Welcome to Unity.
欢迎使用Unity。
Unity is made to empower users to create the best interactive entertainment or multimedia experience that they can. This manual is designed to help you learn how to use Unity, from basic to advanced techniques. It can be read from start to finish or used as a reference.
Unity为使用户创建最佳的交互式娱乐或多媒体体验。该手册用于帮助你学习怎样使用Unity,从基础到高级技术。你可以从头到尾阅读来系统学习或仅作为一个参考。
The manual is divided into different sections. The first section, User Guide, is an introduction to Unity's interface, asset workflow, and the basics of building a game. If you are new to Unity, it is recommended that you start learning by reading the Unity Basics subsection.
本手册分为不同的部分。
第1部分,用户指南,是介绍Unity的接口,资源工作流程和构造一个游戏的基础。如果你新接触Untiy,建议你从基础部分开始阅读。
The Android Guide addresses Android specific topics such as setting up the Android SDK and general development questions.
安卓指南,安卓的特定主题,如设置Android SDK和一般开发问题。
The next section, FAQ, is a collection of frequently asked questions about performing common tasks that require a few steps.
第2部分,常见问题,开发中的一些常见问题。
The last section, Advanced, addresses topics such as game optimization, shaders, file sizes, and deployment.
第3部分,高级,这类主题如,游戏优化,着色器,文件大小和部署。
When you're done reading, be sure to take a look at the Reference Manual and the Scripting Reference for further details about the different possibilities of constructing your games with Unity.
当你阅读完本手册,一定要看组件参考手册和脚本参考手册来进一步了解使用Unity。
If you find that any question you have is not answered in this manual please ask on Unity Answers or Unity Forums. You'll definitely find your answer there.
如果在本手册没有找到需要的答案,请在Unity Answers和Unity Forums提问,你一定会找到答案。
- User Guide 用户指南
- Unity Basics Unity基础 翻译:U_鹰
- Learning the Interface 学习界面 翻译:U_鹰
- Project Browser 项目浏览器视图 翻译:U_鹰
- Hierarchy 层级面板视图翻译:U_鹰
- Toolbar 工具栏翻译:U_鹰
- Scene View 场景视图翻译:U_鹰
- Game View 游戏视图翻译:U_鹰
- Inspector 检视面板翻译:U_鹰
- Other Views 其他视图翻译:U_鹰
- Customizing Your Workspace 自定义工作区翻译:第七把剑
- Asset Workflow 资源工作流程翻译:第七把剑
- Creating Scenes 创建场景翻译:第七把剑
- Publishing Builds 编译发布翻译:第七把剑
- Tutorials 教程翻译:U_鹰
- Unity Hotkeys Unity3D快捷键翻译:U_鹰
- Preferences 首选项翻译:U_鹰
- Building Scenes 构建场景
- GameObjects 游戏对象翻译:第七把剑
- The GameObject-Component Relationship 游戏对象和组件的关系翻译:第七把剑
- Using Components 使用组件翻译:第七把剑
- The Component-Script Relationship 组件和脚本之间的关系翻译:第七把剑
- Deactivating GameObjects 停用游戏对象翻译:feicheng2005
- Using the Inspector 使用检视面板翻译:第七把剑
- Editing Value Properties 编辑值属性翻译:第七把剑
- Preset Libraries 预设库翻译:U_鹰
- Assigning References 指定引用翻译:第七把剑
- Multi-Object Editing 多重对象编辑翻译:colin3dmax
- Inspector Options 检视面板选项翻译:第七把剑
- Using the Scene View 使用场景视图翻译:第七把剑
- Scene View Navigation 场景视图导航翻译:第七把剑
- Positioning GameObjects 定位游戏对象翻译:第七把剑
- View Modes 视图模式翻译:第七把剑
- Gizmo and Icon Display Controls Gizmo和图标显示控制翻译:U_鹰
- Searching 搜索翻译:第七把剑
- Prefabs 预制翻译:第七把剑
- Lights 灯光翻译:第七把剑
- Cameras 摄像机翻译:第七把剑
- Terrain Engine Guide 地形引擎指南翻译:第七把剑
- Asset Import and Creation 资源导入与创建翻译:第七把剑
- Primitive Objects 基本对象翻译:U_鹰
- Importing Assets 导入资源翻译:第七把剑
- Models 模型翻译:用生命舞蹈
- Materials and Shaders 材质与着色器翻译:第七把剑
- Texture 2D 二维纹理翻译:第七把剑
- Procedural Materials 程序材质翻译:U_鹰
- Movie Texture 影片纹理翻译:U_鹰
