There is an ADD Asset package button in the navigation window that allows you to import some official resource packs, such as the characters role controller windows→layouts can replace the display of the window
Common views1. Scene view is used to set up the scene and place the game object, which is the place to construct the game scene "Ctrl + 1" 2. The game view is the game screen rendered by the camera, and the player sees the effect "CTRL + 2" 3 when the game is released. Hierarchical view (Hierarchy) To display the hierarchical relationship of all game objects in the current scene "Ctrl + 4" 4. The Project View (project) is used to view all resources used in the entire project "CTRL + 5" 5. View (Inspector) to display the currently selected game Object related properties and information "CTRL + 3" Ps:animation View "CTRL + 6" Profiler View "CTRL + 7" Audio mixer View "CTRL + 8" Asset Stor E-View "CTRL + 9" Version control view "CTRL + 0" Console View "Ctrl + Shift + C" Users can also adjust a set of their preferred window placement according to their preferences, and then window→layouts→ Save Layout to store
Tool BarHand (hand type) tool "Q" can move the entire scene by holding down the mouse in the scene view, Alt + Left button to rotate the scene, Alt + right to zoom scene Translate (move) tool "W" to move a game object
The Rotate (rotate) tool "E" rotates a Game object scale (zoom) tool "R" to zoom a game object, the blue squares are scaled along the z axis, the red squares are scaled along the x axis, the green squares are scaled along the Y axis, and the gray squares in the middle are uniformly scaled in three directions Re The CT (rectangle) tool "T" views and edits the rectangular handle (Rect handles) of a 2D or 3D game object. For 2D game objects, you can press and hold the SHIFT key to scale Transform Gizmo tools (Transform AIDS) left: Displays the axis reference point of the game object. Center is the pivot of all selected objects at the centre. Pivot is the last selected object as axis right: display coordinates, Global is selected game object using world coordinates, local play (play tool) does not explain what game objects the Layers (layering) tool controls for the game object's own coordinates Display the Layers (Layout) tool switch window in the scence view file→bulid Settings output as EXE file search resources can include some filtering, such as Rocks t:material t:texture T: Generation Table type filtering, I for label filter 3D mode using a perspective camera (perspective cameras), 2D mode using an orthogonal camera (orthographic cameras)
The right mouse button +wads can enter the airplane mode, you can roam the scene in scene view with first person view, press SHIFT to accelerate the click of the middle square or the following words can switch isometric mode (isometric projection mode) and perspective Mode (Perspective mode), the former without perspective, the object will not shrink with distance, generally used in the GUI and 2D games, the latter in the scence view of the opposite side there is a scence View control bar (scene view controls bar) Change scence view of the rendering mode, Just change the way the scence view is displayed, without affecting the final game effect switch between the lights in 3D mode switch and the toggle sound switching on and off in the scene
Toggle the Sky box, fog effect, glow display and hide to show or hide icons for objects in the scene, gizmes in Game view at the top of the Game View Control bar (game View controls) screen display scale, or you can set the scale Maximiz E on Play maximizes mute audio on or off in the scene stats displays various data at run time Gizmes same scence, no longer explained
Inspector (Viewing) ViewIn short, look at the properties of a variety of things (you know), more than a dog, although it is not possible to understand all, but I would like to write down a few common properties of the book ╮ ( ̄▽ ̄) ╭transform (transform) component can be Transform component to the game object positing (position), R The three properties of otating (rotation) and scale (scaling) are modified, each game object has a mesh filter (mesh filter) component grid filters to get the grid information (mesh) from the object and communicate it to the grid used to render it to the screen In the renderer, the mesh coilder (collision body) Component Mesh collider, in order to prevent the object from penetrating, need to add the collision body mesh rendere (grid renderer) component Grid renderer to obtain the geometry from the grid filter, and according to the game object's Tran Sform the location defined by the component to render the materials (material) component sets the color of the game object, the map, and other information
Hierarchy (Hierarchy) ViewThe hierarchy view is used to display each game object in the current scene, the hierarchy view provides an inheritance relationship, a game object can have only one parent class, but there can be multiple subclasses, the modification of the parent class affects all of his subclasses, that is, the subclass inherits from the parent class
Console (console) View "Ctrl + Shift + C"The console is a debugging tool for unity where users can write scripts to output information in the console. errors, messages, and warnings in the project can be displayed in this view
Animation (animation) View "Ctrl + 6"Animated view to create and edit the animated clip of the Game object in Unity (Animation Clips)
Animator (animation controller) ViewAnimation controller view to preview and set the behavior of the role
Sprite Editor ViewThe Sprite Editor is a tool for creating sprites that can be used to extract elements from complex images and create sprites to select a sprite in its properties click the Sprite Editor and the trim button in the upper left corner of this view pops up. The software automatically aligns the selected object with the name of the Sprite in the name input box and sets the pivot center position (typically center) and then clicks the Apply button in the top right corner to split the picture Sprite Editor supports automatic sprite extraction, Click the Slice button in the upper left corner of the editor to bring up a panel, confirm the relevant parameters, click the Slice button to automatically select the appropriate sprite, and then click the Apply button to split
Sprite Packer (Sprite Pack tool) View
The Sprite wrapping tool is a tool for making Sprite Atlas, which can be made into Atlas, which can improve the space utilization of pictures and reduce the waste of resources Windows→sprite Packer Open this view Click the Pack button in the upper-left corner to package the album Sprite Packaging tool is categorized according to the Packing tag in the sprite properties, then packaged, Packing tag will be together
lightmaps (Light map baking) ViewUnity's built-in lighting map baking tool, Beast, uses Beast to bake scenes based on the settings of the scene's mesh objects, material maps, and light properties, resulting in a perfect illumination map, detailed use, etc.
occlusion (occlusion culling) viewOcclusion culling technology refers to when an object is obscured by other objects, not rendered in the visual range of the camera, and used in detail.
Navigation (navigation pathfinding) View
Navigation pathfinding is a common technology in the game, by clicking on a location on the scene, the game character will automatically find the way past, the character will automatically bypass the obstacle during the walk, finally reach the end Window→navigation open view detailed use and so on later
Version Control (versioning) view
Using versioning can easily go back to a point-in-time version, which is an important feature for developers, especially when team collaboration is developed by default, unity Versioning is turned off, and Edit→project Setting→editor is selected, Then set the mode of version control to asset Server in the Inspector View, then press Ctrl + 0 to open the view
unity5.x Editor Introduction