Glossary 词汇表
2D对象 |
2D Object: |
一个2D GameObjectUnity场景中的基本对象,可以代表人物、道具、场景、相机、路点等。GameObject(游戏物体)的功能是由附加组件定义的。
更多信息 |
A 2D GameObjectThe fundamental object in
Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s
functionality is defined by the Components attached to it. 更多信息 |
dimetric projection: |
A form of parallel projection where the dimensions of a 3D objectA 3D GameObject such as a cube, terrain or ragdoll. 更多信息 |
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isometric projection: |
A form of parallel projection where the dimensions of a 3D objectA 3D GameObject such as a cube, terrain or ragdoll. 更多信息 |
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sprite atlas: |
A texture that is composed of several smaller textures. Also referred to as a texture atlas, image spriteA 2D graphic objects. If you are used to
working in 3D, Sprites are essentially just standard textures but there are special techniques for combining
and managing sprite textures for efficiency and convenience during development. 更多信息 |
Body Type: |
Defines a fixed behavior for a 2D rigid body. Can be Dynamic (the body moves under simulation and is affected by forces like gravity), Kinematic (the body moves under simulation, but and isn’t affected by forces like gravity) or Static (the body doesn’t move under simulation). 更多信息 |
Fixed Joint 2D: |
A 2D jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Physics Material 2D: |
Use to adjust the friction and bounce that occurs between 2D physics objects when they collide 更多信息 |
Relative Joint 2D: |
A 2D jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
NavMesh: |
A meshThe main graphics primitive of Unity.
Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes.
Nurbs, Nurms, Subdiv surfaces must be converted to polygons. 更多信息 |
Active Users: |
Players who recently played your game. Unity AnalyticsAbbreviation
of Unity Analytics |
Ad ARP: |
(Average Revenue Per User) Average Unity Ads revenue per player. 更多信息 |
Ad Revenue: |
Total Unity Ads revenue. 更多信息 |
Ad Starts: |
The number of video ads that started playing. 更多信息 |
Ads per DAU: |
The number of ads started per active player on a given day. 更多信息 |
Age 14 and Under: |
By default, Unity does not breakout analyticsAbbreviation
of Unity Analytics |
All Spenders: |
Players who have made any verified or unverified in-app purchases in their lifetime. 更多信息 |
Analytics: |
Abbreviation of Unity AnalyticsA data
platform that provides analytics for your Unity game. 更多信息 |
Analytics Events: |
Events dispatched to the AnalyticsAbbreviation
of Unity Analytics |
Application version: |
Player segments based on application version or bundleid. 更多信息 |
ARPDAU : |
(Average Revenue Per Daily Active User) The average revenue per user who played on a given day. 更多信息 |
ARPPU: |
(Average Revenue Per Paying User) Average verified IAP revenueRevenue from verified IAP transactions. IAP verification is currently supported by the
Apple App Store and the Google Play Store. 更多信息 |
Churn: |
The rate at which users are leaving your game during a specified period. Your user churn is important in estimating the lifetime value of your users. Mathematically, churn is the complement of retention (in other words: Churn + Retention = 100%). 更多信息 |
Cohort: |
A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments. 更多信息 |
Conversion Rate: |
The percentage of users who complete an action or sequence of actions. 更多信息 |
COPPA: |
(Children’s Online Privacy Protection Act) COPPA(Children’s
Online Privacy Protection Act) COPPA is a US law that applies to apps that collect personal information and
are targeted to children under the age of 14. 更多信息 |
Core Events: |
Core events are the basic events dispatched by the Unity AnalyticsAbbreviation of Unity Analytics |
CTR: |
(Click Through Rate) The percentage of players who click a link in an ad displayed in your game. 更多信息 |
Custom Events: |
Custom events are freeform events that you can dispatch when an appropriate standard
eventStandard events are application-specific events that you dispatch
in response to important player actions or milestones. Standard events have standardized names and defined
parameter lists. 更多信息 |
Data Explorer: |
A Unity AnalyticsAbbreviation of Unity
Analytics |
DAU: |
(Daily Active Users) The number of different players who started a session on a given day. DAU(Daily Active Users) The number of different players who started a session on a given
day. DAU includes both new and returning players. 更多信息 |
DAU per MAU: |
(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky
FactorAn estimate of how compelling a game is to its players. A high
“sticky factor” means that players stick with an app over time. 更多信息 |
Day 1 Retention: |
The percentage of players who returned to your game one day after playing the first time. 更多信息 |
Day 30 Retention: |
The percentage of players who returned to your game thirty days after playing the first time. 更多信息 |
Day 7 Retention: |
The percentage of players who returned to your game seven days after playing the first time. 更多信息 |
Demographics: |
Player segments based on reported demographics. 更多信息 |
Dolphins: |
Players who have spent between $5 and $19.99. 更多信息 |
eCPM: |
(estimated Cost Per Mille) The estimated revenue for 1000 ad impressions for your app. See What is ECPM. 更多信息 |
Engagement: |
Engagement is a broad measure of how players enjoy, or are otherwise invested, in your game. Impossible to
measure directly, the following metrics are frequently used to estimate engagement: Retention, DAU(Daily Active Users) The number of different players who started a session on a given
day. DAU includes both new and returning players. 更多信息 |
F2P: |
(Free to Play) A business model that offers users free access to a fully functional game and a significant portion of app content. Monetization strategies for these titles generally include microtransactions that allow users to access premium features and virtual goods. 更多信息 |
Fill Rate: |
The rate at which ads are available when you request one. 更多信息 |
Funnel: |
In AnalyticsAbbreviation of Unity
Analytics |
Geography: |
Player segments based on country. 更多信息 |
Heatmaps: |
Heatmaps are a spatial visualization of analyticsAbbreviation
of Unity Analytics |
IAP: |
See In App PurchaseRevenue from
“micro-transactions” within a game. 更多信息 |
In App Purchase: |
Revenue from “micro-transactions” within a game. 更多信息 |
Impressions: |
The number of times ads are seen in your game. An impression is counted even if the ad is not completed. 更多信息 |
LTV: |
(Lifetime Value) The estimated value of an average player over their lifetime with your application or game. 更多信息 |
MAU: |
(Monthly Active Users) The number of players who started a session within the last 30 days. 更多信息 |
Minnow: |
A player who has spent less than $5 in their lifetime. 更多信息 |
Never Monetized: |
Players who have never spent real currency. 更多信息 |
New Users: |
Users who played your game for the first time. 更多信息 |
Number of Unverified Transactions: |
The total number of IAP transactions, whether or not they have been verified. 更多信息 |
Number of Users: |
The cumulative number of unique players over the last 90 days. Users who have not played in more than 90 days are removed from the count. 更多信息 |
Number of Verified Transactions: |
IAP transactions that have been verified through the appropriate app store. IAP verification is currently supported by the Apple App Store and the Google Play Store. 更多信息 |
Percentage of Population: |
Your player population as a percentage. Typically only useful when combined with a segment. Calculated as the percentage of the Number of Users metric who are members of a specified segment. 更多信息 |
Remote Settings: |
Remote settings are game variables that you can set remotely on your AnalyticsAbbreviation of Unity Analytics |
Segment: |
Segments are subsets of your player base, split apart by key differentiators. Viewing metrics and events by segment can reveal differences in-game behavior between different groups. 更多信息 |
Session: |
A single play or usage period. A new session is counted when a player launches your game or brings a suspended game to the foreground after 30 minutes of inactivity. 更多信息 |
Sessions per User: |
The average number of sessions per person playing on a given day. Also known as Average Number of Sessions
per DAU(Daily Active Users) The number of
different players who started a session on a given day. DAU includes both new and returning players. 更多信息 |
Standard event: |
Standard events are application-specific events that you dispatch in response to important player actions
or milestones. Standard eventsStandard
events are application-specific events that you dispatch in response to important player actions or
milestones. Standard events have standardized names and defined parameter lists. 更多信息 |
Sticky Factor: |
An estimate of how compelling a game is to its players. A high “sticky factorAn estimate of how compelling a game is to its players. A high ”sticky factor“ means
that players stick with an app over time. 更多信息 |
Total Daily Playing Time: |
The cumulative playing time of all people playing on a given day. 更多信息 |
Total Daily Playing Time per Active User: |
The average playing time of people playing on a given day. 更多信息 |
Total IAP Revenue: |
The total IAP revenueThe total IAP
revenue, including revenue from both verified and unverified transactions. 更多信息 |
Total Sessions Today: |
The total number of sessions by all people playing on a given day. Also known as Total Sessions. 更多信息 |
Total Verified Revenue: |
Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store. 更多信息 |
Unity Analytics: |
A data platform that provides analyticsAbbreviation
of Unity Analytics |
Unity IAP: |
Abbreviation of Unity In App PurchaseRevenue
from “micro-transactions” within a game. 更多信息 |
Universal Windows Platform: |
An IAP feature that supports Microsoft’s In App PurchaseRevenue
from “micro-transactions” within a game. 更多信息 |
Unknown Gender: |
Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.) 更多信息 |
Unverified IAP Revenue: |
IAP revenue from sources that do not support verification and from transactions that failed verification. Transactions can fail verification because they are fraudulent or because of missing or malformed information. 更多信息 |
Verified IAP Revenue: |
Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store. 更多信息 |
Verified Paying Users: |
Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store. 更多信息 |
Whales: |
Players who have spent at least $20 in their lifetime. 更多信息 |
1D Blend Tree: |
A Blend Tree for 1D blending, which blends motion according to a single Animation Parameter. 更多信息 |
2D Blend Tree: |
A Blend Tree for 2D blending, which blends motion according to two Animation
ParametersUsed to communicate between scripting and the Animator
Controller. Some parameters can be set in scripting and used by the controller, while other parameters are
based on Custom Curves in Animation Clips and can be sampled using the scripting API. 更多信息 |
3D Object: |
A 3D GameObjectThe fundamental object in
Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s
functionality is defined by the Components attached to it. 更多信息 |
Animation Blend Shape: |
Enables you to make an object change its form by blending between two separate meshes. 更多信息 |
Animation Blend Tree: |
Used for continuous blending between similar Animation ClipsAnimation data that can be used for animated characters or simple animations. It is a
simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Animation Clip: |
Animation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Animation Clip Node: |
