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manual:unity3d用户手册

Unity3D用户手册

Welcome to Unity.

欢迎使用Unity。

Unity is made to empower users to create the best interactive entertainment or multimedia experience that they can. This manual is designed to help you learn how to use Unity, from basic to advanced techniques. It can be read from start to finish or used as a reference.

Unity为使用户创建最佳的交互式娱乐或多媒体体验。该手册用于帮助你学习怎样使用Unity,从基础到高级技术。你可以从头到尾阅读来系统学习或仅作为一个参考。

The manual is divided into different sections. The first section, User Guide, is an introduction to Unity's interface, asset workflow, and the basics of building a game. If you are new to Unity, it is recommended that you start learning by reading the Unity Basics subsection.

本手册分为不同的部分。 第1部分,用户指南,是介绍Unity的接口,资源工作流程和构造一个游戏的基础。如果你新接触Untiy,建议你从基础部分开始阅读。

The Android Guide addresses Android specific topics such as setting up the Android SDK and general development questions.

安卓指南,安卓的特定主题,如设置Android SDK和一般开发问题。

The next section, FAQ, is a collection of frequently asked questions about performing common tasks that require a few steps.

第2部分,常见问题,开发中的一些常见问题。

The last section, Advanced, addresses topics such as game optimization, shaders, file sizes, and deployment.

第3部分,高级,这类主题如,游戏优化,着色器,文件大小和部署。

When you're done reading, be sure to take a look at the Reference Manual and the Scripting Reference for further details about the different possibilities of constructing your games with Unity.

当你阅读完本手册,一定要看组件参考手册和脚本参考手册来进一步了解使用Unity。

If you find that any question you have is not answered in this manual please ask on Unity Answers or Unity Forums. You'll definitely find your answer there.

如果在本手册没有找到需要的答案,请在Unity Answers和Unity Forums提问,你一定会找到答案。

User Guide 用户指南 Unity Basics Unity基础 Learning the Interface 学习界面 Project Browser 项目浏览器视图

Hierarchy 层级面板视图

Toolbar 工具栏

Scene View 场景视图

Game View 游戏视图

Inspector 检视面板

Other Views 其他视图

Customizing Your Workspace 自定义工作区

Asset Workflow 资源工作流程

Creating Scenes 创建场景

Publishing Builds 编译发布

Tutorials 教程

Unity Hotkeys Unity3D快捷键

Preferences 首选项

Building Scenes 构建场景 GameObjects 游戏对象 The GameObject-Component Relationship 游戏对象和组件的关系

Using Components 使用组件

The Component-Script Relationship 组件和脚本之间的关系

Deactivating GameObjects 停用游戏对象

Using the Inspector 使用检视面板 Editing Value Properties 编辑值属性 Preset Libraries 预设库

Assigning References 指定引用

Multi-Object Editing 多重对象编辑

Inspector Options 检视面板选项

Using the Scene View 使用场景视图 Scene View Navigation 场景视图导航

Positioning GameObjects 定位游戏对象

View Modes 视图模式

Gizmo and Icon Display Controls Gizmo和图标显示控制

Searching 搜索

Prefabs 预制

Lights 灯光

Cameras 摄像机

Terrain Engine Guide 地形引擎指南

Asset Import and Creation 资源导入与创建 Primitive Objects 基本对象

Importing Assets 导入资源

Models 模型 3D formats 3D格式

Materials and Shaders 材质与着色器

Texture 2D 二维纹理

Procedural Materials 程序材质

Movie Texture 影片纹理

Audio Files 音频文件

Tracker Modules 音轨模块

Using Scripts 使用脚本 Creating and Using Scripts

Controlling GameObjects Using Components

Event Functions 事件函数

Creating and Destroying GameObjects

Coroutines

Special Folders and Script Compilation Order

Namespaces

Asset Store 资源商店 Asset Store Access and Navigation

Asset Store Publisher Administration 资源商店发布者管理

Asset Store FAQ

Asset Server (Team License Only) 资源服务器(仅团队许可) Setting up the Asset Server 设置资源服务器(仅团队许可)

