手册
脚本 API
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手册
脚本 API
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English
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手册
Version:
2023.2
2023.2
2023.1
2022.3
2022.2
2022.1
2021.3
2021.2
2021.1
2020.3
2020.2
2020.1
2019.4
2019.3
2019.2
2019.1
2018.4
2018.3
2018.2
2018.1
2017.4
2017.3
2017.2
2017.1
5.6
包含此页的版本:
不含此页的版本:
受支持
旧版
Unity User Manual 2023.2 (beta)
文档版本
离线文档
Terms of use
Packages and feature sets
Released packages
2D Animation
2D Aseprite Importer
2D Pixel Perfect
2D PSD Importer
2D SpriteShape
2D Tilemap Extras
Adaptive Performance
Addressables
Ads Mediation
Advertisement Legacy
AI Navigation
Alembic
Analytics
Android Logcat
Animation Rigging
Apple ARKit XR Plugin
AR Foundation
Authentication
Build Automation
Burst
CCD Management
Cinemachine
Cloud Code
Cloud Diagnostics
Cloud Save
Code Coverage
Collections
Deployment
Device Simulator Devices
Economy
Editor Coroutines
FBX Exporter
Google ARCore XR Plugin
In App Purchasing
Input System
iOS 14 广告支持
JetBrains Rider 编辑器
Leaderboards
Live Capture
Lobby
Localization
Magic Leap XR Plugin
Matchmaker
Mathematics
内存性能分析器 (Memory Profiler)
ML Agents
Mobile Notifications
Multiplay
Multiplayer Tools
Netcode for GameObjects
Oculus XR Plugin
OpenXR 插件
Player Accounts
Polybrush
Post Processing
ProBuilder
Profile Analyzer
Python Scripting
Recorder
Relay
Remote Config
Scriptable Build Pipeline
Sequences
Splines
Sysroot Base
Sysroot Linux x64
System Metrics Mali
Terrain Tools
Test Framework
时间轴
Toolchain Linux x64
Toolchain MacOS Linux x64
Toolchain Win Linux x64
Tutorial Authoring Tools
Tutorial Framework
Unity Distribution Portal
Unity Profiling Core API
Unity Transport
User Generated Content
User Generated Content Bridge
User Reporting
版本控制
Visual Scripting
Visual Studio 编辑器
WebGL Publisher
XR Hands
XR Interaction Toolkit
XR Plugin Management
ZivaRT Player
Release Candidates
Pre-release packages
Entities
Entities Graphics
Havok Physics for Unity
Netcode for Entities
Push Notifications
Unity Logging
Unity Physics
Vivox
核心包
2D Sprite
2D Tilemap Editor
Core RP Library
High Definition RP
Shader Graph
Unity UI
Universal RP
Visual Effect Graph
内置包
AI
Android JNI
动画
Asset Bundle
Audio
布料
Director
Image Conversion
IMGUI
JSONSerialize
NVIDIA
Particle System
物理 (Physics)
Physics 2D
Screen Capture
Terrain
Terrain Physics
Tilemap
UI
UIElements
Umbra
Unity Analytics
Unity Web Request
Unity Web Request Asset Bundle
Unity Web Request Audio
Unity Web Request Texture
Unity Web Request WWW
Vehicles
Video
VR
Wind
XR
Experimental packages
按关键字排列的包
Deprecated packages
Unity 的 Package Manager
How Unity works with packages
概念
包状态和生命周期
依赖和解析
全局缓存
配置
解决网络问题
范围注册表身份验证
Customize the global cache location
Customize the Asset Store cache location
Package Manager 窗口
Access the Package Manager window
列表视图
详细信息视图
Features (detail) view
Finding packages and feature sets
包列表上下文
对列表排序
Filtering the list
搜索框
Adding and removing
Install a feature set from the Unity registry
Install a package from a registry
Install a package from a local folder
Install a package from a local tarball file
Install a package from a Git URL
Install a package from a registry by name
Removing an installed package from a project
禁用内置包
切换到另一个包版本
导入 Asset Store 资源包
更新 Asset Store 资源包
Remove imported assets from a project
Delete a package from the Asset Store cache
Perform an action on multiple packages
查找包文档
检查包
Package Manifest 窗口
包的脚本 API
访问包资源
Scoped registries
解析和冲突
锁定文件
项目清单
嵌入式依赖项
Git 依赖关系
本地文件夹或 tarball 路径
故障排除
Diagnose network issues
创建自定义包
为包命名
包布局
向包添加测试
为资源包创建示例
包清单
版本控制
程序集定义和包
符合法律要求
为您的软件包撰写文档
共享包
Feature sets
2D feature set
3D World Building feature set
3D Characters and Animation feature set
Gameplay and Storytelling feature set
Mobile feature set
AR feature set
VR feature set
Engineering feature set
Cinematic Studio feature set
Install Unity
System requirements for Unity 2023.2 (beta)
Install Unity from the command line
Install Unity offline without the Hub
Deploy Unity across your enterprise
Enable Unity installation by standard users (Windows)
Using Unity through web proxies
Enable automatic proxy configuration
Store credentials for automatic proxy configuration
Trusting the web proxy security certificate
Use environment variables to identify your web proxy
Create a command file to set environment variables and open applications
Define exceptions on your web proxy
许可证和激活
License activation methods
Manage your license through the command line
Manual license activation
Submit a license request from the Hub
Submit a license request from a command line and browser (Windows)
Submit a license request from a command line and browser (macOS, Linux)
License Troubleshooting
Upgrade Unity
API updater
Upgrade to Unity 2023.1
Upgrade to Unity 2022 LTS
Upgrade to Unity 2022.2
Upgrade to Unity 2022.1
Upgrade to Unity 2021 LTS
Upgrade to Unity 2020 LTS
升级到 Unity 2019 LTS
Create with Unity
2D 还是 3D 项目
Unity 的界面
Project 窗口
Scene 视图
Overlays
Default Scene view overlay reference
Display or hide an overlay
Position an overlay
Manage overlay layouts
Create and manage overlay configurations
Cameras overlay
