Glossary 词汇表

2D terms (2D术语)

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
请参见 词汇表
tilemap一个游戏对象,允许你快速创建2D水平使用瓷砖和网格覆盖。 更多信息
请参见 词汇表
sprite一个2D图形渲染对象。如果你习惯了在3D中工作,Sprites(精灵)本质上只是标准的纹理(s),但是有一些特殊的技术来组合和管理精灵的纹理,从而在开发过程中更加高效和方便。 更多信息
请参见 词汇表
. 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
请参见 词汇表
such as a tilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. 更多信息
请参见 词汇表
or 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
请参见 词汇表
. 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
请参见 词汇表
are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other. This form of projection is commonly used in isometric video games to simulate three-dimensional depth. 更多信息

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
请参见 词汇表
are projected onto a 2D plane, and the angles betwen all three axes are equal to each other. This form of projection is commonly used in isometric video games to simulate three-dimensional depth. 更多信息

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
请参见 词汇表
, sprite sheet or packed texture. 更多信息

2D physics terms (2D物理术语)

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
请参见 词汇表
type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur. 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
请参见 词汇表
that allows two game objects controlled by rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
physics to maintain in a position based on each other’s location. Use this joint to keep two objects offset from each other, at a position and angle you decide 更多信息

AI terms (AI术语)

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
请参见 词汇表
that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. 更多信息

Analytics terms ((运营)分析术语)

Active Users:

Players who recently played your game. Unity AnalyticsAbbreviation of Unity Analytics
请参见 词汇表
defines an active player as someone who has played within the last 90 calendar days. 更多信息

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
请参见 词汇表
data for players under the age of 14. See 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
请参见 词汇表
Compliance. 更多信息

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
请参见 词汇表

Analytics Events:

Events dispatched to the AnalyticsAbbreviation of Unity Analytics
请参见 词汇表
Service by instances of your applications. Analytics events contain the data that is processed and aggregated to provide insights into player behavior. 更多信息

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
请参见 词汇表
per user who completed a verified IAP transaction. 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
请参见 词汇表
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
See in 词汇表
code in your game. These events, and the analyticsAbbreviation of Unity Analytics
请参见 词汇表
based on them, become available simply by turning on Unity Analytics for a Project. Core events include: app running, app start, and device info. 更多信息

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
See in 词汇表
is not available. Custom events can have any name and up to ten parameters. Use 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
See in 词汇表
in preference to custom events where possible. 更多信息

Data Explorer:

A Unity AnalyticsAbbreviation of Unity Analytics
请参见 词汇表
Dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time. 更多信息

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
请参见 词汇表
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
请参见 词汇表
in the analyticsAbbreviation of Unity Analytics
请参见 词汇表
and game industries, this metric is often used as one estimate of player engagement. 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
请参见 词汇表
, MAU(Monthly Active Users) The number of players who started a session within the last 30 days. 更多信息
请参见 词汇表
, DAU/MAU, number of sessions, and session length. 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
请参见 词汇表
, a funnel is a linear sequence of standard or custom events that you expect a player to complete in order. 更多信息

Geography:

Player segments based on country. 更多信息

Heatmaps:

Heatmaps are a spatial visualization of analyticsAbbreviation of Unity Analytics
请参见 词汇表
data. 更多信息

IAP:

See In App PurchaseRevenue from “micro-transactions” within a game. 更多信息
See in 词汇表

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
See in 词汇表
Dashboard. 更多信息

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
请参见 词汇表
. 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
请参见 词汇表
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
请参见 词汇表
” 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
请参见 词汇表
, 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
请参见 词汇表
for your Unity game. 更多信息

Unity IAP:

Abbreviation of Unity In App PurchaseRevenue from “micro-transactions” within a game. 更多信息
See in 词汇表

Universal Windows Platform:

An IAP feature that supports Microsoft’s In App PurchaseRevenue from “micro-transactions” within a game. 更多信息
See in 词汇表
simulator, which allows you to test IAP purchase flows on devices before publishing your application. 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

Animation terms (动画术语)

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
请参见 词汇表
. 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
请参见 词汇表
such as a cube, terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. 更多信息
See in 词汇表
or ragdoll. 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
请参见 词汇表
based on float 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
See in 词汇表
. 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
请参见 词汇表
, such as a run or walk animation. 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.
See in 词汇表
is a trade off between saving on memory and image quality. 更多信息

