Unity3d Tutorial Game contains all the file import resources

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Importing resources
When you add files to the resources (Assets) folder of the project folder, Unity automatically detects the files. When you put any resource (Assets) into a resource folder, the resource (Assets) appears in the Project view.


This project view is a window of the presentation resources (Assets) folder, which is typically found in the File Manager
When you clean up your project view, you must keep in mind the following very important things:


Never move any resources from the Resource Manager (Explorer) (Windows) or finder (Finder) (OS X) or clean up this folder. Always use Project view to do this!
Unity stores the contact metadata between many resource files. All this data depends on where Unity can find these resources. If you move resources within the project view, these contacts will be retained. If you move resources outside Unity, these connections will be corrupted. Then, you have to manually connect a lot of correlations, and you don't expect to present this situation.


Keep in mind that only resources from other applications are retained in the resources (Assets) folder, and do not rename or move files outside of Unity. Always use the project view. Of course, you can safely open files and modify them in a random place.


Create and update resources
If you are creating a game and need to add new resources of arbitrary type, you only need to create this resource and keep it under the resources (Assets) folder. When you come back or start Unity, the added files will be detected and imported.


Other, when updating and preserving resources, Unity detects changes and imports resources from scratch. This allows you to focus on optimizing your resources without worrying about compatibility issues with Unity. In general, updating and preserving resources through its local application allows the job process to proceed optimally.


Tacit value
On some importers, you can think of a field citation or similar business specifying a tacit value. To specify a tacit value, turn on the target Picker (object selector) on the field where the requirement setting tacit value is set, and then pick a value on the target Picker (object selector).


Resource type
Here are some basic resource types that you can use to create a game. Contains:


Mesh files and animations (animations)
Textured file (Texture files)
Audio file (sound files)
We will introduce the method of importing each file type and how to use it.


Grid (mesh) and animation (animations)
Regardless of which three-dimensional resource bundle is used, Unity will import meshes and animations from each file. For a list of applications that Unity supports, please refer to this page.


Use a mesh file without importing animations. If you use animations, you can choose to import all animations from a single file or import a file with one animation individually. For more information about importing animations, see the Legacy Animation system page.


When you import a grid into Unity, you can drag it to the scene or hierarchy view (Hierarchy) to create a grid instance. You can also add components to an instance without adding them as attachments to the grid file itself.


Unity will use UV and a lot of tacit material (materials) (one raw material per UV) to import the mesh. You can assign the corresponding grain file to the raw material and then fill the grid appearance on the Unity game engine.


Lines
Unity supports all image patterns. Even a layered Photoshop file can be imported without damaging the Photoshop landscape. This allows you to easily and hassle-free disposition of individual grain files, to obtain the experience of streamlining circulation.


You should use a grain size of 2 ascending (such as 32x32, 64x64, 128x128, 256x256, etc.). Just put the grain into the project's resource (Assets) folder, and the grain will appear in the Project view.


After you import the grain, you should assign it to the raw material. The material can then be applied to the mesh, particle system (particle systems), or GUI Texture. Import Settings also allows you to transform the texture to a different type of cube map (Cubemap) or normal map (NORMALMAP) used in the game. For more information on importing textures, see the textured components (Texture Component) page.


Audio
Desktop!
Unity supports two audio landscapes: non-condensed audio (uncompressed) or Ogg Vorbis. Any type of audio file that you import into the project will be transformed into one of these two landscapes.


File type transformations
. AIFF
Transforms to non-condensed audio when importing, best for short sound.
. Wav
Transforms to non-condensed audio when importing, best for short sound.
. MP3
Transform to Ogg Vorbis when importing, ideal for longer music tracks.
. OGG
The condensed audio pattern is best suited for longer music tracks.
Import settings
If you are importing files that are not condensed to the Ogg Vorbis pattern, you can apply many of the import settings (import Settings) options in the audio clip. Select the audio clip in the Project View (Inspector) and have some modification options in the audio importer of the viewer (video clip). Here you can tighten the clip to the Ogg Vorbis pattern and push it into mono or stereo playback, then fine-tune the other options. Ogg Vorbis and non-condensed audio all have their advantages and disadvantage. Each pattern has the best use of the scene, you generally should not only use a pattern.


For more information about OGG Vorbis or non-condensed audio, see the audio clip Component Reference page.


Ios
Unity supports two audio landscapes: non-condensed audio (uncompressed) or condensed MP3 audio (MP3 compressed). Any type of audio file that you import into the project will be transformed into one of these two landscapes.


File type transformations
. AIFF
As a non-condensed audio import, it is suitable for short sound effects. If required, it can also be condensed in the Modifier (editor).
. Wav
As a non-condensed audio import, it is suitable for short sound effects. If required, it can also be condensed in the Modifier (editor).
. MP3
Imported as a condensed Apple Native pattern for longer tracks. Can be broadcast on device hardware.
. OGG
The tight OGG audio landscape is incompatible with iPhone devices. Use tight MP3 audio on your iPhone.
Import settings
When you import an audio file, you can pick its end pattern and push it into mono or stereo channels. To visit the import Settings, select the audio clip in the project view, and then look in the viewer (Inspector) for the audio importer. Here, you can tighten the clip to the Ogg Vorbis pattern and push it into mono or stereo playback, then fine-tune other options, such as the decompress on load setting for very important loading.


Please visit the audio clip Component Reference page for MP3 audio information on the use of condensed or non-condensed data.


Android
Unity supports two audio landscapes: non-condensed audio (uncompressed) or condensed MP3 audio (MP3 compressed). Any type of audio file that you import into the project will be transformed into one of these two landscapes.


File type transformations
. AIFF
As a non-condensed audio import, it is suitable for short sound effects. If required, it can also be condensed in the Modifier (editor).
. Wav
As a non-condensed audio import, it is suitable for short sound effects. If required, it can also be condensed in the Modifier (editor).
. MP3
As a condensed MP3 pattern import, it is suitable for longer tracks.
. OGG
Note: The tight OGG audio landscape is not compatible with some Android devices, so Unity does not support the use of this audio landscape on Android platforms. Please use the condensed MP3 audio.
Import settings
When you import an audio file, you can pick its end pattern and push it into a stereo channel or mono. To visit the import Settings, select the audio clip in the project view, and then look in the viewer (Inspector) for the audio importer. Here, you can tighten the clip to the Ogg Vorbis pattern and push it into mono or stereo playback, then fine-tune other options, such as the decompress on load setting for very important loading.


Please visit the audio clip Component Reference page for MP3 audio information on the use of condensed or non-condensed data.



After you import the audio file, you can add the audio file to the game target (Gameobject). When you drag an audio file into the game target (Gameobject), the audio file will automatically create an audio source component (The Voice sources Component).

Unity3d Tutorial Game contains all the file import resources

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