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You can either dock it into place in the Editor
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You can click the small triangle to expand or collapse the folder, displaying any nested folders it contains
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Adding multiple labels will narrow the search to items that have any of the specified labels
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The Scene view is your interactive view into the world you are creating
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You can use the Scene view to select and position scenery, characters, cameras, lights
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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
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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
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Click on the padlock on the top right of the Scene Gizmo to enable or disable rotation of the Scene
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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
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орбита,вращатьсЯ по орбите inizia ad imparare
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Move, orbit, and zoom in the Scene view
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You can use the Arrow Keys to move around the Scene as though ТwalkingУ through it
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The Left and Right arrow keys pan the view sideways
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If a GameObject is active in the Scene view, Unity doesnХt display any visible cues that itХs active
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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
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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
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They retain whatever pickability status they had previously
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They retain whatever pickability status they had previously
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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).
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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
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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
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To rotate the GameObject, position your cursor just beyond a corner of the rectangle
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Its Gizmo provides handles for movement and rotation
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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
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You can customize the grid in appearance and behavior by changing the following
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The size of the grid (adjust the distance between the lines).
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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.
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To nudge the grid backward, use Shift+[
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Next to the World Grid heading, click the gear icon
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This means you canХt accidentally remove GameObjects from the rendered scene, or trigger unnecessary bake jobs for lighting, occlusion, and other systems
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This means you canХt accidentally remove GameObjects from the rendered scene, or trigger unnecessary bake jobs for lighting, occlusion, and other systems
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This makes it possible for your settings to persist from one session to the next
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Turning Scene visibility on and off
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The Scene visibility switch in the Scene view control bar displays the number of hidden GameObjects in the scene
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The first drop-down menu selects which Draw Mode will be used to depict the Scene
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The transparent colors accumulate, making it easy to spot places where one object is drawn over another
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Fog: gradual fading of the view to a flat color with distance from the camera
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Fog: gradual fading of the view to a flat color with distance from the camera
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Check this box to enable occlusion culling in the Scene view
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Check this box to make the Camera ease in and out of motion in the Scene view over the time set by Duration
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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
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соответствие,соответствовать inizia ad imparare
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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
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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
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Use the slider to control their apparent overall size
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Use the slider to control their apparent overall size
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This section appears the first time you change one or more items, and updates after subsequent changes
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This section appears only when your Scene uses scripts that meet specific criteria
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Some Gizmos are passive graphical overlays, shown for reference (such as the Light direction Gizmo, which shows the direction of the light)
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The Editor UI darkens to remind you of this
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The Editor UI darkens to remind you of this
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Select different values to test how your game looks on monitors with different aspect ratios
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Select different values to test how your game looks on monitors with different aspect ratios
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This option is enabled by default: it causes Unity to display a warning if no Cameras are rendering to the screen
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Leave this enabled unless you are intentionally not using Cameras to render your application
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Leave this enabled unless you are depending on the previous frameХs contents when not in Play mode
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All nested objects are still descendants of the original parent GameObject, or root GameObject
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Toggling child GameObject visibility
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You can cut or copy a selected GameObject and then paste it as a child of another GameObject
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Right-click the intended parent GameObject, and then select Paste as Child.