Create your own overlay
Position GameObjects
网格对齐
Scene 视图导航
Scene 视图摄像机
Control a camera in first person
Pick and select GameObjects
场景可见性
Scene view View Options toolbar
Gizmos 菜单
Custom Editor tools
Game 视图
Device Simulator
Device Simulator introduction
The Simulator view
Simulated classes
Adding a device
Extending the device simulator
Hierarchy 窗口
Inspector 窗口
在 Inspector 中操作
专属 Inspector
编辑属性
The Toolbar
状态栏
后台任务窗口
Console 窗口
其他窗口
Undo
Search in the Editor
自定义工作空间
Unity 快捷键
Quickstart guides
3D game development quickstart guide
Creating a 3D game
Advanced best practice guides
Create Gameplay
场景
创建、加载和保存场景
Work with multiple scenes in Unity
Set up multiple scenes
Bake data in multiple scenes
Use scripts to edit multiple scenes
场景模板
创建场景模板
编辑场景模板
自定义新场景创建
场景模板设置
游戏对象
变换组件
Introduction to components
Use components
原始对象和占位对象
Types of 2D primitive GameObjects
Create components with scripts
Deactivate GameObjects
Tags
静态游戏对象
Save your work
预制件
创建预制件
在预制件模式下编辑预制件
实例覆盖
通过预制件的实例编辑预制件
嵌套预制件
预制件变体
覆盖多个级别
Unused Overrides
解压缩预制件实例
Layers
Uses of layers in Unity
Create functional layers in Unity
基于层的碰撞检测
Layers and layerMasks
Set a layerMask
Add a layer to a layerMask
Remove a layer from a layerMask
约束
目标约束 (Aim Constraints)
Look At 约束 (Look At Constraints)
父约束 (Parent Constraints)
位置约束 (Position Constraints)
旋转约束 (Rotation Constraints)
缩放约束 (Scale Constraints)
Rotation and orientation in Unity
光源
摄像机
跨平台注意事项
发布构建
减小构建的文件大小
构建播放器管线
故障排除
编辑器功能
2D and 3D mode settings
Preferences
Shortcuts Manager
Build Settings
Incremental build pipeline
Project Settings
音频
Editor
Graphics
Package Manager
物理 (Physics)
Physics 2D reference
Player
Splash Image Player settings
Preset Manager
Quality
Script Execution Order 设置
Tags and Layers
时间 (Time)
UI Toolkit project settings
Visual Studio C# 集成
RenderDoc 集成
Editor Analytics
检查更新
Unity 中的 IME
版本控制
版本控制集成
Perforce 集成
智能合并(Smart merge)
安全模式
Command-line arguments
Unity Editor command line arguments
Unity Standalone Player command line arguments
批处理模式和内置协程兼容性
基于文本的场景文件
文本序列化文件的格式
UnityYAML
YAML 场景文件的一个示例
YAML 类 ID 参考
Editor 故障排除
分析
Memory in Unity
Managed memory
Memory allocator customization
Garbage collector overview
Incremental garbage collection
Disabling garbage collection
Garbage collection best practices
性能分析器概述
应用程序性能分析
常见性能分析器标记
Profiler 窗口
Asset Loading Profiler module
Audio Profiler 模块
CPU Usage Profiler 模块
File Access Profiler module
Global Illumination Profiler 模块
GPU Usage Profiler 模块
Highlights Profiler Module
Memory Profiler 模块
Physics Profiler 模块
Physics 2D Profiler module
Rendering Profiler 模块
UI 和 UI Details Profiler
Video Profiler 模块
Virtual Texturing Profiler 模块
Customizing the Profiler
Creating custom Profiler counters
Creating Custom Profiler modules
Profiler Module Editor(性能分析器模块编辑器)
Creating a custom module details panel
低级原生插件 Profiler API
Profiling tools
Analyzing profiler traces
Log files
了解 Unity 中的优化
资源审核
字符串和文本
Resources 文件夹
一般优化
特别优化
资源加载指标
资源工作流程
Importing assets
Importing assets simultaneously
支持的资源类型
内置导入器
脚本化导入器 (Scripted Importer)
导入器一致性
Text assets
资源元数据
资源数据库
刷新资源数据库
Customizing the Asset Database workflow
AssetDatabase 批处理
Special folder names
Import Activity window
预设
Supporting presets
Applying default presets to Assets by folder
AssetBundle
AssetBundle 工作流程
为 AssetBundle 准备资源
AssetBundle 依赖项
Output of the Build
本机使用 AssetBundle
AssetBundle compression and caching
修补 AssetBundle
故障排除
AssetBundle 下载的完整性和安全性
Multi-Process AssetBundle Building (Experimental)
脚本与资源
Loading Resources at Runtime
流媒体资源
通过脚本修改源资源
资源包
创建您自己的资源包
导入本地资源包
Removing local asset packages
Archives
输入
Input Manager
移动设备输入
移动键盘
Unity XR 输入
2D game development
Introduction to 2D
2D game development quickstart guide
Game perspectives for 2D games
Art styles for 2D games
Initial setup for 2D games
Creating a 2D game
2D 排序
Work with sprites
Set up sprites
Sort sprites
Sprite Renderer
Sprite Creator
Sprite Editor
Use the Sprite Editor
Automatic slicing
Resize polygons
Sprite Editor:Custom Outline
Sprite Editor:Custom Physics Shape
Sprite Editor:Secondary Textures
Sprite Editor Data Provider API
排序组
9 切片精灵
精灵遮罩
精灵图集
Sprite Atlas properties reference
主精灵图集和变体精灵图集
变体精灵图集
精灵图集工作流程
准备要分发的精灵图集
分发方法
后期绑定
解析不同的精灵图集情形
Sprite Packer 模式
Sprite Atlas V2
Sprite Shape Renderer
Create Tilemaps
Tilemap component reference
Grid component reference
Tilemap Renderer component reference
Tile asset reference
Tile Palette Brush Picks overlay reference
Tile Palette preferences reference
瓦片地图工作流程
创建瓦片地图 (Tilemap)
创建瓦片
Creating a Tile Palette
Brush Picks
Introduction to Brush Picks
Tile Palette Brush Picks overlay reference
Using a Brush Pick
Create a Brush Pick asset
Customize a scriptable Brush's thumbnail
在瓦片地图上绘制
选择工具
瓦片地图 2D 碰撞体 (Tilemap Collider 2D)
六边形瓦片地图
等距瓦片地图
为等距瓦片地图导入和准备精灵
创建等距瓦片地图
创建用于等距瓦片地图的瓦片面板
Tilemap Renderer 模式
可编程画笔
可编程瓦片
TileBase
Tile
TileData
TileAnimationData
其他有用的类
可编程瓦片示例
可编程画笔
GridBrushBase
GridBrushEditorBase
TilemapEditorTool
其他有用的类
可编程画笔示例
Tile Palette visual elements
Physics 2D Reference
2D 刚体
Introduction to Rigidbody 2D
Rigidbody 2D body types
Body Type: Dynamic
Body Type: Kinematic
Body Type: Static
