Untiy3d Editor menu commands

Source: Internet
Author: User
Tags transparent color
1. Level 1 V 0.6.2 updated: 2012-08-262. Introduction to concepts-a brief description of some concepts and basic applications in game development. Unity practice-how to use and pay attention to items in unity. 3. game Production Line overview art content production art content export game content production game content build game content package game content load game content performance 4. game Development and unity practices 5. game object 6. this section describes game objects. Game objects are the basic unit for managing objects in a scenario. Game objects can be used to locate, search, and access objects in a scenario. Objects have cascading relationships. operations on an object affect its sub-objects. For example, if an object is moved, its sub-objects are also moved. 7. In unity, Game objects are managed in hierarchy. Main attributes: Transformation: the position, rotation, and scaling attributes of an object. Parent-parent object in its hierarchical relationship. Main method (in script) Start ()-the object is executed once after being instantiated. Update ()-after the object is activated, each frame is executed. 8. Component 9. Introduce the features required by a modular structure game object with components similar to the plug-in concept, and then mount the corresponding components. Such as collision, audio source, light, and material. 10. Select a game object from the component list in unity. You can add a required component to this game object. 11. Game Development and unity practice 12. assets13. Introduction Assets can be understood as various source data required for making and processing games. This data is not directly built into the game. Which data is required to create a game (scenario)? select and build it from assets. 14. In unity, assets are managed in "project. Place the resource file in the asset directory, and unity will perform auto-check and import it to the "project. 15. prefab16. Introduction: prefab is a type of asset. Prefab is equivalent to a template of a game object. You can use prefab to instantiate a game object with the same or similar features, so that you do not need to configure its attributes repeatedly. 17. In unity, you can drag the game object instance directly to the asset to automatically generate a prefab. If an object references other objects and the referenced object is not in prefab, the reference relationship is lost after the prefab is generated. Multiple game objects are instantiated using Prefab. If you modify the prefab attributes, the attributes of these game objects will also change. 18. Game Development and unity PRACTICE 19. Model 20. Introduction to model vertices-precision issues should be considered. Questions about precision loss caused by too small or too large size. Normal-normal attributes can represent the surface direction and affect the light and shade of an object. ○ If a dark area of a plane cannot be illuminated by lighting, check the module normal in the data. UV-coordinate ing between vertices and textures. Vertex color-usually used for static lighting or Multi-Layer Texture mixing. The index-polygon has a direction, and the order of indexes determines the direction of the plane. Note that the number of vertices directly affects the precision of the model and the granularity of the color transition of the vertex. 21. In unity, the model uses to place the model file somewhere in the asset directory. Unity will automatically detect and import it to the "project. The formats supported by model files include fbx, Collada, and Ma. Fbx-Autodesk is a digital content file format. Many digital content creation tools support importing and exporting data in this format. Unity supports importing Maya files, but you need to install Maya. 22. Texture 23. This section describes how textures provide color input for the color display or operation of elements in the game. For example, an image on the model surface is used to calculate the color of the material and the image on the user interface. Format: TGA-32-bit, with 8-bit Alpha channels. PNG-compression format, transparent color. Jpg-compressed format, not half transparent. Dxt-different compression formats are available. Mipmap-if the scene has a depth, mipmap can make the distant textures look like they are not "Flowers" and improve the rendering performance of distant objects. Dimensions-different devices have limitations on the size of pasters used for rendering. For example, some devices require a map width and height of 2; some devices limit the maximum size to 2048*2048. For specific restrictions, see the document. 24. Supports PNG, TGA, JPG, and PSD pasters in unity... Copy the texture to the asset directory, and the texture can be imported. Texture compression-sets the texture compression mode to balance the memory and CPU. 25. Material (material) 26. describes the material function to provide attributes for the "surface" of the model in the game. For example, attributes and operations of color or light, physical attributes, and sound attributes. Diffing mode diffuse-the diffuse color of the material indicates the average amount of incident light reflected in all directions. Value (100%, 1) indicates that all directions can reflect of the incident light. Diffuse ing does not seem to change light and shade in any direction. The diffuse color is displayed only when it is affected by some shadow-free illumination because it scales the incident illumination. Normal-normal maps can specify the normal attributes of each pixel, which can affect both the diffuse reflection and highlight illumination. Specular