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
请参见 词汇表
to control the emission rate of 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
请参见 词汇表
to show the player’s condensing breath in the cold air. 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
请参见 词汇表
contains an Animation 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
请参见 词汇表
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
See in 词汇表
. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in 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
请参见 词汇表
and can be sampled using the scripting API. 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
See in 词汇表
that controls the interaction of Animation States. Each state references an Animation Blend TreeUsed for continuous blending between similar Animation Clips based on float Animation Parameters. 更多信息
请参见 词汇表
or a single 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
请参见 词汇表
. 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
请参见 词汇表
to switch or blend from one animation state to another. Transitions define how long a blend between states should take, and the conditions that activate them. 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
请参见 词汇表
asset that controls the animation. 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
请参见 词汇表
with Animation State MachinesA graph within an Animator Controller that controls the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip. 更多信息
请参见 词汇表
and Animation Blend TreesUsed for continuous blending between similar Animation Clips based on float Animation Parameters. 更多信息
请参见 词汇表
, controlled by 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
See in 词汇表
. The same 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
请参见 词汇表
can be referenced by multiple models with Animator componentsA component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. 更多信息
请参见 词汇表
. 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
See in 词汇表
, with each variant using a different set of animations, while retaining the original Controller’s structure, parameters and logic. 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
See in 词汇表
is visualized and edited. 更多信息

Avatar:

An interface for retargetingApplying animations created for one model to another. 更多信息
See in 词汇表
animation from one rig 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
请参见 词汇表
and in the importer. 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
请参见 词汇表
nodes. 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
请参见 词汇表
and provides the most stable displacement model. 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
See in 词汇表
angles to predetermined values. The position of a child joint changes according to the rotation of its parent and so the end point of a chain of jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息
请参见 词汇表
can be determined from the angles and relative positions of the individual joints it contains.

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
请参见 词汇表
. 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
See in 词汇表
and inverse kinematicsThe geometry that describes the position and orientation of a character’s joints and bodies. Used by inverse kinematics to control character movement.
See in 词汇表
. 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
请参见 词汇表
angles (eg. the shoulder and elbow joint of an arm) so that the end point (eg. the hand) reaches a desired point in space. In contrast to Forward KinematicsA method of posing a skeleton for animation by rotating the joint angles to predetermined values. The position of a child joint changes according to the rotation of its parent and so the end point of a chain of joints can be determined from the angles and relative positions of the individual joints it contains.
请参见 词汇表
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.
请参见 词汇表
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.
请参见 词汇表
. 更多信息

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
See in 词汇表
and bodies. Used by inverse kinematicsThe geometry that describes the position and orientation of a character’s joints and bodies. Used by inverse kinematics to control character movement.
See in 词汇表
to control character movement.

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
请参见 词汇表
setting that blends the end and start of an animation to create a seamless join. 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
请参见 词汇表
is in place, the Animation system works in muscle space, which is more intuitive than bone space. 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
请参见 词汇表
. Playable GraphsAn API for controlling Playables. Playable Graphs allow you to create, connect and destroy playables. 更多信息
请参见 词汇表
allow you to create, connect and destroy 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
请参见 词汇表
. 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
请参见 词汇表
for your 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
See in 词汇表
. Performed with an external tool, such as Blender or Autodesk Maya. 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
请参见 词汇表
, whether it’s controlled by the animation itself or externally. 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
请参见 词汇表
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 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
请参见 词汇表
, the Root TransformThe Transform at the top of a hierarchy of Transforms. In a Prefab, the Root Transform is the topmost Transform in the Prefab. In an animated humanoid character, the Root Transform is a projection on the Y plane of the Body Transform and is computed at run time. At every frame, a change in the Root Transform is computed, and then this is applied to the GameObject to make it move. 更多信息
See in 词汇表
is the topmost Transform in the Prefab. In an animated humanoid character, the Root Transform is a projection on the Y plane of the Body Transform and is computed at run time. At every frame, a change in the Root Transform is computed, and then this is applied to the 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
请参见 词汇表
to make it move. 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
请参见 词汇表
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
请参见 词汇表
to the vertices of a character’s 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
请参见 词汇表
or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. 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
See in 词汇表
that a character or animated 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
请参见 词汇表
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

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
请参见 词汇表
to control what happens when the state machine enters, exits or remains within a state, such as play sounds as states are entered. 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
请参见 词汇表
.

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
请参见 词汇表
, such as transitioning a character from a walk to a jog animation. Transitions define how long the blend between states should take, and the conditions that activate the blend. 更多信息

Translate DoF:

The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation.

Asset terms (资源术语)

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
请参见 词汇表
, an Audio Mixer or a 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
See in 词汇表
. 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
See in 词汇表
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
请参见 词汇表
system with a graphical user interface integrated into Unity. Enables team members to work together on a Project on different computers. 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
See in 词汇表
intended for use with the BillboardA textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera. 更多信息
See in 词汇表
Renderer, in order to render an object at some distance from 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
See in 词汇表
at a lower 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
请参见 词汇表
(LOD) to save on 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
See in 词汇表
time. 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
请参见 词汇表
Assets, either from a pre-made Asset (exported from SpeedTree) or from a custom-created file that you create using a script at runtime or from a custom editor, for example. 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
请参见 词汇表
complete with components and properties. The 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
请参见 词汇表
acts as a template from which you can create new object instances 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
See in 词汇表
. 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
请参见 词汇表
such as 2D, 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
请参见 词汇表
, 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.
See in 词汇表
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
See in 词汇表
managed by the Unity Package Manager.