Rigidbody 2D properties: Simulated
2D 碰撞体
Circle Collider 2D
Box Collider 2D
Polygon Collider 2D reference
2D 边界碰撞体 (Edge Collider 2D)
2D 胶囊碰撞体 (Capsule Collider 2D)
2D 复合碰撞体 (Composite Collider 2D)
Custom Collider 2D
Physics Material 2D
2D joints
Constraints of 2D joints
Distance Joint 2D
Fixed Joint 2D
Friction Joint 2D
Hinge Joint 2D
Relative Joint 2D
Slider Joint 2D
Spring Joint 2D
Target Joint 2D
2D 车轮关节 (Wheel Joint 2D)
2D 恒定力 (Constant Force 2D)
2D 效应器
2D 区域效应器 (Area Effector 2D)
2D 浮力效应器 (Buoyancy Effector 2D)
2D 点效应器 (Point Effector 2D)
2D 平台效应器 (Platform Effector 2D)
2D 表面效应器 (Surface Effector 2D)
图形
渲染管线
渲染管线简介
Render pipeline feature comparison
How to get, set, and configure the active render pipeline
选择和配置渲染管线和光照解决方案
使用内置渲染管线
Graphics tiers
内置渲染管线中的渲染路径
Forward rendering path
延迟着色渲染路径
顶点光照渲染路径
使用 CommandBuffer 来扩展内置渲染管线
Hardware requirements for the Built-in Render Pipeline
内置渲染管线的示例着色器
自定义着色器基础
可视化顶点数据
使用通用渲染管线
使用高清渲染管线资源
可编程渲染管线基础知识
可编程渲染管线简介
在可编程渲染管线中调度和执行渲染命令
创建自定义渲染管线
基于可编程渲染管线创建自定义渲染管线
在自定义渲染管线中创建渲染管线资源和渲染管线实例
在自定义渲染管线中创建简单渲染循环
摄像机
使用多个摄像机
使用物理摄像机 (Physical Camera)
摄像机和深度纹理
Camera Tricks
了解视锥体
距摄像机一定距离的视锥体的大小
摄像机射线
使用斜视锥体
遮挡剔除
开始使用遮挡剔除
对动态游戏对象使用遮挡剔除
遮挡剔除和场景加载
遮挡区域
遮挡入口
Occlusion Culling 窗口
有关遮挡剔除的其他资源
CullingGroup API
动态分辨率
FrameTimingManager
Deep learning super sampling
多显示
Camera component
光照
光照简介
光源
光源
光源类型
Using Lights
光照模式
光源模式:Realtime
光源模式:Mixed
光源模式:Baked
剪影
为内置渲染管线创建剪影
发光材质
环境光
阴影
阴影贴图
配置阴影
阴影距离
阴影级联
阴影故障排除
Lighting 窗口
光照设置资源
光照模式
Lighting Mode:Baked Indirect
Lighting Mode:Shadowmask
Lighting Mode:Subtractive
Light Explorer 窗口
Light Explorer 扩展
光照贴图
渐进光照贴图程序
The Progressive GPU Lightmapper
光照贴图:入门
光照贴图参数资源
定向模式
环境光遮挡
光照贴图:技术信息
Lightmapping and shaders
Lightmap UVs introduction
Lightmap UVs introduction
生成光照贴图 UV
Visualizing lightmap UVs
Fixing lightmap UV overlap
光照贴图接缝缝合
自定义衰减
Realtime Global Illumination using Enlighten
LOD and Enlighten Realtime Global Illumination
光照探针
光照探针:技术信息
Light Probe Group
使用脚本放置光照探针
用于移动对象的光照探针
光照探针和网格渲染器
光照探针和场景加载
Light Probe Proxy Volume component
反射探针
Types of Reflection Probe
Using Reflection Probes
高级反射探针功能
反射探针性能
反射探针
预计算的光照数据
生成光照数据
光照数据资源
GI 缓存
Scene 视图光照绘制模式
模型
在 Unity 外部创建模型
模型文件格式
支持专有模型文件格式
做好导出模型文件的准备
创建最佳性能模型
创建动画模型
将模型导入 Unity
导入一个模型
导入带有人形动画的模型
导入带有非人形(通用)动画的模型
Model Import Settings 窗口
Model 选项卡
Rig 选项卡
Avatar Mapping 选项卡
Avatar Muscle & Settings 选项卡
Avatar Mask 窗口
Human Template 窗口
Animation 选项卡
欧拉曲线重新采样
提取动画剪辑
动画剪辑上的循环优化
曲线
事件
遮罩
运动
Materials 选项卡
SketchUp Import Settings 窗口
SpeedTree Import Settings 窗口
Model 选项卡
Materials 选项卡
网格
Meshes introduction
Mesh data
网格资源
Mesh components
Mesh Renderer 组件
Skinned Mesh Renderer component
Mesh Filter 组件
Text Mesh component (legacy)
Using meshes with C# scripts
使用 Mesh 类
Example: creating a quad
网格的细节级别 (LOD)
LOD 组
导入 LOD 网格
Compressing mesh data
加载纹理和网格数据
纹理
导入纹理
Texture Import Settings
Default Import Settings reference
Normal map Import Settings reference
Editor GUI and Legacy GUI Import Settings reference
Sprite (2D and UI) Import Settings reference
Cursor Import Settings reference
Cookie Import Settings reference
Lightmap Import Settings reference
Directional Lightmap Import Settings reference
Shadowmask Import Settings reference
Single Channel Import Settings reference
Texture formats
Recommended, default, and supported texture formats, by platform
Mipmaps
Mipmaps introduction
The Mipmap Streaming system
The Mipmap Streaming system API
Streaming Controller component
渲染纹理
自定义渲染纹理
电影纹理 (Movie Textures)
3D 纹理
纹理数组
立方体贴图
立方体贴图数组
Streaming Virtual Texturing
Streaming Virtual Texturing 要求和兼容性
Streaming Virtual Texturing 的工作原理
在项目中启用 Streaming Virtual Texturing
在 Shader Graph 中使用 Streaming Virtual Texturing
虚拟纹理的缓存管理
将纹理标记为"仅虚拟纹理"
虚拟纹理错误材质
稀疏纹理
加载纹理和网格数据
着色器
着色器核心概念
着色器简介
Shader 类
着色器资源
着色器编译
异步着色器编译
Branching, variants, and keywords
Conditionals in shaders
Branching in shaders
Shader variants
Check how many shader variants you have
Shader keywords
Using shader keywords with C# scripts
Using shader keywords with the material Inspector
Shader variant stripping
着色器变体集合
How Unity loads and uses shaders
在运行时替换着色器
计算着色器
Error and loading shaders
内置着色器
标准着色器
内容和上下文
Metallic 与 Specular 工作流程的比较
Standard Shader Material Inspector reference
Rendering Mode
Albedo Color and Transparency
Specular mode: Specular Property
Metallic mode: Metallic Property
Smoothness
法线贴图(凹凸贴图)
高度贴图
遮挡贴图
Emission
辅助贴图(细节贴图)和细节遮罩
菲涅耳效应
材质图表
自行创建
标准粒子着色器
Autodesk Interactive 着色器
旧版着色器
内置着色器的用途和性能
普通着色器系列
顶点光照 (Vertex-Lit)
漫射 (Diffuse)
镜面反射 (Specular)
凹凸漫射 (Bumped Diffuse)
凹凸镜面反射 (Bumped Specular)
视差漫射 (Parallax Diffuse)
视差凹凸镜面反射 (Parallax Bumped Specular)
贴花 (Decal)
漫射细节 (Diffuse Detail)
透明着色器系列
透明顶点光照 (Transparent Vertex-Lit)
透明漫射 (Transparent Diffuse)
透明镜面反射 (Transparent Specular)
透明凹凸漫射 (Transparent Bumped Diffuse)
透明凹凸镜面反射 (Transparent Bumped Specular)
透明视差漫射 (Transparent Parallax Diffuse)
透明视差镜面反射 (Transparent Parallax Specular)
透明镂空着色器系列
透明镂空顶点光照 (Transparent Cutout Vertex-Lit)
透明镂空漫射 (Transparent Cutout Diffuse)
透明镂空镜面反射 (Transparent Cutout Specular)
透明镂空凹凸漫射 (Transparent Cutout Bumped Diffuse)
透明镂空凹凸镜面反射 (Transparent Cutout Bumped Specular)
自发光着色器系列
自发光顶点光照 (Self-Illuminated Vertex-Lit)