-The highlight color can indicate the amount of incident light reflected in a certain direction. The highlight reaction is the brightest when the direction of your eyes and the reflected incident line is aligned, so the highlight changes according to the view. The normal will also affect the highlight, because it will affect the direction of the light source for reflection. The highlight intensity can control the overall gloss or luster of the table. A very high highlight intensity can be like a mirror surface, while a low intensity can be a rough surface. 27. In the unity material, the material in the unity is not edited by graph and can only be set based on the shader. To achieve special effects, you need to write the corresponding shader file for support. 28. Camera (CAMERA) 29. Introduction to camera Perspective Projection-with depth of field, close to big and small, refer to the effect of a real camera. Orthogonal projection-no depth of field, no near big far small effect, mostly used for 2D performance. FOV-lens width, which can also be understood as "close, far, and small. 30. In unity, camera projection mode-orthogonal projection and Perspective Projection can be set. Target texture renders the content in this camera to a texture. It can be used to achieve the painting effect. 31. Light 32. Introduce the lighting environment light to illuminate the entire scene, with no direction (or from all directions ). Lighting Effect. The effect of sunlight in the direction. Spotlight effect on the spot stage. 33. In unity, light component is used to assign light component to the object, and the object has the lighting attribute type. You can set spot, directional, point, and area light. Note that the point light source in Unity does not produce the normal map operation and must be expressed in parallel. Minimize the number of dynamic light sources activated at the same time to improve performance. 34. game Development and unity practices 35. menu/form (menu/window) 36. this section describes elements on a reusable menu/Form Control Interface, such as buttons, scroll bars, and drop-down lists. Event/message processes user operations, such as click and drag operations. 37. In unity, menu/form ngui is a GUI library developed for unity with complete menu/window support. Provides many common UI controls, interface behaviors, and event responses. The event model ngui provides message scripts that drag the required scripts to the corresponding UI object to set the Event Response for this object. 38. hud39. This section describes the graphic and text elements on the HUD-Head Up Display Screen. An important element of Sprite-Hud, which has the following features: transformation-moving, rotating, and scaling. Behavior-various behavior performances, such as fade in, fade out, flip, and moving according to the specified trajectory. Animation-you can play a frame animation to express the 2D role action. 40. In unity, HUD ngui has good support for HUD. Data production line texture packer-a texture packaging tool that can pack Texture Materials. Atlas maker-generate Atlas (equivalent to various sprite repositories ). Behavior ngui has a script library named tweening, which provides various scripts used to control how UI objects change dynamically. 41. Font 42. You can customize the font style of the font map. The text content and color can be dynamically changed. Not suitable for scaling. You can customize the style of a text that is painted on a texture. The content cannot be changed dynamically. 43. Font ngui supports font pasters in unity. Production Line bmfont-a font file creation tool. Font maker-ngui font creation tool to generate available data in unity. 44. Game Development and unity practices 45. Collision 46. Introduce the impact of collision physical materials on the interaction between objects, such as friction and elasticity. Groups (Space Division) predict objects that cannot conflict with each other and place them in different groups. During collision detection, collision operations are not required on the objects in these two groups to save a lot of operation. 47. Add a collision component to the game object during collision in unity. This game object has the collision attribute. The collision bodies that can be bound to unity include box, sphere, capsule, mesh, wheel, and terrain. Unity does not have collision group settings, which must be implemented in the script. 48. Rigid Body 49. describes the attributes of a rigid body (refer to the description of a rigid body in physics), including quality, speed, force, acceleration, and rotation. Shape and performance sphere-the highest performance. Cubes, cylinders, capsules, and wheels-moderate performance. combinations can be used for slightly complex physical collisions. Convex Polygon-a collision body of any shape. Its performance is determined by the number of faces, but its performance is relatively low. Detection type (continuous collision ...) If continuous collision detection is not performed, the object may pass through another collision object when the object speed is fast. 50. In unity, if a rigid body requires a game object to be moved according to physical characteristics, it is bound to a Rigidbody component. Mass-quality, which affects the Collision Effect of objects. Drag-block factor, used to show the effect of an object being blocked by air, water, and other substances. Collision Detection discrete-high performance, suitable for low-speed moving objects, objects may pass through other collision bodies during high-speed motion. Continuous-continuous collision detection ensures that objects do not pass through other collision bodies. However, the performance is low. Continuous