Audio terms (音频术语)

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
请参见 词汇表
that distorts the sound from 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
请参见 词汇表
or sounds reaching the Audio ListenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. 更多信息
See in 词汇表
by simulating the sound of a low quality radio transmission. 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
请参见 词汇表
that distorts the sound from 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
请参见 词汇表
or sounds reaching the Audio ListenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. 更多信息
See in 词汇表
. 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
请参见 词汇表
that passes high frequencies of an AudioSource and cuts off signals with frequencies lower than the Cutoff Frequency. 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
See in 词汇表
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
See in 词汇表
and outputting to the computer speakers. 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
请参见 词汇表
that passes low frequencies of 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
请参见 词汇表
or all sound reaching an Audio ListenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. 更多信息
See in 词汇表
while removing frequencies higher than the Cutoff Frequency. 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
See in 词汇表
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
See in 词汇表
to an audio listenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. 更多信息
请参见 词汇表
or through an audio mixer. 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
See in 词汇表
that changes the way audio is transmitted from 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
请参见 词汇表
into the surrounding space. It takes the source and regulates the gains of the left and right ear contributions based on the distance and angle between the AudioListener and the AudioSource. 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
请参见 词汇表
that modifies the sound by squashing and clipping the waveform to produce a rough, harsh result. 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
请参见 词汇表
attached to it. 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
请参见 词汇表
start playing on awake 更多信息

Core terms (核心术语)

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
See in 词汇表
system for file change management. 更多信息

Development Build:

A development buildA development build includes debug symbols and enables the Profiler. 更多信息
请参见 词汇表
includes debug symbols and enables the 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
请参见 词汇表
. 更多信息

Editor terms (编辑器术语)

Anchor:

A UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
layout tool that fixes a UI element to a parent element. Anchors are shown as four small triangular handles in 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
请参见 词汇表
and anchor information is also shown 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
See in 词汇表
. 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
See in 词汇表
. 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
See in 词汇表
navigation mode that allows you to fly around 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
请参见 词汇表
in first-person, similar to how you would navigate in many games. 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
请参见 词汇表
, Asset or Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your Project behave. 更多信息
See in 词汇表
, alowing you to inspect and edit the values. 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
请参见 词汇表
window by using attributes on your 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
请参见 词汇表
, or by controlling how a specific Serializable class should look 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
请参见 词汇表
to select and position scenery, characters, 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
See in 词汇表
, 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
请参见 词汇表
control that lets you scale the view on your screen. To zoom a camera in the Unity Editor, press Alt + right click and drag. 更多信息

General terms (通用术语)

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
See in 词汇表
, set at a specific point in time. Setting at least two keys for the same property creates an animation. 更多信息

Billboard:

A textured 2D objectA 2D GameObject such as a tilemap or sprite. 更多信息
See in 词汇表
that rotates as it, or 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
请参见 词汇表
, moves so that it always faces the Camera. 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
See in 词汇表
’s rotation so that it always faces 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
请参见 词汇表
. BillboardingThe process of constantly altering the 2D object’s rotation so that it always faces the Camera. Billboarding is often used as a level-of-detail method for objects far away from the Camera. 更多信息
请参见 词汇表
is often used as a level-of-detail method for objects far away from the Camera. 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
请参见 词汇表
category identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories). Unity applies colour-coding to categories to help visually distinguish the types of data in the Profiler window. 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
See in 词汇表
, Animation CompressionThe method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality. 更多信息
See in 词汇表
, Audio Compression, Build Compression.

console:

Abbreviation of game consoleA device that runs and displays video games.
请参见 词汇表

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
请参见 词汇表
that places no limit on the number of lights that can affect 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
请参见 词汇表
. All lights are evaluated per-pixel, which means that they all interact correctly with normal mapsA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. 更多信息
See in 词汇表
and so on. Additionally, all lights can have cookies and shadows. 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.
请参见 词汇表

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.
请参见 词汇表
, frames per secondThe frequency at which consecutive frames are displayed in a running game. 更多信息
请参见 词汇表
.

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
See in 词汇表
, which can represent characters, props, scenery, 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
请参见 词汇表
, waypoints, and more. 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
请参见 词汇表
’s functionality is defined by the Components attached to it. 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
请参见 词汇表

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
请参见 词汇表
property that defines which joystick will be used. 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
请参见 词汇表
, 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
See in 词汇表
or your own code. 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
请参见 词汇表
API structure that describes a CPU or GPU event, such as a button click. Each event marker appears as a vertical lines or label in the Profiler window. 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
请参见 词汇表
, a UI MaskA visual component that lets you restrict images from view to only a small section of an image. For instance, you can apply a Mask to a Panel UI element to block all child images from view. 更多信息
请参见 词汇表
, or a Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. 更多信息
请参见 词汇表
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
请参见 词汇表
.