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In Swatches, click the outlined box / WhatХs New page outline
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The contents of the Inspector change whenever the selection changes
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What you can see and edit in an Inspector window depends on what you select
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For example, you could use a skull and crossbones icon to indicate danger areas in a game level
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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
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To locate the item whose properties are displayed in a focused Inspector, do one of the following:
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Hover the pointer over the focused InspectorХs tab header to display a tooltip that shows the full path to the item in the Scene Hierarchy or the Project
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Properties are settings and options for GameObject components and Assets
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Properties are settings and options for GameObject components and Assets
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Properties are settings and options for GameObject components and Assets
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Properties fall into the following major categories
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Reference properties take compatible Project Assets or GameObjects in the Scene as inputs
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The rest of this section describes how to set these complex properties
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The Inspector window displays color properties as swatches
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For example, Unity displays the HDR Color Picker window when you edit the emission color property in the standard shader
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You can also use the eyedropper tool to pick color values from anywhere on the screen
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They are useful for blending one color gradually into another, over space or time
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A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar
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A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar
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Unity uses curves in a variety of different contexts, especially in animation
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A bar slider is a specialized control that lets you allocate a particular resource visually
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A bar slider is a specialized control that lets you allocate a particular resource visually
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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
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Choose Reveal Current Library Location to view the current library in Windows Explorer/Mac OS Finder
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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 canХt rearrange
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The Toolbar consists of several groups of controls
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The Toolbar consists of several groups of controls
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You can change the arrangement of your views and then save the new layout or load an existing from the Layout drop-down menu
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The status bar provides notifications about various Unity processes, and quick access to related tools and settings
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Click the icon to get additional information about the cache server, and re-establish a lost connection
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The Background Tasks window displays the progress of any running asynchronous tasks
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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
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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
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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
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Optionally displays a short description of the current activity for an active task
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When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
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When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
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When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
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The progress window displays an overall progress entry in the parent task (1), and a sub progress entry for each child task (2).
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Monitoring subtasks can help you determine which part of a complex task takes the most time
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This is useful for operations like lightmap baking, which can have hundreds of subtasks
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The task is running and reports progress, but cannot determine how close it is to being complete
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The task finished successfully
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Unresponsive: The task has not reported any progress for five seconds.
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The task is no longer active because it failed
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Labels currently applied to the asset have a check mark next to them.
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планировать,план,предназначать inizia ad imparare
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However, some tasks are designed to stay in the list until you clear them manually
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The Unity Editor status bar displays a global progress bar that shows the aggregate overall progress of all active tasks
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The Console Window shows errors, warnings and other messages generated by Unity
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The weight of the snow on the roof caused the house to collapse
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причина,основание,вызывать inizia ad imparare
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The weight of the snow on the roof caused the house to collapse
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Shows only the first instance of recurring error messages
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Pauses playback whenever Debug. LogError is called from a script
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Disabling this option suspends logging, but the Console remains connected to the target build
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соответствовать,совпадать inizia ad imparare
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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).
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As you type a search term, the Console filters messages to display only those that contain matching text
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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).
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The search looks for exact matches of whatever you type in the search bar
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Click the buttons beside the search bar to toggle:
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The Console can provide stack trace information for managed code and unmanaged code.
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However, the full stack trace can be useful in some circumstances
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It can also help you identify the area of the engine that an error originates from
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This is especially useful when no managed stack trace information is available, and the error message is not very descriptive
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Resolving a stack trace, especially a full stack trace, is a resource-intensive operation
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Obsolete API warnings and automatic updates
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Among other messages, Unity shows warnings about the usage of obsolete API calls in your code
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See Adjusting the line count, below, for further information.
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If stack trace is enabled, references to specific lines in code files show up as clickable links here
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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
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UnityХs search functionality allows you to search the Scene view and Hierarchy window for GameObjects, and the Project window for assets
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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
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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
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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
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A search term acts as a filter for the GameObjects in the Scene view and Hierarchy Window
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All the other GameObjects disappear from view
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This window might be minimised; if this is the case, click and drag the title bar upwards to expand it.
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Assets can have as many labels as desired and belong to several different label groups at once
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To remove a label from an asset, open the label menu and select it to remove the tick icon
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You can customize your Layout of Views by click-dragging the Tab of any View to one of several locations
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Tabs can also be detached from the Main Editor Window and arranged into their own floating Editor Windows
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Whenever youХre working in tabbed views, the ТactiveУ tab (the tab that has focus) has a thin blue stripe at the top
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Whenever youХre working in tabbed views, the ТactiveУ tab (the tab that has focus) has a thin blue stripe at the top
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When you open more tabs than Unity can fit in a viewХs tab area, small navigation arrows appear
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A completely custom Layout
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Unity empowers game designers to make games
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WhatХs really special about Unity is that you donХt need years of experience with code or a degree in art to make fun games
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горсть,небольшое количество inizia ad imparare
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There are a handful of basic workflow concepts needed to learn Unity
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inizia ad imparare
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There are a handful of basic workflow concepts needed to learn Unity
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inizia ad imparare
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There are a handful of basic workflow concepts needed to learn Unity
|
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Once understood, you will find yourself making games in no time
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улучшать,совершенствовать inizia ad imparare
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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
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This section will explain the core concepts you need to know for creating gameplay mechanics
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The majority of these concepts require you to write Scripts
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Scenes are where you work with content in Unity
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WhatХs really special about Unity is that you donХt need years of experience with code or a degree in art to make fun games
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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
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inizia ad imparare
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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
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украшение,внутреннЯЯ отделка inizia ad imparare
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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
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булавка,заколка,приколоть inizia ad imparare
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Pinned templates appear before other templates in the New Scene dialogХs template list
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разместить,определЯть место inizia ad imparare
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To highlight the template in the Project window, select the Locate link
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If you want Unity to load the new scene additively (see note below), enable Load Additively.
