将以a包裹的uli树转化为我流格式
翻译去除换行
翻译清理
树计数
隐藏所有折展按钮
显示所有折展按钮
隐藏∀按钮
折叠全部n级(1)
展开全部n级(1)
折叠全部n级(2)
展开全部n级(2)
折叠全部n级(3)
展开全部n级(3)
折叠全部n级(4)
展开全部n级(4)
折叠全部n级(5)
展开全部n级(5)
-
Unity User Manual 2022.3 (LTS)
(Unity用户手册2022.3(LTS))
(
23
;
1696
)
-
Unity User Manual 2022.3 (LTS)
(Unity用户手册2022.3(LTS))
(
3
;
3
)
Documentation versions
(文档版本)
Offline documentation
(离线文档)
Terms of use
(使用条款)
-
New in Unity 2022 LTS
(Unity 2022 LTS中的新功能)
(
2
;
2
)
New in Unity 2022.2
(Unity 2022.2中的新功能)
New in Unity 2022.1
(Unity 2022.1中的新功能)
-
Packages and feature sets
(软件包和功能集)
(
10
;
197
)
-
Released packages
(发布的包)
(
95
;
95
)
2D Animation
(2D Animation动画)
2D Aseprite Importer
(2D Aseprite进口商)
2D Pixel Perfect
(2D像素完美)
2D PSD Importer
(2D PSD导入器)
2D SpriteShape
(2D SpriteShape)
2D Tilemap Extras
(2D Tilemap附加)
Adaptive Performance
(自适应性能)
Addressables
(可寻址)
Ads Mediation
(广告调解)
Advertisement Legacy
(广告遗产)
AI Navigation
(AI导航)
Alembic
(阿伦比奇)
Analytics
(分析)
Android Logcat
(Android Logcat)
Animation Rigging
(动画装配)
Apple ARKit XR Plugin
(Apple ARKit XR插件)
AR Foundation
(AR基金会)
Authentication
(认证)
Build Automation
(构建自动化)
Burst
(爆裂)
CCD Management
(CCD管理)
Cinemachine
(Cinemachine电影)
Cloud Code
(云代码)
Cloud Diagnostics
(云诊断)
Cloud Save
(云保存)
Code Coverage
(代码覆盖率)
Collections
(收藏)
Deployment
(部署)
Device Simulator Devices
(器械模拟器器械)
Economy
(经济)
Editor Coroutines
(编辑器协同程序)
Entities
(实体)
Entities Graphics
(实体图形)
FBX Exporter
(FBX出口商)
Google ARCore XR Plugin
(Google ARCore XR插件)
Havok Physics for Unity
(Havok Physics for Unity)
In App Purchasing
(应用内采购)
Input System
iOS 14 Advertising Support
(iOS 14广告支持)
JetBrains Rider Editor
(JetBrains Rider编辑器)
Live Capture
(实时捕获)
Lobby
(大堂)
Localization
(本地化)
Magic Leap XR Plugin
(Magic Leap XR插件)
Matchmaker
(媒人)
Mathematics
(数学)
Memory Profiler
(内存分析器)
ML Agents
(ML代理)
Mobile Notifications
(移动的通知)
Multiplay
(多重播放)
Multiplayer Tools
(多人游戏工具)
Netcode for Entities
(实体的网络代码)
Netcode for GameObjects
(游戏对象的网络代码)
Oculus XR Plugin
(Oculus XR插件)
OpenXR Plugin
(OpenXR插件)
Player Accounts
(玩家账户)
Polybrush
(多刷)
Post Processing
(后处理)
ProBuilder
(ProBuilder)
Profile Analyzer
(配置文件分析器)
Python Scripting
(Python脚本)
Recorder
(记录器)
Relay
(继电器)
Remote Config
(远程配置)
Scriptable Build Pipeline
(可编写脚本的构建管道)
Sequences
(序列)
Serialization
(序列化)
Splines
(Splines的)
Sysroot Base
(Sysroot基础)
Sysroot Linux x64
(Sysroot Linux x64)
System Metrics Mali
(马里系统指标)
Terrain Tools
(地形工具)
Test Framework
(测试框架)
TextMeshPro
(TextMeshPro)
Timeline
(时间轴)
Toolchain Linux x64
(工具链Linux x64)
Toolchain MacOS Linux x64
(工具链MacOS Linux x64)
Toolchain Win Linux x64
(工具链Win Linux x64)
Tutorial Authoring Tools
(教程创作工具)
Tutorial Framework
(教程框架)
Unity Distribution Portal
(Unity分发门户)
Unity Logging
(Unity Logging)
Unity Physics
(Unity物理学)
Unity Profiling Core API
(Unity分析核心API)
Unity Transport
(Unity运输)
User Generated Content
(用户生成的内容)
User Reporting
(用户报告)
Version Control
(版本控制)
Visual Scripting
(Visual Scripting的)
Visual Studio Code Editor
(Visual Studio Code编辑器)
Visual Studio Editor
(Visual Studio编辑器)
WebGL Publisher
(WebGL Publisher)
XR Hands
(XR手部)
XR Interaction Toolkit
(XR交互工具包)
XR Plugin Management
(XR插件管理)
Release Candidates
(发布候选人)
-
Pre-release packages
(预发布包)
(
2
;
2
)
Push Notifications
Vivox
(Vivox)
-
Core packages
(核心包)
(
8
;
8
)
2D Sprite
(二维精灵)
2D Tilemap Editor
(二维切片图编辑器)
Core RP Library
(核心RP库)
High Definition RP
(高清RP)
Shader Graph
(Shader Graph截图)
Unity UI
(Unity UI)
Universal RP
(通用RP)
Visual Effect Graph
(视觉效果图)
-
Built-in packages
(内置软件包)
(
32
;
32
)
AI
(AI)
Android JNI
(Android JNI)
Animation
(动画)
Asset Bundle
(资产捆绑包)
Audio
(音频)
Cloth
(布)
Director
(主任)
Image Conversion
(图像转换)
IMGUI
(imgui的)
JSONSerialize
(JSONSerialize的)
NVIDIA
(NVIDIA)
Particle System
(粒子系统)
Physics
(物理学)
Physics 2D
(物理2D)
Screen Capture
(屏幕截图)
Terrain
(地形)
Terrain Physics
(地形物理学)
Tilemap
(Tilemap)
UI
(UI)
UIElements
(UI元素)
Umbra
(本影)
Unity Analytics
(Unity分析)
Unity Web Request
(Unity Web请求)
Unity Web Request Asset Bundle
(Unity Web请求资产捆绑包)
Unity Web Request Audio
(Unity Web请求音频)
Unity Web Request Texture
(Unity Web请求纹理)
Unity Web Request WWW
(Unity Web请求WWW)
Vehicles
(车辆)
Video
(视频)
VR
(虚拟现实)
Wind
(风)
XR
(XR)
Experimental packages
(实验包)
Packages by keywords
(按关键字分类的软件包)
-
Unity's Package Manager
(Unity的包管理器)
(
10
;
39
)
How Unity works with packages
(Unity如何使用包)
-
Concepts
(概念)
(
3
;
3
)
Package states and lifecycle
(包状态和生命周期)
Dependency and resolution
(依赖性和解决方案)
Global Cache
(全局缓存)
-
Configuration
(配置)
(
4
;
4
)
Solving network issues
(解决网络问题)
Scoped registry authentication
(作用域注册表身份验证)
Customize the global cache location
(自定义全局缓存位置)
Customize the Asset Store cache location
(自定义资产存储缓存位置)
-
Package Manager window
(“包管理器”窗口)
(
7
;
23
)
Access the Package Manager window
(访问“包管理器”窗口)
List view
(列表视图)
Details view
(详细视图)
Features (detail) view
(特征(详细信息)视图)
-
Finding packages and feature sets
(查找包和功能集)
(
4
;
4
)
Packages list context
(包列表上下文)
Sorting the list
(排序列表)
Filtering the list
(过滤列表)
Search box
(搜索框)
-
Adding and removing
(添加和删除)
(
14
;
14
)
Install a feature set from the Unity registry
(从Unity注册表安装功能集)
Install a package from a registry
(从注册表安装软件包)
Install a package from a local folder
(从本地文件夹安装软件包)
Install a package from a local tarball file
(从本地tarball文件安装软件包)
Install a package from a Git URL
(从Git URL安装软件包)
Install a package from a registry by name
(按名称从注册表安装软件包)
Removing an installed package from a project
(从项目中删除已安装的包)
Disabling a built-in package
(禁用内置包)
Switching to another package version
(切换到另一个软件包版本)
Importing an Asset Store package
(导入资产存储包)
Updating your Asset Store package
(更新资产存储包)
Remove imported assets from a project
(从项目中移除导入的资源)
Delete a package from the Asset Store cache
(从资产存储缓存中删除包)
Perform an action on multiple packages
(对多个包执行操作)
Finding package documentation
(查找包文档)
-
Inspecting packages
(检查包装)
(
1
;
1
)
Package Manifest window
(“包清单”窗口)
-
Scripting API for packages
(用于包的脚本API)
(
1
;
1
)
Accessing package assets
(访问包资产)
Scoped registries
(范围内的注册中心)
-
Resolution and conflict
(解决和冲突)
(
1
;
1
)
Lock files
(锁定文件)
-
Project manifest
(项目清单)
(
3
;
3
)
Embedded dependencies
(嵌入依赖关系)
Git dependencies
(Git依赖项)
Local folder or tarball paths
(本地文件夹或tarball路径)
-
Troubleshooting
(故障排除)
(
1
;
1
)
Diagnose network issues
(诊断网络问题)
-
Creating custom packages
(创建自定义包)
(
9
;
9
)
Naming your package
(命名您的包裹)
Package layout
(封装布局)
Adding tests to a package
(向包添加测试)
Creating samples for packages
(为包创建示例)
-
Package manifest
(包裹清单)
(
1
;
1
)
Versioning
(版本化)
Assembly definition and packages
(程序集定义和程序包)
Meeting legal requirements
(符合法律的要求)
Documenting your package
(记录您的软件包)
Sharing your package
(共享您的包)
-
Feature sets
(特征集)
(
9
;
9
)
2D feature set
(二维特征集)
3D World Building feature set
(3D世界建筑要素集)
3D Characters and Animation feature set
(3D角色和动画功能集)
Gameplay and Storytelling feature set
(游戏性和讲故事功能集)
Mobile feature set
(移动的功能集)
AR feature set
(AR特征集)
VR feature set
(VR功能集)
Engineering feature set
(工程特征集)
Cinematic Studio feature set
(Cinematic Studio功能集)
-
Working in Unity
(在Unity中工作)
(
8
;
163
)
-
Installing Unity
(安装Unity)
(
5
;
10
)
System requirements for Unity 2022.3
(Unity 2022.3的系统要求)
Installing Unity from the command line
(从命令行安装Unity)
Install Unity offline without the Hub
(不使用集线器脱机安装Unity)
-
Licenses and activation
(许可证和激活)
(
4
;
6
)
License activation methods
(许可证激活方法)
Manage your license through the command line
(通过命令行管理许可证)
-
Manual license activation
(手动许可证激活)
(
3
;
3
)
Submit a license request from the Hub
(从中心提交许可证请求)
Submit a license request from a command line and browser (Windows)
(从命令行和浏览器提交许可证请求(Windows))
Submit a license request from a command line and browser (macOS, Linux)
(从命令行和浏览器(macOS、Linux)提交许可证请求)
License Troubleshooting
(许可证故障排除)
2D or 3D projects
(2D或3D项目)
-
Upgrading Unity
(升级Unity)
(
5
;
5
)
API updater
(API更新程序)
Upgrading to Unity 2022 LTS
(升级到Unity 2022 LTS)
Upgrading to Unity 2021 LTS
(升级到Unity 2021 LTS)
Upgrading to Unity 2020 LTS
(升级到Unity 2020 LTS)
Upgrading to Unity 2019 LTS
(升级到Unity 2019 LTS)
-
Unity's interface
(Unity的界面)
(
16
;
34
)
The Project window
(项目窗口)
-
The Scene view
(场景视图)
(
9
;
14
)
-
Overlays
(覆盖)
(
6
;
6
)
Default Scene view overlay reference
(默认场景视图覆盖参考)
Display or hide an overlay
(显示或隐藏覆盖)
Position an overlay
(定位覆盖图)
Manage overlay layouts
(管理叠加布局)
Create and manage overlay configurations
(创建和管理覆盖配置)
Create your own overlay
(创建您自己的叠加)
-
Position GameObjects
(定位游戏对象)
(
1
;
1
)
Grid snapping
(栅格捕捉)
Scene view navigation
(场景视图导航)
Scene view Camera
(场景视图照相机)
Pick and select GameObjects
(拾取并选择游戏对象)
Scene visibility
(场景能见度)
Scene view View Options toolbar
(“场景视图”“视图选项”工具栏)
Gizmos menu
(小控件菜单)
Custom Editor tools
(自定义编辑器工具)
The Game view
(游戏视图)
-
Device Simulator
(设备模拟器)
(
5
;
5
)
Device Simulator introduction
(设备模拟器介绍)
The Simulator view
(模拟器视图)
Simulated classes
(模拟课堂)
Adding a device
(添加设备)
Extending the device simulator
(扩展设备模拟器)
The Hierarchy window
(层次结构窗口)
-
The Inspector window
(检查器窗口)
(
2
;
2
)
Working in the Inspector
(在检查员中工作)
Focused Inspectors
(重点检查员)
Editing properties
(编辑属性)
The Toolbar
(工具栏)
The status bar
(状态栏)
The Background Tasks window
(后台任务窗口)
Console Window
Additional windows
(其他窗口)
Undo
(撤消)
Search in the Editor
(在编辑器中搜索)
Customizing your workspace
(自定义您的工作空间)
Unity shortcuts
(Unity快捷方式)
-
Quickstart guides
(快速入门指南)
(
1
;
1
)
-
3D game development quickstart guide
(3D游戏开发快速入门指南)
(
1
;
1
)
Creating a 3D game
(创建3D游戏)
Advanced best practice guides
(高级最佳实践指南)
-
Create Gameplay
(创建游戏玩法)
(
11
;
45
)
-
Scenes
(场景)
(
3
;
8
)
Creating, loading, and saving Scenes
(创建、加载和保存场景)
-
Work with multiple scenes in Unity
(在Unity中使用多个场景)
(
3
;
3
)
Set up multiple scenes
(设置多个场景)
Bake data in multiple scenes
(在多个场景中烘焙数据)
Use scripts to edit multiple scenes
(使用脚本编辑多个场景)
-
Scene Templates
(场景模板)
(
4
;
4
)
Creating scene templates
(创建场景模板)
Editing scene templates
(编辑场景模板)
Customizing new scene creation
(自定义新场景创建)
Scene template settings
(场景模板设置)
-
GameObjects
(游戏对象)
(
9
;
9
)
Transforms
(转换)
Introduction to components
(组件介绍)
Use components
(使用组件)
-
Primitive and placeholder objects
(基本体和占位符对象)
(
1
;
1
)