自发光漫射 (Self-Illuminated Diffuse)
自发光镜面反射 (Self-Illuminated Specular)
自发光法线贴图漫射 (Self-Illuminated Normal mapped Diffuse)
自发光法线贴图镜面反射 (Self-Illuminated Normal mapped Specular)
自发光视差漫射 (Self-Illuminated Parallax Diffuse)
自发光视差镜面反射 (Self-Illuminated Parallax Specular)
反光着色器系列
反射顶点光照 (Reflective Vertex-Lit)
反光漫射 (Reflective Diffuse)
反光镜面反射 (Reflective Specular)
反光凹凸漫射 (Reflective Bumped Diffuse)
反光凹凸镜面反射 (Reflective Bumped Specular)
反光视差漫射 (Reflective Parallax Diffuse)
反光视差镜面反射 (Reflective Parallax Specular)
反光法线贴图无光照 (Reflective Normal Mapped Unlit)
反光法线贴图顶点光照 (Reflective Normal mapped Vertex-lit)
使用 Shader Graph
编写着色器
编写着色器概述
ShaderLab
ShaderLab:定义 Shader 对象
ShaderLab:定义材质属性
ShaderLab:分配回退
ShaderLab:指定自定义编辑器
ShaderLab:定义子着色器
ShaderLab:向子着色器分配标签
ShaderLab:为子着色器指定 LOD 值
ShaderLab:定义一个通道
ShaderLab:为通道指定名称
ShaderLab:为通道分配标签。
ShaderLab:内置渲染管线中的预定义通道标签
ShaderLab:添加着色器程序
ShaderLab: specifying package requirements
ShaderLab:命令
ShaderLab:使用 Category 代码块对命令进行分组
ShaderLab 命令:AlphaToMask
ShaderLab 命令:Blend
ShaderLab 命令:BlendOp
ShaderLab 命令:ColorMask
ShaderLab 命令:Conservative
ShaderLab 命令:Cull
ShaderLab 命令:Offset
ShaderLab 命令:模板
ShaderLab 命令:UsePass
ShaderLab 命令:GrabPass
ShaderLab 命令:ZClip
ShaderLab 命令:ZTest
ShaderLab 命令:ZWrite
ShaderLab 旧版功能
ShaderLab:旧版 Fog
ShaderLab:旧版光照
ShaderLab:旧版 Alpha 测试
ShaderLab:旧版纹理组合
ShaderLab:旧版顶点数据通道映射
Unity 中的 HLSL
Preprocessor directives in HLSL
include and include_with_pragmas directives in HLSL
Provide information to the shader compiler in HLSL
Targeting shader models and GPU features in HLSL
Targeting graphics APIs and platforms in HLSL
Declaring and using shader keywords in HLSL
着色器语义
使用 Cg/HLSL 访问着色器属性
向顶点程序提供顶点数据
内置着色器 include 文件
内置宏
内置着色器 helper 函数
内置着色器变量
着色器数据类型和精度
使用采样器状态
Unity 中的 GLSL
着色器示例
编写表面着色器
表面着色器和渲染路径
表面着色器示例
表面着色器中的自定义光照模型
表面着色器光照示例
支持 DX11/OpenGL Core 曲面细分的表面着色器
为不同的图形 API 编写着色器
Understanding shader performance
优化着色器运行时性能
使用 Visual Studio 调试着色器
使用 PIX 来调试 DirectX 12 着色器
材质
材质简介
Material Inspector 参考
基于物理的渲染材质验证器
Using materials with C# scripts
Material Variants
Material Variant benefits and limitations
Material Variant inheritance
Create, modify, and apply Material Variants
Visual effects
Post-processing and full-screen effects
粒子系统
选择粒子系统解决方案
内置粒子系统
使用内置粒子系统
粒子系统顶点流和标准着色器支持
粒子系统 GPU 实例化
粒子系统 C# 作业系统集成
组件和模块
粒子系统 (Particle System)
粒子系统模块
Main module
Emission 模块
Shape module
Velocity over Lifetime 模块
Noise 模块
Limit Velocity over Lifetime module
Inherit Velocity 模块
Lifetime by Emitter Speed module
Force over Lifetime module
Color over Lifetime module
Color by Speed module
Size over Lifetime 模块
Size by Speed 模块
Rotation over Lifetime module
Rotation by Speed module
External Forces 模块
Collision 模块
Triggers 模块
Sub Emitters 模块
Texture Sheet Animation 模块
Lights 模块
Trails 模块
Custom Data 模块
Renderer 模块
粒子系统力场 (Particle System Force Field)
Visual Effect Graph
Project Settings - VFX
Visual Effect Graph 资源
Block Subgraph
Operator Subgraph
Visual Effect
Property Binder
Decals and projectors
Projector component
Lens flares and halos
Flare asset
Lens Flare component
Flare Layer component
Halo component
Lines, trails, and billboards
Line Renderer component
Trail Renderer component
Billboard Renderer component
Billboard asset
天空
SkyManager
天空盒
使用天空盒
天空盒着色器
6 面天空盒
立方体贴图天空盒
全景天空盒
程序化天空盒
Skybox 组件参考
颜色
颜色空间
线性或伽马工作流程
采用线性渲染的伽马纹理
使用线性纹理
高动态范围
HDR 拾色器
图形 API 支持
DirectX
Metal
Introduction to Metal
Metal requirements and compatibility
Debug Metal graphics
Optimize Metal graphics
OpenGL Core
Graphics performance and profiling
Graphics performance fundamentals
Optimizing draw calls
GPU 实例化
Creating shaders that support GPU instancing
Draw call batching
Static batching
Dynamic batching
Manually combining meshes
Scriptable Render Pipeline Batcher
BatchRendererGroup
How BatchRendererGroup works
Getting started with BatchRendererGroup
Creating a renderer with BatchRendererGroup
Initializing a BatchRendererGroup object
Registering meshes and materials
Creating batches
Creating draw commands
DOTS Instancing shaders
The Rendering Statistics window
Debug frames in Unity
Frame Debugger window reference
Frame Debugger Event Hierarchy
Frame Debugger event information
World building
Terrain
创建和编辑地形
Create Neighbor Terrains
地形工具
Raise or Lower Terrain
Paint Holes
Paint Texture
Set Height
Smooth Height
Stamp Terrain
地形图层
画笔
树
SpeedTree
风区(Wind Zones)
Grass and other details
使用高度贴图
地形设置 (Terrain Settings)
在运行时使用地形
Terrain Tools
Tree Editor(树编辑器)
构建第一棵树
树基础知识
树枝组属性 (Branch Group Properties)
树叶组属性 (Leaf Group Properties)
物理系统
Built-in 3D Physics
Character control
Introduction to character control
Character Controller component reference
Rigidbody physics
Introduction to rigid body physics
Configure Rigidbody Colliders
Apply constant force to a Rigidbody
Apply interpolation to a Rigidbody
Rigidbody component reference
Constant Force component reference
Collision
Introduction to collision
连续碰撞检测 (CCD)
Create a vehicle with Wheel Colliders
Physics Debug window reference
Box Collider component reference
Capsule Collider component reference
Terrain Collider component reference
Wheel Collider component reference
Mesh Collider component reference