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If the template does not have any cloneable dependencies, Unity loads the new scene in memory, but does not save it
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To create a new scene from a C# script using a specific scene template, use the Instantiate method
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You can open multiple scenes for editing at the same time
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Multi Scene Editing allows you to have multiple scenes open in the editor simultaneously, and makes it easier to manage scenes at runtime
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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
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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
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The multi scene editing integration in the Editor
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When you have multiple scenes open in the editor, each sceneХs contents are displayed separately in the hierarchy window.
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Each sceneХs contents appears below a scene divider bar which shows the sceneХs name and its save state
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While present in the hierarchy, scenes can be loaded or unloaded to reveal or hide the gameobjects contained within each scene
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The scene dividers can be collapsed in the hierarchy to the sceneХs contents which may help you to navigate your hierarchy if you have lots of scenes loaded
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Scenes with unsaved changes will have an asterisk shown next to the name in the scene divider bar
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An asterisk in the scene divider indicating this scene has unsaved changes
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The lightmaps and realtime GI data atlases are split between scenes
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Cross-Scene references are not supported, and are prevented in Edit mode
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It is recommended to avoid using DontDestroyOnLoad to persist manager GameObjects that you want to survive across scene loads
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Creating scene templates: Describes the different ways to create a scene template
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To revert to UnityХs default asset type list and settings, click the Reset Defaults button
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However, a GameObject canХt do anything on its own
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GameObjects are the fundamental objects in Unity that represent characters, props and scenery
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GameObjects are the fundamental objects in Unity that represent characters, props and scenery
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They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
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They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
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They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
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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 objectХs solid volume in terms of physics
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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 objectХs solid volume in terms of physics
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There are also many useful pre-constructed objects (primitive shapes, Cameras, etc) available on the GameObject > 3D Object menu, see Primitive Objects
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There are also many useful pre-constructed objects (primitive shapes, Cameras, etc) available on the GameObject > 3D Object menu, see Primitive Objects
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Since GameObjects are a very important part of Unity, there is a lot of content manual with extensive detail about them
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Since GameObjects are a very important part of Unity, there is a lot of content manual with extensive detail about them
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You can find out more about controlling GameObjects from scripts on the GameObject scripting reference page
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Transforms are manipulated in 3D space in the X, Y, and Z axes or in 2D space in just X and Y
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In Unity, these axes are represented by the colors red, green, and blue respectively
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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).