Types of 2D primitive GameObjects
(2D原始游戏对象的类型)
Create components with scripts
(使用脚本创建组件)
Deactivate GameObjects
(停用游戏对象)
Tags
(标签)
Static GameObjects
(静态游戏对象)
Save your work
(保存您的工作)
-
Prefabs
(预制件)
(
9
;
9
)
Creating Prefabs
(创建预制件)
Editing a Prefab in Prefab Mode
(在预设模式下编辑预设)
Instance overrides
(实例覆盖)
Editing a Prefab via its instances
(通过预设的实例编辑预设)
Nested Prefabs
(嵌套预制件)
Prefab Variants
(预制变体)
Overrides at multiple levels
(在多个级别覆盖)
Unused Overrides
(未使用的覆盖)
Unpacking Prefab instances
(解包预制实例)
-
Layers
(层)
(
4
;
6
)
Uses of layers in Unity
(在Unity中使用层)
Create functional layers in Unity
(在Unity中创建功能层)
Layer-based collision detection
(基于层的碰撞检测)
-
Layers and layerMasks
(图层和图层蒙版)
(
3
;
3
)
Set a layerMask
(设置图层蒙版)
Add a layer to a layerMask
(将图层添加到图层蒙版)
Remove a layer from a layerMask
(从layerMask中移除图层)
-
Constraints
(制约因素)
(
6
;
6
)
Aim Constraints
(目标约束)
Look At Constraints
(查看约束)
Parent Constraints
(父约束)
Position Constraints
(位置约束)
Rotation Constraints
(旋转约束)
Scale Constraints
(缩放约束)
Rotation and orientation in Unity
(Unity中的旋转和方向)
Lights
(灯光)
Cameras
(摄像机)
Cross-Platform Considerations
(跨平台注意事项)
-
Publishing Builds
(发布构建)
(
2
;
2
)
Reducing the file size of your build
(减少构建的文件大小)
Build Player Pipeline
(构建播放器管道)
Troubleshooting
(故障排除)
-
Editor Features
(编辑器功能)
(
16
;
35
)
2D and 3D mode settings
(2D和3D模式设置)
Preferences
(首选项)
Shortcuts Manager
(快捷方式管理器)
Build Settings
(构建设置)
Incremental build pipeline
(增量构建管道)
-
Project Settings
(项目设置)
(
13
;
13
)
Audio
(音频)
Editor
(编辑)
Graphics
(图形)
Package Manager
(软件包管理器)
Physics
(物理学)
Physics 2D
(物理2D)
-
Player
(玩家)
(
1
;
1
)
Splash Image Player settings
(启动图像播放器设置)
Preset Manager
(预设管理器)
Quality
(品质)
Script Execution Order settings
(脚本执行顺序设置)
Tags and Layers
(标签和图层)
Time
(时间)
UI Builder project settings
(UI生成器项目设置)
Visual Studio C# integration
(Visual Studio C#集成)
RenderDoc Integration
(RenderDoc集成)
Editor Analytics
(编辑器分析)
Check For Updates
(检查更新)
IME in Unity
(Unity中的IME)
-
Version Control
(版本控制)
(
3
;
3
)
Version control integrations
(版本控制集成)
Perforce Integration
(Perforce积分)
Smart merge
(智能合并)
Safe Mode
(安全模式)
-
Command-line arguments
(命令行参数)
(
3
;
3
)
Unity Editor command line arguments
(Unity编辑器命令行参数)
Unity Standalone Player command line arguments
(Unity Standalone Player命令行参数)
Batch mode and built-in coroutine compatibility
(批处理模式和内置协同程序兼容性)
-
Text-Based Scene Files
(基于文本的场景文件)
(
4
;
4
)
Format of Text Serialized files
(文本序列化文件的格式)
UnityYAML
(UnityYAML)
An Example of a YAML Scene File
(YAML场景文件示例)
YAML Class ID Reference
(YAML类ID引用)
Troubleshooting The Editor
(编辑器故障排除)
-
Analysis
(分析)
(
6
;
32
)
-
Memory in Unity
(记忆在Unity)
(
3
;
5
)
Managed memory
(管理内存)
Memory allocator customization
(内存分配器定制)
-
Garbage collector overview
(垃圾收集器概述)
(
3
;
3
)
Incremental garbage collection
(增量垃圾收集)
Disabling garbage collection
(禁用垃圾收集)
Garbage collection best practices
(垃圾收集最佳实践)
-
Profiler overview
(刻画器概述)
(
5
;
19
)
Profiling your application
(分析应用程序)
Common Profiler markers
(常用刻画器标记)
-
The Profiler window
(刻画器窗口)
(
13
;
13
)
Asset Loading Profiler module
(资产加载分析器模块)
Audio Profiler module
(音频分析器模块)
CPU Usage Profiler module
(CPU使用情况分析器模块)
File Access Profiler module
(文件访问探查器模块)
Global Illumination Profiler module
(全局照明刻画器模块)
GPU Usage Profiler module
(GPU使用情况分析器模块)
Memory Profiler module
(Memory Profiler模块)
Physics Profiler module
(Physics Profiler模块)
Physics 2D Profiler module
(Physics 2D Profiler模块)
Rendering Profiler module
(渲染刻画器模块)
UI and UI Details Profiler
(UI和UI详细信息刻画器)
Video Profiler module
(视频分析器模块)
Virtual Texturing Profiler module
(虚拟纹理刻画器模块)
-
Customizing the Profiler
(自定义刻画器)
(
3
;
3
)
Creating custom Profiler counters
(创建自定义事件探查器计数器)
-
Creating Custom Profiler modules
(创建自定义探查器模块)
(
1
;
1
)
Profiler Module Editor
(Profiler Module Editor模块编辑器)
Creating a custom module details panel
(创建自定义模块详细信息面板)
Low-level native plug-in Profiler API
(低级本机插件Profiler API)
-
Profiling tools
(分析工具)
(
1
;
1
)
Analyzing profiler traces
(分析探查器跟踪)
Log files
(日志文件)
-
Understanding optimization in Unity
(了解Unity中的优化)
(
5
;
5
)
Asset auditing
(资产审计)
Strings and text
(字符串和文本)
The Resources folder
(资源文件夹)
General Optimizations
(一般优化)
Special optimizations
(特殊优化)
Asset loading metrics
(资产加载指标)
-
Asset workflow
(资产工作流)
(
11
;
29
)
-
Importing assets
(导入资产)
(
1
;
1
)
Importing assets simultaneously
(同时导入资产)
-
Supported Asset Types
(支持的资产类型)
(
4
;
4
)
Built-in Importers
(内置导入程序)
Scripted Importers
(脚本导入器)
Importer Consistency
(进口商一致性)
Text assets
(文本资产)
Asset Metadata
(资产元数据)
-
The Asset Database
(资产数据库)
(
3
;
3
)
Refreshing the Asset Database
(刷新资产数据库)
Customizing the Asset Database workflow
(自定义资产数据库工作流)
Batching with the AssetDatabase
(使用AssetDatabase进行批处理)
Special folder names
(特殊文件夹名称)
Import Activity window
(导入活动窗口)
-
Presets
(预设)
(
2
;
2
)
Supporting presets
(支持预设)
Applying default presets to Assets by folder
(按文件夹将默认预设应用于资源)
-
AssetBundles
(资产捆绑包)
(
10
;
10
)
AssetBundle workflow
(AssetBundle工作流)
Preparing Assets for AssetBundles
(为资产捆绑包准备资产)
Building AssetBundles
(构建资产捆绑包)
AssetBundle Dependencies
(AssetBundle依赖项)
Using AssetBundles Natively
(本机使用AssetBundles)
AssetBundle compression
(AssetBundle压缩)
Patching with AssetBundles
(使用AssetBundles修补)
Troubleshooting
(故障排除)
Unity Asset Bundle Browser tool
(Unity资源包浏览器工具)
AssetBundle Download Integrity and Security
(AssetBundle下载完整性和安全性)
-
Scripting with Assets
(使用资产编写脚本)
(
3
;
3
)
Loading Resources at Runtime
(在运行时加载资源)
Streaming Assets
(流式资产)
Modifying Source Assets Through Scripting
(通过脚本修改源资源)
-
Asset packages
(资产包)
(
2
;
2
)
Creating your own asset packages
(创建您自己的资产包)
Importing local asset packages
(导入本地资源包)
-
Archives
(档案馆)
(
1
;
1
)
ContentNamespaces
(内容命名空间)
-
Input
(输入)
(
3
;
3
)
Input Manager
(输入管理器)
-
Mobile device input
(移动终端输入)
(
1
;
1
)
Mobile Keyboard
(移动的键盘)
Unity XR Input
(Unity XR输入)
-
2D game development
(2D游戏开发)
(
6
;
87
)
Introduction to 2D
(2D入门)
-
2D game development quickstart guide
(2D游戏开发快速入门指南)
(
4
;
4
)
Game perspectives for 2D games
(2D游戏视角)
Art styles for 2D games
(2D游戏的美术风格)
Initial setup for 2D games
(2D游戏的初始设置)
Creating a 2D game
(创建2D游戏)
2D Sorting
(二维排序)
-
Work with sprites
(使用精灵)
(
10
;
24
)
Set up sprites
(设置精灵)
Sort sprites
(排序精灵)
Sprite Renderer
(Sprite Renderer的)
Sprite Creator
(精灵Creator)
-
Sprite Editor
(Sprite编辑)
(
7
;
7
)
Use the Sprite Editor
(使用精灵编辑器)
Automatic slicing
(自动切片)
Resize polygons
(调整多边形大小)
Sprite Editor: Custom Outline
(精灵编辑器:自定义轮廓)
Sprite Editor: Custom Physics Shape
Sprite Editor: Secondary Textures
(精灵编辑器:二级纹理)
Sprite Editor Data Provider API
(Sprite Editor数据提供程序API)
Sorting Groups
(排序组)
9-slicing Sprites
(9-切片精灵)
Sprite Masks
(雪碧面具)
-
Sprite Atlas
(雪碧图集)
(
7
;
9
)
Sprite Atlas properties reference
(Sprite Atlas属性参考)
-
Master and Variant Sprite Atlases
(主和变体精灵图集)
(
1
;
1
)
Variant Sprite Atlas
(变异精灵图谱)
Sprite Atlas workflow
(Sprite Atlas工作流)
-
Preparing Sprite Atlases for distribution
(准备要分发的Sprite Atlas)
(
3
;
3
)
Methods of distribution
(分配方法)
Late Binding
(后期绑定)
Resolving different Sprite Atlas scenarios
(解决不同的Sprite Atlas方案)
Sprite Packer
(Sprite Packer的)
Sprite Packer Modes
(Sprite Packer模式)
Sprite Atlas V2
(Sprite Atlas V2)
Sprite Shape Renderer
(Sprite Shape Renderer功能特色)
-
Create Tilemaps
(创建切片图)
(
11
;
28
)
Tilemap component reference
(切片图组件参考)
Grid
(网格)
Tilemap Renderer
(Tilemap Renderer介绍)
Tile Assets
(平铺资产)
Tile Palette Preferences
(切片选项板首选项)
-
Tilemap workflow
(Tilemap工作流)
(
5
;
5
)
Creating Tilemaps
(创建切片图)
Creating Tiles
(创建平铺)
Creating a Tile Palette
(创建切片选项板)
-
Painting on Tilemaps
(在Tilemaps上绘制)
(
1
;
1
)
Select Tool
(选择工具)
Tilemap Collider 2D
(Tilemap Collider 2D)
Hexagonal Tilemaps
(六边形平铺贴图)
-
Isometric Tilemaps
(等轴测切片图)
(
5
;
5
)
Importing and preparing Sprites for an Isometric Tilemap
(为等轴测Tilemap导入和准备精灵)
Creating an Isometric Tilemap
(创建等轴测切片图)
Creating a Tile Palette for an Isometric Tilemap
(为等轴测平铺图创建平铺选项板)
Tilemap Renderer Modes
(切片图渲染器模式)
Scriptable Brushes
(可编写脚本的画笔)
-
Scriptable Tiles
(可编写脚本的磁贴)
(
6
;
6
)
TileBase
(TileBase)
Tile
(智利)
TileData
(TileData)
TileAnimationData
(TileAnimationData)
Other useful classes
(其他有用的类)
Scriptable Tile example
(脚本平铺示例)
-
Scriptable Brushes
(可编写脚本的画笔)
(
5
;
5
)
GridBrushBase
(GridBrushBase)
GridBrushEditorBase
(GridBrushEditorBase)
TilemapEditorTool
(系统编辑工具TilemapEditorTool)
Other useful classes
(其他有用的类)
Scriptable Brush example
(可编写脚本的画笔示例)
Tile Palette visual elements
(平铺面板视觉元素)
-
Physics 2D Reference
(物理2D参考)
(
6
;
29
)
-
Rigidbody 2D
(刚体2D)
(
3
;
5
)
Introduction to Rigidbody 2D
(Rigidbody 2D简介)
-
Rigidbody 2D body types
(刚体2D实体类型)
(
3
;
3
)
Body Type: Dynamic
(身体类型:动态)
Body Type: Kinematic
(身体类型:运动学)
Body Type: Static
(身体类型:静态)
Rigidbody 2D properties: Simulated
(刚体2D属性:模拟)
-
Collider 2D
(对撞机2D)
(
7
;
7
)
Circle Collider 2D
(Circle Collider 2D)
Box Collider 2D
(Box Collider 2D)
Polygon Collider 2D reference
(Polygon Collider 2D参考)
Edge Collider 2D
(边缘碰撞器2D)
Capsule Collider 2D
(胶囊对撞机2D)
Composite Collider 2D
(复合对撞机2D)
Custom Collider 2D
(自定义碰撞器2D)
Physics Material 2D
(物理材料2D)
-
2D joints
(二维节理)
(
10
;
10
)
Constraints of 2D joints
(二维运动类型的约束)
Distance Joint 2D
(距离关节2D)
Fixed Joint 2D
(固定关节2D)
Friction Joint 2D
(摩擦连接2D)
Hinge Joint 2D
(铰链接头2D)
Relative Joint 2D
(相对运动类型2D)
Slider Joint 2D
(二维滑动接头)
Spring Joint 2D
(弹簧接头2D)
Target Joint 2D
(目标关节2D)
Wheel Joint 2D
(车轮接头2D)
Constant Force 2D
(恒力2D)
-
Effectors 2D
(2D效应器)
(
5
;
5
)
Area Effector 2D
(区域效应器2D)
Buoyancy Effector 2D
(浮力效应器2D)
Point Effector 2D
(点效应器2D)
Platform Effector 2D
(平台效应器2D)
Surface Effector 2D
(曲面效应器2D)
-
Graphics
(图形)
(
13
;
373
)
-
Render pipelines
(渲染管线)
(
9
;
19
)
Render pipelines introduction
(渲染管线游戏攻略)
Render pipeline feature comparison
(渲染管线功能比较)
How to get, set, and configure the active render pipeline
(如何获取、设置和配置活动渲染管道)
Choosing and configuring a render pipeline and lighting solution
(选择和配置渲染管道和照明解决方案)
-
Using the Built-in Render Pipeline
(使用内置渲染管线)
(
5
;
8
)
Graphics tiers
(图形层)
-
Rendering paths in the Built-in Render Pipeline
(在内置渲染管道中渲染路径)
(
3
;
3
)
Forward rendering path
(正向渲染路径)
Deferred Shading rendering path
(延迟着色渲染路径)