Cache Server (Team License Only) 缓存服务器(仅团队许可) Cache Server (Team license only) 缓存服务器(仅团队许可)

Cache Server FAQ 缓存服务器常见问题

Behind the Scenes 场景幕后

Creating Gameplay 创建游戏 Instantiating Prefabs at runtime 运行时实例化预置

Input 输入

Transforms 变换

Physics 物理

Adding Random Gameplay Elements 添加随机的游戏元素

Particle Systems 粒子系统 Particle System Curve Editor 粒子系统曲线编辑器

Colors and Gradients in the Particle System (Shuriken) 粒子系统中的颜色和渐变

Gradient Editor 渐变编辑器

Particle System Inspector 粒子系统检视面板

Introduction to Particle System Modules (Shuriken) 粒子系统模块介绍

Particle System Modules (Shuriken) 粒子系统模块

Particle Effects (Shuriken) 粒子效果

Mecanim Animation System Mecanim动画系统 A Glossary of Animation and Mecanim terms 动画和Mecanim术语表

Asset Preparation and Import 资源准备和导入 Preparing your own character 准备你自己的角色

Importing Animations 导入动画

Splitting Animations 分割动画

Working with humanoid animations Creating the Avatar 创建Avatar

Configuring the Avatar 配置Avatar

Muscle setup 肌肉设定

Avatar Body Mask 阿凡达身体遮罩

Retargeting of Humanoid animations 为人形动画重新定位目标

Inverse Kinematics (Pro only)

Generic Animations in Mecanim Mecanim中的通用动画

Bringing Characters to Life 为角色赋予生命 Looping animation clips 循环动画剪辑

Animator Component and Animator Controller 动画组件和动画控制器

Animation State Machines 动画状态机 Animation States 动画状态

Animation Transitions 动画状态转移

Animation Parameters 动画参数

Blend Trees 混合树 1D Blending 一维混合

2D Blending 二维混合

Additional Blend Tree Options 附加混合树选项

Mecanim Advanced topics Mecanim进阶主题 Working with Animation Curves in Mecanim (Pro only) 使用Mecanim的动画曲线(仅限Pro版本)

Sub-State Machines 子状态机

Animation Layers 动画层

Animation State Machine Preview (solo and mute) 动画状态机预览(独立 和 关闭)

Target Matching 目标匹配

Root Motion - how it works 根动作-如何工作 Tutorial: Scripting Root Motion for “in-place” humanoid animations 教程:为一个人形场景动画编写根动作脚本

Mecanim Performance and Optimization Mecanim性能和优化

Mecanim FAQ Mecanim问答

Legacy animation system 旧版动画系统 Animation View Guide(Legacy) 动画视图指南

Animation Scripting(Legacy) 动画脚本

Navmesh and Pathfinding (Pro only) 导航网格和寻路(仅专业版) Navmesh Baking 导航网格烘焙

Sound 声音

Game Interface Elements 游戏界面元素

Networked Multiplayer 多人网络

iOS

Getting Started with iOS Development iOS开发入门 Unity iOS Basics Unity iOS 基础

Unity Remote Unity 远程工具

iOS Scripting iOS脚本 Input 输入

Mobile Keyboard 手机键盘

Advanced Unity Mobile Scripting 高级Unity手机脚本

Using .NET API 2.0 compatibility level 使用.NET API 2.0 兼容级别

iOS Hardware Guide iOS硬件指南

Optimizing Performance in iOS. 在iOS的性能优化 iOS Specific Optimizations iOS特定优化

Measuring Performance with the Built-in Profiler 使用内置分析器的性能测量

Optimizing the Size of the Built iOS Player 优化内置 iOS 播放器的大小

Account Setup 帐户设置

Features currently not supported by Unity iOS Unity iOS目前不支持的功能

Building Plugins for iOS 为iOS创建插件

Preparing your application for “In App Purchases” 为“在程序内购买”准备你的应用程序

Customizing the Splash screen of Your Mobile Application 自定义手机启动画面

Trouble Shooting 故障排除

Reporting crash bugs on iOS 在iOS报告崩溃错误

Android

Getting Started with Android Development Android 开发入门 Android SDK Setup 安装Android SDK

