Art Section: 3d model, material, texture, shader,animator,animation, sky box, lighting effect, baking procedure part: Basic composition: scene scene: Used for placing various game objects. gameobject: Can carry various compoment compoment: attached to Gameobject, different components can make gameobject have different properties. transform, collider, rigid body, renderer, script also group , the behavior that the game object behaves is implemented by the component. The script section:c# The components that inherit from the Monobehaviour class need to be attached to the game object in the scene to execute. User graphical Interface section (GUI): used to make buttons, text display, scroll bars, drop down boxes and other common graphical manipulation interface elements. guiskin,guistyle system comes with gui Various GUI plugins: Ngui preform prefab: When the program runs, the "parent" of the object is instantiated dynamically. Using a prefab, you can define its various property methods, and then instantiate an instance directly when you use it. Labels andLayer: tag tag: Used to identify objects, similar to name. objects can be found using both tag and name. Layer layers: You can apply functionality to a specific layer so that you can filter objects that do not need to run the feature through layers. For example, the culling mask property of the camera, select a specific layer, you can implement only the object that is located in the selected layer. Resources .unitypackage: can be imported directly into Unity InPort. You can also package your scene, export. Unitypackage, and put it in other projects. Physics engine nvidia physx: Collider: When you select an object, it is displayed in a green wireframe. body collisions (box, sphere, capsule, cylinder) Grid collider (Mesh collider) car Wheel Collider (Wheel Collider) Terrain Collider (Terrain Collider)  &NB Sp Collision Detection: You can get information about the objects that collide with the current object. Collider collision detection:oncollisionenter & nbsp; &NBsp X-ray:physics.raycast trigger collision detection:ontriggerenter Rigid bodies: simulating physical phenomena of objects, simulating gravity, resistance. You can add various forces to a rigid body. Lighting Systems: Common lighting types: Directional light) No attenuation, analog sun light Spotlight (Spotlight) with attenuation, cone concentrating, Radiate from a point to a certain direction. Point Light (pointlight) has attenuation from one point outward radiation Baking: render static lighting effects on textures, reducing the overhead of lights and shadows Shadow: Hard shadows, soft shadows, &NBS P;project Settings->player Set rendering path to deferred lighting delay illumination. The cast Shadows (cast Shadow) Tick of the cast shadow object On   receive shadows for shaded objects (receive shadows) hook up the particle system: & nbsp Particle system components particleemitter, particle system gameobject. particle system gameobject: particle system components: Particle emitter: particleemitter, with ellippsoid particle Emitter and Mesh particle Emitter two transmitters. Particle generation, quantity, size, speed, survival time and other parameters particle animator (particle Animator) is responsible for controlling the behavior changes of particles after they are produced, including rotation, stress, etc. particle renderer (particle Renderer) is primarily responsible for rendering, shading, material, etc. of particles. Terrain: Unity has a set of terrain tools Camera: camera perspective: Perspective, Orthogonal skybox Sky Box: Requires a skybox type of shader and a six-facet texture attached to it. First person View: Third person view: Animation System: Package Release:
Unity3d Knowledge Framework