A node in a Blend Tree graph that contains an animation clipAnimation data that can be used for animated characters or simple animations. It is a
simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
animation compression: |
The method of compressing animation data to significantly reduce file sizes without causing a noticable
reduction in motion quality. Animation compressionA
method of storing data that reduces the amount of storage space it requires. See Texture
Compression, Animation Compression, Audio
Compression, Build Compression. |
Animation Curves: |
Allows you to add data to an imported clip so you can animate the timings of other items based on the state
of an animator. For example, for a game set in icy conditions, you could use an extra animation
curveThe curve drawn between keys set for the same animatable property,
at different frames or seconds. The position of the tangents and the selected interpolation mode for each
key determines the shape of the animation curve. 更多信息 |
Animation Event: |
Allows you to add data to an imported clip which determines when certain actions should occur in time with the animation. For example, for an animated character you might want to add events to walk and run cycles to indicate when the footstep sounds should play. 更多信息 |
Animation Layer: |
An Animation LayerAn Animation Layer
contains an Animation State Machine that controls animations of a model or part of it. An example of this
is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as
throwing an object or shooting. The higher layers take precedence for the body parts they control. 更多信息 |
Animation Parameters: |
Used to communicate between scripting and the Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation
Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple
models with Animator components. 更多信息 |
Animation State Machine: |
A graph within an Animator ControllerControls
animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by
Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator
components. 更多信息 |
Animation Transition: |
Allows a state machineThe set of states in
an Animator Controller that a character or animated GameObject can be in, along with a set of transitions
between those states and a variable to remember the current state. The states available will depend on the
type of gameplay, but typical states include things like idling, walking, running and jumping. 更多信息 |
Animator Component: |
A component on a model that animates that model using the Animation system. The component has a reference
to an Animator ControllerControls animation
through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation
Parameters. The same Animator Controller can be referenced by multiple models with Animator components. 更多信息 |
Animator Controller: |
Controls animation through Animation LayersAn
Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An
example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body
motions such as throwing an object or shooting. The higher layers take precedence for the body parts they
control. 更多信息 |
Animator Override Controller: |
Allows you to create multiple variants of an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation
Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple
models with Animator components. 更多信息 |
Animator Window: |
The window where the Animator ControllerControls
animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by
Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator
components. 更多信息 |
Avatar: |
An interface for retargetingApplying
animations created for one model to another. 更多信息 |
Avatar Mask: |
A specification for which body parts to include or exclude for an animation rig. Used in Animation
LayersAn Animation Layer contains an Animation State Machine that
controls animations of a model or part of it. An example of this is if you have a full-body layer for
walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The
higher layers take precedence for the body parts they control. 更多信息 |
Bind-pose: |
The pose at which the character was modelled. |
blend: |
Transition from one animation to another animation smoothly and seamlessly, such as blending a character’s walking and running animations according to the character’s speed. |
Blend Node: |
A node in a Blend Tree graph that blends animation clipAnimation
data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion,
such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Body Transform: |
The mass center of the character. It is used in for animation retargetingApplying animations created for one model to another. 更多信息 |
Direct Blend Tree: |
A Blend Tree that allows you to map animator parameters directly to the weight of a Blend Tree child. This is useful when you want to have exact control over the animations that are being blended rather than blend them indirectly using one or two parameters (in the case of 1D and 2D blend trees). 更多信息 |
forward kinematics: |
A method of posing a skeleton for animation by rotating the jointA physics component allowing a dynamic connection between rigidbodies, usually allowing
some degree of movement such as a hinge. 更多信息 |
Human template: |
A pre-defined bone-mapping. Used for matching bones from FBX files to the AvatarAn interface for retargeting animation from one rig to another. 更多信息 |
Humanoid animation: |
An animation using humanoid skeletons. Humanoid models generally have the same basic structure,
representing the major articulate parts of the body, head and limbs. This makes it easy to map animations
from one humanoid skeleton to another, allowing retargetingApplying
animations created for one model to another. 更多信息 |
inverse kinematics (IK): |
The automatic calculation of jointA
physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of
movement such as a hinge. 更多信息 |
keyframe: |
A frame that marks the start or end point of a transition in an animation. Frames in between the keyframesA frame that marks the start or end
point of a transition in an animation. Frames in between the keyframes are called inbetweens. |
Keyframe Reduction: |
A process that removes redundant keyframesA
frame that marks the start or end point of a transition in an animation. Frames in between the keyframes
are called inbetweens. |
kinematics: |
The geometry that describes the position and orientation of a character’s jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing
some degree of movement such as a hinge. 更多信息 |
Loop Pose: |
An animation clipAnimation data that can
be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one
specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Muscle definition: |
This allows you to have more intuitive control over the character’s skeleton. When an AvatarAn interface for retargeting animation from one rig to another. 更多信息 |
Ping Pong: |
To repeatedly play an animation to the end, then in reverse back to the beginning, in a loop. |
Playable Graph: |
An API for controlling PlayablesAn API
that provides a way to create tools, effects or other gameplay mechanisms by organizing and evaluating data
sources in a tree-like structure known as the PlayableGraph. 更多信息 |
Playables: |
An API that provides a way to create tools, effects or other gameplay mechanisms by organizing and evaluating data sources in a tree-like structure known as the PlayableGraph. 更多信息 |
Retargeting: |
Applying animations created for one model to another. 更多信息 |
Rigging: |
The process of building a skeleton hierarchy of jointsA
physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of
movement such as a hinge. 更多信息 |
Root Motion: |
Motion of character’s root nodeA transform
in an animation hierarchy that allows Unity to establish consistency between Animation clips for a generic
model. It also enables Unity to properly blend between Animations that have not been authored “in place”
(that is, where the whole Model moves its world position while animating). 更多信息 |
Root node: |
A transform in an animation hierarchy that allows Unity to establish consistency between Animation
clipsAnimation data that can be used for animated characters or simple
animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or
“Run”. 更多信息 |
Root Transform: |
The Transform at the top of a hierarchy of Transforms. In a PrefabAn asset type that allows you to store a GameObject complete with components and
properties. The prefab acts as a template from which you can create new object instances in the scene. 更多信息 |
Scene: |
A SceneA Scene contains the environments
and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your
environments, obstacles, and decorations, essentially designing and building your game in pieces. 更多信息 |
Skinning: |
The process of binding bone jointsA
physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of
movement such as a hinge. 更多信息 |
State Machine: |
The set of states in an Animator ControllerControls
animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by
Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator
components. 更多信息 |
State Machine Behaviour: |
A script that attaches to a state within a state machineThe
set of states in an Animator Controller that a character or animated GameObject can be in, along with a set
of transitions between those states and a variable to remember the current state. The states available will
depend on the type of gameplay, but typical states include things like idling, walking, running and
jumping. 更多信息 |
T-pose: |
The pose in which the character has their arms straight out to the sides, forming a “T”. The required pose
for the character to be in, in order to make an AvatarAn
interface for retargeting animation from one rig to another. 更多信息 |
Target matching: |
A scripting function that allows you to move characters in such a way that a hand or foot lands in a certain place at a certain time. For example, the character may need to jump across stepping stones or jump and grab an overhead beam. 更多信息 |
Transition: |
The blend from one state to another in a state machineThe
set of states in an Animator Controller that a character or animated GameObject can be in, along with a set
of transitions between those states and a variable to remember the current state. The states available will
depend on the type of gameplay, but typical states include things like idling, walking, running and
jumping. 更多信息 |
Translate DoF: |
The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation. |
Asset: |
Any media or data that can be used in your game or Project. An Asset may come from a file created outside
of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such
as an Animator ControllerControls animation
through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation
Parameters. The same Animator Controller can be referenced by multiple models with Animator components. 更多信息 |
Asset package: |
A collection of files and data from Unity Projects, or elements of Projects, which are compressed and
stored in one file, similar to Zip files. Asset packagesA
collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored
in one file, similar to Zip files. Asset packages are a handy way of sharing and re-using Unity Projects
and collections of Assets. 更多信息 |
Asset Server: |
Legacy - An Asset and version controlA
system for managing file changes. You can use Unity in conjunction with most common version control tools,
including Perforce, Git, Mercurial and PlasticSCM. 更多信息 |
Asset Store: |
A growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole Project examples, tutorials and Editor extensions. 更多信息 |
Billboard Asset: |
An asset that is a collection of pre-rendered images of a more complicated MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds.
Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be
converted to polygons. 更多信息 |
Billboard Renderer: |
Renders BillboardA textured 2D object that
rotates as it, or the Camera, moves so that it always faces the Camera. 更多信息 |
Cache Server: |
A standalone app that you can run on your local computer that stores the imported Asset data to reduce the time it takes to import Assets. 更多信息 |
Model: |
A 3D model representation of an object, such as a character, a building, or a piece of furniture. 更多信息 |
Model file: |
A file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. 更多信息 |
Package: |
A container that stores various types of features and Assets for Unity, including Editor or Runtime tools and libraries, Asset collections, and Project templates. Packages are self-contained units that the Unity Package Manager can share across Unity Projects. Most of the time these are called packages, but occasionally they are called Unity Package Manager (UPM) packages. 更多信息 |
Prefab: |
An asset type that allows you to store a GameObjectThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Standard Asset: |
A collection of useful assets supplied with Unity. Unity ships with multiple Standard
AssetA collection of useful assets supplied with Unity. Unity ships with
multiple Standard Asset such as 2D, Cameras, Characters, CrossPlatformInput, Effects, Environment,
ParticleSystems, Prototyping, Utility, and Vehicles. 更多信息 |
Unity unit: |
The unit size used in Unity Projects. By default, 1 Unity unitThe unit size used in Unity Projects. By default, 1 Unity unit is 1 meter. To use a
different scale, set the Scale Factor in the Import Settings when importing Assets. |
UPM package: |
A PackageA container that stores various
types of features and Assets for Unity, including Editor or Runtime tools and libraries, Asset collections,
and Project templates. Packages are self-contained units that the Unity Package Manager can share across
Unity Projects. Most of the time these are called packages, but occasionally they are called Unity
Package Manager (UPM) packages. 更多信息 |
Audio Clip: |
A container for audio data in Unity. Unity supports mono, stereo and multichannel audio assets (up to eight channels). Unity can import .aif, .wav, .mp3, and .ogg audio file format, and .xm, .mod, .it, and .s3m tracker module formats. 更多信息 |
Audio Distortion Filter: |
An audio filterAny audio filter that
distorts the sound from an Audio Source or sounds reaching the Audio Listener. 更多信息 |
Audio Effect: |
Any effect that can modify the output of Audio Mixer components, such as filtering frequency ranges of a sound or applying reverb. 更多信息 |
Audio Filter: |
Any audio filterAny audio filter that
distorts the sound from an Audio Source or sounds reaching the Audio Listener. 更多信息 |
Audio High Pass Filter: |
An audio filterAny audio filter that
distorts the sound from an Audio Source or sounds reaching the Audio Listener. 更多信息 |
Audio Listener: |
A component that acts like a microphone, receiving sound from Audio SourcesA component which plays back an Audio Clip in the scene to an audio listener or through
an audio mixer. 更多信息 |
Audio Low Pass Filter: |
An audio filterAny audio filter that
distorts the sound from an Audio Source or sounds reaching the Audio Listener. 更多信息 |
Audio Source: |
A component which plays back an Audio ClipA
container for audio data in Unity. Unity supports mono, stereo and multichannel audio assets (up to eight
channels). Unity can import .aif, .wav, .mp3, and .ogg audio file format, and .xm, .mod, .it, and .s3m
tracker module formats. 更多信息 |
Audio Spatializer: |
A plug-inA set of code created outside of
Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed
plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins
(platform-specific native code libraries). 更多信息 |
Distortion Effect: |
An audio effectAny effect that can modify
the output of Audio Mixer components, such as filtering frequency ranges of a sound or applying reverb. 更多信息 |
Doppler Factor: |
An audio setting that allows you to control how much the velocity of an object (relative to the audio
listener) affects the pitch of any audio sourcesA
component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. 更多信息 |
Dry Level: |
An audio setting that allows you to set the mix level of unprocessed signal in output in mB. |
Dry Mix: |
An audio setting that allows you to set the volume of the original signal to pass to output. |
Play On Awake: |
Set this to true to make an Audio SourceA
component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. 更多信息 |
build: |
The process of compiling your Project into a format that is ready to run on a specific platform or platforms. 更多信息 |
Managed plug-in: |
A managed .NET assembly that is created with tools like Visual Studio for use in Unity. 更多信息 |
Native plug-in: |
A platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. 更多信息 |
Perforce: |
A version controlA system for managing
file changes. You can use Unity in conjunction with most common version control tools, including Perforce,
Git, Mercurial and PlasticSCM. 更多信息 |
Development Build: |
A development buildA development build
includes debug symbols and enables the Profiler. 更多信息 |
Anchor: |
A UI(User Interface) Allows a user to
interact with your application. 更多信息 |
Console window: |
A Unity Editor window that shows errors, warnings and other messages generated by Unity, or your own scriptsA piece of code that allows you to create
your own Components, trigger game events, modify Component properties over time and respond to user input
in any way you like. 更多信息 |
Flythrough mode: |
A Scene viewAn interactive view into the
world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights,
and all other types of Game Object. 更多信息 |
Input Manager: |
Settings where you can define all the different input axes, buttons and controls for your Project. 更多信息 |
Inspector: |
A Unity window that displays information about the currently selected GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Player Settings: |
Settings that let you set various player-specific options for the final game built by Unity. 更多信息 |
Project View: |
A view that shows the contents of your Assets folder (Project tab) 更多信息 |
Property Drawer: |
A Unity feature that allows you to customize the look of certain controls in the InspectorA Unity window that displays information about the currently selected GameObject, Asset
or Project Settings, alowing you to inspect and edit the values. 更多信息 |
Scene View: |
An interactive view into the world you are creating. You use the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select
and position scenery, characters, cameras, lights, and all other types of Game Object. 更多信息 |
Time Manager: |
A Unity Settings Manager that lets you set a number of properties that control timing within your game. 更多信息 |
zoom: |
A cameraA component which creates an image
of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture.
更多信息 |
Animation Key: |
The value of an animatable propertyA
property belonging to a GameObject, or belonging to a component added to a GameObject, that can have
different values over time. 更多信息 |
Billboard: |
A textured 2D objectA 2D GameObject such
as a tilemap or sprite. 更多信息 |
Billboarding: |
The process of constantly altering the 2D objectA
2D GameObject such as a tilemap or sprite. 更多信息 |
category: |
A ProfilerA window that helps you to
optimize your game. It shows how much time is spent in the various areas of your game. For example, it can
report the percentage of time spent rendering, animating or in your game logic. 更多信息 |
compression: |
A method of storing data that reduces the amount of storage space it requires. See Texture Compression3D Graphics
hardware requires Textures to be compressed in specialised formats which are optimized for fast Texture
sampling. 更多信息 |
console: |
Abbreviation of game consoleA device that
runs and displays video games. |
Deferred shading: |
A rendering pathThe technique Unity uses
to render graphics. Choosing a different path affects the performance of your game, and how lighting and
shading are calculated. Some paths are more suited to different platforms and hardware than others. 更多信息 |
Extrapolate: |
See ExtrapolationThe process of storing
the last few known values and using them to predict future values. Used in animation, physics and
multiplayer. |
Extrapolation: |
The process of storing the last few known values and using them to predict future values. Used in animation, physics and multiplayer. |
first person shooter: |
A common game genre, featuring a first-person view of a 3D world, and gun-based combat with other players or NPCs. |
FBX: |
Autodesk’s proprietary format that Unity uses to import and export Models, animation, and more. 更多信息 |
FPS: |
See first person shooterA common game
genre, featuring a first-person view of a 3D world, and gun-based combat with other players or NPCs. |
game console: |
A device that runs and displays video games. |
game controller: |
A device to control objects and characters in a game. |
GameObject: |
The fundamental object in Unity scenesA
Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level.
