"Unity" 2.5 scene view (scene)

Source: Internet
Author: User
Tags version control system

Categories: Unity, C #, VS2015

Date Created: 2016-03-29 A scene view navigation

Scene view is your interactive sandbox. You can use Scene view to select and place environments, players, cameras, enemies, and all other game objects (gameobjects).

Mobilizing and manipulating objects in scene view is the most important feature of Unity, so it's important to be able to use them quickly.

Scene view has a set of navigation controls that can help you move around quickly and efficiently.

1, up or DOWN ARROW keys

You can use the arrow keys to move around the scene as if you were walking through. The up and down arrows move the camera forward or backward in the direction the camera faces.

Left and right arrows pan the view horizontally. You can move faster by holding down the Shift key and an arrow key.

2. Using Hand Tools

You can also find the function of the hand tool (Hand tools) (shortcut key: Q), especially when using a single-button mouse. After selecting the Hand tool (Hand tools):

The scene view's upper-right corner is a scene gizmo that shows the current location of the scene camera, allowing you to quickly change your perspective.

Hold down the Shift key to increase the rate of movement and scaling.

3. Roaming mode

Roaming mode allows you to browse the scene view as many first-person view games.

Click and hold the right mouse button to enter roaming mode.

Now you can use the mouse to move the view around, using WASD keys to move around, using the Q and E keys to move up or down.

Hold down the Shift key to move faster.

Roaming mode is designed for perspective mode. In equidistant mode, the camera is rotated by holding down the right mouse button and moving the mouse.

4, Scene small icon (scene Gizmo)

The scene view's upper-right corner is the scene Gizmo, which shows the current view direction of the scene view camera, allowing you to quickly modify the perspective.

Each colored "leg" of a small icon (Gizmo) represents a geometric axis.

You can click any direction lever to change the scene view camera to that direction. Click the text below the center of the scene gizmo or below it to toggle between isometric and perspective mode.

You can also often press Shift and click in the center of the scene gizmo to get a "good" perspective view of the scene that is slightly above the side. Second, positioning the game object (gameobjects)

When you build a game, you place many different objects in the game world. At this point, you can convert, rotate, and scale a single game object using the Transform tool (Transform Tools) in the toolbar (Toolbar).

Each game object has a corresponding small icon (Gizmo) around it. You can use the mouse to manipulate any (GIZMO) axis to modify the conversion component (Transform Component) of the game object (gameobjects) or to convert the component (Transform Component) in the viewer (Inspector) Enter the value directly in the Number field.

1. Focus on the Game object

It is useful to have the scene view camera focus one object at a time, or to select a Game object (Gameobject) in the hierarchy view, and then move the mouse to the scene view to manipulate the object, and the view will move in the center of the object.

Select any Game object (Gameobject) and press the F key so that the scene view and pivot point are centered on the selected object, which is called "Frame Selection".

2. Move, rotate, and scale

Moving, rotating, and zooming are key operations in scene view navigation, so Unity offers several alternatives to provide maximum convenience at execution time.

Here is an overview of some of the key points:

Hold down the right mouse button to enter roaming (flythrough) mode.

Use the mouse and arrow keys (up and down to add Q and E keys) to enter the first view navigation.

Select any Game object (Gameobject) and press the F key. This determines the center position and pivot point of the selected object in the scene view.

Use the arrow keys to move around the x/z plane.

Hold down the ALT key and drag the left mouse button to rotate the camera around the current pivot point.

Hold down the ALT key and drag the mouse wheel to drag the scene view camera.

Hold down the ALT key and right-click to zoom the scene view. This effect is the same as scrolling the mouse wheel.

Tap and drag the small icon (Gizmo) center to manipulate objects on all axes at the same time.

In the center of the transform (Translate) Small diagram There are three small squares that can be used to drag objects on the same plane (two axes can be moved at the same time, and the third axis remains motionless).

If you have a three-button mouse, you can click the middle mouse button to adjust the last axis of adjustment (the axis turns yellow) without having to click the axis directly.

Use caution when using the Zoom tool, because non-uniform scaling may cause sub-objects to be unbalanced in scale.

3. Small icon display switcher (Gizmo display toggles)

The small icon shows the position of the switcher (Gizmo display toggles) used to define any transform small icon (Transform Gizmo).

You can use it to view scenes in different view modes: Textures, wireframe, RGB, exaggeration, and so on. You can also watch (listen) game lighting, game elements, and sounds in scene view.

When positioned, center (center) positions the small icon (Gizmo) at the center of the object's extent. Pivot (pivot) positions the small icon (Gizmo) in the actual pivot point of the mesh.

When rotated, local (local) maintains the rotation of the small icon (Gizmo) relative to the rotation of the object. Global forces the Small icon (Gizmo) to be the direction of world space.

4. Alignment of units

When you drag any small tool axis (Gizmo axis) using the Transform tool (Translate Too), you can press and hold the control key to align the increments defined in the Alignment settings (snap Settings).