Vertex Lit Rendering Path
(顶点照明渲染路径)
Extending the Built-in Render Pipeline with CommandBuffers
(使用CommandBuffers扩展内置渲染管道)
Hardware requirements for the Built-in Render Pipeline
(内置渲染管道的硬件要求)
-
Example shaders for the Built-in Render Pipeline
(内置渲染管道的着色器示例)
(
2
;
2
)
Custom shader fundamentals
(自定义着色器基础知识)
Visualizing vertex data
(可视化顶点数据)
Using the Universal Render Pipeline
(使用通用渲染管线)
Using the High Definition Render Pipeline
(使用高清晰度渲染管线)
-
Scriptable Render Pipeline fundamentals
(脚本渲染管道基础)
(
2
;
2
)
Scriptable Render Pipeline introduction
(脚本渲染管道简介)
Scheduling and executing rendering commands in the Scriptable Render Pipeline
(在可脚本渲染管道中调度和执行渲染命令)
-
Creating a custom render pipeline
(创建自定义渲染管道)
(
3
;
3
)
Creating a custom render pipeline based on the Scriptable Render Pipeline
(基于可脚本渲染管道创建自定义渲染管道)
Creating a Render Pipeline Asset and Render Pipeline Instance in a custom render pipeline
(在自定义渲染管道中创建渲染管道资源和渲染管道实例)
Creating a simple render loop in a custom render pipeline
(在自定义渲染管道中创建简单的渲染循环)
-
Cameras
(摄像机)
(
10
;
19
)
Using more than one camera
(使用多个摄像头)
Using Physical Cameras
(使用物理相机)
Cameras and depth textures
(摄影机和深度纹理)
-
Camera Tricks
(相机技巧)
(
4
;
4
)
Understanding the View Frustum
(了解视锥)
The Size of the Frustum at a Given Distance from the Camera
(在距照相机给定距离处截锥体的大小)
Rays from the Camera
(来自相机的光线)
Using an oblique frustum
(使用斜截头体)
-
Occlusion culling
(遮挡剔除)
(
7
;
7
)
Getting started with occlusion culling
(遮挡剔除入门)
Using occlusion culling with dynamic GameObjects
(对动态游戏对象使用遮挡剔除)
Occlusion culling and Scene loading
(遮挡剔除和场景加载)
Occlusion Areas
(闭塞区域)
Occlusion Portals
(闭塞入口)
The Occlusion Culling window
(遮挡剔除窗口)
Occlusion culling additional resources
(遮挡剔除附加资源)
CullingGroup API
(CullingGroup API)
-
Dynamic resolution
(动态分辨率)
(
1
;
1
)
FrameTimingManager
(FrameTimingManager)
Deep learning super sampling
(深度学习超采样)
Multi-display
(多显示器)
Camera component
(摄像机组件)
-
Lighting
(照明)
(
12
;
51
)
Introduction to lighting
(照明概论)
-
Light sources
(光源)
(
3
;
8
)
-
Lights
(灯光)
(
4
;
6
)
Types of light
(灯光类型)
Using Lights
(使用灯光)
-
Light Modes
(灯光模式)
(
3
;
3
)
Light Mode: Realtime
(灯光模式:实时)
Light Mode: Mixed
(灯光模式:混合)
Light Mode: Baked
(灯光模式:烘焙)
-
Cookies
(饼干)
(
1
;
1
)
Creating cookies for the Built-in Render Pipeline
(为内置渲染管道创建cookie)
Emissive materials
(发射材料)
Ambient light
(环境光)
-
Shadows
(阴影)
(
5
;
5
)
Shadow mapping
(阴影贴图)
Configuring shadows
(配置阴影)
Shadow Distance
(阴影距离)
Shadow Cascades
(暗影瀑布)
Shadow troubleshooting
(影子故障排除)
The Lighting window
(照明窗口)
-
Lighting Settings Asset
(光源设置资源)
(
1
;
3
)
-
Lighting Mode
(照明模式)
(
3
;
3
)
Lighting Mode: Baked Indirect
(照明模式:间接烘焙)
Lighting Mode: Shadowmask
(照明模式:阴影面具)
Lighting Mode: Subtractive
(照明模式:减法的)
-
The Light Explorer window
(
1
;
1
)
Light Explorer extension
(Light Explorer扩展)
-
Lightmapping
(光照贴图)
(
12
;
15
)
-
The Progressive Lightmapper
(渐进式光照映射器)
(
1
;
1
)
The Progressive GPU Lightmapper (preview)
(渐进式GPU Lightmapper(预览))
Lightmapping using Enlighten Baked Global Illumination
(使用Enlighten烘焙全局照明进行光照贴图)
Lightmapping: Getting started
(光照贴图:开始)
Lightmap Parameters Asset
(光照贴图参数资源)
Directional Mode
(定向模式)
Lightmaps and LOD
(光照贴图和LOD)
Ambient occlusion
(环境遮挡)
Lightmaps: Technical information
(光照贴图:技术信息)
Lightmapping and shaders
(光照贴图和着色器)
-
Lightmap UVs introduction
(光照贴图UV介绍)
(
4
;
4
)
Lightmap UVs introduction
(光照贴图UV介绍)
Generating lightmap UVs
(生成光照贴图UV)
Visualizing lightmap UVs
(可视化光照贴图UV)
Fixing lightmap UV overlap
(修复光照贴图UV重叠)
Lightmap seam stitching
(光照贴图接缝拼接)
Custom fall-off
(自定义脱落)
-
Realtime Global Illumination using Enlighten
(使用Enlighten的实时全局照明)
(
1
;
1
)
LOD and Enlighten Realtime Global Illumination
(LOD和Enlighten实时全局照明)
-
Light Probes
(
7
;
7
)
Light Probes: Technical information
(光探头:技术资料)
Light Probe Groups
(光探针组)
Placing Light Probes using scripting
(使用脚本放置光探头)
Light Probes for moving objects
(用于移动物体的光探头)
Light Probes and the Mesh Renderer
(灯光探头和网格渲染器)
Light Probes and Scene loading
(灯光探头和场景加载)
Light Probe Proxy Volume component
(灯光探测器代理体积组件)
-
Reflection Probes
(反射探头)
(
5
;
5
)
Types of Reflection Probe
(反射探头的类型)
Using Reflection Probes
(使用反射探头)
Advanced Reflection Probe Features
(高级反射探头功能)
Reflection Probe performance
(反射探头性能)
Reflection Probe
(反射探头)
-
Precomputed lighting data
(预先计算的照明数据)
(
3
;
3
)
Generating lighting data
(生成照明数据)
Lighting Data Asset
(照明数据资源)
GI cache
(GI缓存)
Scene View Draw Modes for lighting
(光源的场景视图绘制模式)
-
Models
(模型)
(
2
;
24
)
-
Creating models outside of Unity
(在Unity之外创建模型)
(
5
;
5
)
Model file formats
(模型文件格式)
Support for proprietary model file formats
(支持专有模型文件格式)
Preparing your model files for export
(准备要导出的模型文件)
Creating models for optimal performance
(创建模型以获得最佳性能)
Creating models for animation
(创建动画模型)
-
Importing models into Unity
(将模型导入Unity)
(
6
;
19
)
Importing a model
(导入模型)
Importing a model with humanoid animations
(导入具有人形动画的模型)
Importing a model with non-humanoid (generic) animations
(导入具有非人形(通用)动画的模型)
-
Model Import Settings window
(“模型导入设置”窗口)
(
4
;
13
)
Model tab
(模型选项卡)
-
Rig tab
(钻机选项卡)
(
4
;
4
)
Avatar Mapping tab
(虚拟化身映射选项卡)
Avatar Muscle & Settings tab
(头像肌肉&设置选项卡)
Avatar Mask window
(头像蒙版窗口)
Human Template window
(Human Template窗口)
-
Animation tab
(动画选项卡)
(
7
;
7
)
Euler curve resampling
(欧拉曲线重采样)
Extracting animation clips
(提取动画片段)
Loop optimization on Animation clips
(动画剪辑的循环优化)
Curves
(曲线)
Events
(活动)
Mask
(面具)
Motion
(运动)
Materials tab
(材质选项卡)
SketchUp Import Settings window
(SketchUp导入设置窗口)
-
SpeedTree Import Settings window
(SpeedTree导入设置窗口)
(
2
;
2
)
Model tab
(模型选项卡)
Materials tab
(材质选项卡)
-
Meshes
(网格)
(
8
;
13
)
Meshes introduction
(网格游戏攻略)
Mesh data
(网格数据)
Mesh asset
(网格资源)
-
Mesh components
(网格组件)
(
4
;
4
)
Mesh Renderer component
(网格渲染器组件)
Skinned Mesh Renderer component
(蒙皮网格渲染器组件)
Mesh Filter component
(网格过滤器组件)
Text Mesh component (legacy)
(文本网格组件(传统))
-
Using meshes with C# scripts
(将网格与C#脚本结合使用)
(
2
;
2
)
Using the Mesh Class
(使用网格类)
Example: creating a quad
(示例:创建四边形)
-
Level of Detail (LOD) for meshes
(网格的细节层次(LOD))
(
2
;
2
)
LOD Group
(LOD组)
Importing LOD Meshes
(导入LOD网格)
Compressing mesh data
(压缩网格数据)
Loading texture and mesh data
(加载纹理和网格数据)
-
Textures
(纹理)
(
13
;
31
)
-
Importing Textures
(导入纹理)
(
1
;
10
)
-
Texture Import Settings
(纹理导入设置)
(
10
;
10
)
Default Import Settings reference
(默认导入设置参考)
Normal map Import Settings reference
(法线贴图导入设置参考)
Editor GUI and Legacy GUI Import Settings reference
(编辑器GUI和旧版GUI导入设置参考)
Sprite (2D and UI) Import Settings reference
(Sprite(2D和UI)导入设置参考)
Cursor Import Settings reference
(光标导入设置参考)
Cookie Import Settings reference
(Cookie导入设置参考)
Lightmap Import Settings reference
(光照贴图导入设置参考)
Directional Lightmap Import Settings reference
(平行光贴图导入设置参考)
Shadowmask Import Settings reference
(阴影蒙版导入设置参考)
Single Channel Import Settings reference
(单通道导入设置参考)
-
Texture formats
(纹理格式)
(
1
;
1
)
Recommended, default, and supported texture formats, by platform
(推荐、默认和支持的纹理格式(按平台))
-
Mipmaps
(Mipmaps)
(
4
;
4
)
Mipmaps introduction
(Mipmaps游戏攻略)
The Mipmap Streaming system
(Mipmap Streaming系统)
The Mipmap Streaming system API
(Mipmap Streaming系统API)
Streaming Controller component
(流控制器组件)
Render Texture
(渲染纹理)
Custom Render Textures
(自定义渲染纹理)
Movie Textures
(电影纹理)
3D textures
(三维纹理)
Texture arrays
(纹理阵列)
Cubemaps
(Cubemaps的)
Cubemap arrays
(立方体地图阵列)
-
Streaming Virtual Texturing
(流式虚拟纹理)
(
7
;
7
)
Streaming Virtual Texturing requirements and compatibility
(流式虚拟纹理要求和兼容性)
How Streaming Virtual Texturing works
(虚拟纹理流是如何工作的)
Enabling Streaming Virtual Texturing in your project
(在项目中启用流式虚拟纹理)
Using Streaming Virtual Texturing in Shader Graph
(在着色图中使用流虚拟纹理)
Cache Management for Virtual Texturing
(虚拟纹理的缓存管理)
Marking textures as "Virtual Texturing Only"
(将纹理标记为“仅虚拟纹理”)
Virtual Texturing error material
(虚拟纹理误差材料)
Sparse Textures
(稀疏纹理)
Loading texture and mesh data
(加载纹理和网格数据)
-
Shaders
(着色器)
(
5
;
128
)
-
Shaders core concepts
(着色器核心概念)
(
9
;
17
)
Shaders introduction
(暗影游戏攻略)
The Shader class
(Shader类)
Shader assets
(着色器资产)
-
Shader compilation
(着色器编译)
(
1
;
1
)
Asynchronous shader compilation
(异步着色器编译)
-
Branching, variants, and keywords
(分支、变体和关键字)
(
9
;
9
)
Conditionals in shaders
(明暗器中的条件元素)
Branching in shaders
(着色器中的分支)
Shader variants
(着色器变体)
Check how many shader variants you have
(检查您有多少着色器变体)
Shader keywords
(着色器关键字)
Using shader keywords with C# scripts
(在C#脚本中使用着色器关键字)
Using shader keywords with the material Inspector
(将着色器关键字与材质Inspector一起使用)
Shader variant stripping
(着色器变体剥离)
Shader variant collections
(着色器变体集合)
How Unity loads and uses shaders
(Unity如何加载和使用着色器)
Replacing shaders at runtime
(在运行时替换着色器)
Compute shaders
(计算着色器)
Error and loading shaders
(加载着色器时出错)
-
Built-in shaders
(内置着色器)
(
4
;
55
)
-
Standard Shader
(标准Shader)
(
5
;
15
)
Content and Context
(内容和上下文)
Metallic vs. specular workflow
(金属与镜像工作流)
-
Standard Shader Material Inspector reference
(标准着色器材质检查器参考)
(
11
;
11
)
Rendering Mode
(渲染模式)
Albedo Color and Transparency
(反照率颜色和透明度)
Specular mode: Specular Property
(镜面反射模式:镜面反射特性)
Metallic mode: Metallic Property
(金属模式:金属性能)
Smoothness
(平滑度)
Normal map (Bump mapping)
(法线贴图(凹凸贴图))
Heightmap
(高度图)
Occlusion Map
(遮挡图)
Emission
(发射)
Secondary Maps (Detail Maps) & Detail Mask
(辅助贴图(细节贴图)和细节蒙版)
The Fresnel Effect
(菲涅耳效应)
Material charts
(材料图表)
Make your own
(自己做)
Standard Particle Shaders
(标准粒子着色器)
Autodesk Interactive shader
(Autodesk交互式着色器)
-
Legacy Shaders
(传统着色器)
(
6
;
38
)
Usage and Performance of Built-in Shaders
(内置着色器的使用和性能)
-
Normal Shader Family
(法线着色器族)
(
9
;
9
)
Vertex-Lit
(顶点照明)
Diffuse
(diffuse)
Specular
(Specular)
Bumped Diffuse
(凹凸漫反射)
Bumped Specular
(凸起镜面反射)
Parallax Diffuse
(视差漫反射)
Parallax Bumped Specular
(视差凹凸镜面反射)
Decal
(贴花)
Diffuse Detail
(漫反射细节)
-
Transparent Shader Family
(透明着色器族)
(
7
;
7
)
Transparent Vertex-Lit
(透明顶点照明)
Transparent Diffuse
(透明漫反射)
Transparent Specular
(透明镜面反射)
Transparent Bumped Diffuse
(透明凹凸漫反射)
Transparent Bumped Specular
(透明凸起镜面反射镜)
Transparent Parallax Diffuse
(透明视差漫反射)
Transparent Parallax Specular
(透明视差镜面反射)
-
Transparent Cutout Shader Family
(透明剪切着色器族)
(
5
;
5
)
Transparent Cutout Vertex-Lit