In each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Input Key: |
A key on a keyboard relating to the Input class. 更多信息 |
Interpolate: |
See InterpolationThe estimation of values
that determine the shape of an animation curve between two keys. 更多信息 |
Interpolation: |
The process of calculating values in-between two defined values. Used in animation (between keyframes), physics (between physics time-steps), and multiplayer (between network updates) |
Joy Num: |
An Input ManagerSettings where you can
define all the different input axes, buttons and controls for your Project. 更多信息 |
Layer Mask: |
A value defining which layers to include or exclude from an operation, such as renderingThe process of drawing graphics to the screen (or to a render texture). By default, the
main camera in Unity renders its view to the screen. 更多信息 |
marker: |
A Unity ProfilerA window that helps you to
optimize your game. It shows how much time is spent in the various areas of your game. For example, it can
report the percentage of time spent rendering, animating or in your game logic. 更多信息 |
Mask: |
Can refer to a Sprite MaskA texture which
defines which areas of an underlying image to reveal or hide. 更多信息 |
Object: |
See GameObjectThe fundamental object in
Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s
functionality is defined by the Components attached to it. 更多信息 |
Packages: |
Packages are collections of Assets to be shared and re-used in Unity. There are two types of packages
supported in Unity: Asset packagesA
collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored
in one file, similar to Zip files. Asset packages are a handy way of sharing and re-using Unity Projects
and collections of Assets. 更多信息 |
Parent: |
An object that contains child objects in a hierarchy. When a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Profiler: |
A window that helps you to optimize your game. It shows how much time is spent in the various areas of your
game. For example, it can report the percentage of time spent renderingThe process of drawing graphics to the screen (or to a render texture). By default, the
main camera in Unity renders its view to the screen. 更多信息 |
Project: |
In Unity, you use a Project to design and develop a game. A Project stores all of the files that are
related to a game, such as the Asset and SceneA
Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level.
In each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Project Settings: |
A broad collection of settings which allow you to configure how Physics, Audio, NetworkingThe Unity system that enables multiplayer gaming across a computer network. 更多信息 |
Plug-in: |
A set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-insA set of code created outside of Unity
that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins
(managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific
native code libraries). 更多信息 |
Sprite Mask: |
A texture which defines which areas of an underlying image to reveal or hide. 更多信息 |
Transform Component: |
A Transform componentA Transform component
determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform.
更多信息 |
Tree: |
A GameObjectThe fundamental object in
Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s
functionality is defined by the Components attached to it. 更多信息 |
Velocity: |
A vector that defines the speed and direction of motion of a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other
forces. 更多信息 |
VSync: |
Vertical synchronization (VSync) is a display setting that caps a game’s frame rate to match the refresh rate of a monitor, to prevent image tearing. 更多信息 |
Version Control: |
A system for managing file changes. You can use Unity in conjunction with most common version
controlA system for managing file changes. You can use Unity in
conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. 更多信息 |
Viewport: |
The user’s visible area of an app on their screen. |
World: |
The area in your sceneA Scene contains the
environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you
place your environments, obstacles, and decorations, essentially designing and building your game in
pieces. 更多信息 |
Ambient GI: |
A ambient light source generated by the Global Illumination (GI) system that provides omni-directional
light to all objects in the sceneA Scene
contains the environments and menus of your game. Think of each unique Scene file as a unique level. In
each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Ambient occlusion: |
A method to approximate how much ambient lighting (lighting not coming from a specific direction) can hit a point on a surface. |
Aniso Level: |
The anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. 更多信息 |
Antialiasing: |
A technique for decreasing artifacts, like jagged lines (jaggies), in images to make them appear smoother. 更多信息 |
Aspect Ratio: |
The relationship of an image’s proportional dimensions, such as its width and height. |
ASTC: |
Adaptive Scalable Texture CompressionA
method of storing data that reduces the amount of storage space it requires. See Texture
Compression, Animation Compression, Audio
Compression, Build Compression. |
ATC: |
AMD’s texture compressionA method of
storing data that reduces the amount of storage space it requires. See Texture
Compression, Animation Compression, Audio
Compression, Build Compression. |
Baked Lights: |
A Light ModeA Light property that defines
the use of the Light. Can be set to Realtime, Baked and Mixed. 更多信息 |
blit: |
A shorthand term for “bit block transfer”. A blitA
shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data
from one place in memory to another. |
Bloom: |
A post-processingA process that improves
product visuals by applying filters and effects before the image appears on screen. You can use
post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of
Field. 更多信息 post processing,
postprocessing, postprocess |
Bounds: |
The coordinates that define the bounding volumeA
closed shape representing the edges and faces of a collider or trigger. 更多信息 |
Branch Group: |
A tree node that generates branches and fronds. Its properties appear when you have selected a branch or leaf node. 更多信息 |
Bump map: |
An image texture used to represent geometric detail across the surface of a meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds.
Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be
converted to polygons. 更多信息 |
Camera: |
A component which creates an image of a particular viewpoint in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene
file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially
designing and building your game in pieces. 更多信息 |
CGPROGRAM: |
A block of shaderA small script that
contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered,
based on the lighting input and the Material configuration. 更多信息 |
clipping plane: |
A plane that limits how far or close a cameraA
component which creates an image of a particular viewpoint in your scene. The output is either drawn to the
screen or captured as a texture. 更多信息 |
Color Animation: |
Any color property of a component can be animated. Also particle systemA component that simulates fluid entities such as liquids, clouds and flames by
generating and animating large numbers of small 2D images in the scene. 更多信息 |
component: |
A functional part of a GameObjectThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Content: |
The objects being rendered in your sceneA
Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level.
In each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Context: |
The lighting that exists in the sceneA
Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level.
In each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Cubemap: |
A collection of six square textures that can represent the reflections in an environment or the skyboxA special type of Material used to represent skies. Usually six-sided. 更多信息 |
Culling Mask: |
Allows you to includes or omit objects to be rendered by a CameraA component which creates an image of a particular viewpoint in your scene. The output
is either drawn to the screen or captured as a texture. 更多信息 |
depth buffer: |
A memory store that holds the z-value depth of each pixelThe
smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is
calculated at every screen pixel. 更多信息 |
Depth of Field: |
A post-processingA process that improves
product visuals by applying filters and effects before the image appears on screen. You can use
post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of
Field. 更多信息 post processing,
postprocessing, postprocess |
Diffuse shader: |
A old type of shaderA small script that
contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered,
based on the lighting input and the Material configuration. 更多信息 |
Distance Shadowmask: |
A version of the ShadowmaskA Texture that
shares the same UV layout and resolution with its corresponding lightmap. 更多信息 |
Dynamic Batching: |
An automatic Unity process which attempts to render multiple meshes as if they were a single meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds.
Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be
converted to polygons. 更多信息 |
dynamic receiver: |
A dynamic GameObjectThe fundamental object
in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A
GameObject’s functionality is defined by the Components attached to it. 更多信息 |
dynamic resolution: |
A CameraA component which creates an image
of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture.
