Question |
Answer |
start learning
|
|
You can either dock it into place in the Editor
|
|
|
start learning
|
|
You can click the small triangle to expand or collapse the folder, displaying any nested folders it contains
|
|
|
start learning
|
|
Adding multiple labels will narrow the search to items that have any of the specified labels
|
|
|
start learning
|
|
The Scene view is your interactive view into the world you are creating
|
|
|
start learning
|
|
You can use the Scene view to select and position scenery, characters, cameras, lights
|
|
|
start learning
|
|
The Orthographic view has no perspective, and is useful in combination with clicking one of the conical axis arms to get a front, top or side elevation
|
|
|
start learning
|
|
If your Scene view is in an awkward viewpoint (upside-down, or just an angle you find confusing), Shift-click the cube at the center of the Scene Gizmo
|
|
|
start learning
|
|
Click on the padlock on the top right of the Scene Gizmo to enable or disable rotation of the Scene
|
|
|
start learning
|
|
Note that in 2D Mode the Scene Gizmo does not appear, because the only option is to have the view looking perpendicularly at the XY plane
|
|
|
орбита,вращаться по орбите start learning
|
|
Move, orbit, and zoom in the Scene view
|
|
|
start learning
|
|
You can use the Arrow Keys to move around the Scene as though “walking” through it
|
|
|
start learning
|
|
The Left and Right arrow keys pan the view sideways
|
|
|
start learning
|
|
If a GameObject is active in the Scene view, Unity doesn’t display any visible cues that it’s active
|
|
|
start learning
|
|
However, if you are working with a large Scene containing a lot of Scene items (such as GameObjects, Terrain objects, Cameras, and Lights), selecting multiple objects can be very tricky
|
|
|
start learning
|
|
For example, if you are working in a large Scene with over 10,000 objects, you can temporarily block specific GameObjects from being selected to prevent accidental editing
|
|
|
start learning
|
|
They retain whatever pickability status they had previously
|
|
|
start learning
|
|
They retain whatever pickability status they had previously
|
|
|
start learning
|
|
At the center of the Move Gizmo, there are three small squares you can use to drag the GameObject within a single plane (meaning you can move two axes at once while the third keeps still).
|
|
|
start learning
|
|
The Scale tool lets you rescale the GameObject evenly on all axes at once by clicking and dragging on the cube at the center of the Gizmo
|
|
|
start learning
|
|
You can also scale the axes individually, but you should take care if you do this when there are child GameObjects, because the effect can look quite strange
|
|
|
start learning
|
|
To rotate the GameObject, position your cursor just beyond a corner of the rectangle
|
|
|
start learning
|
|
Its Gizmo provides handles for movement and rotation
|
|
|
start learning
|
|
Use vertex snapping to quickly assemble your Scenes: take any vertex from a given Mesh and place that vertex in the same position as any vertex from any other Mesh you choose
|
|
|
start learning
|
|
You can customize the grid in appearance and behavior by changing the following
|
|
|
start learning
|
|
The size of the grid (adjust the distance between the lines).
|
|
|
start learning
|
|
Use the Move property with the link icon selected to enter a uniform increment snap value for all axes, or unlink the axes and set different increment snap values in the X, Y, and Z axis properties.
