保存你的工作
Unity stores lots of different types of information about your project, and some of these are saved in different ways to others. This means that when your work is saved depends on what kind of changes you are making.
Unity存储大量不同类型关于你项目的信息,其中有些通过不同方式保存.这意味着当保存你的工作时依赖你做了何种改变.
Of course, we recommend you save regularly, and use a Version Control System (VCS) to preserve incremental changes to your work, and allow you to try out and roll back changes without risking loss to your work.
当然,我们推荐你定期保存,并给你的工作使用一个版本控制系统(vcs)来增量保存改变,并且允许你尝试和回滚改变而不会给你工作带来风险损失.
保存改变到当前场景(“保存场景”)
Scene changes include modifications to any objects in the Hierarchy. For example, adding, moving or deleting Game Objects, changing parameters of hierarchy Game Objects in the inspector.
场景改变包括任何层级上的对象的改变.比如,添加,移动或删除游戏对象,在检视面板上改变层级游戏对象的参数.
To save changes to the scene, select Save Scene from the file menu, or hit Ctrl/Cmd + S. This saves current changes to the scene and Does a “Save Project” (below).
保存场景改变,在文件菜单上选择保存场景,或按ctrl/cmd+S键.这是保存当前改变到场景且做一个”项目保存”(如下).
This means that when you do a “Save Scene”, everything is saved.
这意味着当你做一个”保存场景”,所以都将保存.
保存整个项目改变(“保存项目”)
Some changes that you can make in Unity are not scene-specific, they are project-wide. These settings can be saved independently of the scene changes, by selecting “Save Project” from the file menu.
有些你在Unity上做的改变不是场景特有的,它们是整个项目的.在通过文件菜单选择”保存项目”,这些设置可以独立于场景改变保存.
Using “Save Project” does not save changes to your Scene, only the project-wide changes are saved. You may want to, for instance, save your project but not changes to your scene if you have used a temporary scene to make some changes to a prefab.
使用”保存项目”不保存场景改变,只保存整个项目的改变.你可能想,例如,如果你使用一个临时场景对一个预设做些改变,保存你的项目但不改变你的场景.
The project-wide changes which are saved when you “Save Project” include:
当你”保存项目”是全项目的改变包括:
所有的项目设置
All the settings for each of the “Project Settings” menu items, such as custom input axes, user-defined tags or layers, and the physics gravity strength are saved when you “Save Project”.
当你”保存项目”,所有项目设置菜单项,诸如自定义输入轴,用户定义标签或图层以及物理重力都被保存.
The Project Settings menu
项目设置菜单
Changes to these settings are saved in the Library folder when the Project is saved:
当保存项目时,这些设定的改变被保存到库文件夹内:
· Input: saved as ´InputManager.asset´
· Tags And Layers: saved as ´TagManager.asset´
· Audio: saved as ´AudioManager.asset´
· Time: saved as ´TimeManager.asset´
· Player: saved as ´ProjectSettings.asset´
· Physics: saved as ´DynamicsManager.asset´
· Physics 2D: saved as ´Physics2DSettings.asset´
· Quality: saved as ´QualitySettings.asset´
· Graphics: saved as ´GraphicsSettings.asset´
· Network: saved as ´NetworkManager.asset´
· Editor: saved as ´EditorUserSettings.asset´
· 输入:保存为”输入管理器.资源”
· 标签和图层:保存为”标签管理器.资源”
· 声音:保存为”声音管理器.资源”
· 玩家:保存为”项目设置.资源”
· 物理:保存为”动力学管理器.资源”
· 物理2D:保存为”2D物理设置.资源”
· 特性:保存为”特性设置.资源”
· 图形:保存为”图形设置.资源”
· 网络:保存为”网络管理器.资源”
· 编辑器:保存为”编辑器用户设置.资源”
构建设定
Build Settings are also saved in the Library folder as ´EditorBuildSettings.asset´.
构建设定也是以”编辑器构建设定.资源”保存到库文件夹里.
The Build Settings are saved when you “Save Project”
当你”保存项目”时,构建设定也将保存
在项目窗口改变资源
Also saved along with project-wide settings are changes to assets that do not have an “apply” button, for example changes to any of the following:
改变资源也会和全项目设置一样保存,但没有”应用”按钮,例如任何下列改变:
· Material parameters
· Prefabs
· Animator Controllers (state machines)
· Avatar Masks
· Any other asset changes that do not have an “apply” button
· 材质参数
· 预设物体
· 动画控制器(状态机)
· 阿凡达掩饰(替身)
· 任何其他没有”应用”按钮的资源改变
改变立即写入磁盘(不需保存)
There are some types of change which are immediately written to disk without the need to perform a “Save” action at all. These include the following:
有些类型的改变会立即写入磁盘无需执行保存操作.这包括如下:
改变任何导入设置要求用户按下”应用”按钮
The import settings for most asset types require that you press an “Apply” button for the changes to take effect. This causes the asset to be re-imported according to the new settings. These changes are saved immediately when you hit the Apply button. For example:
大部分资源类型的导入设置要求你按下”应用”按钮来使改变起效.这导致资源再导入是按照新设置.当你执行了应用按钮这些改变被立即保存.例如:
· Changing the texture type of an image asset
· Changing the scale factor of an 3D model asset
· Changing the compression settings of an audio asset
· Any other import setting change which has an “apply” button
· 改变一张图片资源的纹理类型
· 改变一个3D模型资源的比例因子
· 改变一个声音资源压缩设置
· 任何其他带有”应用”的导入设置
其他立即保存的改变:
A few other types of data are saved to disk immediately or automatically without the need to perform a “Save” action:
一些其他类型的数据会立即或自动保存到磁盘无需执行”保存”操作:
· The creation of new assets, eg: new materials or prefabs (But not subsequent changes to those assets)
· Baked Lighting data (saved when the bake completes).
· Baked navigation data (saved when the bake completes)
· Baked occlusion culling data (saved when the bake completes)
· Script execution order changes (after “apply” is pressed, this data is saved in each script’s .meta file)
· 创建新资源,例如:新材质或预设物(但不是这些资源随后的改变)
· 烘培灯光数据(当烘培完成时保存)
· 烘培导航数据(当烘培完成时保存)
· 烘培遮罩剔除数据(当烘培完成时保存)
· 脚本执行层次改变(按下”应用后”数据就保存到每个脚本的.meta文件内)
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