更多信息 |
Enlighten: |
The lighting system by Geomerics used in Unity for computing global illumination (GI). 更多信息 |
ETC: |
(Ericsson Texture Compression) A block-based texture formatA file format for handling textures during realtime rendering by 3D graphics hardware,
such as a graphics card or mobile device. 更多信息 |
Exponential fog: |
A fog model that emulates realistic fog behaviour by simulating light absorption over distance by a certain attenuation factor. |
Exposure value: |
A value that represents a combination of a cameraA
component which creates an image of a particular viewpoint in your scene. The output is either drawn to the
screen or captured as a texture. 更多信息 |
Extrude Edges: |
A Texture property that enables you to define how much area to leave around a spriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just
standard textures but there are special techniques for combining and managing sprite textures for
efficiency and convenience during development. 更多信息 |
Far clipping plane: |
The maximum draw distance for a cameraA
component which creates an image of a particular viewpoint in your scene. The output is either drawn to the
screen or captured as a texture. 更多信息 |
Flare: |
The source asset used by Lens FlareA
component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to
represent very bright lights or add atmosphere to your scene. 更多信息 |
Flare Fade Speed: |
A Lighting window property that allows you to set the time (in seconds) over which lens
flaresA component that simulates the effect of lights refracting inside
a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene. 更多信息 |
Flare Layer: |
A component that you can attach to CamerasA
component which creates an image of a particular viewpoint in your scene. The output is either drawn to the
screen or captured as a texture. 更多信息 |
Flare Texture: |
A texture containing images used by a Flare asset. It must be arranged according to one of the TextureLayout options. |
Fog: |
A post-processingA process that improves
product visuals by applying filters and effects before the image appears on screen. You can use
post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of
Field. 更多信息 post processing,
postprocessing, postprocess |
Forward Rendering: |
A rendering pathThe technique Unity uses
to render graphics. Choosing a different path affects the performance of your game, and how lighting and
shading are calculated. Some paths are more suited to different platforms and hardware than others. 更多信息 |
fragment shader: |
The “per-pixel” part of shaderA small
script that contains the mathematical calculations and algorithms for calculating the Color of each pixel
rendered, based on the lighting input and the Material configuration. 更多信息 |
frame: |
A single image from a sequence of images that represent moving graphics. While you game is running, the
cameraA component which creates an image of
a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. 更多信息 |
frames per second: |
The frequency at which consecutive frames are displayed in a running game. 更多信息 |
Fresnel Effect: |
An effect representing the increase in reflectivity on objects when light hits at grazing angles. In Unity,
the Standard ShaderA built-in shader for
rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader
types and combinations. 更多信息 |
Frustum: |
The region of 3D space that a perspective cameraA
component which creates an image of a particular viewpoint in your scene. The output is either drawn to the
screen or captured as a texture. 更多信息 |
GI Cache: |
The cached intermediate files used when Unity precomputes real-time GI, and when baking Static LightmapsA pre-rendered texture that contains the effects of light sources on static objects in
the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. 更多信息 |
Gizmo: |
A graphic overlay associated with a GameObjectThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Gravity Modifier: |
A Particle SystemA component that
simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of
small 2D images in the scene. 更多信息 |
Group Seed: |
A tree property that varies the procedural generation of branch and leaf groups. 更多信息 |
Growth Angle: |
A tree property that sets the initial angle of branch or leaf group growth relative to the parent. 更多信息 |
Growth Scale: |
A tree property that sets the scale of branch and leaf group nodes along the parent node. 更多信息 |
Halo: |
The glowing light areas around light sources, used to give the impression of small dust particles in the air. 更多信息 |
Hard Shadows: |
A shadow property that produces shadows with a sharp edge. Hard shadows are not particularly realistic compared to Soft Shadows but they involve less processing, and are acceptable for many purposes. 更多信息 |
HDR: |
high dymanic range |
HDRI: |
high dynamic range image |
Heightmap: |
A greyscale Texture that stores height data for an object. Each pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution.
Pixel lighting is calculated at every screen pixel. 更多信息 |
Irradiance Budget: |
A lightmapA pre-rendered texture that
contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of
scene geometry to create the effect of lighting. 更多信息 |
Irradiance Quality: |
A lightmapA pre-rendered texture that
contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of
scene geometry to create the effect of lighting. 更多信息 |
Layer: |
Layers in Unity can be used to selectively opt groups of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Lens Dirt: |
A Bloom effect property that applies a fullscreen layer of smudges or dust to diffract the Bloom effect.
This is commonly used in modern first person shootersA
common game genre, featuring a first-person view of a 3D world, and gun-based combat with other players or
NPCs. |
Lens Flare: |
A component that simulates the effect of lights refracting inside a cameraA component which creates an image of a particular viewpoint in your scene. The output
is either drawn to the screen or captured as a texture. 更多信息 |
level of detail: |
The Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that
Unity has to render for a GameObjectThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Light Mode: |
A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed. 更多信息 |
Light Probe: |
Light probes store information about how light passes through space in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene
file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially
designing and building your game in pieces. 更多信息 |
Light Probe Group: |
A component that enables you to add Light ProbesLight
probes store information about how light passes through space in your scene. A collection of light probes
arranged within a given space can improve lighting on moving objects and static LOD scenery within that
space. 更多信息 |
Light Probe Proxy Volume: |
A component that allows you to use more lighting information for large dynamic GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Lightmap: |
A pre-rendered texture that contains the effects of light sources on static objects in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene
file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially
designing and building your game in pieces. 更多信息 |
Lightmapper: |
A tool in Unity that bakes lightmapsA
pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps
are overlaid on top of scene geometry to create the effect of lighting. 更多信息 |
Line Renderer: |
A component that takes an array of two or more points in 3D space and draws a straight line between each
one. You can use a single Line RendererA
component that takes an array of two or more points in 3D space and draws a straight line between each one.
You can use a single Line Renderer component to draw anything from a simple straight line to a complex
spiral. 更多信息 |
LOD: |
See level of detailThe Level Of Detail
(LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a
GameObject when its distance from the Camera increases. Each LOD level has either a Mesh with a Mesh
Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard
Renderer component (Billboard LOD level). Typically a single GameObject has three or
four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing
detail in the geometry. 更多信息 |
LOD Group: |
A component to manage level of detailThe
Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity
has to render for a GameObject when its distance from the Camera increases. Each LOD level has either a
Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset
with a Billboard Renderer component (Billboard LOD level). Typically a single
GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same
GameObject with decreasing detail in the geometry. 更多信息 |
Material: |
An asset that defines how a surface should be rendered, by including references to the Textures it uses,
tiling information, Color tints and more. The available options for a Material depend on which ShaderA small script that contains the mathematical calculations and algorithms for
calculating the Color of each pixel rendered, based on the lighting input and the Material configuration.
更多信息 |
Mesh: |
The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. 更多信息 |
Mesh Filter: |
A meshThe main graphics primitive of
Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon
meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. 更多信息 |
Mesh Renderer: |
A meshThe main graphics primitive of
Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon
meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. 更多信息 |
Motion Blur: |
A common post-processingA process that
improves product visuals by applying filters and effects before the image appears on screen. You can use
post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of
Field. 更多信息 post processing,
postprocessing, postprocess |
Near clipping plane: |
A plane that limits how close a cameraA
component which creates an image of a particular viewpoint in your scene. The output is either drawn to the
screen or captured as a texture. 更多信息 |
Normal: |
The direction perpendicular to the surface of a meshThe
main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports
triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
更多信息 |
Normal map: |
A type of Bump MapAn image texture used to
represent geometric detail across the surface of a mesh, for example bumps and grooves. Can be represented
as a heightmap or a normal map. 更多信息 |
Occlusion Area: |
A component which defines a 3D space within which to apply Occlusion CullingA Unity feature that disables rendering of objects when they are not currently seen by
the camera because they are obscured (occluded) by other objects. 更多信息 |
Occlusion Culling: |
A Unity feature that disables renderingThe
process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity
renders its view to the screen. 更多信息 |
Occlusion Portal: |
An occlusion primitive that acts as an occluder, but can be switched on or off. Commonly used to represent opaque doors in games. 更多信息 |
OpenGL Core: |
The back-end Unity uses to support the latest OpenGL features on Windows, MacOS X and Linux. 更多信息 |
Orthographic 3D: |
A common type of cameraA component which
creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or
captured as a texture. 更多信息 |
particle: |
A small, simple image or meshThe main
graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or
Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. 更多信息 |
particle system: |
A component that simulates fluid entities such as liquids, clouds and flames by generating and animating
large numbers of small 2D images in the sceneA
Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level.
In each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Physically Based Shading: |
An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality. 更多信息 |
pixel: |
The smallest unit in a computer image. PixelThe
smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is
calculated at every screen pixel. 更多信息 |
Player Log: |
The .log file created by a Standalone Player that contains a record of events, such as script execution times, the compiler version, and AssetImport time. Log files can help diagnose problems. 更多信息 |
post-processing: |
A process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. 更多信息 post processing, postprocessing, postprocess |
pseudo-depth: |
A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called “2.5D”. 更多信息 |
PVRTC: |
PowerVR Texture CompressionA method of
storing data that reduces the amount of storage space it requires. See Texture
Compression, Animation Compression, Audio
Compression, Build Compression. |
Quad: |
A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space. 更多信息 |
Quaternion: |
Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you
should usually use the QuaternionUnity’s
standard way of representing rotations as data. When writing code that deals with rotations, you should
usually use the Quaternion class and its methods. 更多信息 |
Rasterization: |
The process of generating an image by calculating pixelsThe
smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is
calculated at every screen pixel. 更多信息 |
Ray tracing: |
The process of generating an image by tracing out rays from the Camera through each pixel and recording the color contribution at the hit point. This is an alternative to rasterization. raytracing |
Real-time light: |
A Lighting Mode for Lights that need to change their properties or which are spawned via scriptsA piece of code that allows you to create your own Components, trigger game events,
modify Component properties over time and respond to user input in any way you like. 更多信息 |
Reflection Probe: |
A renderingThe process of drawing graphics
to the screen (or to a render texture). By default, the main camera in Unity renders its view to the
screen. 更多信息 |
Render Texture: |
A special type of Texture that is created and updated at runtime. To use them, first create a new Render TextureA special type of Texture that is
created and updated at runtime. To use them, first create a new Render Texture and designate one of your
Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
更多信息 |
Rendering: |
The process of drawing graphics to the screen (or to a render texture). By default, the main cameraA component which creates an image of a particular viewpoint in your scene. The output
is either drawn to the screen or captured as a texture. 更多信息 |
Rendering Mode: |
A Standard ShaderA built-in shader for
rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader
types and combinations. 更多信息 |
Rendering Path: |
The technique Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. 更多信息 |
Ribbon: |
A particle systemA component that
simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of
small 2D images in the scene. 更多信息 |
Shader: |
A small script that contains the mathematical calculations and algorithms for calculating the Color of each
pixelThe smallest unit in a computer image.
Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. 更多信息 |
Shader keyword: |
A word that identifies a ShaderA small
script that contains the mathematical calculations and algorithms for calculating the Color of each pixel
rendered, based on the lighting input and the Material configuration. 更多信息 |
Shader Variant: |
An internal version of the ShaderA small
script that contains the mathematical calculations and algorithms for calculating the Color of each pixel
rendered, based on the lighting input and the Material configuration. 更多信息 |
ShaderLab: |
Unity’s declarative language for writing shadersA
small script that contains the mathematical calculations and algorithms for calculating the Color of each
pixel rendered, based on the lighting input and the Material configuration. 更多信息 |
Shadowmask: |
A Texture that shares the same UV layout and resolution with its corresponding lightmapA pre-rendered texture that contains the effects of light sources on static objects in
the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. 更多信息 |
Skybox: |
A special type of Material used to represent skies. Usually six-sided. 更多信息 |
Soft Shadows: |
A shadow property that produces shadows with a soft edge. Soft shadows are more realistic compared to Hard Shadows and tend to reduce the “blocky” aliasing effect from the shadow map, but they require more processing. 更多信息 |
Sorting Fudge: |
A Particle SystemA component that
simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of
small 2D images in the scene. 更多信息 |
Spatial Mapping: |
The process of mapping real-world surfaces into the virtual world. 更多信息 |
specular color: |
The color of a specular highlight. |
specular highlight |
A bright spot of light that appears on the surface of shiny objects when illuminated. |
Sprite: |
A 2D graphic objects. If you are used to working in 3D, SpritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just
standard textures but there are special techniques for combining and managing sprite textures for
efficiency and convenience during development. 更多信息 |
Sprite Packer: |
A facility that packs graphics from several spriteA
2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but
there are special techniques for combining and managing sprite textures for efficiency and convenience
during development. 更多信息 |
Sprite Renderer: |
A component that lets you display images as SpritesA
2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but
there are special techniques for combining and managing sprite textures for efficiency and convenience
during development. 更多信息 |
Standard Shader: |
A built-in shaderA small script that
contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered,
based on the lighting input and the Material configuration. 更多信息 |
Static Batching: |
A technique Unity uses to draw GameObjectsThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Static receiver: |
A static GameObjectThe fundamental object
in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A
GameObject’s functionality is defined by the Components attached to it. 更多信息 |
stencil buffer: |
A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil
bufferA memory store that holds an 8-bit per-pixel value. In Unity, you
can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation. 更多信息 |
subshader: |
Each shaderA small script that contains
the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the
lighting input and the Material configuration. 更多信息 |
surface shader: |
Unity’s code generation approach that makes it much easier to write lit shadersA small script that contains the mathematical calculations and algorithms for
calculating the Color of each pixel rendered, based on the lighting input and the Material configuration.
更多信息 |
Terrain: |
The landscape in your sceneA Scene
contains the environments and menus of your game. Think of each unique Scene file as a unique level. In
each Scene, you place your environments, obstacles, and decorations, essentially designing and building
your game in pieces. 更多信息 |
Text Mesh: |
A MeshThe main graphics primitive of
Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon
meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. 更多信息 |
texture: |
An image used when renderingThe process of
drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its
view to the screen. 更多信息 |
Texture Compression: |
3D Graphics hardware requires Textures to be compressed in specialised formats which are optimized for fast Texture sampling. 更多信息 |
Texture Import Inspector: |
An InspectorA Unity window that displays
information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and
edit the values. 更多信息 |
Texture Overrides: |
Platform-specific settings that allow you to set the resolution, file size with associated memory size
requirements, pixelThe smallest unit in a
computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen
pixel. 更多信息 |
Tile: |
A simple class that allows a spriteA 2D
graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there
are special techniques for combining and managing sprite textures for efficiency and convenience during
development. 更多信息 |
Tilemap: |
A GameObjectThe fundamental object in
Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s
functionality is defined by the Components attached to it. 更多信息 |
Tonemapping: |
The process of remapping HDRhigh dymanic
range |
Trail Renderer: |
A visual effect that lets you to make trails behind GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
vector field: |
A 3D texture, where each value represents a directional force that is applied to particles as they move through the field. A vector field is created in 3D animation software, such as Houdini. 更多信息 |
vertex shader: |
A program that runs on each vertex of a 3D model when the model is being rendered. 更多信息 |
VideoCapture: |
A Unity API that allows you to record videos directly to the file system in the MP4 format. 更多信息 |
Voxel: |
A 3D pixelThe smallest unit in a computer
image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. 更多信息 |
Web Camera: |
A Unity asynchronous API that provides the ability to take pictures and record videos. 更多信息 |
WebGL: |
A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL
build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the
WebGL rendering API to run Unity content in a web browser. 更多信息 |
wind zone: |
A GameObjectThe fundamental object in
Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s
functionality is defined by the Components attached to it. 更多信息 |
Mixed Lighting: |
A Light ModeA Light property that defines
the use of the Light. Can be set to Realtime, Baked and Mixed. 更多信息 |
High Level API: |
A system for building multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time communication layer, and handles many of the common tasks that are required for multiplayer games. 更多信息 |
HLAPI: |
Abbreviation of High Level APIA system for
building multiplayer capabilities for Unity games. It is built on top of the lower level transport
real-time communication layer, and handles many of the common tasks that are required for multiplayer
games. 更多信息 |
Host: |
In a multiplayer network game without a dedicated server, one of the peers in the game acts as the center of authority for the game. This peer is called the “host”. It runs a server and a “local client”, while the other peers each run a “remote client”. 更多信息 |
Player Object: |
A High Level APIA system for building
multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time
communication layer, and handles many of the common tasks that are required for multiplayer games. 更多信息 |
netId: |
A unique identifier given to an object instance to track it between networked clients and the server. 更多信息 |
Network Manager: |
A NetworkingThe Unity system that enables
multiplayer gaming across a computer network. 更多信息 |
NetworkIdentity: |
A NetworkingThe Unity system that enables
multiplayer gaming across a computer network. 更多信息 |
Networking: |
The Unity system that enables multiplayer gaming across a computer network. 更多信息 |
NetworkManagerHUD: |
A NetworkingThe Unity system that enables
multiplayer gaming across a computer network. 更多信息 |
NetworkTransform: |
A NetworkingThe Unity system that enables
multiplayer gaming across a computer network. 更多信息 |
Built-in package: |
Built-in packages allow users to toggle Unity features on or off through the Package Manager.
Enabling or disabling a package reduces the run-time build size. For example, most Projects don’t use the
legacy Particle SystemA component that
simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of
small 2D images in the scene. 更多信息 |
Bundled package: |
Unity stores bundled packages in the global cache when you install Unity. You can install these packages in your Project even if you are completely offline (not currently connected to the internet or a local network). |
Default package: |
Unity automatically pre-installs a select number of default packages (for example, the Analytics
Library, Unity Timeline, etc.) when you create a new Project. This differs from a bundled
packageUnity stores bundled packages in the global
cache when you install Unity. You can install these packages in your Project even if you are
completely offline (not currently connected to the internet or a local network). |
Embedded package: |
An embedded package is a package that you store under the |
Git package: |
The Package Manager retrieves Git packagesThe
Package Manager retrieves Git packages from a Git repository directly rather than from a package registry.
Git packages use a Git URL reference instead of a version, and there’s no guarantee about the package
quality, stability, validity, or even whether the version stated in its |
Immutable: |
You cannot change the contents of an immutableYou
cannot change the contents of an immutable (read-only) package. This is the opposite of mutable.
Most packages are immutable, including packages downloaded from the package registry or by Git URL. |
Local package: |
A local package already exists on the file system, usually outside the Project folder. To install the package, notify the Package Manager of its location through the Packages window. 更多信息 |
Manifest: |
There are two types of manifest files: Project manifestEach
Unity Project has a Project manifest, which acts as an entry point for the Package Manager. This
file must be available in the |
Mutable: |
You can change the contents of a mutableYou
can change the contents of a mutable package. This is the opposite of immutable. Only
Local packages and Embedded packages
are mutable. |
Package manifest: |
Each package has a manifest, which provides information about the package to the Package Manager. The manifest contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details. 更多信息 |
Preview package: |
A preview package is in development and not yet ready for production. A package in preview might be at any stage of development, from the initial stages to near completion. |
Project manifest: |
Each Unity Project has a Project manifest, which acts as an entry point for the Package Manager.