|
|
|
start learning
|
|
To nudge the grid backward, use Shift+[
|
|
|
start learning
|
|
Next to the World Grid heading, click the gear icon
|
|
|
start learning
|
|
This means you can’t accidentally remove GameObjects from the rendered scene, or trigger unnecessary bake jobs for lighting, occlusion, and other systems
|
|
|
start learning
|
|
This means you can’t accidentally remove GameObjects from the rendered scene, or trigger unnecessary bake jobs for lighting, occlusion, and other systems
|
|
|
start learning
|
|
This makes it possible for your settings to persist from one session to the next
|
|
|
start learning
|
|
Turning Scene visibility on and off
|
|
|
start learning
|
|
The Scene visibility switch in the Scene view control bar displays the number of hidden GameObjects in the scene
|
|
|
start learning
|
|
The first drop-down menu selects which Draw Mode will be used to depict the Scene
|
|
|
start learning
|
|
The transparent colors accumulate, making it easy to spot places where one object is drawn over another
|
|
|
start learning
|
|
Fog: gradual fading of the view to a flat color with distance from the camera
|
|
|
start learning
|
|
Fog: gradual fading of the view to a flat color with distance from the camera
|
|
|
start learning
|
|
Check this box to enable occlusion culling in the Scene view
|
|
|
start learning
|
|
Check this box to make the Camera ease in and out of motion in the Scene view over the time set by Duration
|
|
|
start learning
|
|
To reset the properties to their default values, click the cog icon in the top right corner of the Camera settings menu and select Reset
|
|
|
соответствие,соответствовать start learning
|
|
When the 3D Icons checkbox is ticked, component icons are scaled by the Editor according to their distance from the Camera, and obscured by GameObjects in the Scene
|
|
|
start learning
|
|
When the 3D Icons checkbox is ticked, component icons are scaled by the Editor according to their distance from the Camera, and obscured by GameObjects in the Scene
|
|
|
start learning
|
|
Use the slider to control their apparent overall size
|
|
|
start learning
|
|
Use the slider to control their apparent overall size
|
|
|
start learning
|
|
This section appears the first time you change one or more items, and updates after subsequent changes
|
|
|
соответствовать,встречать start learning
|
|
This section appears only when your Scene uses scripts that meet specific criteria
|
|
|
start learning
|
|
Some Gizmos are passive graphical overlays, shown for reference (such as the Light direction Gizmo, which shows the direction of the light)
|
|
|
start learning
|
|
The Editor UI darkens to remind you of this
|
|
|
start learning
|
|
The Editor UI darkens to remind you of this
|
|
|
start learning
|
|
Select different values to test how your game looks on monitors with different aspect ratios
|
|
|
start learning
|
|
Select different values to test how your game looks on monitors with different aspect ratios
|
|
|
start learning
|
|
This option is enabled by default: it causes Unity to display a warning if no Cameras are rendering to the screen
|
|
|
start learning
|
|
Leave this enabled unless you are intentionally not using Cameras to render your application
|
|
|
start learning
|
|
Leave this enabled unless you are depending on the previous frame’s contents when not in Play mode
|
|
|
start learning
|
|
All nested objects are still descendants of the original parent GameObject, or root GameObject
|
|
|
start learning
|
|
Toggling child GameObject visibility
|
|
|
start learning
|
|
You can cut or copy a selected GameObject and then paste it as a child of another GameObject
|
|
|
start learning
|
|
Right-click the intended parent GameObject, and then select Paste as Child.
|
|
|
start learning
|
|
In Swatches, click the outlined box / What’s New page outline
|
|
|
start learning
|
|
The contents of the Inspector change whenever the selection changes
|
|
|
start learning
|
|
What you can see and edit in an Inspector window depends on what you select
|
|
|
start learning
|
|
For example, you could use a skull and crossbones icon to indicate danger areas in a game level
|
|
|
start learning
|
|
You can set up a shortcut to open a focused Inspector for whichever item in the Hierarchy view or Project view that you hover the pointer over
|
|
|
start learning
|
|
To locate the item whose properties are displayed in a focused Inspector, do one of the following:
|
|
|
start learning
|
|
Hover the pointer over the focused Inspector’s tab header to display a tooltip that shows the full path to the item in the Scene Hierarchy or the Project
|
|
|
start learning
|
|
Properties are settings and options for GameObject components and Assets
|
|
|
start learning
|
|
Properties are settings and options for GameObject components and Assets
|
|
|
start learning
|
|
Properties are settings and options for GameObject components and Assets
|
|
|
start learning
|
|
Properties fall into the following major categories
|
|
|
start learning
|
|
Reference properties take compatible Project Assets or GameObjects in the Scene as inputs
|
|
|
start learning
|
|
The rest of this section describes how to set these complex properties
|
|
|
start learning
|
|
The Inspector window displays color properties as swatches
|
|
|
start learning
|
|
For example, Unity displays the HDR Color Picker window when you edit the emission color property in the standard shader