(透明切口顶点照明)
Transparent Cutout Diffuse
(透明切口漫反射)
Transparent Cutout Specular
(透明切口镜面反射)
Transparent Cutout Bumped Diffuse
(透明切口凸点漫反射)
Transparent Cutout Bumped Specular
(透明切口凹凸镜面反射)
-
Self-Illuminated Shader Family
(自发光着色器族)
(
7
;
7
)
Self-Illuminated Vertex-Lit
(自发光顶点发光)
Self-Illuminated Diffuse
(自发光漫反射)
Self-Illuminated Specular
(自发光镜面反射镜)
Self-Illuminated Normal mapped Diffuse
(自发光法线贴图漫反射)
Self-Illuminated Normal mapped Specular
(自发光法线贴图镜面反射)
Self-Illuminated Parallax Diffuse
(自发光视差漫反射)
Self-Illuminated Parallax Specular
(自发光视差镜面反射镜)
-
Reflective Shader Family
(反射着色器族)
(
9
;
9
)
Reflective Vertex-Lit
(反射顶点照明)
Reflective Diffuse
(反射漫反射)
Reflective Specular
(反射镜面)
Reflective Bumped Diffuse
(反射凹凸漫反射)
Reflective Bumped Specular
(反射凹凸镜面反射)
Reflective Parallax Diffuse
(反射视差漫反射)
Reflective Parallax Specular
(反射视差镜面反射)
Reflective Normal Mapped Unlit
(反射法线贴图未点亮)
Reflective Normal mapped Vertex-lit
(反射法线贴图顶点照亮)
Using Shader Graph
(使用着色器图形)
-
Writing shaders
(写入着色器)
(
7
;
52
)
Writing shaders overview
(编写着色器概述)
-
ShaderLab
(ShaderLab)
(
6
;
29
)
-
ShaderLab: defining a Shader object
(ShaderLab:定义着色器对象)
(
3
;
3
)
ShaderLab: defining material properties
(ShaderLab:定义材质特性)
ShaderLab: assigning a fallback
(ShaderLab:分配回退)
ShaderLab: assigning a custom editor
(ShaderLab:指定自定义编辑器)
-
ShaderLab: defining a SubShader
(ShaderLab:定义SubShader)
(
2
;
2
)
ShaderLab: assigning tags to a SubShader
(ShaderLab:将标记指定给SubShader)
ShaderLab: assigning a LOD value to a SubShader
(ShaderLab:为SubShader指定LOD值)
-
ShaderLab: defining a Pass
(ShaderLab:定义过程)
(
3
;
3
)
ShaderLab: assigning a name to a Pass
(ShaderLab:为过程分配名称)
ShaderLab: assigning tags to a Pass
(ShaderLab:将标记指定给过程)
ShaderLab: Predefined Pass tags in the Built-in Render Pipeline
(ShaderLab:内置渲染管道中的预定义过程标记)
ShaderLab: adding shader programs
(ShaderLab:添加着色器程序)
ShaderLab: specifying package requirements
(ShaderLab:指定包要求)
-
ShaderLab: commands
(ShaderLab:命令)
(
15
;
19
)
ShaderLab: grouping commands with the Category block
(ShaderLab:使用类别块对命令进行分组)
ShaderLab command: AlphaToMask
(ShaderLab命令:AlphaToMask)
ShaderLab command: Blend
(ShaderLab命令:混合)
ShaderLab command: BlendOp
(ShaderLab命令:混合操作)
ShaderLab command: ColorMask
(ShaderLab命令:ColorMask)
ShaderLab command: Conservative
(ShaderLab命令:保守)
ShaderLab command: Cull
(ShaderLab命令:卡尔)
ShaderLab command: Offset
(ShaderLab命令:偏移量)
ShaderLab command: Stencil
(ShaderLab命令:模板)
ShaderLab command: UsePass
(ShaderLab命令:UsePass)
ShaderLab command: GrabPass
(ShaderLab命令:GrabPass)
ShaderLab command: ZClip
(ShaderLab命令:ZClip)
ShaderLab command: ZTest
(ShaderLab命令:ZTest)
ShaderLab command: ZWrite
(ShaderLab命令:ZWrite)
-
ShaderLab legacy functionality
(ShaderLab遗留功能)
(
5
;
5
)
ShaderLab: legacy fog
(ShaderLab:传统雾)
ShaderLab: legacy lighting
(ShaderLab:传统照明)
ShaderLab: legacy alpha testing
(ShaderLab:传统alpha测试)
ShaderLab: legacy texture combining
(ShaderLab:旧纹理组合)
ShaderLab: legacy vertex data channel mapping
(ShaderLab:传统顶点数据通道映射)
-
HLSL in Unity
(Unity中的HLSL)
(
10
;
14
)
-
Preprocessor directives in HLSL
(HLSL中的预处理器指令)
(
5
;
5
)
include and include_with_pragmas directives in HLSL
(HLSL中include和include_with_pragmas指令)
pragma directives in HLSL
(HLSL中的杂注指令)
Targeting shader models and GPU features in HLSL
(HLSL中的目标着色器模型和GPU功能)
Targeting graphics APIs and platforms in HLSL
(在HLSL中定位图形API和平台)
Declaring and using shader keywords in HLSL
(在HLSL中声明和使用着色器关键字)
Shader semantics
(着色器语义)
Accessing shader properties in Cg/HLSL
(在Cg/HLSL中访问着色器属性)
Providing vertex data to vertex programs
(向顶点程序提供顶点数据)
Built-in shader include files
(内置着色器包含文件)
Built-in macros
(内置宏)
Built-in shader helper functions
(内置着色器辅助函数)
Built-in shader variables
(内置着色器变量)
Shader data types and precision
(着色器数据类型和精度)
Using sampler states
(使用采样器状态)
GLSL in Unity
(Unity中的GLSL)
Example shaders
(着色器示例)
-
Writing Surface Shaders
(写入曲面明暗器)
(
5
;
5
)
Surface Shaders and rendering paths
(曲面着色器和渲染路径)
Surface Shader examples
(Surface Shader示例)
Custom lighting models in Surface Shaders
(曲面着色器中的自定义照明模型)
Surface Shader lighting examples
(Surface Shader照明示例)
Surface Shaders with DX11 / OpenGL Core Tessellation
(使用DX11 / OpenGL核心细分的曲面着色器)
Writing shaders for different graphics APIs
(为不同的图形API编写着色器)
-
Understanding shader performance
(了解着色器性能)
(
3
;
3
)
Optimizing shader runtime performance
(优化着色器运行时性能)
Debugging shaders using Visual Studio
(使用Visual Studio调试着色器)
Debugging DirectX 12 shaders with PIX
(使用PIX调试DirectX 12着色器)
-
Materials
(材料)
(
5
;
7
)
Materials introduction
(材料介绍)
Material Inspector reference
(材料检验员参考)
Physically Based Rendering Material Validator
(基于物理的渲染材质验证器)
Using materials with C# scripts
(使用C#脚本的材质)
-
Material Variants
(材料变体)
(
3
;
3
)
Material Variant benefits and limitations
(材料变体的优点和局限性)
Material Variant inheritance
(材质变体继承)
Create, modify, and apply Material Variants
(创建、修改和应用材质变体)
-
Visual effects
(视觉效果)
(
5
;
47
)
Post-processing and full-screen effects
(后期处理和全屏效果)
-
Particle systems
(粒子系统)
(
3
;
37
)
Choosing your particle system solution
(选择粒子系统解决方案)
-
Built-in Particle System
(内置粒子系统)
(
5
;
30
)
Using the Built-in Particle System
(使用内置粒子系统)
Particle System vertex streams and Standard Shader support
(粒子系统顶点流和标准着色器支持)
Particle System GPU Instancing
(粒子系统GPU实例化)
Particle System C# Job System integration
(Particle System C#作业系统集成)
-
Components and Modules
(组件和模块)
(
3
;
26
)
Particle System
(粒子系统)
-
Particle System modules
(粒子系统模块)
(
24
;
24
)
Main module
(主模块)
Emission module
(发射模块)
Shape module
(形状模)
Velocity over Lifetime module
(使用寿命期间的速度模块)
Noise module
(噪声模块)
Limit Velocity over Lifetime module
(寿命限制速度模块)
Inherit Velocity module
(继承速度模块)
Lifetime by Emitter Speed module
(发射器速度模块寿命)
Force over Lifetime module
(使用寿命模块)
Color over Lifetime module
(色彩寿命模块)
Color by Speed module
(颜色按速度模块)
Size over Lifetime module
(模块寿命内的大小)
Size by Speed module
(按速度模块大小)
Rotation over Lifetime module
(寿命周期模块)
Rotation by Speed module
(按速度旋转模块)
External Forces module
(外力模块)
Collision module
(碰撞模块)
Triggers module
(触发器模块)
Sub Emitters module
(子发射器模块)
Texture Sheet Animation module
(纹理表动画模块)
Lights module
(灯光模块)
Trails module
(轨迹模块)
Custom Data module
(自定义数据模块)
Renderer module
(渲染器模块)
Particle System Force Field
(粒子系统力场)
-
Visual Effect Graph
(视觉效果图)
(
6
;
6
)
Project Settings - VFX
(项目设置-特效)
Visual Effect Graph Asset
(视觉效果图资源)
Block Subgraph
(分块子图)
Operator Subgraph
(算子子图)
Visual Effect
(视觉效果)
Property Binders
(属性活页夹)
-
Decals and projectors
(贴花和投影仪)
(
1
;
1
)
Projector component
(投影仪组件)
-
Lens flares and halos
(透镜光斑和光晕)
(
4
;
4
)
Flare asset
(火炬资产)
Lens Flare component
(透镜光斑组件)
Flare Layer component
(火炬层组件)
Halo component
(晕圈分量)
-
Lines, trails, and billboards
(线路、小径和广告牌)
(
4
;
4
)
Line Renderer component
(线渲染器组件)
Trail Renderer component
(轨迹渲染器组件)
Billboard Renderer component
(公告牌渲染器组件)
Billboard asset
(广告牌资产)
-
Sky
(天空)
(
4
;
7
)
SkyManager
(SkyManager)
-
Skyboxes
(Skyboxes)
(
1
;
1
)
Using skyboxes
(使用Skybox)
-
Skybox shaders
(Skybox着色器)
(
4
;
4
)
6 Sided skybox
(6侧Skybox)
Cubemap skybox
(立方体地图skybox)
Panoramic skybox
(全景天空盒)
Procedural skybox
(程序Skybox)
Skybox component reference
(Skybox组件参考)
-
Color
(颜色)
(
2
;
4
)
-
Color space
(色彩空间)
(
3
;
3
)
Linear or gamma workflow
(线性或伽玛工作流)
Gamma Textures with linear rendering
(Gamma纹理与线性渲染)
Working with linear Textures
(使用线性纹理)
-
High dynamic range
(高动态范围)
(
1
;
1
)
HDR color picker
(HDR颜色选择器)
-
Graphics API support
(图形API支持)
(
3
;
6
)
DirectX
(DirectX)
-
Metal
(金属)
(
4
;
4
)
Introduction to Metal
(金属概论)
Metal requirements and compatibility
(金属要求和兼容性)
Debug Metal graphics
(调试Metal图形)
Optimize Metal graphics
(优化Metal图形)
OpenGL Core
(OpenGL Core)
-
Graphics performance and profiling
(图形性能和性能分析)
(
5
;
17
)
Graphics performance fundamentals
(图形性能基础)
-
Optimizing draw calls
(优化绘制调用)
(
4
;
5
)
-
GPU instancing
(GPU实例化)
(
1
;
1
)
Creating shaders that support GPU instancing
(创建支持GPU实例化的着色器)
-
Draw call batching
(绘制调用批处理)
(
2
;
2
)
Static batching
(静态配料)
Dynamic batching
(动态配料)
Manually combining meshes
(手动组合网格)
Scriptable Render Pipeline Batcher
(可编写脚本的渲染管道批处理器)
-
BatchRendererGroup
(BatchRendererGroup)
(
4
;
7
)
How BatchRendererGroup works
(BatchRendererGroup的工作原理)
Getting started with BatchRendererGroup
(BatchRendererGroup入门)
-
Creating a renderer with BatchRendererGroup
(使用BatchRendererGroup创建渲染器)
(
4
;
4
)
Initializing a BatchRendererGroup object
(初始化BatchRendererGroup对象)
Registering meshes and materials
(配准网格和材料)
Creating batches
(创建批次)
Creating draw commands
(创建绘制命令)
DOTS Instancing shaders
(DOTS实例化着色器)
The Rendering Statistics window
(渲染统计信息窗口)
-
Debug frames in Unity
(在Unity中调试帧)
(
3
;
3
)
Frame Debugger window reference
(帧调试器窗口参考)
Frame Debugger Event Hierarchy
(帧调试器事件层次结构)
Frame Debugger event information
(帧调试器事件信息)
-
World building
(大世界大厦)
(
3
;
21
)
-
Terrain
(地形)
(
11
;
16
)
Creating and editing Terrains
(创建和编辑地形)
Create Neighbor Terrains
(创建相邻地形)
-
Terrain tools
(地形工具)
(
6
;
6
)
Raise or Lower Terrain
(升高或降低地形)
Paint Holes
(油漆孔)
Paint Texture
(绘制纹理)
Set Height
(设置高度)
Smooth Height
(平滑高度)
Stamp Terrain
(标记地形)
Terrain Layers
(地形图层)
Brushes
(刷子)
-
Trees
(树木)
(
1
;
1
)
SpeedTree
(SpeedTree)
Wind Zones
(风区)
Grass and other details
(草等细节)
Working with Heightmaps
(使用高度贴图)
Terrain settings
(地形设置)
Using Terrain at runtime
(在运行时使用Terrain)
Terrain Tools
(地形工具)
-
Tree Editor
(树编辑器)
(
4
;
4
)
Building Your First Tree
(建造你的第一棵树)
Tree Basics
(树基础知识)
Branch Group Properties
(分支组属性)
Leaf Group Properties
(叶组属性)
-
Physics
(物理学)
(
1
;
31
)
-
Built-in 3D Physics
(内置3D物理)
(
8
;
31
)
-
Character control
(字符控制)
(
2
;
2
)
Introduction to character control
(字符控制简介)
Character Controller component reference
(字符控制器组件参考)
-
Rigidbody physics
(刚体物理学)
(
6
;
6
)
Introduction to rigid body physics
(刚体物理学导论)
Configure Rigidbody Colliders
(配置刚体碰撞器)
Apply constant force to a Rigidbody
(对刚体施加恒力)
Apply interpolation to a Rigidbody
(将插值应用于刚体)
Rigidbody component reference
(刚体元件参照)
Constant Force component reference
(恒力分量参考)
-
Collision
(碰撞)
(
11
;
11
)
Introduction to collision
(碰撞导论)
Continuous collision detection (CCD)
(连续碰撞检测(CCD))
Create a vehicle with Wheel Colliders