Android Remote 安卓远程工具

Trouble Shooting 故障排除

Reporting crash bugs under Android 在Android中报告崩溃BUG

Features currently not supported by Unity Android 目前在Unity Android 中不支持的特性

Support for Split Application Binary (.OBB) 对分割应用程序二进制(.OBB)的支持

Player Settings 播放器设置

Android Scripting Android脚本 Input 输入

Mobile Keyboard 手机键盘

Advanced Unity Mobile Scripting 高级Unity手机脚本

Using .NET API 2.0 compatibility level 使用.NET API 2.0 兼容级别

Building Plugins for Android 为Android创建插件

Customizing the Splash screen of Your Mobile Application 自定义手机启动画面

Blackberry 10

Getting Started with Blackberry 10 Development Setting up Unity to Build to Your Blackberry10 Device

Blackberry10 Details

Plugins for Blackberry 10

BlackBerry 10 Controller

Debugging on Blackberry10

Blackberry10 FAQ

Windows Store

Windows Store: Getting Started Windows Store: Deployment

Windows Store: Debugging

Windows Store: Profiler

Windows Store : Command line arguments

Windows Store : Plugins

Windows Store : Project Types AppCallbacks class

Windows Store : FAQ Windows Store FAQ : WACK

windowsstore-examples

Windows Phone 8

Windows Phone 8: Getting Started Windows Phone 8:入门 Windows Phone 8: Deployment Windows Phone 8:部署

Windows Phone 8: Debugging Windows Phone 8:调试

Windows Phone 8: Profiler

Interaction between Unity and Windows Phone step by step guide

Windows Phone 8: Plugins Windows Phone Plugins step by step guide (using C#)

Windows Phone Plugins step by step guide (using C++)

Windows Phone 8: FAQ Windows Phone 8:常见问题

WP8 Examples Xbox One: Getting Started

Getting Started with Native Client Development 本地客户端开发入门

Getting Started with Flash Development Flash开发入门 Flash: Setup Flash:安装

Flash: Building & Running Flash:生成并运行

Flash: Debugging Flash:进行调试

Flash: What is and is not supported Flash:支持和不支持的

Flash: Embedding Unity Generated Flash Content in Larger Flash Projects

Example: Supplying Data from Flash to Unity

Example: Calling ActionScript Functions from Unity

Example: Browser JavaScript Communication

Example: Accessing the Stage

Example: Flash Vars

FAQ 常见问题 Upgrade Guide from Unity 3.5 to 4.0 Unity3.5升级指南

Unity 3.5 upgrade guide Unity3.5升级指南

Upgrading your Unity Projects from 2.x to 3.x 升级项目从2.x 到 3.x Physics upgrade details 物理升级细节

Mono Upgrade Details Mono升级细节

Rendering upgrade details 渲染升级细节

Unity 3.x Shader Conversion Guide Unity 3.x着色器转换指南

Unity 4.0 Activation - Overview Unity 4.0 激活 - 概述 Managing your Unity 4.x license 管理你的Unity 4.x许可证

Step-by-Step Guide to Online Activation of Unity 4.0 在线激活Unity 4.0逐步指南

Step-by-Step Guide to Manual Activation of Unity 4.0 手工激活Unity4.0逐步指南

Game Code Questions 游戏代码问题 How to make a simple first person walkthrough 如何制作一个简单的第一人称步骤?

Graphics Questions 图形问题 How do I Import Alpha Textures? 如何导入Alpha纹理?

How do I Use Normal Maps? 如何使用法线贴图?

How do I use Detail Textures? 如何使用细节纹理?

How do I Make a Cubemap Texture? 如何制作一个Cubemap纹理?

How do I Make a Skybox? 如何制作天空盒?

How do I make a Mesh Particle Emitter? (Legacy Particle System) 如何制作网格粒子发射器?(旧的粒子系统)

How do I make a Splash Screen? 如何制作启动屏幕?