Sphere Collider component reference
Physic Material component reference
Joints
Introduction to joints
Character Joint component reference
Configurable Joint component reference
Fixed Joint component reference
Hinge Joint component reference
Spring Joint component reference
Articulations
Introduction to physics articulations
Articulation Body component reference
Ragdoll physics
Create a ragdoll
关节和布娃娃稳定性
布料
多场景物理
脚本
设置脚本编写环境
集成开发环境 (IDE) 支持
Debug C# code in Unity
Stack trace logging
单元测试。
Roslyn analyzers and source generators
脚本概念
创建和使用脚本
变量和 Inspector
在运行时实例化预制件
事件函数的执行顺序
事件函数
协程
命名空间
特性
UnityEvent
Null 引用异常
Await support
重要的类
重要的类 - GameObject
重要的类 - MonoBehaviour
重要的类 - Object
重要的类 - Transform
重要的类 - 矢量
重要的类 - Quaternion
ScriptableObject
Important Classes - Time
重要的类 - Mathf
重要的类 - Random
重要的类 - Debug
重要的类 - Gizmos 和 Handles
Unity 架构
Unity 中的 .NET 概述
.NET 配置文件支持
稳定脚本运行时:已知限制
引用其他类库程序集
C# 编译器
脚本后端
Mono overview
IL2CPP Overview
Handling platform specific settings for IL2CPP additional arguments
Linux IL2CPP 交叉编译器
Windows 运行时支持
托管堆栈跟踪与 IL2CPP
脚本限制
托管代码剥离
The Unity linker
在 Unity 编辑器中重新加载代码
可配置的进入运行模式
域重新加载
场景重新加载
禁用 Domain Reload 和 Scene Reload 的详细信息
启动时运行 Editor 脚本代码
Script serialization
脚本编译
特殊文件夹和脚本编译顺序
Conditional Compilation
Custom scripting symbols
程序集定义
程序集定义 (Assembly Definition) 属性
程序集定义引用属性
程序集定义文件格式
Plug-ins
Import and configure plug-ins
Managed plug-ins
Native plug-ins
构建适用于桌面平台的插件
Low-level native plug-in interface
低级原生插件渲染扩展
低级原生插件着色器编译器访问
Memory Manager API for low-level native plug-ins
IUnityMemoryManager API reference
Job system
Job system overview
Jobs overview
Thread safe types
Implement a custom native container
Copying NativeContainer structures
Custom NativeContainer example
Create and run a job
Job dependencies
Parallel jobs
多玩家和联网
多人游戏概述
设置多人游戏项目
使用 Network Manager
使用 Network Manager HUD
LAN 模式下的 Network Manager HUD
Matchmaker 模式下的 Network Manager HUD
将单人游戏转换为 Unity Multiplayer 多人游戏
调试信息
Multiplayer 组件参考
Network Animator
Network Discovery
Network Identity
Network Lobby Manager
Network Lobby Player
Network Manager HUD
Network Manager
Network Proximity Checker
NetworkStartPosition
Network Transform
Network Transform Child
Network Transform Visualizer
Multiplayer 类参考
NetworkBehaviour
NetworkClient
NetworkConnection
NetworkServer
NetworkServerSimple
Multiplayer 加密插件
UnityWebRequest
常用操作:使用 HLAPI
从 HTTP 服务器检索文本或二进制数据 (GET)
从 HTTP 服务器检索纹理 (GET)
从 HTTP 服务器下载 AssetBundle (GET)
将表单发送到 HTTP 服务器 (POST)
将原始数据上传到 HTTP 服务器 (PUT)
高级操作:使用 LLAPI
创建 UnityWebRequest
创建 UploadHandler
创建 DownloadHandler
Audio
Audio overview
音频文件
音轨模块
混音器
An overview of the concepts and Audio Mixer
Specifics on the Audio Mixer window
AudioGroup Inspector
用法和 API 概述
Native audio plug-in SDK
空间音响 SDK
Audio playlist randomization
Audio Random Container reference
Audio Random Container fundamentals
Create a randomized playlist with the Audio Random Container
音频性能分析器
立体混响声音频
音频参考
音频剪辑
音频监听器
音频源
混音器
音频滤波器
音频低通滤波器 (Audio Low Pass Filter)
音频高通滤波器 (Audio High Pass Filter)
音频回声滤波器 (Audio Echo Filter)
音频失真滤波器 (Audio Distortion Filter)
音频混响滤波器 (Audio Reverb Filter)
音频合声滤波器 (Audio Chorus Filter)
音频效果
音频低通效果
音频高通效果
音频回声效果
音频边缘效果
音频失真效果
音频标准化效果
音频参数均衡器效果
音频变调器效果
音频合声效果
音频压缩器效果
音频 SFX 混响效果
音频低通简单效果
音频高通简单效果
混响区
麦克风
音频设置
视频概述
视频播放器 (Video Player) 组件
从 MovieTexture 迁移到 VideoPlayer
视频剪辑
视频源
视频文件兼容性
Clock management with the Video Player component
了解视频文件
视频透明度支持
全景视频
动画
动画系统概述
Rotation in animations
动画剪辑
外部来源的动画
人形Avatar
Animation 窗口指南
Using the Animation view
创建新动画剪辑
动画化游戏对象
使用动画曲线
编辑曲线
关键帧清单 (Dopesheet) 模式中的关键点操作
曲线模式中的关键点操作
具有多个移动部件的对象
使用动画事件
Animator Controllers
Animator Controller资源
Animator 窗口
动画状态机
状态机基础
动画参数
状态机过渡
状态机行为
子状态机
动画层
Solo 和 Mute 功能
目标匹配
反向动力学
根运动 - 工作原理
教程:为“原地就位”的人形动画编写根运动脚本
混合树
1D 混合
2D 混合
直接混合
Additional Blend Tree Options
使用混合形状
Animator Override Controller
重定向人形动画
性能和优化
动画参考
Animator 组件
Animator Controller
创建AnimatorController
动画状态
动画过渡
动画常见问题解答
Playables API
PlayableGraph
ScriptPlayable 和 PlayableBehaviour
可播放项 (Playable) 示例
动画术语表
旧版动画系统
动画
动画脚本(旧版)
User interface (UI)
Unity 中 UI 系统的对比
UI 工具包
Get started with UI Toolkit
UI Builder
UI Builder interface overview
Get started with UI Builder
Work with elements
Use UXML instances as templates
Style UI with UI Builder
Assign USS variables in UI Builder
Test UI
Structure UI
The visual tree
Introduction to visual elements and the visual tree
Panels
Draw order
Coordinate and position systems
Structure UI with UXML
Introduction to UXML
Add styles to UXML
Reuse UXML files
Reference other files from UXML
Load UXML and USS C# scripts
Instantiate UXML from C# scripts
Find visual elements with UQuery
Structure UI with C# scripts
Custom controls
Create a custom control
Customize UXML tag names and attributes
Bind custom controls to data
Define a namespace prefix
Best practices for managing elements
Encapsulate UXML documents with logic
UXML 元素参考
UXML element BindableElement
UXML element VisualElement
UXML element BoundsField
UXML element BoundsIntField
UXML element Box
UXML element Button
UXML element ColorField
UXML element CurveField
UXML element DoubleField
UXML element DropdownField
UXML element EnumField