- Audio Files 音频文件翻译:U_鹰
- Tracker Modules 音轨模块翻译:U_鹰
- Using Scripts 使用脚本翻译:colin3dmax
- Creating and Using Scripts
- Controlling GameObjects Using Components
- Event Functions 事件函数翻译:RICO
- Creating and Destroying GameObjects
- Coroutines
- Special Folders and Script Compilation Order
- Namespaces
- Asset Store 资源商店翻译:肥耀
- Asset Store Access and Navigation
- Asset Store Publisher Administration 资源商店发布者管理翻译:13y32r
- Asset Store FAQ
- Asset Server (Team License Only) 资源服务器(仅团队许可)翻译:colin3dmax
- Setting up the Asset Server 设置资源服务器(仅团队许可)翻译:青青子矜
- Cache Server (Team License Only) 缓存服务器(仅团队许可)
- Cache Server (Team license only) 缓存服务器(仅团队许可)翻译:一米的馒头
- Cache Server FAQ 缓存服务器常见问题翻译:13y32r
- Behind the Scenes 场景幕后翻译:colin3dmax
- Creating Gameplay 创建游戏翻译:U_鹰
- Instantiating Prefabs at runtime 运行时实例化预置翻译:U_鹰
- Input 输入翻译:U_鹰
- Transforms 变换翻译:U_鹰
- Physics 物理翻译:U_鹰
- Adding Random Gameplay Elements 添加随机的游戏元素翻译:一米的馒头
- Particle Systems 粒子系统翻译:小yue
- Particle System Curve Editor 粒子系统曲线编辑器翻译:小yue
- Colors and Gradients in the Particle System (Shuriken) 粒子系统中的颜色和渐变翻译:小yue
- Gradient Editor 渐变编辑器翻译:小yue
- Particle System Inspector 粒子系统检视面板翻译:小yue
- Introduction to Particle System Modules (Shuriken) 粒子系统模块介绍翻译:小yue
- Particle System Modules (Shuriken) 粒子系统模块翻译:小yue
- Particle Effects (Shuriken) 粒子效果翻译:小yue
- Mecanim Animation System Mecanim动画系统翻译:FancyBit
- A Glossary of Animation and Mecanim terms 动画和Mecanim术语表翻译:FancyBit
- Asset Preparation and Import 资源准备和导入翻译:FancyBit
- Preparing your own character 准备你自己的角色翻译:FancyBit
- Importing Animations 导入动画翻译:FancyBit
- Splitting Animations 分割动画翻译:FancyBit
- Working with humanoid animations
- Creating the Avatar 创建Avatar翻译:FancyBit
- Configuring the Avatar 配置Avatar翻译:FancyBit
- Muscle setup 肌肉设定翻译:FancyBit
- Avatar Body Mask 阿凡达身体遮罩翻译:Karsion
- Retargeting of Humanoid animations 为类人动画重新定位目标翻译:Karsion
- Inverse Kinematics (Pro only)
- Generic Animations in Mecanim Mecanim中的通用动画翻译:bwhale
- Bringing Characters to Life 为角色赋予生命翻译:bwhale
- Looping animation clips 循环动画剪辑翻译:bwhale
- Animator Component and Animator Controller 动画组件和动画控制器翻译:bwhale
- Animation State Machines 动画状态机翻译:bwhale
- Animation States 动画状态翻译:bwhale
- Animation Transitions 动画状态转移翻译:bwhale
- Animation Parameters 动画参数翻译:bwhale
- Blend Trees 混合树翻译:bwhale
- 1D Blending 一维混合翻译:bwhale
- 2D Blending 二维混合翻译:bwhale
- Additional Blend Tree Options 附加混合树选项翻译:bwhale
- Mecanim Advanced topics Mecanim进阶主题翻译:bwhale
- Working with Animation Curves in Mecanim (Pro only) 使用Mecanim的动画曲线(仅限Pro版本)翻译:bwhale
- Sub-State Machines 子状态机翻译:bwhale
- Animation Layers 动画层翻译:bwhale
- Animation State Machine Preview (solo and mute) 动画状态机预览(独立 和 关闭)翻译:bwhale
- Target Matching 目标匹配翻译:bwhale
- Root Motion - how it works 根动作-如何工作翻译:bwhale
- Tutorial: Scripting Root Motion for "in-place" humanoid animations 教程:为一个人形场景动画编写根动作脚本翻译:bwhale
- Mecanim Performance and Optimization Mecanim性能和优化翻译:feicheng2005
- Mecanim FAQ Mecanim问答翻译:feicheng2005
- Legacy animation system 旧版动画系统翻译:feicheng2005
- Animation View Guide(Legacy) 动画视图指南翻译:U_鹰
- Animation Scripting(Legacy) 动画脚本翻译:U_鹰