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
See in 词汇表
and packages available through the Unity Package Manager (UPM). Packages available through the Unity Package Manager are a fundamental method of delivering Unity functionality. 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
请参见 词汇表
is a Parent of another GameObject, the Child GameObject will move, rotate, and scale exactly as its Parent does. You can think of parenting as being like the relationship between your arms and your body; whenever your body moves, your arms also move along with 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
请参见 词汇表
, animating or in your game logic. 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
See in 词汇表
files. 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
请参见 词汇表
, Graphics, Input and many other areas of your Project behave. 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
请参见 词汇表
you can use in Unity: Managed plug-insA managed .NET assembly that is created with tools like Visual Studio for use in Unity. 更多信息
请参见 词汇表
(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
请参见 词汇表
determines the Position, Rotation, and Scale of each object 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
See in 词汇表
. Every 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
请参见 词汇表
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
请参见 词汇表
and associated Component that allows you to add tree assets to 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
See in 词汇表
. You can add branch levels and leaves to trees in the Tree 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
See in 词汇表
window. 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
请参见 词汇表

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
请参见 词汇表
tools, including PerforceA version control system for file change management. 更多信息
See in 词汇表
, 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
请参见 词汇表
in which all objects reside. Often used to specify that coordinates are world-relative, as opposed to object-relative.

Graphics terms (图形渲染术语)

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
See in 词汇表
equally. 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.
See in 词汇表
(ASTC) 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
请参见 词汇表
that compresses textures to significantly reduce file sizes without cau sing a noticable reduction in image quality. 更多信息

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.
See in 词汇表
format for handheld devices to save on power, memory and bandwidth

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
请参见 词汇表
for creating local ambience, rather than fully featured lights for increasing brightness in dark areas without needing to adjust all of the lighting within 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
See in 词汇表
. Unity pre-calculates the illumination from these lights before run time, and does not include them in any run-time lighting calculations. 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.
请参见 词汇表
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
请参见 词汇表
effect used to reproduce an imaging artifact of real-world 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
请参见 词汇表
. The effect produces fringes of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming 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
请参见 词汇表
or eye capturing 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
请参见 词汇表
.

Bounds:

The coordinates that define the bounding volumeA closed shape representing the edges and faces of a collider or trigger. 更多信息
请参见 词汇表
. Bounds are pre-calculated on import from the 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
请参见 词汇表
and animations in the model fileA file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. 更多信息
请参见 词汇表
, and are displayed as a wireframe around the model in 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
请参见 词汇表
.

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
See in 词汇表
, for example bumps and grooves. Can be represented as a heightmapA greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
请参见 词汇表
or a normal mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. 更多信息
请参见 词汇表
. 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
See in 词汇表
. The output is either drawn to the screen or captured as a texture. 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
请参见 词汇表
code for controlling 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
请参见 词汇表
using NVIDIA’s Cg (C for graphics) programming language. 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
See in 词汇表
can see from its current position. A camera’s viewable range is between the far and near clipping planesA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. 更多信息
See in 词汇表
. See far clipping planeA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. 更多信息
See in 词汇表
and near clipping plane. 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
请参见 词汇表
colors can be animated using the “Color over lifetime” module.

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
请参见 词汇表
. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing 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
请参见 词汇表
that inherit from MonoBehaviour. 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
See in 词汇表
. 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
See in 词汇表
which affects the object being lit. 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
请参见 词汇表
drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). 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
请参见 词汇表
, by Layer.

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
See in 词汇表
in an image, where the z-value is the depth for each rendered pixel from the projection plane. 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
请参见 词汇表
effect that simulates the focus properties 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
See in 词汇表
lens. 更多信息

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
请参见 词汇表
used in earlier versions of Unity. Replaced by 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
请参见 词汇表
from Unity 5 onwards. 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
请参见 词汇表
lighting mode that includes high quality shadows cast from static 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
请参见 词汇表
onto dynamic GameObjects. 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
See in 词汇表
for optimized graphics performance. The technique transforms all of the 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
请参见 词汇表
vertices on the CPU and groups many similar vertices together. 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
请参见 词汇表
that is receiving a shadow from another static or dynamic GameObject 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
请参见 词汇表
setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. 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
请参见 词汇表
that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. 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
See in 词汇表
’s shutter speed and f-number. It is essentially a measurement of exposure such that all combinations of shutter speed and f-number that yield the same level of exposure have the same EV.

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
See in 词汇表
in a generated 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
See in 词汇表
.

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
See in 词汇表
. Geometry beyond the plane defined by this value is not rendered. The plane is perpendicular to the camera’s forward (Z) direction.

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
请参见 词汇表
Components. The Flare itself is a combination of a texture file and specific information that determines how the Flare behaves. 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
请参见 词汇表
fade from view after initially appearing. 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
See in 词汇表
to make 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
请参见 词汇表
appear in the image. By default, a Flare LayerA component that you can attach to Cameras to make Lens Flares appear in the image. By default, a Flare Layer is already attached to a Camera.
请参见 词汇表
is already attached to 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
See in 词汇表
.