|
|
|
start learning
|
|
You can also use the eyedropper tool to pick color values from anywhere on the screen
|
|
|
start learning
|
|
They are useful for blending one color gradually into another, over space or time
|
|
|
start learning
|
|
A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar
|
|
|
start learning
|
|
A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar
|
|
|
start learning
|
|
Unity uses curves in a variety of different contexts, especially in animation
|
|
|
start learning
|
|
A bar slider is a specialized control that lets you allocate a particular resource visually
|
|
|
start learning
|
|
A bar slider is a specialized control that lets you allocate a particular resource visually
|
|
|
start learning
|
|
When a script exposes an array as a public variable, the Inspector displays a control that lets you edit both the number of items in the array (Size) and the values or references within it
|
|
|
start learning
|
|
Choose Reveal Current Library Location to view the current library in Windows Explorer/Mac OS Finder
|
|
|
start learning
|
|
You can find the Toolbar at the top of the Unity Editor. It is not a window, and is the only part of the Unity interface that you can’t rearrange
|
|
|
start learning
|
|
The Toolbar consists of several groups of controls
|
|
|
start learning
|
|
The Toolbar consists of several groups of controls
|
|
|
start learning
|
|
You can change the arrangement of your views and then save the new layout or load an existing from the Layout drop-down menu
|
|
|
start learning
|
|
The status bar provides notifications about various Unity processes, and quick access to related tools and settings
|
|
|
start learning
|
|
Click the icon to get additional information about the cache server, and re-establish a lost connection
|
|
|
start learning
|
|
The Background Tasks window displays the progress of any running asynchronous tasks
|
|
|
start learning
|
|
|
|
|
start learning
|
|
If the task is indeterminate, because its progress is not measurable, the bar shows a small filled region that moves from side to side until the task is finished
|
|
|
start learning
|
|
If the task is indeterminate, because its progress is not measurable, the bar shows a small filled region that moves from side to side until the task is finished
|
|
|
start learning
|
|
If the task is indeterminate, because its progress is not measurable, the bar shows a small filled region that moves from side to side until the task is finished
|
|
|
start learning
|
|
|
|
|
start learning
|
|
Optionally displays a short description of the current activity for an active task
|
|
|
start learning
|
|
When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
|
|
|
start learning
|
|
When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
|
|
|
start learning
|
|
When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
|
|
|
start learning
|
|
The progress window displays an overall progress entry in the parent task (1), and a sub progress entry for each child task (2).
|
|
|
start learning
|
|
Monitoring subtasks can help you determine which part of a complex task takes the most time
|
|
|
start learning
|
|
This is useful for operations like lightmap baking, which can have hundreds of subtasks
|
|
|
start learning
|
|
The task is running and reports progress, but cannot determine how close it is to being complete
|
|
|
start learning
|
|
The task finished successfully
|
|
|
start learning
|
|
Unresponsive: The task has not reported any progress for five seconds.
|
|
|
start learning
|
|
The task is no longer active because it failed
|
|
|
start learning
|
|
Labels currently applied to the asset have a check mark next to them.
|
|
|
start learning
|
|
|
|
|
планировать,план,предназначать start learning
|
|
However, some tasks are designed to stay in the list until you clear them manually
|
|
|
start learning
|
|
The Unity Editor status bar displays a global progress bar that shows the aggregate overall progress of all active tasks
|
|
|
start learning
|
|
The Console Window shows errors, warnings and other messages generated by Unity
|
|
|
start learning
|
|
The weight of the snow on the roof caused the house to collapse
|
|
|
причина,основание,вызывать start learning
|
|
The weight of the snow on the roof caused the house to collapse
|
|
|
start learning
|
|
Shows only the first instance of recurring error messages
|
|
|
start learning
|
|
Pauses playback whenever Debug. LogError is called from a script
|
|
|
start learning
|
|
Disabling this option suspends logging, but the Console remains connected to the target build
|
|
|
соответствовать,совпадать start learning
|
|
The Console highlights the first match in the message text when it is in the visible part of the message (see Adjusting the Line Count below).
|
|
|
start learning
|
|
As you type a search term, the Console filters messages to display only those that contain matching text
|
|
|
start learning
|
|
The Console highlights the first match in the message text when it is in the visible part of the message (see Adjusting the Line Count below).
|
|
|
start learning
|
|
The search looks for exact matches of whatever you type in the search bar
|
|
|
start learning
|
|
Click the buttons beside the search bar to toggle:
|
|
|
start learning
|
|
The Console can provide stack trace information for managed code and unmanaged code.