(使用车轮碰撞器创建车辆)
Physics Debug window reference
(物理调试窗口参考)
Box Collider component reference
(Box Collider组件参考)
Capsule Collider component reference
(胶囊碰撞器组件参考)
Terrain Collider component reference
(Terrain Collider组件参考)
Wheel Collider component reference
(车轮碰撞器组件参考)
Mesh Collider component reference
(网格碰撞器组件参考)
Sphere Collider component reference
(球体碰撞器组件参考)
Physic Material component reference
(物理材料组件参考)
-
Joints
(关节)
(
6
;
6
)
Introduction to joints
(接头简介)
Character Joint component reference
(角色关节零部件参考)
Configurable Joint component reference
(可配置关节组件参考)
Fixed Joint component reference
(固定关节零部件参考)
Hinge Joint component reference
(铰链连接零部件参考)
Spring Joint component reference
(弹簧接头零部件参考)
-
Articulations
(关节)
(
2
;
2
)
Introduction to physics articulations
(物理学发音入门)
Articulation Body component reference
(铰接体部件参考)
-
Ragdoll physics
(布娃娃物理学)
(
2
;
2
)
Create a ragdoll
(创建一个布娃娃)
Joint and Ragdoll stability
(关节和碎布玩偶稳定性)
Cloth
(布)
Multi-scene physics
(多场景物理)
-
Scripting
(编写脚本)
(
6
;
64
)
-
Setting Up Your Scripting Environment
(设置脚本环境)
(
5
;
5
)
Integrated development environment (IDE) support
(集成开发环境(IDE)支持)
Debug C# code in Unity
(在Unity中调试C#代码)
Stack trace logging
(堆栈跟踪日志记录)
Unit Testing
(单元测试)
Roslyn analyzers and source generators
(罗斯林分析仪和源发生器)
-
Scripting concepts
(脚本概念)
(
10
;
10
)
Creating and Using Scripts
(创建和使用脚本)
Variables and the Inspector
(变量和检查员)
Instantiating Prefabs at run time
(在运行时实例化预制件)
Order of execution for event functions
(事件函数的执行顺序)
Event Functions
(事件功能)
Coroutines
(协同程序)
Namespaces
(命名空间)
Attributes
(属性)
UnityEvents
(UnityEvents)
Null Reference Exceptions
(空引用异常)
-
Important Classes
(重要课程)
(
12
;
12
)
Important Classes - GameObject
(重要类GameObject)
Important Classes - MonoBehaviour
(重要类MonoBehaviour)
Important Classes - Object
(重要类-对象)
Important Classes - Transform
(重要类-转换)
Important Classes - Vectors
(重要类-向量)
Important Classes - Quaternion
(重要类-四元数)
ScriptableObject
(ScriptableObject)
Important Classes - Time
(重要课程-时间)
Important Classes - Mathf
(重要类Mathf)
Important Classes - Random
(重要课程-随机)
Important Classes - Debug
(重要类-调试)
Important Classes - Gizmos & Handles
(重要类-小控件和句柄)
-
Unity architecture
(Unity架构)
(
5
;
22
)
-
Overview of .NET in Unity
(Unity中的.NET概述)
(
4
;
4
)
.NET profile support
(.NET配置文件支持)
Stable scripting runtime: known limitations
(稳定的脚本运行时:已知限制)
Referencing additional class library assemblies
(引用其他类库程序集)
C# compiler
(C#编译器)
-
Scripting backends
(脚本后端)
(
5
;
8
)
Mono overview
(单声道概述)
-
IL2CPP Overview
(IL2CPP概述)
(
4
;
4
)
Handling platform specific settings for IL2CPP additional arguments
(处理IL2CPP附加参数的平台特定设置)
Linux IL2CPP cross-compiler
(Linux IL2CPP交叉编译器)
Windows Runtime support
(Windows运行时支持)
Managed stack traces with IL2CPP
(使用IL2CPP管理堆栈跟踪)
Scripting restrictions
(脚本限制)
Managed code stripping
(托管代码剥离)
The Unity linker
(Unity链接器)
-
Code reloading in the Unity Editor
(在Unity编辑器中重新加载代码)
(
2
;
4
)
-
Configurable Enter Play Mode
(可配置进入播放模式)
(
3
;
3
)
Domain Reloading
(域名重新加载)
Scene Reloading
(场景重新加载)
Details of disabling Domain and Scene Reload
(禁用域和场景重新加载的详细信息)
Running Editor Script Code on Launch
(启动时运行编辑器脚本代码)
Script serialization
(脚本序列化)
-
Script compilation
(脚本编译)
(
3
;
5
)
Special folders and script compilation order
(特殊文件夹和脚本编译顺序)
-
Conditional Compilation
(条件编译)
(
1
;
1
)
Custom scripting symbols
(自定义脚本符号)
-
Assembly definitions
(程序集定义)
(
3
;
3
)
Assembly Definition properties
(程序集定义属性)
Assembly Definition Reference properties
(程序集定义引用属性)
Assembly Definition File Format
(部件定义文件格式)
-
Plug-ins
(插件)
(
5
;
7
)
Import and configure plug-ins
(导入和配置插件)
Managed plug-ins
(托管插件)
Native plug-ins
(原生插件)
Building plug-ins for desktop platforms
(为桌面平台构建插件)
-
Low-level native plug-in interface
(低级本机插件接口)
(
3
;
3
)
Low-level native plug-in rendering extensions
(低级本机插件呈现扩展)
Low-level native plug-in Shader compiler access
(低级本机插件Shader编译器访问)
-
Memory Manager API for low-level native plug-ins
(用于低级本机插件的内存管理器API)
(
1
;
1
)
IUnityMemoryManager API reference
(IUnityMemoryManager API参考)
-
Job system
(工作制)
(
6
;
8
)
Job system overview
(作业系统概述)
Jobs overview
(工作概述)
-
Thread safe types
(线程安全类型)
(
3
;
3
)
Implement a custom native container
(实现自定义本机容器)
Copying NativeContainer structures
(复制NativeContainer结构)
Custom NativeContainer example
(自定义NativeContainer示例)
Create and run a job
(创建并运行作业)
Job dependencies
(作业依赖性)
Parallel jobs
(并行作业)
-
Multiplayer and Networking
(多人游戏和网络)
(
12
;
34
)
Multiplayer Overview
(多人游戏概述)
Setting up a multiplayer project
(设置多人游戏项目)
Using the Network Manager
(使用网络管理器)
Using the Network Manager HUD
(使用Network Manager HUD)
The Network Manager HUD in LAN mode
(LAN模式下的Network Manager HUD)
The Network Manager HUD in Matchmaker mode
(Matchmaker模式下的Network Manager HUD)
Converting a single-player game to Unity Multiplayer
(将单人游戏转换为Unity多人游戏)
Debugging Information
(调试信息)
-
Multiplayer Component Reference
(多人游戏组件参考)
(
12
;
12
)
Network Animator
(网络动画师)
Network Discovery
(网络发现)
Network Identity
(网络标识)
Network Lobby Manager
(网络大堂经理)
Network Lobby Player
(网络大堂播放器)
Network Manager HUD
(网络管理器HUD)
Network Manager
(网络管理器)
Network Proximity Checker
(网络邻近检查器)
NetworkStartPosition
(网络起始位置)
Network Transform
(网络转型)
Network Transform Child
(网络转换子级)
Network Transform Visualizer
(网络转换可视化工具)
-
Multiplayer Classes Reference
(多人游戏类参考)
(
5
;
5
)
NetworkBehaviour
(网络行为)
NetworkClient
(网络客户端)
NetworkConnection
(网络连接)
NetworkServer
(网络服务器)
NetworkServerSimple
(NetworkServerSimple)
Multiplayer Encryption Plug-ins
(多人游戏加密插件)
-
UnityWebRequest
(UnityWebRequest)
(
2
;
8
)
-
Common operations: using the HLAPI
(常见操作:使用HLAPI)
(
5
;
5
)
Retrieving text or binary data from an HTTP Server (GET)
(从HTTP服务器(GET)检索文本或二进制数据)
Retrieving a Texture from an HTTP Server (GET)
(从HTTP服务器检索纹理(GET))
Downloading an AssetBundle from an HTTP server (GET)
(从HTTP服务器下载AssetBundle(GET))
Sending a form to an HTTP server (POST)
(将表单发送到HTTP服务器(POST))
Uploading raw data to an HTTP server (PUT)
(将原始数据上传到HTTP服务器(PUT))
-
Advanced operations: Using the LLAPI
(高级操作:使用LLAPI)
(
3
;
3
)
Creating UnityWebRequests
(创建UnityWebRequests)
Creating UploadHandlers
(创建UploadHandlers)
Creating DownloadHandlers
(创建DownloadHandlers)
-
Audio
(音频)
(
8
;
36
)
Audio overview
(音频概述)
Audio files
(音频文件)
Tracker Modules
(跟踪器模块)
-
Audio Mixer
(音频混音器)
(
4
;
4
)
An overview of the concepts and Audio Mixer
(概述的概念和混音器)
Specifics on the Audio Mixer window
(音频混合器窗口的详细信息)
AudioGroup Inspector
(AudioGroup检查员)
Overview of Usage and API
(用法和API概述)
-
Native audio plug-in SDK
(原生音频插件SDK)
(
1
;
1
)
Audio Spatializer SDK
(音频空间仪SDK)
Audio Profiler
(音频分析器)
Ambisonic Audio
(立体声音响)
-
Audio Reference
(音频参考)
(
9
;
26
)
Audio Clip
(音频clip)
Audio Listener
(Audio Listener音频)
Audio Source
(音频源)
Audio Mixer
(音频混音器)
-
Audio Filters
(音频过滤器)
(
6
;
6
)
Audio Low Pass Filter
(音频低通滤波器Low Pass Filter)
Audio High Pass Filter
(音频高通滤波器)
Audio Echo Filter
(音频回声滤波器)
Audio Distortion Filter
(音频失真滤波器)
Audio Reverb Filter
(Audio Reverb滤波器)
Audio Chorus Filter
(Audio Chorus滤波器)
-
Audio Effects
(音频效果)
(
13
;
13
)
Audio Low Pass Effect
(音频低通效果)
Audio High Pass Effect
(音频高通效果)
Audio Echo Effect
(音频回声效果)
Audio Flange Effect
(音频凸缘效果)
Audio Distortion Effect
(音频失真效果)
Audio Normalize Effect
(音频规格化效果)
Audio Parametric Equalizer Effect
(音频参数均衡器效果)
Audio Pitch Shifter Effect
(音频音高转换器效果)
Audio Chorus Effect
(音频合唱效果)
Audio Compressor Effect
(音频压缩器效果)
Audio SFX Reverb Effect
(音频SFX混响效果)
Audio Low Pass Simple Effect
(音频低通简单效果)
Audio High Pass Simple Effect
(音频高通简单效果)
Reverb Zones
(混响区)
Microphone
(麦克风)
Audio Settings
(音频设置)
-
Video overview
(视频概览)
(
1
;
7
)
-
Video Player component
(视频播放器组件)
(
7
;
7
)
Migrating from MovieTexture to VideoPlayer
(从MovieTexture迁移到VideoPlayer)
Video Clips
(视频剪辑)
Video sources
(视频来源)
Video file compatibility
(视频文件兼容性)
Understanding video files
(了解视频文件)
Video transparency support
(视频透明度支持)
Panoramic video
(全景视频)
-
Animation
(动画)
(
11
;
43
)
Animation System Overview
(动画系统概述)
Rotation in animations
(动画中的旋转)
-
Animation Clips
(动画剪辑)
(
2
;
10
)
-
Animation from external sources
(来自外部来源的动画)
(
1
;
1
)
Humanoid Avatars
(人形化身)
-
Animation Window Guide
(动画窗口向导)
(
9
;
9
)
Using the Animation view
(使用动画视图)
Creating a new Animation Clip
(创建新的动画剪辑)
Animating a GameObject
(设置游戏对象的动画)
Using Animation Curves
(使用动画曲线)
Editing Curves
(编辑曲线)
Key manipulation in Dopesheet mode
(多普勒模式下的按键操作)
Key manipulation in Curves mode
(曲线模式下的关键点操作)
Objects with Multiple Moving Parts
(具有多个移动部件的对象)
Using Animation Events
(使用动画事件)
-
Animator Controllers
(Animator控制器)
(
6
;
18
)
The Animator Controller Asset
(Animator控制器资源)
The Animator Window
(“动画制作器”窗口)
-
Animation State Machines
(动画状态机)
(
10
;
10
)
State Machine Basics
(状态机基础知识)
Animation Parameters
(动画参数)
State Machine Transitions
(状态机转换)
State Machine Behaviours
(状态机行为)
Sub-State Machines
(子状态机)
Animation Layers
(动画层)
Solo and Mute functionality
(独奏和静音功能)
Target Matching
(目标匹配)
Inverse Kinematics
(逆运动学)
-
Root Motion - how it works
(根运动-它的工作原理)
(
1
;
1
)
Tutorial: Scripting Root Motion for "in-place" humanoid animations
(教程:为“就地”人形动画编写根运动脚本)
-
Blend Trees
(混合树)
(
4
;
4
)
1D Blending
(一维混合)
2D Blending
(二维混合)
Direct Blending
(直接混合)
Additional Blend Tree Options
(其他混合树选项)
Working with blend shapes
(使用混合变形)
Animator Override Controllers
(动画制作器覆盖控制器)
Retargeting of Humanoid animations
(人形动画的重定向)
Performance and optimization
(性能和优化)
-
Animation Reference
(动画参考)
(
2
;
4
)
Animator component
(Animator组件)
-
Animator Controller
(Animator控制器)
(
3
;
3
)
Creating an AnimatorController
(创建AnimatorController)
Animation States
(动画状态)
Animation transitions
(动画过渡)
Animation FAQ
(动画常见问题)
-
Playables API
(Playables API)
(
3
;
3
)
The PlayableGraph
(PlayableGraph)
ScriptPlayable and PlayableBehaviour
(ScriptPlayable和PlayableBehaviour)
Playables Examples
(可播放示例)
A Glossary of animation terms
(动画术语表)
-
Legacy Animation System
(传统动画系统)
(
2
;
2
)
Animation
(动画)
Animation Scripting (Legacy)
(动画脚本(旧版))
-
Create user interfaces (UI)
(创建用户界面(UI))
(
4
;
263
)
Comparison of UI systems in Unity
(Unity中UI系统的比较)
-
UI Toolkit
(UI工具包)
(
12
;
198
)
Get started with UI Toolkit