Dynamic-static mesh collision tool (without a rigid body) for fast moving objects. Constrains-constraints on an object in a certain direction. Note: the size of the scenario affects physical performance. 51. Game Development and unity practices 52. Sample 53. sample formats (audio files) WAV, MP3, and Ogg. Format (in memory) Native-Saves CPU and memory consumption. Compress-memory and CPU consumption are relatively low. The specific selection depends on the memory and CPU usage. Loading Method streaming-Saves memory and limited number of channels. It is suitable for long audios such as game music and voice conversations. In memory-high performance, paid memory; suitable for short sound effects. Stereo and single-channel stereo-with a sense of space, it is suitable for high-quality 2D audio playback. Single Channel-it has no sense of space and is suitable for Playing Sound Effects in 3D scenarios. 54. Sample WAV asset in unity, that is, audioclip. Audio Format native (WAV)-Saves CPU and memory fees. Compressed (mPEG)-Saves memory and CPU fees. Load into memory-load samples to the memory in advance and play back from the memory during playback. Stream from disc-if the sample is not loaded, the video is cached and played during playback. 55. sound Source 56. introduction to sound source-priority for playing sample characteristics-the number of channels that can be played by all devices at the same time is limited. when too many sounds are played at the same time, A low-priority (usually relatively unimportant) sound will be stopped. Volume-the volume of the sample during playback. 2D/3D 2D sound has nothing to do with orientation and distance. 3D sound is easier to simulate the sound effects of the real (3D) World. 57. In unity, add audio source component to the game object. This game object has the sound source feature. You can set mute, priority, volume, and pitch in inspector. At the same time, one audio source only plays one sample. However, you can use an audio sound to play different audio clip. 58. 3D sound59. introduce 3D sound. 3D sound has a direction and a position. When players move or turn in the scene, they will be in another place. The speed has an effect on the Doppler effect. It is usually used to express high-speed speech bodies. Attenuation Curve logarithm attenuation-sound rapidly decreases with the increase of distance, which is relatively close to the real-world sound performance. Linear attenuation-the sound decreases even as the distance increases. Custom Attenuation Curve 60. In unity, to play 3D sound, select the 3D sound attribute of audio clip. You can select or customize the sound attenuation curve. Max distance determines the length of the horizontal axis in the attenuation curve. Note: The size setting of the game scenario directly affects the 3D sound. 61. game Development and unity practices 62. state Machine 63. introduction to the state machine indicates that the state machine is a modular encapsulation of logic. It executes the corresponding logic within the State and triggers status switching by external conditions. Generally, a State includes three phases: entering, executing, and exiting. Objective To divide the logic module and clarify the logical relationship. Application game Status Control game scenario switch role animation... 64. In unity, the state machine is different from the Unreal Engine. in unity, there is no visualized state machine editing function. You need to write a script to implement it. Shared code such as http://wiki.unity3d.com/index.phptitle=Finite_State_Machine http://www.playmedusa.com/blog/2010/12/10/a-finite-state-machine-in-c-for-unity3d/65 can be found on the Internet. communication 66. this article introduces the interaction between modules in communication games, which requires a communication mechanism. Inter-module communication involves multiple forms, and different communication mechanisms have their own advantages and disadvantages: Object Reference ○ The referenced objects depend on the referenced objects. ○ Strong coupling. Delegate ○ The Event receiver establishes a clear association with the message sender. ○ This relationship is established by abstract interfaces, SO coupling is weak. Message Center ○ The Notification sender sends a message to the message center, and the receiver retrieves the message from the message center. ○ The two communication modules have no coupling relationship. 67. One feature of delegate C # Language Communication in unity. Highly Efficient object reference for public references. Unity supports editing associations in the editor. Is a common practice in Unity development. Message-1 Unity provides message broadcast. This method is less efficient. Message-2 can also use C # to customize the message system. For example, http://www.unifycommunity.com/wiki/index.phptitle=CSharpMessenger68. Reference http://www.gltop.com/index.phpq=node/3 http://unity3d.com/support/documentation/ http://forum.unity3d.com/http://game.ceeger.com/

 

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.