|
|
|
start learning
|
|
However, the full stack trace can be useful in some circumstances
|
|
|
start learning
|
|
It can also help you identify the area of the engine that an error originates from
|
|
|
start learning
|
|
This is especially useful when no managed stack trace information is available, and the error message is not very descriptive
|
|
|
start learning
|
|
Resolving a stack trace, especially a full stack trace, is a resource-intensive operation
|
|
|
start learning
|
|
Obsolete API warnings and automatic updates
|
|
|
start learning
|
|
Among other messages, Unity shows warnings about the usage of obsolete API calls in your code
|
|
|
start learning
|
|
See Adjusting the line count, below, for further information.
|
|
|
start learning
|
|
If stack trace is enabled, references to specific lines in code files show up as clickable links here
|
|
|
start learning
|
|
When you select a message and view the full text in the detail area at the bottom of the Console window, stack trace references to specific lines in code files become clickable links
|
|
|
start learning
|
|
Unity’s search functionality allows you to search the Scene view and Hierarchy window for GameObjects, and the Project window for assets
|
|
|
start learning
|
|
To select the criteria you want to search, select the magnifying glass icon on the bar to open the Search drop-down menu, and choose which criteria to use
|
|
|
start learning
|
|
To clear your search and return your GameObject or asset list view to normal, empty the search bar or select the small x icon in the search bar
|
|
|
start learning
|
|
Scene view and Hierarchy window represent the same information, and when you use one search bar, Unity automatically populates the other search bar with the same text
|
|
|
start learning
|
|
A search term acts as a filter for the GameObjects in the Scene view and Hierarchy Window
|
|
|
start learning
|
|
All the other GameObjects disappear from view
|
|
|
start learning
|
|
This window might be minimised; if this is the case, click and drag the title bar upwards to expand it.
|
|
|
start learning
|
|
Assets can have as many labels as desired and belong to several different label groups at once
|
|
|
start learning
|
|
To remove a label from an asset, open the label menu and select it to remove the tick icon
|
|
|
start learning
|
|
You can customize your Layout of Views by click-dragging the Tab of any View to one of several locations
|
|
|
start learning
|
|
Tabs can also be detached from the Main Editor Window and arranged into their own floating Editor Windows
|
|
|
start learning
|
|
Whenever you’re working in tabbed views, the “active” tab (the tab that has focus) has a thin blue stripe at the top
|
|
|
start learning
|
|
Whenever you’re working in tabbed views, the “active” tab (the tab that has focus) has a thin blue stripe at the top
|
|
|
start learning
|
|
When you open more tabs than Unity can fit in a view’s tab area, small navigation arrows appear
|
|
|
start learning
|
|
A completely custom Layout
|
|
|
start learning
|
|
Unity empowers game designers to make games
|
|
|
start learning
|
|
What’s really special about Unity is that you don’t need years of experience with code or a degree in art to make fun games
|
|
|
горсть,небольшое количество start learning
|
|
There are a handful of basic workflow concepts needed to learn Unity
|
|
|
start learning
|
|
There are a handful of basic workflow concepts needed to learn Unity
|
|
|
start learning
|
|
There are a handful of basic workflow concepts needed to learn Unity
|
|
|
start learning
|
|
Once understood, you will find yourself making games in no time
|
|
|
улучшать,совершенствовать start learning
|
|
With the time you will save getting your games up and running, you will have that much more time to refine, balance, and tweak your game to perfection
|
|
|
start learning
|
|
This section will explain the core concepts you need to know for creating gameplay mechanics
|
|
|
start learning
|
|
The majority of these concepts require you to write Scripts
|
|
|
start learning
|
|
Scenes are where you work with content in Unity
|
|
|
start learning
|
|
What’s really special about Unity is that you don’t need years of experience with code or a degree in art to make fun games
|
|
|
start learning
|
|
For example, you might build a simple game in a single scene, while for a more complex game, you might use one scene per level, each with its own environments, characters, obstacles, decorations, and UI
|
|
|
start learning
|
|
For example, you might build a simple game in a single scene, while for a more complex game, you might use one scene per level, each with its own environments, characters, obstacles, decorations, and UI
|
|
|
украшение,внутренняя отделка start learning
|
|
For example, you might build a simple game in a single scene, while for a more complex game, you might use one scene per level, each with its own environments, characters, obstacles, decorations, and UI
|
|
|
булавка,заколка,приколоть start learning
|
|
Pinned templates appear before other templates in the New Scene dialog’s template list
|
|
|
разместить,определять место start learning
|
|
To highlight the template in the Project window, select the Locate link
|
|
|
start learning
|
|
If you want Unity to load the new scene additively (see note below), enable Load Additively.