- Navmesh and Pathfinding (Pro only) 导航网格和寻路(仅专业版)翻译:肥耀
- Navmesh Baking 导航网格烘焙翻译:肥耀
- Sound 声音翻译:U_鹰
- Game Interface Elements 游戏界面元素翻译:U_鹰
- Networked Multiplayer 多人网络翻译:U_鹰
- Getting Started with Native Client Development 本地客户端开发入门翻译:peiandsky
- Getting Started with Flash Development Flash开发入门翻译:我是头觅食的野猪
- Flash: Setup Flash:安装翻译:我是头觅食的野猪
- Flash: Building & Running Flash:生成并运行翻译:我是头觅食的野猪
- Flash: Debugging Flash:进行调试翻译:我是头觅食的野猪
- Flash: What is and is not supported Flash:支持和不支持的翻译:我是头觅食的野猪
- Flash: Embedding Unity Generated Flash Content in Larger Flash Projects
- Example: Supplying Data from Flash to Unity
- Example: Calling ActionScript Functions from Unity
- Example: Browser JavaScript Communication
- Example: Accessing the Stage
- Example: Flash Vars
- FAQ 常见问题
- Upgrade Guide from Unity 3.5 to 4.0 Unity3.5升级指南翻译:青青子矜
- Unity 3.5 upgrade guide Unity3.5升级指南翻译:U_鹰
- Upgrading your Unity Projects from 2.x to 3.x 升级项目从2.x 到 3.x翻译:U_鹰
- Physics upgrade details 物理升级细节翻译:U_鹰
- Mono Upgrade Details Mono升级细节翻译:U_鹰
- Rendering upgrade details 渲染升级细节翻译:U_鹰
- Unity 3.x Shader Conversion Guide Unity 3.x着色器转换指南翻译:U_鹰
- Unity 4.0 Activation - Overview Unity 4.0 激活 - 概述翻译:U_鹰
- Managing your Unity 4.x license 管理你的Unity 4.x许可证翻译:U_鹰
- Step-by-Step Guide to Online Activation of Unity 4.0 在线激活Unity 4.0逐步指南翻译:U_鹰
- Step-by-Step Guide to Manual Activation of Unity 4.0 手工激活Unity4.0逐步指南翻译:U_鹰
- Game Code Questions 游戏代码问题翻译:U_鹰
- How to make a simple first person walkthrough 如何制作一个简单的第一人称步骤?翻译:U_鹰
- Graphics Questions 图形问题翻译:U_鹰
- How do I Import Alpha Textures? 如何导入Alpha纹理?翻译:我是头觅食的野猪
- How do I Use Normal Maps? 如何使用法线贴图?翻译:我是头觅食的野猪
- How do I use Detail Textures? 如何使用细节纹理?翻译:杨希羚
- How do I Make a Cubemap Texture? 如何制作一个Cubemap纹理?翻译:杨希羚
- How do I Make a Skybox? 如何制作天空盒?翻译:我是头觅食的野猪
- How do I make a Mesh Particle Emitter? (Legacy Particle System) 如何制作网格粒子发射器?(旧的粒子系统)翻译:我是头觅食的野猪
- How do I make a Splash Screen? 如何制作启动屏幕?翻译:杨希羚
- How do I make a Spot Light Cookie? 如何制作聚光灯投影遮罩?翻译:杨希羚
- How do I fix the rotation of an imported model? 如何修正导入模型的旋转?翻译:我是头觅食的野猪
- How do I use Water? 如何使用水?翻译:杨希羚
- FBX export guide 如何导出FBX翻译:我是头觅食的野猪
- Art Asset Best-Practice Guide 怎样高效部署资源文件实践指南翻译:一米的馒头
- How do I import objects from my 3D app? 如何从3d应用程序中导入物体?翻译:用生命舞蹈
- Importing Objects From Maya 从maya导入物体翻译:用生命舞蹈
- Importing Objects From Cinema 4D 从Cinema 4D导入物体翻译:用生命舞蹈
- Importing Objects From 3D Studio Max 从3D Studio Max导入物体翻译:用生命舞蹈
- Importing Objects From Cheetah3D 从Cheetah3D导入物体翻译:我是头觅食的野猪
- Importing Objects From Modo 从Modo导入物体翻译:我是头觅食的野猪
- Importing Objects From Lightwave 从Lightwave导入物体翻译:我是头觅食的野猪
- Importing Objects From Blender 从Blender导入物体翻译:我是头觅食的野猪
- Using Blender and Rigify
- Workflow Questions 工作流程问题
- Getting started with Mono Develop (Mono Develop入门)翻译:肥耀
- How do I reuse assets between projects? 怎样在项目间重用资源?翻译:肥耀
- How do I install or upgrade Standard Assets? 怎样安装和升级标准资源包?翻译:肥耀
- Porting a Project Between Platforms 平台间的项目移植翻译:Cantilena
- Mobile Developer Checklist 移动开发者清单翻译:悄悄
- Crashes 系统崩溃翻译:悄悄
- Profiling 性能分析翻译:悄悄
- Optimizations 优化翻译:悄悄
- How to deliver an application to the Apple Mac Store.