How do I make a Spot Light Cookie? 如何制作聚光灯投影遮罩?

How do I fix the rotation of an imported model? 如何修正导入模型的旋转?

How do I use Water? 如何使用水?

FBX export guide 如何导出FBX

Art Asset Best-Practice Guide 怎样高效部署资源文件实践指南

How do I import objects from my 3D app? 如何从3d应用程序中导入物体? Importing Objects From Maya 从maya导入物体

Importing Objects From Cinema 4D 从Cinema 4D导入物体

Importing Objects From 3D Studio Max 从3D Studio Max导入物体

Importing Objects From Cheetah3D 从Cheetah3D导入物体

Importing Objects From Modo 从Modo导入物体

Importing Objects From Lightwave 从Lightwave导入物体

Importing Objects From Blender 从Blender导入物体

Using Blender and Rigify

Workflow Questions 工作流程问题 Getting started with Mono Develop (Mono Develop入门)

How do I reuse assets between projects? 怎样在项目间重用资源?

How do I install or upgrade Standard Assets? 怎样安装和升级标准资源包?

Porting a Project Between Platforms 平台间的项目移植

Mobile Developer Checklist 移动开发者清单 Crashes 系统崩溃

Profiling 性能分析

Optimizations 优化

How to deliver an application to the Apple Mac Store.

Advanced 高级 Vector Cookbook 向量介绍 Understanding Vector Arithmetic 理解向量运算

Direction and Distance from One Object to Another 从一个对象到另一个对象的方向和距离

Computing a Normal/Perpendicular vector 计算法线向量/垂直向量

The Amount of One Vector's Magnitude that Lies in Another Vector's Direction 一个向量的大小的数量位于另一个向量方向上

AssetBundles (Pro only) 资源包(仅专业版) AssetBundles FAQ 资源包问答

Building AssetBundles 创建资源包

Downloading AssetBundles 下载资源包

Loading resources from AssetBundles 从资源包中加载资源

Keeping track of loaded AssetBundles 追踪所下载的资源包

Storing and loading binary data in an AssetBundle 存储加载资源包中的二进制数据

Protecting Content 内容保护

Managing asset dependencies 管理资源依赖关系

Including scripts in AssetBundles 在资源包中包含脚本

Graphics Features 图形功能 HDR (High Dynamic Range) 高动态范围(HDR)图像

Rendering Paths 渲染路径

Linear Lighting (Pro Only) 线性光照(仅专业版)

Level of Detail (Pro Only) 细节等级(仅专业版)

Shaders 着色器 Shaders: ShaderLab & Fixed Function shaders 着色器:着色器语言&固定功能着色器

Shaders: Vertex and Fragment Programs 着色器:顶点和片段程序

Using DirectX 11 in Unity 4 在Unity 4使用DirectX 11

Compute Shaders 计算着色器

Graphics Emulation 图形仿真

AssetDatabase 资源数据库

Build Player Pipeline 构建播放器管线

Profiler (Pro only) 分析器(仅专业版) Profiler window 分析器窗口 CPU Usage Area CPU使用率区域

Rendering Area 渲染区域

Memory Area 内存区域

Audio Area 音频区域

ProfilerPhysics 物理学区域

GPU Area GPU区域

Lightmapping Quickstart 光照贴图快速入门 Lightmapping In-Depth 光照贴图深入学习

Custom Beast Settings 自定义Beast设置

Lightmapping UVs 光照贴图UV

Light Probes 灯光探测器

Occlusion Culling (Pro only) 遮挡剔除(仅专业版)

Camera Tricks 摄像机技巧 UnderstandingFrustum 了解视锥体

The Size of the Frustum at a Given Distance from the Camera 从摄像机到给定距离的视锥体的大小

Dolly Zoom (AKA the “Trombone” Effect) 推拉变焦(又称伸缩变焦)