This file must be available in the |
Verified package: |
When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation. This means that these packages are guaranteed to work with the designated version of Unity. |
Bounding volume: |
A closed shape representing the edges and faces of a colliderAn invisible shape that is used to handle physical collisions for an object. A collider
doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more
efficient and indistinguishable in gameplay. 更多信息 |
box collider: |
A cube-shaped colliderAn invisible shape
that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same
shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in
gameplay. 更多信息 |
broad-phase collision detection: |
A collision detectionAn automatic process
performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has
come into contact with any other colliders. 更多信息 |
capsule collider: |
A capsule-shaped colliderAn invisible
shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the
same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in
gameplay. 更多信息 |
Center of Mass: |
Represents the average position of all mass in a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other
forces. 更多信息 |
Character Controller: |
A simple, capsule-shaped colliderAn
invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be
exactly the same shape as the object’s mesh - a rough approximation is often more efficient and
indistinguishable in gameplay. 更多信息 |
Character Joint: |
An extended ball-socket jointA physics
component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such
as a hinge. 更多信息 |
Cloth: |
A component that works with the Skinned MeshThe
main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports
triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
更多信息 |
Collider: |
An invisible shape that is used to handle physical collisionsA collision occurs when the physics engine detects that the colliders of two
GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. 更多信息 |
Collision: |
A collisionA collision occurs when the
physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has
a rigidbody component and is in motion. 更多信息 |
Collision Detection: |
An automatic process performed by Unity which determines whether a moving GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Configurable Joint: |
An extremely customizable jointA physics
component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such
as a hinge. 更多信息 |
Constant Force: |
A simple component for adding a constant forceA
simple component for adding a constant force or torque to game objects with a Rigidbody. 更多信息 |
Constraints: |
Settings on JointA physics component
allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a
hinge. 更多信息 |
Contact Distance: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
continuous collision detection: |
A collision detectionAn automatic process
performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has
come into contact with any other colliders. 更多信息 |
Damping Ratio: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
discrete collision detection: |
A collision detectionAn automatic process
performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has
come into contact with any other colliders. 更多信息 |
Dynamic Friction: |
A Physic MaterialA physics asset for
adjusting the friction and bouncing effects of colliding objects. 更多信息 |
Fixed Joint: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Fixed Timestep: |
A customizable framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed. 更多信息 |
High Twist Limit: |
The higher limit of a Character JointAn
extended ball-socket joint which allows a joint to be limited on each axis. Mainly used for Ragdoll
effects. 更多信息 |
Hinge Joint: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
joint: |
A physics component allowing a dynamic connection between rigidbodiesA component that allows a GameObject to be affected by simulated gravity and other
forces. 更多信息 |
Low Twist Limit: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Mesh Collider: |
A free-form colliderAn invisible shape
that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same
shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in
gameplay. 更多信息 |
narrow-phase collision detection: |
A collision detectionAn automatic process
performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has
come into contact with any other colliders. 更多信息 |
Physic Material: |
A physics asset for adjusting the friction and bouncing effects of colliding objects. 更多信息 |
Physics Engine: |
A system that simulates aspects of physical systems so that objects can accelerate correctly and be
affected by collisionsA collision occurs
when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at
least one has a rigidbody component and is in motion. 更多信息 |
Rig: |
A skeletal hierarchy of jointsA physics
component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such
as a hinge. 更多信息 |
Rigidbody: |
A component that allows a GameObjectThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Self Collision: |
A cloth property that prevents cloth from penetrating itself. 更多信息 |
Soft Particles: |
Particles that create semi-transparent effects like smoke, fog or fire. Soft
particlesParticles that create semi-transparent effects like smoke, fog
or fire. Soft particles fade out as they approach an opaque object, to prevent intersections with the
geometry. 更多信息 |
speculative continuous collision detection: |
A collision detectionAn automatic process
performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has
come into contact with any other colliders. 更多信息 |
Sphere Collider: |
A sphere-shaped colliderAn invisible shape
that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same
shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in
gameplay. 更多信息 |
Spring Joint: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Swing Axis: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Swing Limit: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Target Position: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Target Velocity: |
A jointA physics component allowing a
dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息 |
Terrain Collider: |
A terrain-shaped colliderAn invisible
shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the
same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in
gameplay. 更多信息 |
Wheel Collider: |
A special colliderAn invisible shape that
is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape
as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. 更多信息 |
ADB: |
An Android Debug Bridge (ADB). You can use an ADBAn
Android Debug Bridge (ADB). You can use an ADB to deploy an Android package (APK) manually after building.
更多信息 |
ADT: |
An Android project type that is no longer supported by Google and is considered obsolete. 更多信息 |
AOT Compilation: |
Ahead of Time (AOT) compilation is an iOSApple’s
mobile operating system. 更多信息 |
APK: |
The Android Package format output by Unity. An APK is automatically deployed to your device when you select File > Build & Run. 更多信息 |
AR: |
Augmented Reality (AR) uses computer graphics or video composited on top of a live video feed to augment the view and create interaction with real and virtual objects. |
Cardboard: |
Abbreviation of Google CardboardGoogle’s
virtual reality (VR) platform for smartphones. 更多信息 |
Gesture: |
A HoloLensAn XR headset for using apps
made for the Windows Mixed Reality platform. 更多信息 |
Emscripten: |
The toolchain that Unity uses to convert from C and C++ to WebAssembly. 更多信息 |
Google Cardboard: |
Google’s virtual realityA system that
immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion
tracking. 更多信息 |
Gradle: |
An Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. 更多信息 |
Holographic: |
The former name for Windows Mixed RealityA
mixed reality platform developed by Microsoft, built around the API of Windows 10. 更多信息 |
HoloLens: |
An XRAn umbrella term encompassing Virtual
Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of
interactive applications can be referred to as XR devices. 更多信息 |
iOS: |
Apple’s mobile operating system. 更多信息 |
Keystore: |
An Android system that lets you store cryptographic key entries for enhanced device security. 更多信息 |
Oculus: |
A VR platform for making applications for Rift and mobile VR devices. 更多信息 |
Oculus Rift: |
A VR headset for using apps made for the OculusA
VR platform for making applications for Rift and mobile VR devices. 更多信息 |
ODR: |
On-demand resources (ODR) is a feature available for the iOSApple’s mobile operating system. 更多信息 |
PhotoCapture: |
An API that enables you to take photos from a HoloLensAn
XR headset for using apps made for the Windows Mixed Reality platform. 更多信息 |
PlayStation 4: |
Sony’s eighth generation video game consoleA
device that runs and displays video games. |
PS4: |
Abbreviation of PlayStation 4Sony’s eighth
generation video game console. |
Razor: |
A CPU/GPU chip set used in PS4 hardware. 更多信息 |
Rift: |
Abbreviation of Oculus RiftA VR headset
for using apps made for the Oculus platform. 更多信息 |
Unity Remote: |
A downloadable app designed to help with Android, iOSApple’s
mobile operating system. 更多信息 |
Virtual Reality: |
A system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. 更多信息 |
VR Trace: |
A virtual realityA system that immerses
users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. 更多信息 |
Wii U: |
Nintendo’s eighth generation video game consoleA
device that runs and displays video games. |
Windows Holographic: |
The former name for Windows Mixed RealityA
mixed reality platform developed by Microsoft, built around the API of Windows 10. 更多信息 |
Windows Mixed Reality: |
A mixed reality platform developed by Microsoft, built around the API of Windows 10. 更多信息 |
Xbox One: |
Microsoft’s eighth generation video game consoleA
device that runs and displays video games. |
XR: |
An umbrella term encompassing Virtual RealityA
system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and
motion tracking. 更多信息 |
Event System: |
A way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or
custom input. The Event SystemA way of
sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input.