(开始使用UI Toolkit)
-
UI Builder
(UI生成器)
(
7
;
7
)
UI Builder interface overview
(UI Builder界面概述)
Get started with UI Builder
(开始使用UI Builder)
Work with elements
(使用元素)
Use UXML instances as templates
(使用UXML实例作为模板)
Style UI with UI Builder
(使用UI Builder设置UI样式)
Assign USS variables in UI Builder
(在UI Builder中指定USS变量)
Test UI
(测试UI)
-
Structure UI
(结构UI)
(
8
;
93
)
-
The visual tree
(视觉树)
(
4
;
4
)
Introduction to visual elements and the visual tree
(介绍视觉元素和视觉树)
Panels
(面板)
Draw order
(抽纸顺序)
Coordinate and position systems
(坐标和位置系统)
-
Structure UI with UXML
(使用UXML构建UI)
(
7
;
7
)
Introduction to UXML
(UXML简介)
Add styles to UXML
(向UXML添加样式)
Reuse UXML files
(重用UXML文件)
Reference other files from UXML
(引用UXML中的其他文件)
Load UXML and USS C# scripts
(加载UXML和USS C#脚本)
Instantiate UXML from C# scripts
(从C#脚本实例化UXML)
Find visual elements with UQuery
(使用UQuery查找视觉元素)
Structure UI with C# scripts
(使用C#脚本构建UI)
-
Custom controls
(自定义控件)
(
3
;
3
)
Create a custom control
(创建自定义控件)
Expose custom control to UXML and UI Builder
(将自定义控件公开给UXML和UI生成器)
Customize UXML tag names and attributes
(自定义UXML标记名称和属性)
Best practices for managing elements
(管理元素的最佳做法)
Encapsulate UXML documents with logic
(用逻辑封装UXML文档)
-
UXML elements reference
(UXML元素引用)
(
65
;
65
)
UXML element BindableElement
(UXML元素BindableElement)
UXML element VisualElement
(UXML元素VisualElement)
UXML element BoundsField
(UXML元素BoundsField)
UXML element BoundsIntField
(UXML元素BoundsIntField)
UXML element Box
(UXML元素Box)
UXML element Button
(UXML元素按钮)
UXML element ColorField
(UXML元素ColorField)
UXML element CurveField
(UXML元素CurveField)
UXML element DoubleField
(UXML元素DoubleField)
UXML element DropdownField
(UXML元素DropdownField)
UXML element EnumField
(UXML元素EnumField)
UXML element EnumFlagsField
(UXML元素EnumFlags字段)
UXML element FloatField
(UXML元素FloatField)
UXML element Foldout
(UXML元素折叠)
UXML element GradientField
(UXML元素GradientField)
UXML element GroupBox
(UXML元素GroupBox)
UXML element Hash128Field
(UXML元素Hash128Field)
UXML element HelpBox
(UXML元素HelpBox)
UXML element IMGUIContainer
(UXML元素IMGUIContainer)
UXML element Image
(UXML元素图像)
UXML element InspectorElement
(UXML元素InspectorElement)
UXML element IntegerField
(UXML元素IntegerField)
UXML element Label
(UXML元素标签)
UXML element LayerField
UXML element LayerMaskField
(UXML元素LayerMaskField)
UXML element LongField
(UXML元素LongField)
UXML element ListView
(UXML元素ListView)
UXML element MaskField
(UXML元素MaskField)
UXML element MinMaxSlider
(UXML元素MinMaxSlider)
UXML element MultiColumnListView
(UXML元素MultiColumnListView)
UXML element MultiColumnTreeView
(UXML元素MultiColumnTreeView)
UXML element ObjectField
(UXML元素ObjectField)
UXML element PopupWindow
(UXML元素PopupWindow)
UXML element ProgressBar
(UXML元素ProgressBar)
UXML element PropertyField
(UXML元素PropertyField)
UXML element RadioButton
(UXML元素RadioButton)
UXML element RadioButtonGroup
(UXML元素RadioButtonGroup)
UXML element RectField
(UXML元素字段)
UXML element RectIntField
(UXML元素IntField)
UXML element RepeatButton
(UXML元素RepeatButton)
UXML element ScrollView
(UXML元素ScrollView)
UXML element Scroller
(UXML元素滚动器)
UXML element Slider
(UXML元素Slider)
UXML element SliderInt
(UXML元素SliderInt)
UXML element TagField
(UXML元素TagField)
UXML element TextElement
(UXML Element TextElement)
UXML element TextField
(UXML元素TextField)
UXML element Toggle
(UXML元素切换)
UXML element Toolbar
(UXML元素工具栏)
UXML element ToolbarBreadcrumbs
(UXML元素工具栏面包屑)
UXML element ToolbarButton
(UXML元素工具栏按钮)
UXML element ToolbarMenu
(UXML元素工具栏菜单)
UXML element ToolbarPopupSearchField
(UXML元素工具栏PopupSearchField)
UXML element ToolbarSearchField
(UXML元素ToolbarSearchField)
UXML element ToolbarSpacer
(UXML元素ToolbarSpacer)
UXML element ToolbarToggle
(UXML元素工具栏切换)
UXML element TreeView
(UXML元素TreeView)
UXML element TwoPaneSplitView
(UXML元素TwoPaneSplitView)
UXML element UnsignedIntegerField
(UXML元素UnsignedIntegerField)
UXML element UnsignedLongField
(UXML元素UnsignedLongField)
UXML element Vector2Field
(UXML元素Vector2Field)
UXML element Vector2IntField
(UXML元素Vector2IntField)
UXML element Vector3Field
(UXML元素Vector3Field)
UXML element Vector3IntField
(UXML元素Vector3IntField)
UXML element Vector4Field
(UXML元素Vector4Field)
-
Structure UI examples
(结构UI示例)
(
11
;
11
)
Create list and tree views
(创建列表视图和树视图)
Create a complex list view
(创建复杂列表视图)
Create a list view runtime UI
(创建列表视图运行时UI)
Wrap content inside a scroll view
(在滚动视图内换行内容)
Create a tabbed menu for runtime
(为运行时创建选项卡式菜单)
Create a pop-up window
(创建弹出窗口)
Use Toggle to create a conditional UI
(使用Toggle创建条件UI)
Create a custom control with two attributes
(创建具有两个属性的自定义控件)
Create a slide toggle custom control
(创建滑动切换自定义控件)
Create a bindable custom control
(创建可绑定的自定义控件)
Create a custom style for a custom control
(为自定义控件创建自定义样式)
-
Style UI
(样式UI)
(
7
;
28
)
Introduction to USS
(USS简介)
-
USS selectors
(USS选择器)
(
10
;
10
)
Type selectors
(类型选择器)
Name selectors
(名称选择器)
Class selectors
(类选择器)
Universal selectors
(通用选择器)
Descendant selectors
(后代选择器)
Child selectors
(子选择器)
Multiple selectors
(多重选择器)
Selector lists
(选择器列表)
Pseudo-classes
(伪类)
Selector precedence
(选择器优先级)
-
USS properties
(USS属性)
(
9
;
11
)
USS data types
(USS数据类型)
USS common properties
(USS通用属性)
Position element with the layout engine
(使用布局引擎定位元素)
Relative and absolute positioning
(相对和绝对定位)
-
Set background images
(设置背景图像)
(
3
;
3
)
Set background images with an image asset
(使用图像资源设置背景图像)
Image import settings
(图像导入设置)
9-Slice images with UI Toolkit
(9-使用UI Toolkit切片图像)
USS transform
USS transition
(USS过渡)
USS properties reference
(USS属性参考)
USS color keywords
(USS颜色关键字)
-
USS custom properties (variables)
(USS自定义属性(变量))
(
3
;
3
)
Create USS variables
(创建USS变量)
Introduction to USS built-in variables
(USS内置变量介绍)
USS built-in variable references
(USS内置变量引用)
Apply styles in C# scripts
(在C#脚本中应用样式)
Best practices for USS
(USS的最佳实践)
Theme Style Sheet (TSS)
(主题样式表(TSS))
UI Toolkit Debugger
(UI Toolkit调试器)
-
Control behavior with events
(用事件控制行为)
(
5
;
25
)
Dispatch events
(调度事件)
Handle events
(处理事件)
Synthesize and send events
(合成并发送事件)
-
Event reference
(事件参考)
(
17
;
17
)
Capture events
(捕获事件)
Change events
(变更事件)
Click events
(点击事件)
Command events
(命令事件)
Drag-and-drop events
(拖放事件)
Layout events
(布局事件)
Focus events
(焦点事件)
Input events
(输入事件)
Keyboard events
(键盘事件)
Mouse events
(鼠标事件)
Navigation events
(导航事件)
Panel events
(小组活动)
Pointer events
(指针事件)
Tooltip event
(工具提示事件)
Transition events
(过渡事件)
Contextual menu events
(上下文菜单事件)
IMGUI events
(IMGUI事件)
-
Event examples
(事件示例)
(
5
;
5
)
Create a transition in a custom Editor window
(在自定义编辑器窗口中创建过渡)
Create a drag-and-drop UI inside a custom Editor window
(在自定义编辑器窗口中创建拖放UI)
Create a drag-and-drop UI to drag between Editor windows
(创建拖放UI以在编辑器窗口之间拖动)
Create a transition event
(创建过渡事件)
Create looping transitions
(创建循环变换)
-
UI Renderer
(UI Renderer)
(
4
;
4
)
Generate 2D visual content
(生成2D可视内容)
Create a pie chart in the Editor and runtime UI
(在编辑器和运行时UI中创建饼图)
Use Vector API to create a radial progress indicator
(使用Vector API创建径向进度指示器)
Use Mesh API to create a radial progress indicator
(使用网格API创建径向进度指示器)
-
Support for Editor UI
(支持编辑器UI)
(
4
;
18
)
Create a custom Editor window
(创建自定义编辑器窗口)
Create a Custom Inspector
(创建自定义检查器)
-
SerializedObject data binding
(SerializedObject数据绑定)
(
4
;
15
)
Bindable elements reference
(可绑定元素引用)
Bindable data types and fields
(可绑定的数据类型和字段)
Binding system implementation details
(绑定系统实现细节)
-
Binding examples
(绑定示例)
(
12
;
12
)
Bind with binding path in C# script
(在C#脚本中使用绑定路径绑定)
Bind without the binding path
(不使用绑定路径绑定)
Bind with UXML and C# script
(绑定UXML和C#脚本)
Create a binding with the Inspector
(使用Inspector创建绑定)
Bind to nested properties
(绑定到嵌套属性)
Bind to a UXML template
(绑定到UXML模板)
Receive callbacks when a bound property changes
(当绑定属性更改时接收回调)
Receive callbacks when any bound properties change
(当任何绑定属性更改时接收回调)
Bind to a list with ListView
(使用ListView绑定到列表)
Bind to a list without ListView
(绑定到不带ListView的列表)
Bind a custom control
(绑定自定义控件)
Bind a custom control to custom data type
(将自定义控件绑定到自定义数据类型)
View data persistence
(查看数据持久性)
-
Support for runtime UI
(支持运行时UI)
(
6
;
6
)
Get started with runtime UI
(开始使用运行时UI)
Render UI in the Game view
(在游戏视图中渲染UI)
Panel Settings properties reference
(面板设置属性参考)
Runtime UI event system
(运行时UI事件系统)
Performance consideration for runtime UI
(运行时UI的性能注意事项)
FAQ for input and event systems with UI Toolkit
(使用UI Toolkit的输入和事件系统的常见问题解答)
-
Work with text
(使用文本)
(
10
;
12
)
Get started with text
(开始使用文本)
Style text with USS
(使用USS设置文本样式)
Style text with rich text tags
(使用格式文本标记设置文本样式)
Supported rich text tags
(支持的富文本标记)
-
Font assets
(字体资源)
(
3
;
3
)
Introduction to font assets
(字体资源简介)
Font Asset properties reference
(字体资源属性参考)
Font Asset Creator properties reference
(字体资源创建器属性参考)
Style sheets
(样式表)
-
Include sprites in text
(在文本中包含精灵)
(
1
;
1
)
Sprite Asset properties reference
(精灵资源特性参考)
Color gradients
(颜色梯度)
Panel Text Settings assets
(面板文字设置资源)
Fallback font
(后备字体)
Examples
(示例)
-
Migration guides
(移民指南)
(
2
;
2
)
Migrate from Unity UI (uGUI) to UI Toolkit
(从Unity UI(uGUI)迁移到UI Toolkit)
Migrate from Immediate Mode GUI (IMGUI) to UI Toolkit
(从即时模式GUI(IMGUI)迁移到UI Toolkit)
-
Unity UI
(Unity UI)
(
10
;
53
)
Canvas
(帆布)
Basic Layout
(基本布局)
Visual Components
(视觉组件)
Interaction Components
(交互组件)
Animation Integration
(动画集成)
Auto Layout
(自动布局)
Rich Text
(富文本)
-
Event System
(Event系统)
(
4
;
4
)
Messaging System
(Messaging系统)
Input Modules
(输入模块)
Supported Events
(支持的活动)
Raycasters
(雷卡斯特)
-
UI Reference
(UI参考)
(
7
;
37
)
Rect Transform
(矩形变换)
-
Canvas Components
(Canvas组件)
(
4
;
4
)
Canvas
(帆布)
Canvas Scaler
(画布缩放器)
Canvas Group
(帆布组)
Canvas Renderer
(Canvas Renderer的使用)
-
Visual Components
(视觉组件)
(
6
;
8
)
Text
(文本)
Image
(图像)
Raw Image
(原始图像)
Mask
(面具)
RectMask2D
(Mask2D)
-
UI Effect Components
(UI效果组件)
(
3
;
3
)
Shadow
(影子)
Outline
(概要)
Position as UV1
(位置为UV1)
-
Interaction Components
(交互组件)
(
9
;
10
)
-
Selectable Base Class
(可选基类)
(
2
;
2
)
Transition Options
(过渡选项)
Navigation Options
(导航选项)
Button
(Button)
Toggle