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
请参见 词汇表
effect that overlays a color onto objects depending on the distance from 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
请参见 词汇表
. Use this to simulate fog or mist in outdoor environments, or to hide clipping of objects near the camera’s far clip plane. 更多信息

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
请参见 词汇表
that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward RenderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. 更多信息
See in 词汇表
, depending on their settings and intensity. 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
请参见 词汇表
code, performed every 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
请参见 词汇表
that an object occupies on-screen. The fragment shaderThe “per-pixel” part of shader code, performed every pixel that an object occupies on-screen. The fragment shader part is usually used to calculate and output the color of each pixel. 更多信息
请参见 词汇表
part is usually used to calculate and output the color of each pixel. 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
请参见 词汇表
in your game renders frames to the screen as fast as possible. May also refer to a frame from a video clip, or 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
请参见 词汇表
animation frames. See frames per secondThe frequency at which consecutive frames are displayed in a running game. 更多信息
请参见 词汇表
(FPS).

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
See in 词汇表
handles this indirectly, depending on a material’s smoothness. Smooth surfaces have a stronger Fresnel, totally rough surfaces have no Fresnel. 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
See in 词汇表
can see and render. In 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
请参见 词汇表
, the frustum is represented by a truncated rectangular pyramid with its top at the camera__’s near clipping plane__A plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. 更多信息
请参见 词汇表
and its base at the camera__’s far clipping plane__. 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
请参见 词汇表
, 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
请参见 词汇表
and Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. 更多信息
请参见 词汇表
. Unity keeps this cache to speed up computation. 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
请参见 词汇表
in 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
请参见 词汇表
, and displayed in 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
请参见 词汇表
. Built-in 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
请参见 词汇表
tools such as the move tool are GizmosA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. 更多信息
请参见 词汇表
, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which 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
请参见 词汇表
are selected. 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
See in 词汇表
property that scales the gravity value set in the physics manager. A value of zero switches gravity off. 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
请参见 词汇表
stores the height difference perpendicular to the face that pixel represents.

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
See in 词汇表
property that determines the precision of the incoming light data used to light each texel in the lightmap 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
See in 词汇表
property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel. 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
请参见 词汇表
in or out of certain processes or calculations. This includes 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
请参见 词汇表
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
请参见 词汇表
, lighting, physics 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
请参见 词汇表
, or custom calculations in your own code. 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.
请参见 词汇表
. 更多信息

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
请参见 词汇表
lens. Use a 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
See in 词汇表
to represent very bright lights or add atmosphere to 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
请参见 词汇表
. 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
请参见 词汇表
when its distance from 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
See in 词汇表
increases. Each LODThe 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
请参见 词汇表
level has either 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
请参见 词汇表
with a Mesh RendererA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. 更多信息
请参见 词汇表
component (Mesh LOD level) or a Billboard AssetAn asset that is a collection of pre-rendered images of a more complicated Mesh intended for use with the Billboard Renderer, in order to render an object at some distance from a Camera at a lower level of detail (LOD) to save on rendering time. 更多信息
See in 词汇表
with a Billboard RendererRenders Billboard Assets, either from a pre-made Asset (exported from SpeedTree) or from a custom-created file that you create using a script at runtime or from a custom editor, for example. 更多信息
See in 词汇表
component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional BillboardA textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera. 更多信息
请参见 词汇表
LOD level to represent the same GameObject with decreasing detail in the geometry. 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
See in 词汇表
. A collection of 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
请参见 词汇表
arranged within a given space can improve lighting on moving objects and static LODThe 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
请参见 词汇表
scenery within that space. 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
请参见 词汇表
to 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
请参见 词汇表
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
请参见 词汇表
. 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
请参见 词汇表
that cannot use baked 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
请参见 词汇表
(for example, large Particle Systems or skinned Meshes). 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
See in 词汇表
. 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
请参见 词汇表
are overlaid on top of scene geometry to create the effect of lighting. 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
请参见 词汇表
according to the arrangement of lights and geometry 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
See in 词汇表
. 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
请参见 词汇表
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
See in 词汇表

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
请参见 词汇表
(LOD) for 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
请参见 词汇表
. 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
请参见 词汇表
the Material is using. 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
请参见 词汇表
component that takes a mesh from your assets and passes it to the 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
See in 词汇表
Renderer for 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
请参见 词汇表
on the screen. 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
请参见 词汇表
component that takes the geometry from the Mesh FilterA mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen. 更多信息
请参见 词汇表
and renders it at the position defined by the object’s 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
See in 词汇表
. 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
请参见 词汇表
effect that simulates the blurring of an image when objects filmed 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
请参见 词汇表
are moving faster than the camera’s exposure time. 更多信息

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
See in 词汇表
can see from its current position. The plane is perpendicular to the camera’s forward (Z) direction. 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
请参见 词汇表
, represented by a Vector. Unity uses normals to determine object orientation and apply shading. 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
请参见 词汇表
texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. 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
请参见 词汇表
to moving 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
See in 词汇表
of objects when they are not currently seen by 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
See in 词汇表
because they are obscured (occluded) by other objects. 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
See in 词汇表
view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”. 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
请参见 词汇表
that is emitted by 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
请参见 词汇表
. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. 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
See in 词汇表
. 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
See in 词汇表
size depends on your screen resolution. Pixel lighting is calculated at every screen 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
请参见 词汇表
. 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.
See in 词汇表
(PVRTC) is a fixed-rate 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
请参见 词汇表
that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. 更多信息

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
请参见 词汇表
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
See in 词汇表
for each polygon or triangle in all the geometry. This is an alternative to ray tracingThe 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
请参见 词汇表
.