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So your hands could be regarded as ТchildrenУ of your arms and then each hand has several fingers, etc
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So your hands could be regarded as ТchildrenУ of your arms and then each hand has several fingers, etc
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So your hands could be regarded as ТchildrenУ of your arms and then each hand has several fingers, etc
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The object at the very top of a hierarchy (ie, the only object in the hierarchy that doesnХt have a parent) is known as the root
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GameObjects with foldout arrows to the left of their names are parents
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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
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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
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Non-uniform scaling can be useful in a few specific cases but it introduces a few oddities that donХt occur with uniform scaling
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In cases like this the circular shape will not become elliptical under non-uniform scaling as you would expect and will simply remain circular
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When a child object has a non-uniformly scaled parent and is rotated relative to that parent, it may appear skewed or ТshearedУ
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For example, a skewed Box Collider will not match the shape of the rendered mesh accurately
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As a result, the childХs shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent
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As a result, the childХs shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent
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Certain optimizations occur based on the import size, and instantiating an object that has an adjusted scale value can decrease performance
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The meshХs size in Unity (and therefore the TransformХs scale) is very important, especially during physics simulation
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By default, the physics engine assumes that one unit in world space corresponds to one metre
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By default, the physics engine assumes that one unit in world space corresponds to one metre
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The simulation is actually correct since effectively, you are watching a very large object falling a great distance
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Certain optimizations occur based on the import size, and instantiating an object that has an adjusted scale value can decrease performance
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Tips for Working with Transforms
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This page describes how to view and interact with components, and provides a brief overview of the most common component configurations in Unity
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This page describes how to view and interact with components, and provides a brief overview of the most common component configurations in Unity
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See the Scripting section for guidance on how to control and interact with components through script
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This section details some fundamental default component configurations in Unity
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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 parentХs Transform component
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принимать,ловить(сигналы) inizia ad imparare
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It contains the Transform component, the Camera component, and an Audio Listener to pick up audio in your application
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This GameObject is configured to act as the primary camera in your game
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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 parentХs Transform component
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Components are the nuts & bolts of objects and behaviors in a game
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Components are the nuts & bolts of objects and behaviors in a game
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If you donХt yet understand the relationship between Components and GameObjects, read the GameObjects page before going any further
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This is because the Transform dictates where the GameObject is located, and how it is rotated and scaled
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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
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If you want to know more about using a particular Component, you can read about any of them in the relevant Component Reference page
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One of the great aspects of Components is flexibility
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One of the great aspects of Components is flexibility
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The same commands are also available from the kebab menu (3 vertical dots) icon in the extreme top-right of the componentХs panel in the inspector
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The same commands are also available from the kebab menu (3 vertical dots) icon in the extreme top-right of the componentХs panel in the inspector
|
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This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
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This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
|
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This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
|
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We think youХll be impressed
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namely the Cube, Sphere, Capsule, Cylinder, Plane and Quad
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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
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соответствующий,подходЯщий inizia ad imparare
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Any of the primitives can be added to the scene using the appropriate item on the GameObject > 3D Object menu
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As it stands, a cube isnХt really a very common object in most games but when scaled, it is very useful for walls, posts, boxes, steps and other similar items
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It is also a handy placeholder object for programmers to use during development when a finished model is not yet available
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примерный,предварительный inizia ad imparare
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For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
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For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
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For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
|
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Although this is not suitable for the finished game, it is fine as a simple representative object for testing the carХs control code
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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 ТpinchedУ at the poles
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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 ТpinchedУ at the poles
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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
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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
|
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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
|
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A capsule is a cylinder with hemispherical caps at the ends
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A capsule is a cylinder with hemispherical caps at the ends
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|
It is textured so that the image wraps around exactly once, pinched at each hemisphereХs apex
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While there arenХt 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
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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
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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).