UXML element EnumFlagsField
UXML element FloatField
UXML element Foldout
UXML element GradientField
UXML element GroupBox
UXML element Hash128Field
UXML element HelpBox
UXML element IMGUIContainer
UXML element Image
UXML element InspectorElement
UXML element IntegerField
UXML element Label
UXML element LayerField
UXML element LayerMaskField
UXML element LongField
UXML element ListView
UXML element MaskField
UXML element MinMaxSlider
UXML element MultiColumnListView
UXML element MultiColumnTreeView
UXML element ObjectField
UXML element PopupWindow
UXML element ProgressBar
UXML element PropertyField
UXML element RadioButton
UXML element RadioButtonGroup
UXML element RectField
UXML element RectIntField
UXML element RepeatButton
UXML element ScrollView
UXML element Scroller
UXML element Slider
UXML element SliderInt
UXML element TagField
UXML element TextElement
UXML element TextField
UXML element Toggle
UXML element Toolbar
UXML element ToolbarBreadcrumbs
UXML element ToolbarButton
UXML element ToolbarMenu
UXML element ToolbarPopupSearchField
UXML element ToolbarSearchField
UXML element ToolbarSpacer
UXML element ToolbarToggle
UXML element TreeView
UXML element TwoPaneSplitView
UXML element UnsignedLongField
UXML element UnsignedIntegerField
UXML element Vector2Field
UXML element Vector2IntField
UXML element Vector3Field
UXML element Vector3IntField
UXML element Vector4Field
Structure UI examples
Create list and tree views
Create a complex list view
Create a list view runtime UI
Wrap content inside a scroll view
Create a tabbed menu for runtime
Create a pop-up window
Use Toggle to create a conditional UI
Create a custom control with two attributes
Create a slide toggle custom control
Create a bindable custom control
Create a custom style for a custom control
Create a drag-and-drop list and tree views between windows
Style UI
Introduction to USS
USS 选择器
Type selectors
Name selectors
Class selectors
Universal selectors
Descendant selectors
Child selectors
Multiple selectors
Selector lists
伪类
Selector precedence
USS properties
USS data types
USS common properties
Position element with the layout engine
Relative and absolute positioning
Set background images
Set background images with an image asset
Image import settings
9-Slice images with UI Toolkit
USS transform
USS transition
USS properties reference
USS color keywords
USS 自定义属性(变量)
Create USS variables
Introduction to USS built-in variables
USS built-in variable references
Apply styles in C# scripts
Best practices for USS
Theme Style Sheet (TSS)
UI Toolkit Debugger
Control behavior with events
Dispatch events
Handle events
Synthesize and send events
事件参考
捕获事件
更改事件
Click events
命令事件
Drag-and-drop events
布局事件
焦点事件
输入事件
键盘事件
鼠标事件
Navigation events
面板事件
指针事件
工具提示事件
Transition events
Contextual menu events
IMGUI 事件
Event examples
Create a transition in a custom Editor window
Create a drag-and-drop UI inside a custom Editor window
Create a drag-and-drop UI to drag between Editor windows
Create a transition event
Create looping transitions
UI Renderer
Generate 2D visual content
Create a pie chart in the Editor and runtime UI
Use Vector API to create a radial progress indicator
Use Mesh API to create a radial progress indicator
Support for Editor UI
Create a custom Editor window
Create a Custom Inspector
SerializedObject data binding
Bindable elements reference
Bindable data types and fields
Binding system implementation details
Binding examples
Bind with binding path in C# script
Bind without the binding path
Bind with UXML and C# script
Create a binding with the Inspector
Bind to nested properties
Bind to a UXML template
Receive callbacks when a bound property changes
Receive callbacks when any bound properties change
Bind to a list with ListView
Bind to a list without ListView
Bind a custom control
Bind a custom control to custom data type
View data persistence
Support for runtime UI
Get started with runtime UI
Render UI in the Game view
Panel Settings properties reference
Runtime UI event system
Performance consideration for runtime UI
FAQ for input and event systems with UI Toolkit
Work with text
Get started with text
Style text with USS
Style text with rich text tags
Supported rich text tags
Font assets
Introduction to font assets
Font Asset properties reference
Font Asset Creator properties reference
Style sheets
Include sprites in text
Sprite Asset properties reference
Color gradients
Panel Text Settings assets
Fallback font
Examples
Migration guides
Migrate from Unity UI (uGUI) to UI Toolkit
Migrate from Immediate Mode GUI (IMGUI) to UI Toolkit
Unity UI
画布
Basic Layout
可视组件
交互组件
动画集成
自动布局
富文本
事件系统
消息系统
输入模块
支持的事件
射线投射器
UI 参考
矩形变换
画布组件
画布
画布缩放器 (Canvas Scaler)
画布组
画布渲染器
可视组件
文本 (Text)
图像 (Image)
原始图像 (Raw Image)
遮罩 (Mask)
RectMask2D
UI 效果组件
阴影 (Shadow)
轮廓 (Outline)
UV1 位置 (Position as UV1)
交互组件
可选基类 (Selectable Base Class)
过渡选项
导航选项
按钮 (Button)
开关 (Toggle)
开关组 (Toggle Group)
滑动条 (Slider)
滚动条 (Scrollbar)
下拉选单 (Dropdown)
输入字段 (Input Field)
滚动矩形 (Scroll Rect)
自动布局
布局元素 (Layout Element)
内容大小适配器 (Content Size Fitter)
宽高比适配器 (Aspect Ratio Fitter)
水平布局组 (Horizontal Layout Group)
垂直布局组 (Vertical Layout Group)