|
|
|
start learning
|
|
If the template does not have any cloneable dependencies, Unity loads the new scene in memory, but does not save it
|
|
|
start learning
|
|
To create a new scene from a C# script using a specific scene template, use the Instantiate method
|
|
|
start learning
|
|
You can open multiple scenes for editing at the same time
|
|
|
start learning
|
|
Multi Scene Editing allows you to have multiple scenes open in the editor simultaneously, and makes it easier to manage scenes at runtime
|
|
|
start learning
|
|
The ability to have multiple scenes open in the editor allows you to create large streaming worlds and improves the workflow when collaborating on scene editing
|
|
|
start learning
|
|
The ability to have multiple scenes open in the editor allows you to create large streaming worlds and improves the workflow when collaborating on scene editing
|
|
|
start learning
|
|
The multi scene editing integration in the Editor
|
|
|
start learning
|
|
When you have multiple scenes open in the editor, each scene’s contents are displayed separately in the hierarchy window.
|
|
|
start learning
|
|
Each scene’s contents appears below a scene divider bar which shows the scene’s name and its save state
|
|
|
start learning
|
|
While present in the hierarchy, scenes can be loaded or unloaded to reveal or hide the gameobjects contained within each scene
|
|
|
start learning
|
|
The scene dividers can be collapsed in the hierarchy to the scene’s contents which may help you to navigate your hierarchy if you have lots of scenes loaded
|
|
|
start learning
|
|
Scenes with unsaved changes will have an asterisk shown next to the name in the scene divider bar
|
|
|
start learning
|
|
An asterisk in the scene divider indicating this scene has unsaved changes
|
|
|
start learning
|
|
The lightmaps and realtime GI data atlases are split between scenes
|
|
|
start learning
|
|
Cross-Scene references are not supported, and are prevented in Edit mode
|
|
|
start learning
|
|
It is recommended to avoid using DontDestroyOnLoad to persist manager GameObjects that you want to survive across scene loads
|
|
|
start learning
|
|
Creating scene templates: Describes the different ways to create a scene template
|
|
|
start learning
|
|
To revert to Unity’s default asset type list and settings, click the Reset Defaults button
|
|
|
start learning
|
|
However, a GameObject can’t do anything on its own
|
|
|
start learning
|
|
GameObjects are the fundamental objects in Unity that represent characters, props and scenery
|
|
|
start learning
|
|
GameObjects are the fundamental objects in Unity that represent characters, props and scenery
|
|
|
start learning
|
|
They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
|
|
|
start learning
|
|
They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
|
|
|
start learning
|
|
They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
|
|
|
start learning
|
|
A solid cube object has a Mesh Filter and Mesh Renderer component, to draw the surface of the cube, and a Box Collider component to represent the object’s solid volume in terms of physics
|
|
|
start learning
|
|
A solid cube object has a Mesh Filter and Mesh Renderer component, to draw the surface of the cube, and a Box Collider component to represent the object’s solid volume in terms of physics
|
|
|
start learning
|
|
There are also many useful pre-constructed objects (primitive shapes, Cameras, etc) available on the GameObject > 3D Object menu, see Primitive Objects
|
|
|
start learning
|
|
There are also many useful pre-constructed objects (primitive shapes, Cameras, etc) available on the GameObject > 3D Object menu, see Primitive Objects
|
|
|
start learning
|
|
Since GameObjects are a very important part of Unity, there is a lot of content manual with extensive detail about them
|
|
|
start learning
|
|
Since GameObjects are a very important part of Unity, there is a lot of content manual with extensive detail about them
|
|
|
start learning
|
|
You can find out more about controlling GameObjects from scripts on the GameObject scripting reference page
|
|
|
start learning
|
|
Transforms are manipulated in 3D space in the X, Y, and Z axes or in 2D space in just X and Y
|
|
|
start learning
|
|
In Unity, these axes are represented by the colors red, green, and blue respectively
|
|
|
start learning
|
|
There is also an additional option in Translate mode to lock movement to a particular plane (ie, allow dragging in two of the axes while keeping the third unchanged).