- Advanced 高级
- Vector Cookbook 向量介绍翻译:冷水泡面
- Understanding Vector Arithmetic 理解向量运算翻译:冷水泡面
- Direction and Distance from One Object to Another 从一个对象到另一个对象的方向和距离翻译:冷水泡面
- Computing a Normal/Perpendicular vector 计算法线向量/垂直向量翻译:冷水泡面
- The Amount of One Vector's Magnitude that Lies in Another Vector's Direction 一个向量的大小的数量位于另一个向量方向上翻译:冷水泡面
- AssetBundles (Pro only) 资源包(仅专业版)翻译:bwhale
- AssetBundles FAQ 资源包问答翻译:bwhale
- Building AssetBundles 创建资源包翻译:bwhale
- Downloading AssetBundles 下载资源包翻译:bwhale
- Loading resources from AssetBundles 从资源包中加载资源翻译:bwhale
- Keeping track of loaded AssetBundles 追踪所下载的资源包翻译:bwhale
- Storing and loading binary data in an AssetBundle 存储加载资源包中的二进制数据翻译:bwhale
- Protecting Content 内容保护翻译:bwhale
- Managing asset dependencies 管理资源依赖关系翻译:bwhale
- Including scripts in AssetBundles 在资源包中包含脚本翻译:bwhale
- Graphics Features 图形功能
- HDR (High Dynamic Range) 高动态范围(HDR)图像翻译:肥耀
- Rendering Paths 渲染路径翻译:肥耀
- Linear Lighting (Pro Only) 线性光照(仅专业版)翻译:U_鹰
- Level of Detail (Pro Only) 细节级别(仅专业版)翻译:肥耀
- Shaders 着色器翻译:肥耀
- Shaders: ShaderLab & Fixed Function shaders 着色器:着色器语言&固定功能着色器翻译:风里疯语
- Shaders: Vertex and Fragment Programs 着色器:顶点和片段程序翻译:风里疯语
- Using DirectX 11 in Unity 4 在Unity 4使用DirectX 11翻译:U_鹰
- Compute Shaders 计算着色器翻译:13y32r
- Graphics Emulation 图形仿真翻译:我是头觅食的野猪
- AssetDatabase 资源数据库翻译:肥耀
- Build Player Pipeline 构建播放器管线翻译:我是头觅食的野猪
- Profiler (Pro only) 分析器(仅专业版)翻译:肥耀
- Profiler window 分析器窗口翻译:肥耀
- CPU Usage Area CPU使用率区域翻译:Cantilena
- Rendering Area 渲染区域翻译:肥耀
- Memory Area 内存区域翻译:Cantilena
- Audio Area 音频区域翻译:Cantilena
- ProfilerPhysics 物理学区域翻译:肥耀
- GPU Area GPU区域翻译:肥耀
- Lightmapping Quickstart 光照贴图快速入门翻译:用生命舞蹈
- Lightmapping In-Depth 光照贴图深入学习翻译:用生命舞蹈
- Custom Beast Settings 自定义Beast设置翻译:一米的馒头
- Lightmapping UVs 光照贴图UV翻译:用生命舞蹈
- Light Probes 灯光探测器翻译:用生命舞蹈
- Occlusion Culling (Pro only) 遮挡剔除(仅专业版)翻译:肥耀
- Camera Tricks 摄像机技巧翻译:U_鹰
- UnderstandingFrustum 了解视锥体翻译:重生の记忆
- The Size of the Frustum at a Given Distance from the Camera 从摄像机到给定距离的视锥体的大小翻译:我是头觅食的野猪
- Dolly Zoom (AKA the "Trombone" Effect) 推拉变焦(又称伸缩变焦)翻译:我是头觅食的野猪
- Rays from the Camera 摄像机射线翻译:我是头觅食的野猪
- Using an Oblique Frustum 使用斜视锥体翻译:我是头觅食的野猪
- Creating an Impression of Large or Small Size 创建一个大或小尺寸的感觉翻译:我是头觅食的野猪
- Loading Resources at Runtime 在运行时加载资源翻译:肥耀
- Modifying Source Assets Through Scripting 通过脚本修改源资源翻译:肥耀
- Generating Mesh Geometry Procedurally 用程序生成网格几何体翻译:肥耀
- Anatomy of a Mesh 网格剖析翻译:肥耀
- Using the Mesh Class 使用Mesh类翻译:肥耀