网格布局组 (Grid Layout Group)
事件系统参考
事件系统管理器
图形射线投射器
物理射线投射器
2D 物理射线投射器
独立输入模块
触摸输入模块
事件触发器
Font assets
UI 操作方法
设计用于多种分辨率的 UI
使 UI 元素适应其内容的大小
创建 World Space UI
通过脚本创建 UI 元素
创建屏幕过渡
即时模式 GUI (IMGUI)
IMGUI 基础知识
控件
自定义
IMGUI 布局模式
扩展 IMGUI
GUI Skin(IMGUI 系统)
GUI Style(IMGUI 系统)
Extending the Editor with IMGUI
编辑器窗口
属性绘制器
自定义编辑器
TreeView
Unity 服务
Setting up your project for Unity services
使用开发者控制面板
Unity Organizations
订阅和席位
管理您的组织
管理组织的项目
将项目转移到新组织
Unity Ads
Unity Analytics
Unity Cloud Content Delivery
Unity IAP
Setting up Unity IAP
针对 Apple App Store 和 Mac App Store 进行配置
针对 Google Play 应用商店进行配置
针对 Windows 应用商店进行配置
Amazon Appstore 的配置
跨平台指南
Codeless IAP
定义商品
订阅商品支持
初始化
浏览商品元数据
发起购买
处理购买
处理购买失败的情况
恢复交易
购买收据
收据验证
应用商店扩展
Android 应用内购 (IAP) 商店的跨店安装问题
应用商店指南
iOS App Store 和 Mac App Store
通用 Windows 平台
Google Play
Amazon Appstore 和 Amazon Underground Store
实现应用商店
初始化
检索商品
处理购买
应用商店模块
注册应用商店
应用商店配置
应用商店扩展
Unity Cloud Diagnostics
Unity Integrations
Multiplayer 服务
Unity 分发平台
开始使用 UDP
使用 UDP 分发游戏
Implementing IAP products
在 UDP 沙盒中测试游戏
在 UDP 控制台上管理和发布游戏
Using UDP with other services
Using Firebase with UDP builds
UDP 参考
UDP API
UDP SDK data collection
UDP 故障排除
Unity Accelerator
XR
概述
XR packages
AR development in Unity
VR development in Unity
XR architecture
XR Project set up
Choose XR provider plug-ins
Create an XR project
Set up an XR scene
XR input options
XR Origin
XR Plug-in Management settings
Run an XR application
XR graphics
XR 中的通用渲染管线兼容性
Stereo rendering
Single-pass instanced rendering and custom shaders
VR 帧计时
XR audio
Audio Spatializers
XR API reference
Unity XR SDK
提供程序设置
创建 XR 提供程序
UnitySubsystemsManifest.json
子系统的运行时发现和激活
Subsystems
XR SDK 输入子系统
XR SDK 显示子系统
XR SDK 网格子系统
接口
XR SDK PreInit 接口
XR SDK Stats 接口
Unity Asset Store
Asset Store 资源包
在 Asset Store 中购买或下载资源包
查找 Asset Store 资源包
使用标签来组织“My Assets”
发布到 Asset Store
创建发布者帐户
创建新的资源包草案
删除资源包草案
向资源包上传资源
填写资源包详情
提交资源包以供批准
查看 Asset Store 提交状态
获取收入
为您的客户提供支持
为已发布的资源包添加标签
将帐户关联到 Google Analytics
推荐资源
向客户退款
升级资源包
弃用资源
发放兑换券
管理您的发布团队
Asset Store Publisher 门户
Verified Solutions
Decentralized technology Verified Solutions
平台开发
将“Unity 用作库”用于其他应用程序
Deep linking
Xcode frame debugger Unity integration
Android
Introducing Android
Android requirements and compatibility
Gradle for Android
Android App Manifest
Unity Launcher Manifest
Unity Library Manifest
How Unity builds Android applications
Getting started with Android
Android 环境设置
Android Player 设置
Android keystores
Keystore Manager window reference
Create a new keystore
Add keys to a keystore
Load a keystore
Developing for Android
Android 移动端脚本
Input for Android devices
Android application size restrictions
Introduction to asset splitting
APK expansion files
APK expansion files in Unity
Manually install an APK expansion file
Host APK expansion files
Play 资源交付
Asset packs in Unity
Set up Play Asset Delivery
Create a custom asset pack
Manage asset packs at runtime
Graphics for Android
Screen configuration
Single-pass stereo rendering for Android
Framebuffer orientation
Testing and debugging
Debugging on an Android device
Android symbols
Simulate an Android device
Profile on an Android device
<!-- include include-unity-remote-introduction -->
Application patching
Optimization for Android
Android thread configuration
Optimize application startup times
Game state hinting
Optimize for user preferences
Create and use plug-ins in Android
Android plug-in types
Android Library Projects and Android Archive plug-ins
Introducing Android Library Projects and Android Archive plug-ins
Import an Android Library Project
Import an Android Archive plug-in
JAR plug-ins
Native plug-ins for Android
Introducing native plug-ins for Android
Create a native plug-in for Android
Import a native plug-in for Android
Call native plug-in for Android code
Java and Kotlin source plug-ins
Call Java and Kotlin plug-in code from C# scripts
将 Unity 集成到 Android 应用程序中
Android application entry points
The Activity application entry point
Activity requirements and compatibility
Extend the default Unity activity
Create a custom activity
Specify Android Player command-line arguments
The GameActivity application entry point
GameActivity requirements and compatibility
Modify GameActivity bridge code
Update the GameActivity library
Set the application entry point for your Android application
Deep linking on Android
Device features and permissions
Android permissions in Unity
Declare permissions for an application
Request runtime permissions
Handle Android crashes
Quit a Unity Android application
Building and delivering for Android
Gradle templates
Modify Gradle project files
Modify the Gradle project files for a Unity application
Modify Gradle project files with Gradle template files
Modify Gradle project files with the Android Project Configuration Manager
Modify Gradle project files with Android Studio
Android Templates Upgrader window reference
Android Build Settings
Build your application for Android
Export an Android project
Optimize distribution size
Digital distribution services for Android
Delivering to Google Play
ChromeOS
Requirements and compatibility
Getting started with ChromeOS