(Toggle)
Toggle Group
(Toggle集团)
Slider
(Slider的)
Scrollbar
(Scrollbar的)
Dropdown
(dropdown下载)
Input Field
(输入字段)
Scroll Rect
(滚动矩形)
-
Auto Layout
(自动布局)
(
6
;
6
)
Layout Element
(layout元素)
Content Size Fitter
(内容大小拟合员)
Aspect Ratio Fitter
(纵横比滤波器)
Horizontal Layout Group
(水平布局组)
Vertical Layout Group
(垂直布局组)
Grid Layout Group
(网格布局组)
-
Event System Reference
(事件系统参考)
(
7
;
7
)
Event System Manager
(事件系统管理器)
Graphic Raycaster
(图形Raycaster)
Physics Raycaster
(物理Raycaster)
Physics 2D Raycaster
(Physics 2D Raycaster)
Standalone Input Module
(独立输入模块)
Touch Input Module
(触摸输入模块)
Event Trigger
(事件触发器)
Font assets
(字体资源)
-
UI How Tos
(UI如何处理)
(
5
;
5
)
Designing UI for Multiple Resolutions
(为多分辨率设计UI)
Making UI elements fit the size of their content
(使UI元素适合其内容的大小)
Creating a World Space UI
(创建世界空间UI)
Creating UI elements from scripting
(通过脚本创建UI元素)
Creating Screen Transitions
(创建屏幕过渡)
-
Immediate Mode GUI (IMGUI)
(即时模式GUI(IMGUI))
(
8
;
11
)
IMGUI Basics
(IMGUI基础知识)
Controls
(控制)
Customization
(定制化)
IMGUI Layout Modes
(IMGUI布局模式)
Extending IMGUI
(扩展IMGUI)
GUI Skin (IMGUI System)
(GUI皮肤(IMGUI系统))
GUI Style (IMGUI System)
(GUI样式(IMGUI系统))
-
Extending the Editor with IMGUI
(用IMGUI扩展编辑器)
(
4
;
4
)
Editor Windows
(编辑器窗口)
Property Drawers
(物业抽屉)
Custom Editors
(自定义编辑器)
TreeView
(TreeView)
-
Unity Services
(Unity服务)
(
12
;
83
)
-
Setting up your project for Unity services
(为Unity服务设置项目)
(
1
;
1
)
Using the developer dashboard
(使用开发人员仪表板)
-
Unity Organizations
(Unity组织)
(
4
;
4
)
Subscriptions and seats
(订阅和座位)
Managing your Organization
(管理您的组织)
Managing your Organization’s Projects
(管理您组织的项目)
Transfer a Project to a new Organization
(将项目转移到新组织)
Unity Ads
(Unity广告)
-
Legacy Analytics
(传统分析)
(
16
;
35
)
Legacy Analytics: Overview
(传统分析:概览)
Setting Up Legacy Analytics
(设置旧版分析)
-
Legacy Analytics Dashboard
(传统分析仪表板)
(
9
;
9
)
Overview page
(概览页)
Legacy Analytics: Data Explorer
(传统分析:数据浏览器)
Legacy Analytics: Funnel Analyzer
(传统分析:漏斗分析仪)
Legacy Analytics: Segment Builder
(传统分析:线段生成器)
Remote Settings page
(“远程设置”页)
Raw Data Export page
(原始数据导出页面)
Legacy Analytics: Event Manager
(传统分析:活动管理器)
Legacy Analytics: Configure page
(传统分析:配置页面)
Legacy Analytics: Market Insights
(传统分析:市场洞察)
-
Legacy Analytics Events
(传统分析事件)
(
6
;
6
)
Core Events
(核心活动)
Standard Events
(标准事件)
-
Custom Events
(自定义事件)
(
1
;
1
)
Custom Event scripting
(自定义事件脚本)
Analytics Event Tracker
(分析事件跟踪器)
Analytics event parameters
(分析事件参数)
Analytics Event limits
(分析事件限制)
Legacy Analytics: Funnels
(传统分析:漏斗)
-
Legacy Analytics: Remote Settings
(传统分析:远程设置)
(
2
;
7
)
Creating and changing Remote Settings
(创建和更改远程设置)
-
Using Remote Settings in a Unity project
(在Unity项目中使用远程设置)
(
6
;
6
)
Remote Settings network requests
(远程设置网络请求)
Enabling Remote Settings
(启用远程设置)
Managing Remote Settings in the Unity Editor
(在Unity编辑器中管理远程设置)
Remote Settings component
(远程设置组件)
Remote Settings scripting
(远程设置脚本)
Testing Remote Settings
(测试远程设置)
Unity Analytics A/B Testing
(Unity Analytics A/B测试)
-
Monetization
(货币化)
(
1
;
1
)
Receipt Verification
(收货验证)
User Attributes
(用户属性)
Legacy Analytics: Raw Data Export
(传统分析:原始数据导出)
Legacy Analytics: Data reset
(传统分析:数据复位)
Legacy Analytics: COPPA Compliance
(传统分析:COPPA合规性)
-
Unity Analytics and the EU General Data Protection Regulation (GDPR)
(Unity Analytics和欧盟通用数据保护条例(GDPR))
(
1
;
1
)
Unity Analytics DataPrivacy API
(Unity Analytics DataPrivacy API)
Legacy Analytics: Unity Analytics and PIPL
(传统分析:Unity Analytics和PIPL)
Analytics Metrics, Segments, and Terminology
(分析指标、分段和术语)
Google Play data safety section for Legacy Analytics
(Google Play数据安全部分的Legacy Analytics)
Unity Cloud Content Delivery
(Unity云内容交付)
Unity Build Automation (formerly Cloud Build)
(Unity Build Automation(以前称为Cloud Build))
-
Unity IAP
(Unity IAP)
(
4
;
27
)
-
Setting up Unity IAP
(设置Unity IAP)
(
4
;
4
)
Configuring for Apple App Store and Mac App Store
(为Apple App Store和Mac App Store配置)
Configuring for Google Play Store
(为Google Play商店配置)
Configuring for Windows Store
(为Windows应用商店配置)
Configuration for the Amazon Appstore
(Amazon Appstore的配置)
-
Cross Platform Guide
(跨平台指南)
(
13
;
13
)
Codeless IAP
(无代码IAP)
Defining products
(定义产品)
Subscription Product support
(订阅产品支持)
Initialization
(初始化)
Browsing Product Metadata
(浏览产品元数据)
Initiating Purchases
(启动采购)
Processing Purchases
(处理采购)
Handling purchase failures
(处理采购失败)
Restoring Transactions
(还原事务)
Purchase Receipts
(采购收据)
Receipt validation
(收据验证)
Store Extensions
(商店扩展)
Cross-store installation issues with Android in-app purchase stores
(Android应用内购买商店的跨商店安装问题)
-
Store Guides
(商店指南)
(
4
;
4
)
iOS & Mac App Stores
(iOS & Mac应用商店)
Universal Windows Platform
(通用Windows平台)
Google Play
Amazon Appstore and Amazon Underground Store
(Amazon Appstore和Amazon Underground Store)
-
Implementing a Store
(实现商店)
(
4
;
6
)
Initialization
(初始化)
Retrieving products
(检索产品)
Handling purchases
(处理采购)
-
Store Modules
(存储模块)
(
3
;
3
)
Registering your store
(注册您的商店)
Store Configuration
(存储配置)
Store Extensions
(商店扩展)
Unity Cloud Diagnostics
(Unity云诊断)
Unity Integrations
(Unity集成)
Multiplayer Services
(多人游戏服务)
-
Unity Distribution Portal
(Unity分发门户)
(
8
;
9
)
Getting started with UDP
(UDP入门)
Distributing your game with UDP
(使用UDP分发游戏)
Implementing IAP products
(实施IAP产品)
Testing your game in the UDP sandbox
(在UDP沙箱中测试游戏)
Managing and publishing your game on the UDP console
(在UDP控制台上管理和发布游戏)
-
Using UDP with other services
(使用UDP与其他服务)
(
1
;
1
)
Using Firebase with UDP builds
(使用Firebase与UDP构建)
-
UDP reference
(UDP引用)
(
2
;
2
)
UDP API
(UDP API)
UDP SDK data collection
(UDP SDK数据收集)
UDP troubleshooting
(UDP故障排除)
Unity Accelerator
(Unity加速器)
-
XR
(XR)
(
7
;
24
)
-
Overview
(概览)
(
4
;
4
)
XR packages
(XR封装)
AR development in Unity
(Unity中的AR开发)
VR development in Unity
(Unity中的VR开发)
XR architecture
(XR架构)
-
XR Project set up
(XR项目设置)
(
6
;
6
)
Choose XR provider plug-ins
(选择XR提供程序插件)
Create an XR project
(创建XR项目)
Set up an XR scene
(设置XR场景)
XR input options
(XR输入选项)
XR Origin
(XR起源)
XR Plug-in Management settings
(XR插件管理设置)
Run an XR application
(运行XR应用程序)
-
XR graphics
(XR图形)
(
3
;
3
)
Universal Render Pipeline compatibility in XR
(XR中的通用渲染管道兼容性)
-
Stereo rendering
(立体绘制)
(
1
;
1
)
Single-pass instanced rendering and custom shaders
(单通道实例化渲染和自定义着色器)
VR frame timing
(VR帧定时)
-
XR audio
(XR音频)
(
1
;
1
)
Audio Spatializers
(音频空间器)
XR API reference
(XR API参考)
-
Unity XR SDK
(Unity XR SDK)
(
4
;
8
)
-
Provider setup
(提供商设置)
(
2
;
2
)
Creating an XR provider
(创建XR提供程序)
UnitySubsystemsManifest.json
Runtime discovery and activation of subsystems
(子系统的运行时发现和激活)
-
Subsystems
(子系统)
(
3
;
3
)
XR SDK Input subsystem
(XR SDK输入子系统)
XR SDK Display subsystem
(XR SDK显示子系统)
XR SDK Meshing subsystem
(XR SDK网格子系统)
-
Interfaces
(接口)
(
2
;
2
)
XR SDK PreInit interface
(XR SDK PreInit接口)
XR SDK Stats interface
(XR SDK Stats接口)
-
Unity's Asset Store
(Unity的资产商店)
(
2
;
21
)
-
Asset Store packages
(资产存储包)
(
3
;
3
)
Purchasing or downloading a package on the Asset Store
(在Asset Store上购买或下载软件包)
Finding your Asset Store packages
(查找您的资产存储包)
Using labels to organize "My Assets"
(使用标签组织“我的资产”)
-
Publishing to the Asset Store
(发布到资产存储区)
(
18
;
18
)
Creating your Publisher Account
(创建您的发布者帐户)
Creating a new package draft
(创建新的包草稿)
Deleting a package draft
(删除软件包草稿)
Uploading assets to your package
(将资产上载到您的包)
Filling in the package details
(填写包装详情)
Submitting your package for approval
(提交您的软件包以供审批)
Viewing the status of your Asset Store submissions
(查看资产存储提交的状态)
Collecting revenue
(征收税收)
Providing support to your customers
(为您的客户提供支持)
Adding tags to published packages
(向已发布的包添加标记)
Connecting your account to Google Analytics
(将您的帐户连接到Google Analytics)
Promoting your Assets
(推广您的资产)
Refunding your customers
(为您的客户退款)
Upgrading packages
(升级软件包)
Deprecating your Assets
(放弃您的资产)
Issuing vouchers
(发放凭证)
Managing your publishing team
(管理您的发布团队)
Asset Store Publisher portal
(资产存储发布者门户)
-
Platform development
(平台开发)
(
12
;
170
)
Using Unity as a Library in other applications
(在其他应用程序中使用Unity作为库)
Deep linking
(深度链接)
Xcode frame debugger Unity integration
(Xcode帧调试器Unity集成)
-
Android
(安卓系统)
(
5
;
62
)
-
Introducing Android
(Android简介)
(
6
;
6
)
Android requirements and compatibility
(Android要求和兼容性)
Gradle for Android
(Gradle for Android)
Android App Manifest
(安卓应用程序清单)
Unity Launcher Manifest
(Unity Launcher清单)
Unity Library Manifest
(Unity库清单)
How Unity builds Android applications
(Unity如何构建Android应用程序)
-
Getting started with Android
(Android入门)
(
3
;
6
)
Android environment setup
(Android环境设置)
Android Player settings
(Android Player设置)
-
Android keystores
(Android密钥库)
(
4
;
4
)
Keystore Manager window reference
(密钥库管理器窗口参考)
Create a new keystore
(创建新密钥库)
Add keys to a keystore
(向密钥库添加密钥)
Load a keystore
(加载密钥库)
-
Developing for Android
(开发Android)
(
10
;
37
)
Android mobile scripting
(Android移动的脚本)
Input for Android devices
(Android设备输入)
-
Android application size restrictions
(Android应用程序大小限制)
(
3
;
8
)
Introduction to asset splitting
(资产拆分简介)
-
APK expansion files
(APK扩展文件)
(
3
;
3
)
APK expansion files in Unity
(APK扩展文件在Unity)
Manually install an APK expansion file
(手动安装APK扩展文件)
Host APK expansion files
(主机APK扩展文件)
-
Play Asset Delivery
(播放资产交付)
(
4
;
4
)
Asset packs in Unity
(Unity中的资产包)
Set up Play Asset Delivery
(设置Play资产交付)
Create a custom asset pack
(创建自定义资产包)
Manage asset packs at runtime
(在运行时管理资产包)
-
Graphics for Android
(Android图形)
(
3
;
3
)
Screen configuration
(屏幕配置)
Single-pass stereo rendering for Android
(适用于Android的单通道立体渲染)
Framebuffer orientation
(帧缓冲区方向)
-
Testing and debugging
(测试与调试)
(
6
;
6
)
Debugging on an Android device
(在Android设备上调试)
Android symbols
(Android符号)
Simulate an Android device
(模拟Android设备)
Profile on an Android device
(Android设备上的配置文件)
Unity Remote
(Unity遥控器)
Application patching
(应用程序修补)
-
Create and use plug-ins in Android
(在Android中创建和使用插件)
(
3
;
12
)
-
Android plug-in types
(Android插件类型)
(
4
;
9
)
-
Android Library Projects and Android Archive plug-ins
(Android Library项目和Android Archive插件)
(
3
;
3
)
Introducing Android Library Projects and Android Archive plug-ins