Rays from the Camera 摄像机射线

Using an Oblique Frustum 使用斜视锥体

Creating an Impression of Large or Small Size 创建一个大或小尺寸的感觉

Loading Resources at Runtime 在运行时加载资源

Modifying Source Assets Through Scripting 通过脚本修改源资源

Generating Mesh Geometry Procedurally 用程序生成网格几何体 Anatomy of a Mesh 网格剖析

Using the Mesh Class 使用Mesh类

Example - Creating a Billboard Plane 示例 - 创建一个广告牌平面

Rich Text 富文本

Using Mono DLLs in a Unity Project 在Unity项目中使用Mono DLL(动态链接库)

Execution Order of Event Functions 事件函数的执行顺序

Practical Guide to Optimization for Mobiles 优化手机的实用指南 Practical Guide to Optimization for Mobiles - Future & High End Devices 优化手机的实用指南 - 未来及高端设备

Practical Guide to Optimization for Mobiles - Graphics Methods 优化手机的实用指南 - 图形方法

Practical Guide to Optimization for Mobiles - Scripting and Gameplay Methods 优化手机的实用指南 - 脚本和游戏设置方法

Practical Guide to Optimization for Mobiles - Rendering Optimizations 优化手机的实用指南 - 渲染优化

Practical Guide to Optimization for Mobiles - Optimizing Scripts

Structure of an Unity XCode Project Unity XCode项目结构

Optimizing Graphics Performance 优化图形性能 Draw Call Batching 描绘调用批处理

Modeling Characters for Optimal Performance 为优化性能建模角色

Rendering Statistics Window 渲染数据统计窗口

Reducing File Size 减小文件大小

Understanding Automatic Memory Management 了解自动内存管理

Platform Dependent Compilation 平台依赖编译

Generic Functions 泛型函数

Debugging 进行调试 Console 控制台

Debugger 调试器

Log Files 日志文件 Accessing hidden folders 访问隐藏文件夹

Plugins (Pro/Mobile-Only Feature) 插件 - 只用于专业版/移动版功能 Building Plugins for Desktop Platforms 为桌面平台创建插件

Building Plugins for iOS 为iOS创建插件

Building Plugins for Android 为Android创建插件

Low-level Native Plugin Interface 底层本地插件接口

Textual Scene File Format (Pro-only Feature) 文本场景文件格式(仅专业版功能) Description of the Format 格式说明

YAMLSceneExample YAML场景示例

YAML Class ID Reference YAML 类ID参考

Streaming Assets 流媒体资源

Command line arguments 命令行参数

Running Editor Script Code on Launch 启动时运行编辑器脚本代码

Network Emulation 网络仿真

Security Sandbox of the Webplayer 网络播放器的安全沙箱

Overview of available .NET Class Libraries 可用的.NET类库概述

Visual Studio C# Integration Visual Studio C#集成

Version control integration (Team license only)

Using External Version Control Systems with Unity 使用Unity的外部版本控制系统

Analytics 分析

Check For Updates 更新检查

Installing Multiple Versions of Unity 安装多个Unity版本

Trouble Shooting 故障排除 Troubleshooting Editor 编辑器故障排除

Troubleshooting Webplayer 网页播放器故障排除

Desktop

Shadows in Unity 阴影 Directional Shadow Details 平行光阴影细节

Troubleshooting Shadows 阴影疑难解答

Shadow Size Computation 阴影大小计算

IME in Unity Unity的输入法编辑器

Optimizing for integrated graphics cards 为集成显卡优化

Web Player Deployment 网络播放器部署 HTML code to load Unity content 用HTML代码加载Unity内容

Working with UnityObject2 使用精缩的UnityObject2

Customizing the Unity Web Player loading screen 自定义Unity网络播放器加载的屏幕

Customizing the Unity Web Player's Behavior 自定义Unity网络播放器的行为

Unity Web Player and browser communication Unity网络播放器和浏览器通信

Using web player templates 使用网络播放器模板

Web Player Streaming 网络播放器流处理

Webplayer Release Channels 网页播放器版本

Using the Chain of Trust system in the Web Player 在网页播放器使用信任链系统

manual/unity3d用户手册.txt · 最后更改: 2016/08/02 05:37 (外部编辑)