|
|
|
start learning
|
|
So your hands could be regarded as “children” of your arms and then each hand has several fingers, etc
|
|
|
start learning
|
|
So your hands could be regarded as “children” of your arms and then each hand has several fingers, etc
|
|
|
start learning
|
|
So your hands could be regarded as “children” of your arms and then each hand has several fingers, etc
|
|
|
start learning
|
|
The object at the very top of a hierarchy (ie, the only object in the hierarchy that doesn’t have a parent) is known as the root
|
|
|
start learning
|
|
GameObjects with foldout arrows to the left of their names are parents
|
|
|
start learning
|
|
For scene construction, it is usually sufficient to work with local coordinates for child objects but in gameplay it is often useful to find their exact position in world space or global coordinates
|
|
|
start learning
|
|
For scene construction, it is usually sufficient to work with local coordinates for child objects but in gameplay it is often useful to find their exact position in world space or global coordinates
|
|
|
start learning
|
|
Non-uniform scaling can be useful in a few specific cases but it introduces a few oddities that don’t occur with uniform scaling
|
|
|
start learning
|
|
In cases like this the circular shape will not become elliptical under non-uniform scaling as you would expect and will simply remain circular
|
|
|
start learning
|
|
When a child object has a non-uniformly scaled parent and is rotated relative to that parent, it may appear skewed or “sheared”
|
|
|
start learning
|
|
For example, a skewed Box Collider will not match the shape of the rendered mesh accurately
|
|
|
start learning
|
|
As a result, the child’s shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent
|
|
|
start learning
|
|
As a result, the child’s shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent
|
|
|
start learning
|
|
Certain optimizations occur based on the import size, and instantiating an object that has an adjusted scale value can decrease performance
|
|
|
start learning
|
|
The mesh’s size in Unity (and therefore the Transform’s scale) is very important, especially during physics simulation
|
|
|
start learning
|
|
By default, the physics engine assumes that one unit in world space corresponds to one metre
|
|
|
start learning
|
|
By default, the physics engine assumes that one unit in world space corresponds to one metre
|
|
|
start learning
|
|
The simulation is actually correct since effectively, you are watching a very large object falling a great distance
|
|
|
start learning
|
|
Certain optimizations occur based on the import size, and instantiating an object that has an adjusted scale value can decrease performance
|
|
|
start learning
|
|
Tips for Working with Transforms
|
|
|
start learning
|
|
This page describes how to view and interact with components, and provides a brief overview of the most common component configurations in Unity
|
|
|
start learning
|
|
This page describes how to view and interact with components, and provides a brief overview of the most common component configurations in Unity
|
|
|
start learning
|
|
See the Scripting section for guidance on how to control and interact with components through script
|
|
|
start learning
|
|
This section details some fundamental default component configurations in Unity
|
|
|
start learning
|
|
The Transform component also enables the concept of parenting, which allows you to make a GameObject a child of another GameObject and control its position via the parent’s Transform component
|
|
|
принимать,ловить(сигналы) start learning
|
|
It contains the Transform component, the Camera component, and an Audio Listener to pick up audio in your application
|
|
|
start learning
|
|
This GameObject is configured to act as the primary camera in your game
|
|
|
start learning
|
|
The Transform component also enables the concept of parenting, which allows you to make a GameObject a child of another GameObject and control its position via the parent’s Transform component
|
|
|
start learning
|
|
Components are the nuts & bolts of objects and behaviors in a game
|
|
|
start learning
|
|
Components are the nuts & bolts of objects and behaviors in a game
|
|
|
start learning
|
|
If you don’t yet understand the relationship between Components and GameObjects, read the GameObjects page before going any further
|
|
|
