Study Notes for beginners, please correct me if you have any mistakes. The number is also please point out, thank you.
Project Projects View
Project view lists all the resources of the process
Common resources include: Game scripts, preforms, materials, animations, physical maps, etc.
These resources need to be used in the hierarchy view
Create: Submenus under this menu are primarily used to create various resources
Hierarchy Hierarchy View
Create empty: Creates a blank game object
Create Empty Child: Creates a blank sub-game object
3D object: Create 3D game objects, such as cube stereoscopic and sphere
2D object: Create a Sprite
Light: Create game objects related to lights, such as directional light directional lights
Audio: Creating game objects related to sounds
UI: Create a game interface UI for game objects, slice image and button buttons, etc.
Particle system: creating particle systems
Camera: Creating Cameras
Inspector Viewer Panel
The Inspector view displays the properties of all components and components of the currently selected game object, and the exposed variables in the component script are rendered as attributes in the secondary view, and the value of the property can be directly modified in the view properties
Even a script variable can be modified without scripting itself. You can use the viewer panel to modify variables at run time to experiment and discover magical playability for your game. In the script, if you define a public variable of an object type (such as Gameobject or transform), you can drag and drop a game object or prefab into the viewer panel to make an assignment assignment.
You can press the pinion icon (or right-click the component name) to present a specified component context menu.
Scene scenes view
Scene is a visual interface to the game objects in the scenes, in which we can quickly manipulate the game objects with tools and shortcut keys.
Game View Games views
The game view shows the image of the runtime, and you can see the game effect in the game view after you run it
What the game view displays typically depends on what the camera observes
Often, there will be multiple cameras working together in the game project, where the overlay of multiple camera images is displayed
Scene View--toolbars
Hand tool (shortcut:Q)
If you hold down ALT and click the left mouse button to drag, it is to change the camera's viewing direction
If you press ALT and right-click drag, you change the camera's viewing distance
If you hold control while dragging, you change the viewing direction of the camera
Pan tool (shortcut: W) hold down Alt Key and click Drag to rotate
Press and hold the command key (Windows log key on Windows ) and click Drag to stretch.
When you drag any of the accessibility tools (Gizmo) axis, you can hold theCommandKey (Ctrlin theWindowson)To capture the increment defined by the capture settings. You can Settings from Edit->snap. (Edit, Snap settings ...) ) to modify the snapping settings. Rotate tool: Shortcut E Zoom tool: Shortcut R fly-over mode: Hold down the right mouse button andW A S Dkey to enter fast first person view navigation. (In Scene view these drawings)The selected coordinates are centered on the scene view: Select any Game object (object) and pressFKey,Scene View rotation: Press and holdAltkey and hold down the middle mouse button to drag around the camera. Telescopic scene View: HoldAltbutton and drag the right part of the mouse. This is the same as scrolling your mouse wheel.
Center: Centers position the accessibility tool at the center of the object's render range. The operating handle is in the center pivot of the object: Pivot pivot points will position the auxiliary tool at the actual pivot point of the grid. The axis point is the axis point at which the model is imported local: the rotation of the auxiliary tool relative to the object is maintained locally. Global: Position the entire space by clamping the aid tool.
Play Menu
playback controls: Playing / occupy stop / Step button -Use with game view
Use the toolbar's buttons to control the editor playback mode and see how your published games will play. When in play mode, any changes you make are temporary and will be reset when you exit playback mode. The editor user will be dimmed to remind you of the playback mode.
Layout list: Controlling all view permutations
Hierarchy list: Control the display of each object in the scene view
Displays the current orientation of the scene camera and allows you to do a quick change of perspective. You can click to capture the camera orientation of the scene and change it to equidistant mode on any (auxiliary tool) picker. When in isometric mode, you can click the right mouse button to drag to do the orbit rotation, and holdAltkey to drag to pan. (Note that there is a difference between the above instructions under a single mouse button,AltThe key and the left mouse button rotation; click First.Qkey, click the left mouse button to drag the pan). Exit equidistant mode and click in the center of the scene assist tool.you can press at any timeShiftClick in the middle of the scene assist tool to toggle the offset mode.
Scene View Control bar
The first drop-down box is to select a drawing mode. You can choose to view the entire scene texture, line frame, or texture with the line frame overlay. When the game is released, it does not affect your game.
Draw mode Drop-down drop-down box
The next drop-down box is the four-choice rendering mode. You can choose to populate the scene view with RGB, alpha, redraw, or pipe mapping. In addition, this will not affect the game you publish.
Render Mode Drop-down drop -down boxRgbonly as normal renders all colors of your game. Alpha will render all alpha values in order to use the alpha value to de-precision tune the transparency or full screen effect. Redrawing will indicate how many times the screen is forced to be drawn. Pipe map shows ideal texture size-Red means that the special texture is too large, and blue means the texture may be larger. Of course, the size of the ideal texture depends on the resolution of the game runtime. Next, we have two buttons: Scene lighting and game overlay.
Enabling scene lighting will replace the lights you have anywhere in the default scene view lighting to create your ultimate lighting settings. The game overlay will enable objects like Sky boxes as well as GUI elements in the scene view.
Game View Control bar gaming views Bar
The first drop-down box on the game View Control bar is the interface scale drop-down box. Here, you can force the interface ratio of the game view window to a different value. It can be used to test how different interface ratios in the monitor width watch your game. The right point is the maximize switch when playing. When enabled, the game view maximizes your editor window to100%For a better full screen preview when you enter play mode. Continuing to the right is the auxiliary tool switcher. When enabled, all auxiliary tools displayed in the scene view will also be drawn in the game view. This drawing of the auxiliary tools includes the use of helper tools for class functions. Maximize whether the runtime maximizes mute audio Mute stats View the data corresponding to the current screen gizmos whether the gizmo is displayed
Unity Editor--02 View