Basic operations
1:scene in small hands, pan canvas, same as middle mouse button 2: Panning the Game object, the component's position property can also be set 3: Rotate the Game object, the rotation property of the component can also be set 4: Scaling the Game object, the scale property of the component can also be set 5: Choice of Rotary Center axis: Pivot: The current game object is the hinge Center: Indicates that the midpoint of the Spherep and Spherec is the hinge 6: Selection of the coordinate system Global: World coordinate system, synchronized with upper right coordinate system Local: Native coordinate system, game object's own coordinate system 7: Run the game 8: Pause the game 9: Run the game one frame at a frame |
Note: All components have an attribute transform
Position: The position of the game object in the scene
Rotation: The rotation of the game object in the scene
Scale: The proportions of the game object in the scene
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use of layer layers
Through the layer, you can classify a bunch of game objects and save one or more game objects to a layer. This will benefit the editor, which is displayed by default.
Instructions for use: 1. New layer: Layers-edit Layers ...
2. Game Object Classification
3. Layer Settings
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Layout layouts
The default is a graph display 4split:4 Screen Development |
Unity Learning-Basic software Operations (II)