start learning
|
|
This is because the Transform dictates where the GameObject is located, and how it is rotated and scaled
|
|
|
start learning
|
|
The browser lets you navigate the components conveniently by category and also has a search box that you can use to locate components by name
|
|
|
start learning
|
|
If you want to know more about using a particular Component, you can read about any of them in the relevant Component Reference page
|
|
|
start learning
|
|
One of the great aspects of Components is flexibility
|
|
|
start learning
|
|
One of the great aspects of Components is flexibility
|
|
|
start learning
|
|
The same commands are also available from the kebab menu (3 vertical dots) icon in the extreme top-right of the component’s panel in the inspector
|
|
|
start learning
|
|
The same commands are also available from the kebab menu (3 vertical dots) icon in the extreme top-right of the component’s panel in the inspector
|
|
|
start learning
|
|
This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
|
|
|
start learning
|
|
This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
|
|
|
start learning
|
|
This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
|
|
|
start learning
|
|
|
|
|
start learning
|
|
We think you’ll be impressed
|
|
|
start learning
|
|
namely the Cube, Sphere, Capsule, Cylinder, Plane and Quad
|
|
|
start learning
|
|
However, there are also a number of primitive object types that can be created directly within Unity, namely the Cube, Sphere, Capsule, Cylinder, Plane and Quad
|
|
|
соответствующий,подходящий start learning
|
|
Any of the primitives can be added to the scene using the appropriate item on the GameObject > 3D Object menu
|
|
|
start learning
|
|
As it stands, a cube isn’t really a very common object in most games but when scaled, it is very useful for walls, posts, boxes, steps and other similar items
|
|
|
start learning
|
|
It is also a handy placeholder object for programmers to use during development when a finished model is not yet available
|
|
|
примерный,предварительный start learning
|
|
For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
|
|
|
start learning
|
|
For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
|
|
|
start learning
|
|
For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
|
|
|
start learning
|
|
Although this is not suitable for the finished game, it is fine as a simple representative object for testing the car’s control code
|
|
|
start learning
|
|
This is a sphere of unit diameter (ie, 0.5 unit radius), textured so that the entire image wraps around once with the top and bottom “pinched” at the poles
|
|
|
start learning
|
|
This is a sphere of unit diameter (ie, 0.5 unit radius), textured so that the entire image wraps around once with the top and bottom “pinched” at the poles
|
|
|
start learning
|
|
Spheres are obviously useful for representing balls, planets and projectiles but a semi-transparent sphere can also make a nice GUI device for representing the radius of an effect
|
|
|
start learning
|
|
Spheres are obviously useful for representing balls, planets and projectiles but a semi-transparent sphere can also make a nice GUI device for representing the radius of an effect
|
|
|
start learning
|
|
Spheres are obviously useful for representing balls, planets and projectiles but a semi-transparent sphere can also make a nice GUI device for representing the radius of an effect
|
|
|
start learning
|
|
A capsule is a cylinder with hemispherical caps at the ends
|
|
|
start learning
|
|
A capsule is a cylinder with hemispherical caps at the ends
|
|
|
start learning
|
|
It is textured so that the image wraps around exactly once, pinched at each hemisphere’s apex
|
|
|
start learning
|
|
While there aren’t many real world objects with this shape, the capsule is a useful placeholder for prototyping. In particular, the physics of a rounded object are sometimes better than those of a box for certain tasks
|
|
|
start learning
|
|
This is a simple cylinder which is two units high and one unit in diameter, textured so that the image wraps once around the tube shape of the body but also appears separately in the two flat, circular ends
|
|
|
start learning
|
|
Cylinders are very handy for creating posts, rods and wheels but you should note that the shape of the collider is actually a capsule (there is no primitive cylinder collider in Unity).
