetComponentsInChildren<transform>(); for (int i = 0, imax = transforms.Length; i <p>13)音效的播放</p> <p> 先添加Auido Source, 设置Audio Clip, 也可以在代码中加入。然后在代码中调用audio.Play(), 参考如下代码:</p> <pre class="brush:php;toolbar:false">public AudioClip aClip; ... void Start () { ... audio.clip = aClips; audio.Play(); ... }
另外,如果是3d音效的话,需要调整audio Souce中的panLevel才能听到声音,不清楚原因。
14)调试技巧(Debug)
可以在OnDrawGizmos函数来进行矩形区域等,达到调试的目的,请参考NGUI中的UIDraggablePanel.cs文件中的那个函数实现。
#if UNITY_EDITOR /// <summary> /// Draw a visible orange outline of the bounds. /// </summary> void OnDrawGizmos () { if (mPanel != null) { Bounds b = bounds; Gizmos.matrix = transform.localToWorldMatrix; Gizmos.color = new Color(1f, 0.4f, 0f); Gizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f)); } } #endif
15)延时相关( StartCoroutine)
StartCoroutine(DestoryPlayer()); ... IEnumerator DestoryPlayer() { Instantiate(explosionPrefab, transform.position, transform.rotation); gameObject.renderer.enabled = false; yield return new WaitForSeconds(1.5f); gameObject.renderer.enabled = true; }
16)Random做种子
Random.seed = System.Environment.TickCount; 或者 Random.seed = System.DateTime.Today.Millisecond;
17) 调试技巧(debug),可以把值方便地在界面上打印出来
void OnGUI() { GUI.contentColor = Color.green; GUILayout.Label("deltaTime is: " + Time.deltaTime); }
18)分发消息
sendMessage, BroadcastMessage等
19) 游戏暂停(对timeScale进行设置)
Time.timeScale = 0;
20) 实例化一个prefab
Rigidbody2D propInstance = Instantiate(backgroundProp, spawnPos, Quaternion.identity) as Rigidbody2D;
21)Lerp函数的使用场景
// Set the health bar's colour to proportion of the way between green and red based on the player's health. healthBar.material.color = Color.Lerp(Color.green, Color.red, 1 - health * 0.01f);
22)在特定位置播放声音
// Play the bomb laying sound. AudioSource.PlayClipAtPoint(bombsAway,transform.position);
23) 浮点数相等的判断(由于浮点数有误差, 所以判断的时候最好不要用等号,尤其是计算出来的结果)
if (Mathf.Approximately(1.0, 10.0/10.0)) print ("same");
24)通过脚本修改shader中uniform的值
//shader的写法 Properties { ... disHeight ("threshold distance", Float) = 3 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag ... uniform float disHeight; ... // =================================== // 修改shader中的disHeight的值 gameObject.renderer.sharedMaterial.SetFloat("disHeight", height);
25) 获取当前level的名称
Application.loadedLevelName
26)双击事件
void OnGUI() { Event Mouse = Event.current; if ( Mouse.isMouse && Mouse.type == EventType.MouseDown && Mouse.clickCount == 2) { print("Double Click"); } }
27) 日期:
System.DateTime dd = System.DateTime.Now; GUILayout.Label(dd.ToString("M/d/yyyy"));
28) RootAnimation中移动的脚本处理
class RootControl : MonoBehaviour { void OnAnimatorMove() { Animator anim = GetComponent<animator>(); if(anim) { Vector3 newPos = transform.position; newPos.z += anim.GetFloat("Runspeed") * Time.deltaTime; transform.position = newPos; } } }</animator>
29) BillBoard效果(广告牌效果,或者向日葵效果,使得对象重视面向摄像机)
public class BillBoard : MonoBehaviour { // Update is called once per frame void Update () { transform.LookAt(Camera.main.transform.position, -Vector3.up); } }
30)script中的属性编辑器(Property Drawers),还可以自定义属性编辑器
参考: http://blogs.unity3d.com/2012/09/07/property-drawers-in-unity-4/
http://docs.unity3d.com/Manual/editor-PropertyDrawers.html