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
请参见 词汇表
during gameplay. Unity calculates and updates the lighting of these Lights every frame at run time. They can change in response to actions taken by the player, or events which take place 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
See in 词汇表
. 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
请参见 词汇表
component that captures a spherical view of its surroundings in all directions, rather like 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
请参见 词汇表
. The captured image is then stored as a CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). 更多信息
请参见 词汇表
that can be used by objects with reflective materials. 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
请参见 词汇表
and designate one of your 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
See in 词汇表
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
请参见 词汇表
in Unity renders its view to the screen. 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
See in 词汇表
Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use. 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
See in 词汇表
property that connects particles together to create a ribbon effect. 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
请参见 词汇表
rendered, based on the lighting input and the Material configuration. 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
请参见 词汇表
feature. When you enable a Shader keyword, Unity enables the feature. At compilation time, Unity uses keywords to include the relevant Shader feature code in a Shader Variant, which it then executes at run time. 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
请参见 词汇表
that Unity generates according to the specific combination of Shader keywords and their status. If you add more keywords to the Shader, you increase the number of possible combinations, which results in more Shader Variants. 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
请参见 词汇表
. 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
请参见 词汇表
. 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
See in 词汇表
property that sets the bias of the 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
See in 词汇表
sort ordering. Lower values increase the relative chance that particle systemsA 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
请参见 词汇表
are drawn over other transparent 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
请参见 词汇表
, including other particle systems. 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
See in 词汇表
are essentially just standard textures but there are special techniques for combining and managing 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
See in 词汇表
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
请参见 词汇表
textures tightly together within a single texture known as an atlas. Unity provides a Sprite PackerA facility that packs graphics from several sprite textures tightly together within a single texture known as an atlas. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures. 更多信息
See in 词汇表
utility to automate the process of generating atlases from the individual sprite textures. 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
请参见 词汇表
for use in both 2D and 3D 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
See in 词汇表
. 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
请参见 词汇表
for 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
请参见 词汇表
real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. 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
请参见 词汇表
on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. 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
请参见 词汇表
that is receiving a shadow from another static or dynamic GameObject 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
请参见 词汇表
to flag 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
请参见 词汇表
, 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
See in 词汇表
in Unity consists of a list of subshadersEach shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user’s graphics card. 更多信息
See in 词汇表
. When Unity has to display 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
请参见 词汇表
, it will find the shader to use, and pick the first subshaderEach shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user’s graphics card. 更多信息
请参见 词汇表
that runs on the user’s graphics card. 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
请参见 词汇表
than using low level vertex/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
See in 词汇表
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
请参见 词汇表
programs. 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
See in 词汇表
. A TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. 更多信息
请参见 词汇表
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
请参见 词汇表
adds a large flat plane to your scene and you can use the Terrain’s 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
请参见 词汇表
window to create a detailed landscape. 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
请参见 词汇表
component that displays a Text string 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
See in 词汇表
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
请参见 词汇表
, 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
请参见 词汇表
, or UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
element. Textures are often applied 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
请参见 词汇表
to give it visual detail. 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
See in 词汇表
that allows you to define how your images are imported from your Project’s Assets folder into the Unity Editor. 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
请参见 词汇表
dimensions, and quality of your Textures for each target platform. 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
请参见 词汇表
to be rendered on a TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. 更多信息
请参见 词汇表
. 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
请参见 词汇表
that allows you to quickly create 2D levels using tiles and a grid overlay. 更多信息

Tonemapping:

The process of remapping HDRhigh dymanic range
请参见 词汇表
values of an image into a range suitable to be displayed on screen. 更多信息

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
请参见 词汇表
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
请参见 词汇表
as they move. 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
请参见 词汇表
. 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
请参见 词汇表
build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL 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
请参见 词汇表
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
请参见 词汇表
that adds the effect of wind to your terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. 更多信息
请参见 词汇表
. For instance, Trees within a wind zoneA GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. 更多信息
See in 词汇表
will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. 更多信息

Lighting terms (光照术语)

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
请参见 词汇表
for creating indirect lighting, shadowmasksA Texture that shares the same UV layout and resolution with its corresponding lightmap. 更多信息
请参见 词汇表
and subtractive lighting. Indirect lighting gets baked into 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
请参见 词汇表
and 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
请参见 词汇表
. ShadowmasksA Texture that shares the same UV layout and resolution with its corresponding lightmap. 更多信息
请参见 词汇表
and light probes occlusion get generated for baked shadows. 更多信息

Multiplayer terms (多人游戏术语)