|
|
|
start learning
|
|
This is a flat square with edges ten units long oriented in the XZ plane of the local coordinate space. It is textured so that the whole image appears exactly once within the square
|
|
|
start learning
|
|
A surface is also needed sometimes for showing images or movies in GUI and special effects
|
|
|
start learning
|
|
Although a plane can be used for things like this, the simpler quad primitive is often a more natural fit to the task
|
|
|
start learning
|
|
A quad is useful in cases where a scene object must be used simply as a display screen for an image or movie
|
|
|
start learning
|
|
Simple GUI and information displays can be implemented with quads, as can particles, sprites and “impostor” images that substitute for solid objects viewed at a distance
|
|
|
start learning
|
|
You can use this Capsule as a placeholder for various elements in your scene, such as an obstacle, prop, or as a stand-in for a character
|
|
|
имеющий определённую форму start learning
|
|
The Isometric Diamond 2D primitive is a white diamond-shaped Sprite that is 1 x 0.5 units in size
|
|
|
start learning
|
|
The pixels at the top and bottom of this Sprite are slightly cropped to improve tiling
|
|
|
start learning
|
|
The pixels at the top and bottom of this Sprite are slightly cropped to improve tiling
|
|
|
start learning
|
|
The Hexagon Flat-Top 2D primitive is a regular hexagon that is 1 unit wide, oriented with its sides to the top and bottom
|
|
|
start learning
|
|
In technical terms, any script you make compiles as a type of component, so the Unity Editor treats your script like a built-in component
|
|
|
start learning
|
|
You define the members of the script to be exposed in the Inspector, and the Editor executes whatever functionality you’ve written
|
|
|
приводить в действие,включать start learning
|
|
|
|
|
start learning
|
|
To do this, navigate to the Inspector and uncheck the checkbox next to the GameObject’s name (see image below), or use the SetActive method in script
|
|
|
start learning
|
|
They ensure you don’t need to manually add GameObjects to a script’s exposed properties using drag and drop, thereby saving time when you are using the same script code in multiple GameObjects
|
|
|
start learning
|
|
They need to work out whether the player is interacting with an enemy, a prop, or a collectable, for example
|
|
|
start learning
|
|
You can use the GameObject. FindWithTag() function to find a GameObject by setting it to look for any object that contains the Tag you want
|
|
|
start learning
|
|
This means that Unity can save on runtime calculations, and potentially improve performance
|
|
|
start learning
|
|
Including a GameObject in the precomputations for a system that does not need to know about that GameObject can result in wasted calculations, unnecessarily large data files, or unexpected behavior
|
|
|
включать,заключать в себе start learning
|
|
It comprises a checkbox, which sets the value to Everything or Nothing, and a drop-down menu that lets you choose which values to include
|
|
|
start learning
|
|
These calculations take place while precomputing lighting data at bake time
|
|
|
start learning
|
|
See Immediate saving, below, for more details
|
|
|
start learning
|
|
Unity’s Prefab system allows you to create, configure, and store a GameObject complete with all its components, property values, and child GameObjects as a reusable Asset
|
|
|
start learning
|
|
Any edits that you make to a Prefab Asset are automatically reflected in the instances of that Prefab, allowing you to easily make broad changes across your whole Project without having to repeatedly make the same edit to every copy of the Asset
|
|
|
start learning
|
|
You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels
|
|
|
start learning
|
|
You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels
|
|
|
start learning
|
|
However, this does not mean all Prefab instances have to be identical
|
|
|
start learning
|
|
You can also create variants of Prefabs which allow you to group a set of overrides together into a meaningful variation of a Prefab
|
|
|
start learning
|
|
Projectiles - for example a pirate’s cannon might instantiate a cannonball Prefab each time it is fired
|
|
|
start learning
|
|
This process of creating the Prefab Asset also turns the original GameObject into a Prefab instance
|
|
|
start learning
|
|
It is now an instance of the newly created Prefab Asset
|
|
|
сохранять,оберегать,хранить start learning
|
|
If you are replacing an existing Prefab, Unity tries to preserve references to the Prefab itself and the individual parts of the Prefab such as child GameObjects and Components
|
|
|
start learning
|
|
Also note: You may encounter a similar problem in the case of preserving references to existing Components when you save over an existing Prefab, if a single GameObject within the Prefab has more than one of the same Component type attached
|
|
|
относиться,иметь отношение start learning
|
|
In isolation: When you edit a Prefab in isolation, Unity hides the rest of your current working Scene, and you only see the GameObjects that relate to the Prefab itself (plus, optionally, a pre-set editing environment - see below).
|
|
|
отделять,разделять,отличать start learning
|
|
By default, Unity displays the visual representation of the context in gray scale to visually distinguish it from the Prefab contents you edit
|
|
|
start learning
|
|
This is so you can focus on editing your Prefab without accidentally selecting other unrelated GameObjects, and without having a cluttered Hierarchy window
|
|
|
start learning
|
|
However, when you move GameObjects around that are part of the Prefab contents, you can use the snapping features in Unity to snap to GameObjects in the context, provided the context is not set to Hidden
|
|
|
start learning
|
|
Apart from the root Transform properties, you can also override other properties of a Prefab instance, which might drastically change its appearance compared to the Prefab Asset it’s an instance of
|
|
|
start learning
|
|
For example, if you open Prefab Mode in Context via a Prefab instance in a Scene, then you can see the surroundings in that Scene while you edit the Prefab.
|
|
|
start learning
|
|
When you select a folder from the list, Unity shows its contents in the pane to the right
|
|
|