- Example - Creating a Billboard Plane 示例 - 创建一个广告牌平面翻译:肥耀
- Rich Text 富文本翻译:无悔
- Using Mono DLLs in a Unity Project 在Unity项目中使用Mono DLL(动态链接库)翻译:X-droid
- Execution Order of Event Functions 事件函数的执行顺序翻译:X-droid
- Practical Guide to Optimization for Mobiles 优化手机的实用指南翻译:Cantilena
- Practical Guide to Optimization for Mobiles - Future & High End Devices 优化手机的实用指南 - 未来及高端设备翻译:Cantilena
- Practical Guide to Optimization for Mobiles - Graphics Methods 优化手机的实用指南 - 图形方法翻译:Cantilena
- Practical Guide to Optimization for Mobiles - Scripting and Gameplay Methods 优化手机的实用指南 - 脚本和游戏设置方法翻译:萤之助
- Practical Guide to Optimization for Mobiles - Rendering Optimizations 优化手机的实用指南 - 渲染优化翻译:萤之助
- Practical Guide to Optimization for Mobiles - Optimizing Scripts
- Structure of an Unity XCode Project Unity XCode项目结构翻译:U_鹰
- Optimizing Graphics Performance 优化图形性能翻译:肥耀
- Draw Call Batching 描绘调用批处理翻译:Amazonzx
- Modeling Characters for Optimal Performance 为优化性能建模角色翻译:肥耀
- Rendering Statistics Window 渲染数据统计窗口翻译:肥耀
- Reducing File Size 减小文件大小翻译:我是头觅食的野猪
- Understanding Automatic Memory Management 了解自动内存管理翻译:一米的馒头
- Platform Dependent Compilation 平台依赖编译翻译:我是头觅食的野猪
- Generic Functions 泛型函数翻译:肥耀
- Debugging 进行调试翻译:我是头觅食的野猪
- Console 控制台翻译:U_鹰
- Debugger 调试器翻译:我是头觅食的野猪
- Log Files 日志文件翻译:肥耀
- Accessing hidden folders 访问隐藏文件夹翻译:肥耀
- Plugins (Pro/Mobile-Only Feature) 插件 - 只用于专业版/移动版功能翻译:太昊|仙境乐网
- Building Plugins for Desktop Platforms 为桌面平台创建插件翻译:雨天
- Building Plugins for iOS 为iOS创建插件翻译:雨天
- Building Plugins for Android 为Android创建插件翻译:雨天
- Low-level Native Plugin Interface 底层本地插件接口翻译:雨天
- Textual Scene File Format (Pro-only Feature) 文本场景文件格式(仅专业版功能)翻译:U_鹰
- Description of the Format 格式说明翻译:我是头觅食的野猪
- YAMLSceneExample YAML场景示例翻译:我是头觅食的野猪
- YAML Class ID Reference YAML 类ID参考翻译:U_鹰
- Streaming Assets 流媒体资源翻译:我是头觅食的野猪
- Command line arguments 命令行参数翻译:一米的馒头
- Running Editor Script Code on Launch 启动时运行编辑器脚本代码翻译:U_鹰
- Network Emulation 网络仿真翻译:肥耀
- Security Sandbox of the Webplayer 网络播放器的安全沙箱翻译:我是头觅食的野猪
- Overview of available .NET Class Libraries 可用的.NET类库概述
- Visual Studio C# Integration Visual Studio C#集成翻译:我是头觅食的野猪
- Version control integration (Team license only)
- Using External Version Control Systems with Unity 使用Unity的外部版本控制系统翻译:我是头觅食的野猪
- Analytics 分析翻译:肥耀
- Check For Updates 更新检查翻译:肥耀
- Installing Multiple Versions of Unity 安装多个Unity版本翻译:青青子矜
- Trouble Shooting 故障排除翻译:U_鹰
- Troubleshooting Editor 编辑器故障排除翻译:IanZhang
- Troubleshooting Webplayer 网页播放器故障排除翻译:IanZhang