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
请参见 词汇表

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
请参见 词汇表
(HPAPI) object that represents the player on the server and has the ability to run commands (which are secure client-to-server remote procedure calls) from the player’s client. 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
See in 词汇表
component that manages the network state of a Project. 更多信息

NetworkIdentity:

A NetworkingThe Unity system that enables multiplayer gaming across a computer network. 更多信息
See in 词汇表
component that allows you to assign an identity to your 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
请参见 词汇表
for the network to recognise it as a Local Player GameObject or a Server Only GameObject. 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
See in 词汇表
component that creates a UI(User Interface) Allows a user to interact with your application. 更多信息
请参见 词汇表
menu that allows you to control the network state of your game using your Network ManagerA Networking component that manages the network state of a Project. 更多信息
请参见 词汇表
. 更多信息

NetworkTransform:

A NetworkingThe Unity system that enables multiplayer gaming across a computer network. 更多信息
See in 词汇表
component that allows you to synchronise the movements 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
请参见 词汇表
across the network. 更多信息

Package Manager terms (包管理术语)

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
See in 词汇表
. By removing the abstracted package of this feature, the related code and resources are not part of the final built product. Typically, these packages contain only the package manifestEach 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
请参见 词汇表
and are bundled with Unity (rather than available on the package registry).

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).
See in 词汇表
because you don’t need to install it and it differs from a built-in packageBuilt-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 System. By removing the abstracted package of this feature, the related code and resources are not part of the final built product. Typically, these packages contain only the package manifest and are bundled with Unity (rather than available on the package registry).
请参见 词汇表
because it extends Unity’s features rather than being able to enable or disable them.

Embedded package:

An embedded package is a package that you store under the Packages directory at the root of a Unity Project. This differs from most packages which you download from the package server. 更多信息

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 package.json file respects Semantic Versioning rules with regards to officially published releases of this package. 更多信息
请参见 词汇表
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 package.json file respects Semantic Versioning rules with regards to officially published releases of this package. 更多信息

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.
请参见 词汇表
(read-only) package. This is the opposite of mutableYou can change the contents of a mutable package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
请参见 词汇表
. 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 <project>/Packages directory. The Package Manager uses it to configure many things, including a list of dependencies for that Project, as well as any package repository to query for packages. 更多信息
See in 词汇表
s and package manifestEach 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
See in 词汇表
s.

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.
请参见 词汇表
package. This is the opposite of 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.
请参见 词汇表
. Only Local packageA 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
请参见 词汇表
s and Embedded packageAn embedded package is a package that you store under the Packages directory at the root of a Unity Project. This differs from most packages which you download from the package server. 更多信息
请参见 词汇表
s 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 <project>/Packages directory. The Package Manager uses it to configure many things, including a list of dependencies for that Project, as well as any package repository to query for packages. 更多信息

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.

Physics terms (物理术语)