You can use the menu edit-and-align settings ... To change the unit distance used for unit alignment:

5. Surface Alignment

When dragging in the center using the Transform tool (Translate Too), you can hold down the Shift key, which aligns the object to the intersection of any collision body (Collider). Make object positioning more quickly.

6. View rotation

When using the Rotate tool (Rotate tools), you can hold down shift to rotate the object toward a point on any collision body (Collider) surface. This makes it easier to orient an object relative to another object.

7. Vertex alignment

You can easily assemble your game world with a feature called vertex alignment (Vertex snapping). This feature allows you to take any vertex of a given mesh and then use the mouse to place the vertex on any vertex of any other mesh you select. Use this feature to quickly assemble your world of games. For example, you can place a track in a high-precision racing game and add power props to the vertices of the grid.

Assemble the track using vertex alignment (Vertex snapping).

Using vertex alignment in Unity is simple, just follow these steps:

1. Select the grid you want to manipulate and make sure the Transform tool (Transform tools) is active.

2. Long press the V key to activate vertex alignment mode.

3. Move the cursor over the vertices of the mesh you want to use as the pivot point.

4. Hold down the left mouse button while the cursor is on the desired vertex, and then drag the grid next to any other vertices in the other grid.

5. When you are satisfied with the result, release the mouse button and the V key.

6. Shift-v is used to toggle this function.

You can align vertices to vertices, vertices to surfaces, pivots to vertices. Third, view mode

The scene View Control bar lets you choose to view the various options for a scene and control whether lights and audio are enabled. These controls only affect the view of the scene in the development process and have no impact on the game being built.

1. Drawing modes (Draw mode)

The first drop-down menu selects which drawing mode (draw mode) will be used to depict the scene.

Texture: Displays the surface and its visible textures.

Wireframe: Draws a grid with a wireframe.

Texture-wireframe: Displays a mesh with textures and a wired box overlay.

Render path: Displays the render path for each object using the color code: Green for deferred illumination, yellow for forward rendering, and red for bright vertices.

Illumination Map Resolution: Overrides the checkerboard on the scene to show the resolution of the light map.

2. Render Mode

The next drop-down menu selects which mode of four rendering modes (render Modes) is used to render the scene.

RGB: Renders a scene with objects of normal color.

Alpha: Renders the color with alpha.

Over-Drawing (overdraw): Renders an object as a transparent "silhouette". Transparent colors accumulate, so it's easy to find out where an object is drawn on another object.

Mipmap: Use color codes to display the ideal texture size: Red indicates that the texture is larger than the desired size (at the current distance and resolution), and blue indicates that the texture can be larger. Of course, the ideal texture size depends on the resolution of the game runtime and how close the camera can be to a particular surface.

3. Scene lighting, Game overlay and audition mode

The drop-down menu has three buttons to the right to control other aspects of the scene representation.

The first button determines whether the view is illuminated using the default lighting scheme or the lights that are actually added to the scene. The default light scheme is used initially, but changes automatically when the first light is added. The second button controls whether to render the sky box and GUI elements in the scene view, and also to show and hide the layout grid. The third button turns on/off the audio source in the scene. Four, small icons and icon display control

There are several display options for small illustrations and icons, which can be used to reduce clutter and improve the visual clarity of the scene during the development process.

1. Icon Selector (icons Selector)

With icon Selector, you can easily set custom icons for game objects (gameobjects) and scripts that will be used in Scene view and Viewer (Inspector). To change the icon for a game object (Gameobject), simply click its icon in the viewer (Inspector). You can change the icon for a script resource in a similar way. In the icon selector, the label icon (Selector) is a special icon. These icons are displayed as text labels in the scene view, using the name of the game object (Gameobject). The icon for the built-in component (components) cannot be changed.

Note: When an icon for a resource changes, the resource is marked as modified and therefore retrieved by the version control system (Revision control systems).

The following figure shows how to select an icon for the game object (Gameobject):

The following figure shows how to select an icon for a script:

2. Show and hide icons and small illustrations

The visibility of a small representation of a separate component depends on whether the component is expanded or collapsed in the viewer (that is, the collapsed component is not visible). However, you can use the small icon (gizmos) drop-down menu to expand or collapse each component of a given type at the same time. This is an effective way to reduce visual clutter when there are a large number of small illustrations and icons in the scene.

To display the status of the current small icon and icons, click the small icon (gizmos) in the scene or Game View Control bar. The switch here is used to set which icons and small illustrations are visible.

Note that the script shown in the script (Scripts) section is a script that has a custom icon or lets the Ondrawgizmos () or ondrawgizmosselected () function execute.

Small icon (gizmos) drop-down menu, showing the visible state of icons and small illustrations

The icon scaling slider can be used to adjust the size of the icons displayed in the scene. When the slider is at the right end, the icons are often drawn in the actual size. Otherwise, the icon will be scaled based on its distance from the scene view camera (although the display size has an upper limit to avoid screen clutter).

"Unity" 2.5 scene view (scene)

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