The Event System consists of a few components that work together to send events. 更多信息 |
IL2CPP: |
A Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. 更多信息 |
mcs: |
The Mono C# compiler file format. 更多信息 |
Mono: |
A scripting backendA framework that powers
scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono,
.NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. 更多信息 |
MonoDevelop: |
An integrated development environment (IDE) supplied with Unity 2017.3 and previous versions. From Unity
2018.1 onwards, MonoDevelopAn integrated
development environment (IDE) supplied with Unity 2017.3 and previous versions. From Unity 2018.1 onwards,
MonoDevelop is replaced by Visual Studio. 更多信息 |
Scripting Backend: |
A framework that powers scripting in Unity. Unity supports three different scripting
backendsA framework that powers scripting in Unity. Unity supports three
different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows
Platform, however, supports only two: .NET and IL2CPP. 更多信息 |
Scripting Event: |
A way of allowing a user-driven callback to persist from edit time to run time without the need for additional programming and script configuration 更多信息 |
Scripts: |
A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. 更多信息 |
Tag: |
A reference word which you can assign to one or more GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery,
cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
Test Framework,Test Runner: |
The Test Framework package (formerly called the Test Runner) is a Unity tool that tests your code in both
Edit mode and Play mode, and also on target platforms such as Standalone, Android, or iOSApple’s mobile operating system. 更多信息 |
Texture Format: |
A file format for handling textures during realtime renderingThe process of drawing graphics to the screen (or to a render texture). By default, the
main camera in Unity renders its view to the screen. 更多信息 |
Client RSA Public Key: |
An optional security layer that Unity can use when communicating between Unity and Xiaomi servers. Use it to receive server callbacks for client-side receipt validation, or to integrate with Unity server APIs. 更多信息 |
Cloud Build: |
A continuous integration service for Unity Projects that automates the process of creating builds on Unity’s servers. 更多信息 |
Collaborate: |
A Unity cloud-hosted service that provides a simple way for teams to save, share, and contribute to their Unity Project. 更多信息 |
Services: |
A Unity facility that provides a growing range of complimentary services to help you make games and engage, retain and monetize audiences. 更多信息 |
Unity Cloud Build: |
See Cloud BuildA continuous integration
service for Unity Projects that automates the process of creating builds on Unity’s servers. 更多信息 |
Unity Cloud Diagnostics: |
A suite of cloud-enabled tools that help you collect and identify issues that users encounter with your apps. 更多信息 |
animatable property: |
A property belonging to a GameObjectThe
fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and
more. A GameObject’s functionality is defined by the Components attached to it. 更多信息 |
animation: |
A collection of images that create a moving image when played sequentially. In Unity, an animation is the
result of adding two different animation keys, at two different times, for the same animatable
propertyA property belonging to a GameObject, or belonging to a
component added to a GameObject, that can have different values over time. 更多信息 |
animation curve: |
The curve drawn between keys set for the same animatable propertyA property belonging to a GameObject, or belonging to a component added to a
GameObject, that can have different values over time. 更多信息 |
binding or Track binding: |
Refers to the link between TimelineGeneric
term within Unity that refers to all features, windows, editors, and components related to creating,
modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
blend area: |
The area where two Animation clipsAnimation
data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion,
such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Blend In curve: |
In a blend between two Animation clipsAnimation
data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion,
such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Blend Out curve: |
In a blend between two Animation clipsAnimation
data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion,
such as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
Blend Type: |
A Blend Tree property that allows you to configure the Blend Tree for 1D, 2D or Direct blending. 更多信息 |
clip: |
A generic term that refers to any clip within the Clips viewThe area in the Timeline Editor window where you add, position, and manipulate clips.
更多信息 |
Clips view: |
The area in the TimelineGeneric term
within Unity that refers to all features, windows, editors, and components related to creating, modifying,
or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Control: |
A function for displaying text, buttons, checkboxes, scrollbars and other features on the user interface. 更多信息 |
Curves view: |
The area in the TimelineGeneric term
within Unity that refers to all features, windows, editors, and components related to creating, modifying,
or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
field: |
A generic term that describes an editable box that the user clicks to enter a value. Editable fields in the
inspectorA Unity window that displays
information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and
edit the values. 更多信息 |
Gap extrapolation: |
How an Animation track approximates animation data in the gaps before and after an Animation
clipAnimation data that can be used for animated characters or simple
animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or
“Run”. 更多信息 |
incoming clip: |
The second clip in a blend between two clips. The first clip, the out-going
clipThe first clip in a blend between two clips. The first clip, the
out-going clip, transitions to the second clip, the incoming clip. 更多信息 |
infinite clip: |
A special animation clipAnimation data
that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such
as (one specific instance of) “Idle”, “Walk” or “Run”. 更多信息 |
interpolation: |
The estimation of values that determine the shape of an animation curveThe curve drawn between keys set for the same animatable property, at different frames
or seconds. The position of the tangents and the selected interpolation mode for each key determines the
shape of the animation curve. 更多信息 |
interpolation mode: |
The interpolationThe estimation of values
that determine the shape of an animation curve between two keys. 更多信息 |
key: |
Can refer to an Input KeyA key on a
keyboard relating to the Input class. 更多信息 |
out-going clip: |
The first clip in a blend between two clips. The first clip, the out-going
clipThe first clip in a blend between two clips. The first clip, the
out-going clip, transitions to the second clip, the incoming clip. 更多信息 |
Playhead Location field: |
The field that expresses the location of the Timeline PlayheadThe white marker and line that indicates the exact point in time being previewed in the
Timeline Editor window. 更多信息 |
property: |
A generic term for the editable fields, buttons, checkboxes, or menus that comprise a component. An editable property is also referred to as a field. 更多信息 |
tangent: |
One of two handles that controls the shape of the animation curveThe curve drawn between keys set for the same animatable property, at different frames
or seconds. The position of the tangents and the selected interpolation mode for each key determines the
shape of the animation curve. 更多信息 |
tangent mode: |
The selected interpolationThe estimation
of values that determine the shape of an animation curve between two keys. 更多信息 |
Timeline Asset: |
Refers to the tracks, clips, and recorded animation that comprise a cinematic, cut-scene, game-play
sequence, or other effect created with the TimelineGeneric
term within Unity that refers to all features, windows, editors, and components related to creating,
modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Timeline Editor window: |
The name of the window where you create, modify, and preview a Timeline
instanceRefers to the link between a Timeline Asset and the GameObjects
that the Timeline Asset animates in the scene. You create a Timeline instance by associating a Timeline
Asset to a GameObject through a Playable Director component. The Timeline instance is scene-based. 更多信息 |
Timeline instance: |
Refers to the link between a TimelineGeneric
term within Unity that refers to all features, windows, editors, and components related to creating,
modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Timeline: |
Generic term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Timeline Playback Controls: |
The row of buttons and fields in the TimelineGeneric
term within Unity that refers to all features, windows, editors, and components related to creating,
modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Timeline Playback mode: |
The mode that previews the Timeline instanceRefers
to the link between a Timeline Asset and the GameObjects that the Timeline Asset animates in the scene. You
create a Timeline instance by associating a Timeline Asset to a GameObject through a Playable Director
component. The Timeline instance is scene-based. 更多信息 |
Timeline Playhead: |
The white marker and line that indicates the exact point in time being previewed in the TimelineGeneric term within Unity that refers to all features, windows, editors, and components
related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Timeline Selector: |
The name of the menu in the TimelineGeneric
term within Unity that refers to all features, windows, editors, and components related to creating,
modifying, or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
track: |
A generic term that refers to any track within the Track listThe area in the Timeline Editor window where you add, group, and modify tracks. 更多信息 |
Track group: |
The term for a series of tracks organized in an expandable and collapse collection of tracks. 更多信息 |
Track list: |
The area in the TimelineGeneric term
within Unity that refers to all features, windows, editors, and components related to creating, modifying,
or reusing cut-scenes, cinematics, and game-play sequences. 更多信息 |
Canvas: |
The area that contains all UI(User
Interface) Allows a user to interact with your application. 更多信息 |
Canvas Group: |
A group of UI(User Interface) Allows a
user to interact with your application. 更多信息 |
Canvas Renderer: |
Renders a graphical UI(User Interface)
Allows a user to interact with your application. 更多信息 |
Canvas Scaler: |
Controls the overall scale and pixelThe
smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is
calculated at every screen pixel. 更多信息 |
Image control: |
An Image control displays a non-interactive image to the user, such as a decoration and icon. You can change the image from a script to reflect changes in other controls. 更多信息 |
Interactable: |
A UI(User Interface) Allows a user to
interact with your application. 更多信息 |
UI Mask: |
A visual componentA component that enables
you to easily create GUI-specific functionality. 更多信息 |
Raw image: |
A Visual UI(User Interface) Allows a user
to interact with your application. 更多信息 |
ScrollView: |
A UI(User Interface) Allows a user to
interact with your application. 更多信息 |
Shadow: |
A UI(User Interface) Allows a user to
interact with your application. 更多信息 |
Text: |
A non-interactive piece of text to the user. This can be used to provide captions or labels for other GUI controls or to display instructions or other text. 更多信息 |
TextField control: |
A TextField controlA TextField control
displays a non-interactive piece of text to the user, such as a caption, label for other GUI controls, or
instruction. 更多信息 |
Text Input Field: |
A field that allows the user to input a Text string 更多信息 |
Toggle: |
A checkbox that allows the user to switch an option on or off. 更多信息 |
Toolbar: |
A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. scaling, translation). 更多信息 |
UI: |
(User Interface) Allows a user to interact with your application. 更多信息 |
Visual Component: |
A component that enables you to easily create GUI-specific functionality. 更多信息 |