(Android Library项目和Android Archive插件简介)
Import an Android Library Project
(导入Android库项目)
Import an Android Archive plug-in
(导入Android Archive插件)
JAR plug-ins
(JAR插件)
-
Native plug-ins for Android
(适用于Android的原生插件)
(
4
;
4
)
Introducing native plug-ins for Android
(Android原生插件介绍)
Create a native plug-in for Android
(为Android创建本机插件)
Import a native plug-in for Android
(导入适用于Android的原生插件)
Call native plug-in for Android code
(调用Android代码的原生插件)
Java and Kotlin source plug-ins
(Java和科特林源插件)
Call Java and Kotlin plug-in code from C# scripts
(从C#脚本调用Java和科特林插件代码)
-
Extend the default Unity activity
(扩展默认Unity活动)
(
2
;
2
)
Create a custom activity
(创建自定义活动)
Specify Android Player command-line arguments
(指定Android Player命令行参数)
Integrating Unity into Android applications
(整合Unity到Android应用程序)
Deep linking on Android
(Android上的深度链接)
Android thread configuration
(Android线程配置)
-
Device features and permissions
(设备功能和权限)
(
3
;
3
)
Android permissions in Unity
(Unity中的Android权限)
Declare permissions for an application
(声明应用程序的权限)
Request runtime permissions
(请求运行时权限)
-
Building and delivering for Android
(为Android构建和交付)
(
7
;
7
)
Gradle templates
(格拉德尔模板)
Override the Android App Manifest
(覆盖Android应用程序清单)
Android Build Settings
(Android构建设置)
Build your application for Android
(为Android构建应用程序)
Export an Android project
(导出Android项目)
Optimize distribution size
(优化分销规模)
-
Digital distribution services for Android
(Android的数字分发服务)
(
1
;
1
)
Delivering to Google Play
(向Google Play交付)
-
ChromeOS
(ChromeOS)
(
4
;
6
)
Requirements and compatibility
(要求和兼容性)
-
Getting started with ChromeOS
(开始使用ChromeOS)
(
2
;
2
)
Preparing your development environment for ChromeOS
(为ChromeOS准备开发环境)
ChromeOS Player Settings
(ChromeOS播放器设置)
-
Developing for ChromeOS
(开发ChromeOS)
(
2
;
2
)
Support user input on ChromeOS devices
(在ChromeOS设备上支持用户输入)
Debugging on a ChromeOS device
(在ChromeOS设备上调试)
Build for ChromeOS
(为ChromeOS构建)
-
Dedicated Server
(专用服务器)
(
5
;
7
)
Introduction to Dedicated Server
(专用服务器简介)
-
Get started with Dedicated Server
(开始使用专用服务器)
(
3
;
3
)
Dedicated Server requirements
(专用服务器要求)
Dedicated Server Player settings
(专用服务器播放器设置)
Dedicated Server optimizations
(专用服务器优化)
Build your application for Dedicated Server
(为专用服务器构建应用程序)
Dedicated Server AssetBundles
(专用服务器资产捆绑包)
Desktop Headless Mode
(台式机无头模式)
-
iOS
(iOS)
(
6
;
29
)
-
Introducing iOS
(iOS简介)
(
4
;
4
)
Unity for iOS
(Unity for iOS)
iOS requirements and compatibility
(iOS要求和兼容性)
How Unity builds iOS applications
(Unity如何构建iOS应用程序)
Structure of a Unity Xcode Project
(Unity Xcode项目的结构)
-
Getting started with iOS
(iOS入门)
(
2
;
2
)
iOS environment setup
(iOS环境设置)
iOS Player settings
(iOS Player设置)
-
Developing for iOS
(为iOS开发)
(
12
;
18
)
iOS Scripting
(iOS脚本)
-
Input for iOS devices
(iOS设备的输入)
(
2
;
4
)
iOS input overview
(iOS输入概述)
-
Game Controller support
(游戏控制器支持)
(
3
;
3
)
Game Controller overview
(游戏控制器概述)
Detect Game Controllers
(检测游戏控制器)
Handle Game Controller input
(处理游戏控制器输入)
Simulate an iOS device
(模拟iOS设备)
Unity Remote
(Unity遥控器)
Managed stack traces on iOS
(iOS上的托管堆栈跟踪)
-
Optimizing Performance on iOS
(在iOS上优化性能)
(
4
;
4
)
iOS-specific optimizations
(iOS特定优化)
Measuring performance with the built-in profiler
(使用内置分析器测量性能)
Optimizing the size of the built iOS Player
(优化内置iOS播放器的大小)
Optimizing Physics Performance
(优化物理性能)
Building plug-ins for iOS
(为iOS构建插件)
Integrating Unity into native iOS applications
(将Unity集成到原生iOS应用程序)
Deep linking on iOS
(iOS上的深度链接)
iOS authorizations in Unity
(Unity中的iOS授权)
Preparing your application for In-App Purchases (IAP)
(准备应用程序内购买(IAP))
Social API
(社交API)
-
Building and delivering for iOS
(为iOS构建和交付)
(
3
;
3
)
iOS build settings
(iOS构建设置)
Build for iOS
(为iOS构建)
App thinning
(App细化)
Troubleshooting on iOS devices
(iOS设备故障排除)
Reporting crash bugs on iOS
(报告iOS上的崩溃错误)
-
Linux
(Linux)
(
3
;
3
)
Linux Player settings
(Linux Player设置)
Linux Build Settings
(Linux构建设置)
Troubleshooting the Linux Editor issues
(解决Linux编辑器问题)
-
macOS
(macOS)
(
3
;
7
)
macOS player settings
(macOS播放器设置)
-
macOS development
(macOS开发)
(
2
;
2
)
Deep linking for macOS
(macOS的深度链接)
Use IL2CPP with macOS
(在macOS中使用IL2CPP)
-
Build and distribute a macOS application
(构建和分发macOS应用程序)
(
4
;
4
)
Build a macOS application
(构建macOS应用程序)
macOS build settings
(macOS构建设置)
Code sign and notarize your macOS application
(对macOS应用程序进行代码签名和公证)
Deliver applications to the Mac App Store
(将应用程序交付到Mac App Store)
-
tvOS
(tvOS)
(
4
;
6
)
Requirements and compatibility
(要求和兼容性)
tvOS Player Settings
(tvOS播放器设置)
-
Developing for tvOS
(开发tvOS)
(
3
;
3
)
Supporting input devices on tvOS
(支持tvOS上的输入设备)
Setting up app navigation from the Unity UI
(从Unity UI设置应用程序导航)
Debugging Your Application
(调试应用程序)
Building your application for tvOS
(为tvOS构建应用程序)
-
WebGL
(WebGL)
(
4
;
24
)
-
WebGL Introduction
(WebGL简介)
(
4
;
4
)
WebGL browser compatibility
(WebGL浏览器兼容性)
WebGL graphics
(WebGL图形)
Audio in WebGL
(WebGL音频)
Embedded resources in WebGL
(WebGL中的嵌入式资源)
-
Getting started with WebGL development
(WebGL开发入门)
(
3
;
3
)
Advanced overview
(高级概述)
WebGL Player settings
(WebGL Player设置)
Texture Compression in WebGL
(WebGL中的纹理压缩)
-
WebGL Development
(WebGL开发)
(
10
;
10
)
WebGL native plug-ins for Emscripten
(Emscripten的WebGL原生插件)
Memory in Unity WebGL
(Unity WebGL中的内存)
Cache behavior in WebGL
(WebGL中的缓存行为)
Interaction with browser scripting
(与浏览器脚本交互)
Input in WebGL
(WebGL输入)
Debug and troubleshoot WebGL builds
(调试WebGL构建并排除故障)
WebGL performance considerations
(WebGL性能注意事项)
WebGL Networking
(WebGL网络)
Cursor locking and full-screen mode in WebGL
(WebGL中的光标锁定和全屏模式)
WebGL browser access to device features
(WebGL浏览器访问设备功能)
-
Build and distribute a WebGL application
(构建和分发WebGL应用程序)
(
5
;
7
)
-
Build your WebGL application
(构建WebGL应用程序)
(
3
;
3
)
Reduce load times with AssetBundles
(使用AssetBundles缩短加载时间)
Distribution size and code stripping
(分布大小和代码剥离)
Texture Compression in WebGL
(WebGL中的纹理压缩)
WebGL templates
(WebGL模板)
Configure a WebGL Canvas size
(配置WebGL画布大小)
Deploy WebGL application
(部署WebGL应用程序)
Server configuration code samples
(服务器配置代码示例)
-
Windows
(视窗)
(
4
;
7
)
Integrating Unity into Windows applications
(将Unity集成到Windows应用程序)
Windows Player settings
-
Develop for Windows
(为Windows开发)
(
4
;
4
)
Visual Studio project generation for Windows
(Windows的Visual Studio项目生成)
Windows debugging
(Windows调试)
Windows integrity control
Windows Player: IL2CPP Scripting Backend
(Windows Player:IL2CPP脚本后端)
Windows Build Settings
(Windows生成设置)
-
Universal Windows Platform
(通用Windows平台)
(
4
;
22
)
-
Introduction to Universal Windows Platform
(通用Windows平台简介)
(
2
;
2
)
UWP requirements and compatibility
(UWP要求和兼容性)
Integrate Unity into UWP applications
(将Unity集成到UWP应用程序中)
-
Get started with Universal Windows Platform
(通用Windows平台入门)
(
2
;
2
)
Set up your environment for UWP
(为UWP设置环境)
UWP Player settings
(UWP播放器设置)
-
Develop for Universal Windows Platform
(通用Windows平台开发)
(
8
;
13
)
Use deep linking on UWP
(在UWP上使用深度链接)
Connect the profiler to UWP
(将刻画器连接到UWP)
UWP scripting symbols
(UWP脚本符号)
-
IL2CPP scripting backend for UWP
(UWP的IL2CPP脚本后端)
(
2
;
6
)
-
Use UWP plug-ins with IL2CPP
(UWP插件与IL2CPP一起使用)
(
4
;
4
)
Use managed UWP plug-ins
(使用托管UWP插件)
Call and implement native UWP plug-ins
(调用并实现本机UWP插件)
Author native UWP plug-ins
(编写本机UWP插件)
Use P/Invoke
(使用P/Invoke)
-
Debug UWP applications with IL2CPP
(使用IL2CPP调试UWP应用程序)
(
2
;
2
)
Debug C# code
(调试C#代码)
Debug generated C++ code
(调试生成的C++代码)
WinRT API in C# scripts for UWP
(用于UWP的C#脚本中的WinRT API)
AppCallbacks class reference
(AppCallbacks类引用)
Command line arguments for UWP
(UWP的命令行参数)
Association launching for UWP
(UWP协会启动)
-
Build and deliver for Universal Windows Platform
(为通用Windows平台构建和交付)
(
5
;
5
)
UWP build settings
(UWP生成设置)
Generate your Visual Studio C++ solution
(生成Visual Studio C++解决方案)
Package a UWP app in Visual Studio
(在Visual Studio中打包UWP应用程序)
Deploy a UWP application
(部署UWP应用程序)
Deploy a UWP app with the Windows Device Portal
(使用Windows设备门户部署UWP应用程序)
-
Unity Search
(Unity搜索)
(
5
;
22
)
-
Search usage
(搜索使用)
(
3
;
3
)
Filter searches
(筛选搜索)
Search query operators
(搜索查询运算符)
The Index Manager
(索引管理器)
Search tables
(搜索表)
-
Search Providers
(搜索提供商)
(
13
;
13
)
Search Project Assets
(搜索项目资产)
Search the current Scene
(搜索当前场景)
Search the Unity main menu
(搜索Unity主菜单)
Search Object Picker
(搜索对象选取器)
Search Settings and Preferences
(搜索设置和首选项)
Help Search Provider
(帮助搜索提供程序)
The calculator
(计算器)
Search for files
(搜索文件)
Execute API methods
(执行API方法)
Search for packages
(搜索包裹)
Search the Unity Asset Store
(搜索Unity资产商店)
Search saved queries
(搜索已保存的查询)
Additional Search filters
(其他搜索过滤器)
-
Search expressions
(搜索表达式)
(
1
;
1
)
Functions reference
(功能参考)
-
Creating a custom Search Provider
(创建自定义搜索提供程序)
(
4
;
4
)
The SearchProvider class
(SearchProvider类)
Registering a Search Provider
(注册搜索提供程序)
Performing a search
(执行搜索)
Registering an Action Handler
(注册操作处理程序)
-
Legacy navigation and pathfinding
(传统导航和寻路)
(
3
;
19
)
-
Navigation Overview
(导航概述)
(
12
;
12
)
Navigation System in Unity
(Unity中的导航系统)
Inner Workings of the Navigation System
(导航系统内部工作原理)
Building a NavMesh
(构建NavMesh)
Advanced NavMesh Bake Settings
(高级NavMesh烘焙设置)
Creating a NavMesh Agent
(创建NavMesh Agent)
Creating a NavMesh Obstacle
(创建NavMesh障碍)
Creating an OffMesh Link
(创建离网链接)
Building OffMesh Links Automatically
(自动构建离网链接)
Building Height Mesh for Accurate Character Placement
(建立高度网格以实现精确的字符放置)
Navigation Areas and Costs
(航行区域和费用)
Loading Multiple NavMeshes using Additive Loading
(使用加性加载加载多个NavMesh)
Using NavMesh Agent with Other Components
(将NavMesh Agent与其他组件一起使用)
-
Navigation Reference
(导航参考)
(
3
;
3
)
NavMesh Agent
(NavMesh代理)
NavMesh Obstacle
(NavMesh障碍物)
OffMesh Link
(脱离网格链接)
-
Navigation How-Tos
(导航操作指南)
(
4
;
4
)
Telling a NavMeshAgent to Move to a Destination
(告诉NavMeshAgent移动到目标)
Moving an Agent to a Position Clicked by the Mouse
(将座席移动到鼠标单击的位置)
Making an Agent Patrol Between a Set of Points
(使代理在一组点之间巡逻)
Coupling Animation and Navigation
(耦合动画和导航)
Glossary
(词汇表)