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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
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|
A surface is also needed sometimes for showing images or movies in GUI and special effects
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|
Although a plane can be used for things like this, the simpler quad primitive is often a more natural fit to the task
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|
A quad is useful in cases where a scene object must be used simply as a display screen for an image or movie
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Simple GUI and information displays can be implemented with quads, as can particles, sprites and ТimpostorУ images that substitute for solid objects viewed at a distance
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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
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имеющий определЮнную форму inizia ad imparare
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The Isometric Diamond 2D primitive is a white diamond-shaped Sprite that is 1 x 0.5 units in size
|
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|
The pixels at the top and bottom of this Sprite are slightly cropped to improve tiling
|
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The pixels at the top and bottom of this Sprite are slightly cropped to improve tiling
|
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|
The Hexagon Flat-Top 2D primitive is a regular hexagon that is 1 unit wide, oriented with its sides to the top and bottom
|
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|
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
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You define the members of the script to be exposed in the Inspector, and the Editor executes whatever functionality youХve written
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приводить в действие,включать inizia ad imparare
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To do this, navigate to the Inspector and uncheck the checkbox next to the GameObjectХs name (see image below), or use the SetActive method in script
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They ensure you donХt need to manually add GameObjects to a scriptХs exposed properties using drag and drop, thereby saving time when you are using the same script code in multiple GameObjects
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They need to work out whether the player is interacting with an enemy, a prop, or a collectable, for example
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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
|
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This means that Unity can save on runtime calculations, and potentially improve performance
|
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|
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
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включать,заключать в себе inizia ad imparare
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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
|
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These calculations take place while precomputing lighting data at bake time
|
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|
|
See Immediate saving, below, for more details
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|
UnityХs 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
|
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|
|
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
|
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|
You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels
|
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|
You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels
|
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|
|
However, this does not mean all Prefab instances have to be identical
|
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|
|
You can also create variants of Prefabs which allow you to group a set of overrides together into a meaningful variation of a Prefab
|
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|
|
Projectiles - for example a pirateХs cannon might instantiate a cannonball Prefab each time it is fired
|
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|
|
This process of creating the Prefab Asset also turns the original GameObject into a Prefab instance
|
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|
|
It is now an instance of the newly created Prefab Asset
|
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|
сохранЯть,оберегать,хранить inizia ad imparare
|
|
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
|
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|
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
|
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относитьсЯ,иметь отношение inizia ad imparare
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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).
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отделЯть,разделЯть,отличать inizia ad imparare
|
|
By default, Unity displays the visual representation of the context in gray scale to visually distinguish it from the Prefab contents you edit
|
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|
|
This is so you can focus on editing your Prefab without accidentally selecting other unrelated GameObjects, and without having a cluttered Hierarchy window
|
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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
|
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|
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 itХs an instance of
|
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|
|
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 itХs an instance of
|
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|
|
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.
|
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|
|
This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene
|
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|
Select a message to display its entire text in the detail area
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|
A package is a container that stores various types of features or assets, such as:
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|
|
A package is a container that stores various types of features or assets, such as:
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|
|
Project templates to share common project types with others
|
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|
|
Packages deliver a wide range of enhancements to Unity through the Package Manager
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|
Packages deliver a wide range of enhancements to Unity through the Package Manager
|
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|
список,составлЯьть список inizia ad imparare
|
|
View samples to see how to query the package registry, install, embed, and remove packages, and list packages using a variety of criteria
|
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|
|
Learn about the file that the Unity Package Manager reads so it can compute a list of packages to retrieve and load
|
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|
|
Use this registry server to host and distribute (or consume) custom packages, in addition to the registry that Unity provides
|
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|
|
Learn the principles and features of the Package Manager, including concepts like versions, manifests, registries, states, sources, the package lifecycle, and dependency and resolution
|
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|
|
Learn how to set up or access a custom registry server
|
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|
|
Learn how the Package Manager determines the direct and indirect dependencies of a project and evaluates all the requested package versions before retrieving the best version from the registry
|
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|
|
Match a symptom to a possible solution if any of your projectХs packages, including the Package Manager window itself, fails to load
|
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|
|
Match a symptom to a possible solution if any of your projectХs packages, including the Package Manager window itself, fails to load
|
|
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|
|
This section explains many of the concepts surrounding the Unity Package Manager functionality
|
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|
|
This section explains many of the concepts surrounding the Unity Package Manager functionality:
|
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|
|
A change in package version tells you whether it contains a breaking change (major), new backward-compatible functionality (minor), or bug fixes only (patch), following Semantic Versioning.
|
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|
|
A change in package version tells you whether it contains a breaking change (major), new backward-compatible functionality (minor), or bug fixes only (patch), following Semantic Versioning.
|
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|
|
In the domain of UnityХs Package Manager, a package registry is a server that stores package contents and information (metadata) on each package version
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|
Unity maintains a central registry of official packages that are available for distribution
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|
It reads your project manifest and fetches package contents and metadata.
|
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|
Once installed in a project, Unity treats package assets just like any other asset in the project, except that these assets are stored inside the package folder and are immutable
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|
When you select a folder from the list, Unity shows its contents in the pane to the right
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