其中Popup好像无效,但是enum类型的变量,能够达到Popup的效果
public class Example : MonoBehaviour { public string playerName = "Unnamed"; [Multiline] public string playerBiography = "Please enter your biography"; [Popup ("Warrior", "Mage", "Archer", "Ninja")] public string @class = "Warrior"; [Popup ("Human/Local", "Human/Network", "AI/Easy", "AI/Normal", "AI/Hard")] public string controller; [Range (0, 100)] public float health = 100; [Regex (@"^(?:\d{1,3}\.){3}\d{1,3}$", "Invalid IP address!\nExample: '127.0.0.1'")] public string serverAddress = "192.168.0.1"; [Compact] public Vector3 forward = Vector3.forward; [Compact] public Vector3 target = new Vector3 (100, 200, 300); public ScaledCurve range; public ScaledCurve falloff; [Angle] public float turnRate = (Mathf.PI / 3) * 2; }
31)Mobile下面使用lightmapping问题的解决方案
在mobile模式下,lightmapping可能没有反应,可以尝试使用mobile下的shader,可以解决问题。更多请参考:http://forum.unity3d.com/threads/138978-Lightmap-problem-in-iPhone
32) Unity下画线的功能(用于debug)
Debug.DrawLine (Vector3.zero, new Vector3 (10, 0, 0), Color.red);
33)Shader中代码的复用(CGINCLUDE的使用)
34)获取AnimationCurve的时长
_curve.keys[_curve.length-1].time;
35)C#中string转变成byte[]:
byte[] b1 = System.Text.Encoding.UTF8.GetBytes (myString); byte[] b2 = System.Text.Encoding.ASCII.GetBytes (myString); System.Text.Encoding.Default.GetBytes(sPara) new ASCIIEncoding().GetBytes(cpara); char[] cpara=new char[bpara.length]; for(int i=0;i <bpara.length> <p>36) 排序</p> <pre class="brush:php;toolbar:false">list.Sort(delegate(Object a, Object b) { return a.name.CompareTo(b.name); });
37) NGUI的相关类关系:

38)使得脚本能够在editor中实时反映:
在脚本前加上:[ExecuteInEditMode], 参考UISprite。
39)隐藏相关属性
属性前加上 [HideInInspector],在shader中也适用;
比如:
public class ResourceLoad : MonoBehaviour { [HideInInspector] public string ressName = "Sphere"; public string baseUrl = "http://192.168.56.101/ResUpdate/{0}.assetbundle";
Shader "stalendp/imageShine" { Properties { [HideInInspector] _image ("image", 2D) = "white" {} _percent ("_percent", Range(-5, 5)) = 1 _angle("_angle", Range(0, 1)) = 0 }
40)属性的序列化
可被序列化的属性,可以显示在Inspector面板上(可以使用HideInInspector来隐藏);public属性默认是可被序列化的,private默认是不可序列化的。使得private属性可被序列化,可以使用[SerializeField]来修饰。如下:
[SerializeField] private string ressName = "Sphere";
41)Shader编译的多样化(Making multiple shader program variants)
shader通常如下的写法:
<span>#pragma multi_compile FANCY_STUFF_OFF FANCY_STUFF_ON </span><span>这样可以把Shader编译成多个版本。使用的时候,局部设置<span>Material.EnableKeyword, DisableKeyword;或则 全局设置<span>Shader.EnableKeyword and DisableKeyword进行设置。</span></span></span>
<span><span><span>42)多个scene共享内容</span></span></span>
<span><span></span></span><pre class="brush:php;toolbar:false"> void Awake() { DontDestroyOnLoad(transform.gameObject); }43) 使用Animation播放unity制作的AnimationClip:
首先需要设置AnimationType的类型为1 (需要在animationClip的Debug模式的属性中进行设置,如下图。另外,如果需要在animator中播放动画,需要类型为2);
<img src="/static/imghwm/default1.png" data-src="/inc/test.jsp?url=http%3A%2F%2Fimg.blog.csdn.net%2F20140710112748578&refer=http%3A%2F%2Fblog.csdn.net%2Fstalendp%2Farticle%2Fdetails%2F17114135" class="lazy" alt="【Unity】技巧集合" >
代码如下:
<pre class="brush:php;toolbar:false"> string clipName = "currentClip"; AnimationClip clip = ...; // 设置animationClip if (anim == null) { anim = gameObject.AddComponent<animation>(); } anim.AddClip(clip, clipName); anim[clipName].speed = _speedScale; // 计算时间 float duration = anim[clipName].length; duration /= _speedScale; // 播放动画 anim.Play(clipName); yield return new WaitForSeconds(duration + 0.1f); // 动画结束动作 anim.Stop(); anim.RemoveClip(clipName);</animation>
44) RenderTexture的全屏效果
cs端:
<pre class="brush:php;toolbar:false">MeshFilter mesh = quard.GetComponent<meshfilter> (); // 创建和摄像机相关的renderTexture RenderTexture rTex = new RenderTexture ((int)cam.pixelWidth, (int)cam.pixelHeight, 16); cam.targetTexture = rTex; mesh.renderer.material.mainTexture = rTex;</meshfilter>shader端:
<pre class="brush:php;toolbar:false">#include "UnityCG.cginc" sampler2D _MainTex; sampler2D _NoiseTex; struct v2f { half4 pos:SV_POSITION; half2 uv : TEXCOORD0; float4 srcPos: TEXCOORD1; }; v2f vert(appdata_full v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord.xy; o.srcPos = ComputeScreenPos(o.pos); return o; } fixed4 frag(v2f i) : COLOR0 { float tmp = saturate(1-(length(i.uv-float2(0.5,0.5)))*2)*0.04; float2 wcoord = (i.srcPos.xy/i.srcPos.w) + tex2D(_NoiseTex, i.uv) * tmp - tmp/2; return tex2D(_MainTex, wcoord); }
45)使用RenderTexture制作屏幕特效:
<pre class="brush:php;toolbar:false">[ExecuteInEditMode] public class MyScreenEffect : MonoBehaviour { ... void OnRenderImage(RenderTexture source, RenderTexture dest) { Graphics.Blit(source, dest, material); } }如果需要多次渲染,需要使用RenderTexture.GetTemporary生成临时的RenderTexture,这个方法会从unity维护的池中获取,所以在使用完RenderTexture后,尽快调用RenderTexture.ReleaseTemporary使之返回池中。 RenderTexture存在于GPU的DRAM中,具体实现可以参考Cocos2dx中的写法来理解(CCRenderTexture.cpp中有具体实现)。GPU的架构请参考:http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter30.html
46) 特定条件下暂停unity
在调试战斗的时候,需要在特定条件下暂停unity,以便查看一些对象的设置。可以使用Debug.Break();来达到目的。这是需要处于debug模式,才能够达到效果。
47)在特定exception发生时暂停执行;
默认情况下,unity在遇到异常时,是不会停止执行的。但是如果要在nullReferenceException等exception发生时,进行调试。可以在MonoDevelop的菜单中选择Run/Exceptions..., 做相关设置:
<img src="/static/imghwm/default1.png" data-src="/inc/test.jsp?url=http%3A%2F%2Fimg.blog.csdn.net%2F20140717110136625&refer=http%3A%2F%2Fblog.csdn.net%2Fstalendp%2Farticle%2Fdetails%2F17114135" class="lazy" alt="【Unity】技巧集合" >
48)NGUI性能建议
相关知识:1)在NGUI中,一个Panel对应一个DrawCall(当然一个panel里面的UISprite来自多个图集,就会有多个drawCall);2)当一个UISprite等UIWidget控件的active改变时,DrawCall会重新计算一遍;3)DrawCall的计算比较耗时,首先会收集DrawCall下所有UIWidget的verts,norms,trans,uvs,cols等信息,还要向GPU传输数据,相对比较耗时。
问题:当在一个Panel中有大量的UIWidget,有一部分是经常改变active的,有些部分则不怎么变。这样就会导致频繁地计算DrawCall。
性能提升方案:把经常改变active的控件单独到一个panel中。把不怎么变动的部分独立到另外的panel中。
49)NGUI中设置自定义的Shader,并改变properties的值。
使用UITexture,可以设置自定义的Material。需要注意的是,改变properties的值,需要使用UITexture中的drawCall的dynamicMaterial,如下:
<pre class="brush:php;toolbar:false">UITexture tex=....; tex.drawCall.dynamicMaterial.SetFloat("_percent", du/DU);
<span>50) 鉴别unity中的InputTouch的类型:</span>
<pre class="brush:php;toolbar:false">public enum OperateStatus { OS_Idle=0, OS_Draging=1, OS_Scaling=2 } ..... void Update () { ...... TouchPhase tp = Input.GetTouch(0).phase; if(tp==TouchPhase.Ended || tp==TouchPhase.Canceled) { oStatus = OperateStatus.OS_Idle; } else { oStatus = Input.touchCount>1 ? OperateStatus.OS_Scaling : OperateStatus.OS_Draging; } ..... }51) 物理系统的性能提示:
Unity中涉及物理模拟的有静态碰撞(static collider)和动态碰撞(dynamic collider)。其中,静态碰撞物体是指具有collider属性但没有rigidbody的物体,动态碰撞物体是指具有collider和rigidbody属性的物体。
Unity引擎期待静态物体是静止,会把场景中的所有静态物体统一计算成一个叫static collider cache的东西来加速物理模拟。但是如果其中某个静态物体进行了移动,系统就要重新计算<span>static collider cache;而这个代价是很大的。所以如果一个物体是要经常移动的,应该设计成动态物体,即添加rigidbody成分;至于使rigidbody不响应重力等作用力的影响,请参考</span><span>rigidbody中的"Use Gravity"和“Is Kinematic”属性。</span>
<span>如果rigidbody是kinematic的,它不响应force,可以用来制作飞行障碍物等效果。如果不是kinematic的,就会响应foce。</span>
参考如下官方教程最后的性能分析:http://unity3d.com/learn/tutorials/projects/roll-a-ball/collecting-and-counting
52) unity中四种Collider的对比:
类型 | 能否移动 | 是否接收Trigger消息 | 是否受碰撞影响 | 是否受物理影响 |
Static | 代价大 | No | No | No |
Kinematic Rigidbody | Yes | Yes | No | No |
Character Controller | Yes | 未知 | Yes | No |
Rigidbody | Yes | Yes | Yes | Yes |
仔细观察上面的表格,发现越往下,特性越多。官方在介绍collision的时候,没有加入讨论Character Controller,这个是我自己添加比较的。
另外,如果一个物体能够受碰撞影响,当然就能够接收Collition消息了。
关于接收Collision消息和Trigger消息的官方的详细表,请参考http://docs.unity3d.com/Manual/CollidersOverview.html 的文末的表格。<pre class="brush:php;toolbar:false">53) 使一个物体依附在一个表面上,保持物体的up方向和表面的法线方向一致(物体记为obj,表面记为suf):
方法1:
<pre class="brush:php;toolbar:false">obj.transform.rotation = Quaternion.FromToRotation(obj.transform.up, suf.transform.up)* obj.transform.rotation;
方法2:
<pre class="brush:php;toolbar:false">Vector3 axis = Vector3.Cross(obj.transform.up, suf.transform.up); float angle = Vector3.Angle(obj.transform.up, suf.transform.up); obj.transform.Rotate(axis, angle, Space.World);54)AngryBots中的showFPS代码:
<pre class="brush:php;toolbar:false">@script ExecuteInEditMode private var gui : GUIText; private var updateInterval = 1.0; private var lastInterval : double; // Last interval end time private var frames = 0; // Frames over current interval function Start() { lastInterval = Time.realtimeSinceStartup; frames = 0; } function OnDisable () { if (gui) DestroyImmediate (gui.gameObject); } function Update() { #if !UNITY_FLASH ++frames; var timeNow = Time.realtimeSinceStartup; if (timeNow > lastInterval + updateInterval) { if (!gui) { var go : GameObject = new GameObject("FPS Display", GUIText); go.hideFlags = HideFlags.HideAndDontSave; go.transform.position = Vector3(0,0,0); gui = go.guiText; gui.pixelOffset = Vector2(5,55); } var fps : float = frames / (timeNow - lastInterval); var ms : float = 1000.0f / Mathf.Max (fps, 0.00001); gui.text = ms.ToString("f1") + "ms " + fps.ToString("f2") + "FPS"; frames = 0; lastInterval = timeNow; } #endif }55)关于Hierarchy中按名称的字母排序功能:
<pre class="brush:php;toolbar:false">public class AlphaNumericSort : BaseHierarchySort { public override int Compare(GameObject lhs, GameObject rhs) { if (lhs == rhs) return 0; if (lhs == null) return -1; if (rhs == null) return 1; return EditorUtility.NaturalCompare(lhs.name, rhs.name); } }
把上面的代码放到工程中之后,在Hierarchy中就会出现排序的按钮,如下:
<img src="/static/imghwm/default1.png" data-src="/inc/test.jsp?url=http%3A%2F%2Fimg.blog.csdn.net%2F20150403165927000&refer=http%3A%2F%2Fblog.csdn.net%2Fstalendp%2Farticle%2Fdetails%2F17114135" class="lazy" alt="【Unity】技巧集合" >
BaseHierarchySort的官方地址:http://docs.unity3d.com/ScriptReference/BaseHierarchySort.html

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