Preparing your development environment for ChromeOS
ChromeOS Player Settings
Developing for ChromeOS
Support user input on ChromeOS devices
Debugging on a ChromeOS device
Build for ChromeOS
Dedicated Server
Introduction to Dedicated Server
Get started with Dedicated Server
Dedicated Server requirements
Dedicated Server Player settings
Dedicated Server optimizations
Build your application for Dedicated Server
Dedicated Server AssetBundles
Desktop Headless Mode
iOS
Introducing iOS
Unity for iOS
iOS requirements and compatibility
How Unity builds iOS applications
Unity Xcode 项目的结构
Getting started with iOS
iOS environment setup
iOS Player 设置
Developing for iOS
iOS Scripting
Input for iOS devices
iOS input overview
Game Controller support
Game Controller overview
Detect Game Controllers
Handle Game Controller input
Simulate an iOS device
<!-- include include-unity-remote-introduction -->
iOS 上的托管堆栈跟踪
在 iOS 上优化性能
iOS 特定优化
使用内置性能分析器来衡量性能
优化构建的 iOS 播放器的大小
优化物理性能
构建适用于 iOS 的插件
将 Unity 集成到原生 iOS 应用程序中
Deep linking on iOS
iOS authorizations in Unity
准备应用程序进行应用内购 (IAP)
Social API
Building and delivering for iOS
iOS 构建设置
Build for iOS
应用程序精简
在 iOS 设备上进行故障排除
报告 iOS 上的崩溃错误
Linux
Linux Player settings
Linux Build Settings
Troubleshooting the Linux Editor issues
macOS
macOS player settings
macOS development
Deep linking for macOS
Use IL2CPP with macOS
Build and distribute a macOS application
Build a macOS application
macOS build settings
Code sign and notarize your macOS application
Deliver applications to the Mac App Store
tvOS
Requirements and compatibility
tvOS Player Settings
Developing for tvOS
Supporting input devices on tvOS
Setting up app navigation from the Unity UI
Debugging Your Application
Building your application for tvOS
WebGL
WebGL Introduction
WebGL browser compatibility
WebGL graphics
Audio in WebGL
Video playback in WebGL
Embedded resources in WebGL
Getting started with WebGL development
Advanced overview
WebGL Player 设置
Texture Compression format in WebGL
WebGL Development
WebGL native plug-ins for Emscripten
Memory in Unity WebGL
Cache behavior in WebGL
Interaction with browser scripting
Input in WebGL
Debug and troubleshoot WebGL builds
WebGL performance considerations
WebGL Networking
Cursor locking and full-screen mode in WebGL
WebGL browser access to device features
Build and distribute a WebGL application
Build your WebGL application
Reduce load times with AssetBundles
Distribution size and code stripping
Texture compression in WebGL
WebGL templates
Configure a WebGL Canvas size
Deploy WebGL application
Server configuration code samples
Windows
Integrating Unity into Windows applications
Windows Player settings
Develop for Windows
Visual Studio project generation for Windows
Windows debugging
Windows integrity control
Windows 播放器:IL2CPP 脚本后端
Windows Build Settings
Universal Windows Platform
Introduction to Universal Windows Platform
UWP requirements and compatibility
Integrate Unity into UWP applications
Get started with Universal Windows Platform
Set up your environment for UWP
UWP Player settings
Develop for Universal Windows Platform
Use deep linking on UWP
Connect the profiler to UWP
UWP scripting symbols
IL2CPP scripting backend for UWP
Use UWP plug-ins with IL2CPP
Use managed UWP plug-ins
Call and implement native UWP plug-ins
Author native UWP plug-ins
Use P/Invoke
Debug UWP applications with IL2CPP
Debug C# code
Debug generated C++ code
WinRT API in C# scripts for UWP
AppCallbacks class reference
Command line arguments for UWP
Association launching for UWP
Build and deliver for Universal Windows Platform
UWP build settings
Generate your Visual Studio C++ solution
Package a UWP app in Visual Studio
Deploy a UWP application
Deploy a Windows or UWP app with the Windows Device Portal
Unity Search
Search usage
Filter searches
Search query operators
The Index Manager
Search tables
Search Providers
Search Project Assets
Search the current Scene
Search the Unity main menu
Search Object Picker
Search Settings and Preferences
Help Search Provider
The calculator
Search for files
Execute API methods
Search for packages
Search the Unity Asset Store
Search saved queries
Additional Search filters
Search expressions
Functions reference
Creating a custom Search Provider
The SearchProvider class
Registering a Search Provider
Performing a search
Registering an Action Handler
Legacy navigation and pathfinding
导航概述
Unity 中的导航系统
导航系统的内部工作原理
Building a NavMesh
高级导航网格烘焙设置
创建导航网格代理
创建导航网格障碍物
Creating an OffMesh Link
Building OffMesh Links Automatically
构建高度网格以准确放置角色
Navigation Areas and Costs
使用附加加载 (Additive Loading) 加载多个导航网格
导航网格代理与其他组件结合使用
导航参考
导航网格代理 (NavMesh Agent)
NavMesh Obstacle
OffMesh Link
导航操作方法
告诉导航网格代理移动到目标位置
将代理移动到鼠标单击的位置
Making an Agent Patrol Between a Set of Points
Coupling Animation and Navigation
术语表
Unity User Manual 2023.2 (beta)
图形
着色器
Understanding shader performance
为不同的图形 API 编写着色器
优化着色器运行时性能
Understanding shader performance
本节包含以下主题的信息:
优化着色器运行时性能
使用 Visual Studio 调试着色器
使用 PIX 调试着色器
对文档有任何疑问,请移步至
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提问,我们将尽快为您解答
为不同的图形 API 编写着色器
优化着色器运行时性能
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