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
请参见 词汇表
or trigger. 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
请参见 词汇表
component that handles 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
请参见 词汇表
for 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
请参见 词汇表
like dice and ice cubes. 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
See in 词汇表
phase that computes pairs of potentially overlapping objects by judging only their respective bounding volumesA closed shape representing the edges and faces of a collider or trigger. 更多信息
See in 词汇表
. 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
请参见 词汇表
component that handles 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
请参见 词汇表
for 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
请参见 词汇表
like barrels and character limbs. 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
请参见 词汇表
for the purposes of physics calculations. By default it is computed from all collidersAn 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
请参见 词汇表
belonging to the rigidbody, but can be modified via script. 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
See in 词汇表
component with specialized features for behaving as a character in a game. Unlike true collider components, a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
is not needed and the momentum effects are not realistic. 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
请参见 词汇表
which allows a joint to be limited on each axis. Mainly used for Ragdoll effects. 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
请参见 词汇表
Renderer to provide a physics-based solution for simulating fabrics. 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
请参见 词汇表
for an object. 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
请参见 词汇表
doesn’t need to be exactly the same shape as the object’s 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
请参见 词汇表
- a rough approximation is often more efficient and indistinguishable in gameplay. 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
See in 词汇表
occurs when the physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. 更多信息
请参见 词汇表
detects that the collidersAn 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
请参见 词汇表
of two 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
请参见 词汇表
make contact or overlap, when at least one has a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
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
请参见 词汇表
with a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
and 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
请参见 词汇表
component has come into contact with any other collidersAn 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
See in 词汇表
. 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
请参见 词汇表
that other joint types are derived from. It can be used to create anything from adapted versions of existing jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. 更多信息
请参见 词汇表
to custom designed and highly specialized joints. 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
请参见 词汇表
or torque to game objects with a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
. 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
请参见 词汇表
components which limit movement or rotation. The type and number of constraints vary depending on the type of Joint. 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
请参见 词汇表
limit property that sets the minimum distance tolerance between the joint position and the limit at which the limit will be enforced. 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
See in 词汇表
method that calculates and resolves 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
See in 词汇表
over the entire physics simulation step. This can prevent fast-moving objects from tunnelling through walls during a simulation step. 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
请参见 词汇表
setting to control spring oscillation. A higher damping ratioA joint setting to control spring oscillation. A higher damping ratio means the spring will come to rest faster. 更多信息
See in 词汇表
means the spring will come to rest faster. 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
See in 词汇表
method that calculates and resolves 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
See in 词汇表
based on the pose of objects at the end of each physics simulation step. 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
请参见 词汇表
property that defines the friction for a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
when it’s in motion. Lower values mean less friction, so a setting of zero represents slipping on ice. 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
请参见 词汇表
type that is completely constrained, allowing two objects to be held together. Implemented as a spring so some motion may still occur. 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
请参见 词汇表
. 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
请参见 词汇表
that groups together two RigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
, constraining them to move like they are connected by a hinge. It is perfect for doors, but can also be used to model chains, pendulums and so on. 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
请参见 词汇表
, usually allowing some degree of movement such as a hinge. 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
请参见 词汇表
property that sets the lower limit of a joint. 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
请参见 词汇表
component which accepts 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
See in 词汇表
reference to define its 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
请参见 词汇表
surface shape. 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
See in 词汇表
phase that determines whether the pairs of objects found in the broad phase will actually collide. It then computes the contact points for those pairs and gives them to the solver to use when solving 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
请参见 词汇表
. 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
请参见 词汇表
, gravity and other forces. 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
请参见 词汇表
for 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
请参见 词汇表
. 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
请参见 词汇表
to be affected by simulated gravity and other forces. 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
See in 词汇表
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
See in 词汇表
method that inflates broad-phase AABB of moving objects according to their velocities. This enables support for effects like rotations. 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
请参见 词汇表
component that handles 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
请参见 词汇表
for 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
请参见 词汇表
like balls or other things that can be roughly approximated as a sphere for the purposes of physics. 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
请参见 词汇表
type that connects two RigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. 更多信息
请参见 词汇表
together but allows the distance between them to change as though they were connected by a spring. 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
请参见 词汇表
property that defines the axis around which the joint can swing. 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
请参见 词汇表
property that limits the rotation around one element of the defined Swing AxisA joint property that defines the axis around which the joint can swing. 更多信息
请参见 词汇表
. 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
请参见 词汇表
property to set the target positionA joint property to set the target position that the joint’s drive force should move it to. 更多信息
请参见 词汇表
that the joint’s drive force should move it to. 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
请参见 词汇表
property to set the desired velocity with which the joint should move to the Target PositionA joint property to set the target position that the joint’s drive force should move it to. 更多信息
See in 词汇表
under the drive force. 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
请参见 词汇表
component that handles 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
请参见 词汇表
for 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
See in 词汇表
surface with the same shape as the TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. 更多信息
See in 词汇表
object it is attached to. 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
请参见 词汇表
for grounded vehicles. It has built-in 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
请参见 词汇表
, wheel physics, and a slip-based tire friction model. It can be used for objects other than wheels, but it is specifically designed for vehicles with wheels. 更多信息

Platforms terms (平台术语)

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
See in 词汇表
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
请参见 词汇表
optimization method for optimizing the size of the built iOS player 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
请参见 词汇表

Gesture:

A HoloLensAn XR headset for using apps made for the Windows Mixed Reality platform. 更多信息
See in 词汇表
input type that uses hand signals to signify commands to the system. 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
请参见 词汇表
(VR) platform for smartphones. 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
请参见 词汇表
. 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
See in 词汇表
headset for using apps made for the Windows Mixed RealityA mixed reality platform developed by Microsoft, built around the API of Windows 10. 更多信息
请参见 词汇表
platform. 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
请参见 词汇表
platform. 更多信息

ODR:

On-demand resources (ODR) is a feature available for the iOSApple’s mobile operating system. 更多信息
See in 词汇表
and tvOS platforms, from version 9.0 of iOS and tvOS onwards. It allows you to reduce the size of your application by separating the core Assets (those that are needed from application startup) from Assets which may be optional, or which appear in later levels of your game. 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
请参见 词汇表
web 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
请参见 词汇表
and store them in memory or on disk. 更多信息

PlayStation 4:

Sony’s eighth generation video game consoleA device that runs and displays video games.
请参见 词汇表
.

PS4:

Abbreviation of PlayStation 4Sony’s eighth generation video game console.
请参见 词汇表

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
请参见 词汇表

Unity Remote:

A downloadable app designed to help with Android, iOSApple’s mobile operating system. 更多信息
请参见 词汇表
and tvOS development. The app connects with Unity while you are running your Project in Play Mode from the Unity Editor. 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
请参见 词汇表
diagnostic tool by Sony Interactive Entertainment for PlayStation 4Sony’s eighth generation video game console.
See in 词汇表
. 更多信息

Wii U:

Nintendo’s eighth generation video game consoleA device that runs and displays video games.
请参见 词汇表
.

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
请参见 词汇表
. 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.
请参见 词汇表
.

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
请参见 词汇表
(VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as 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
请参见 词汇表
devices. 更多信息

Scripting terms (脚本术语)

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
请参见 词汇表
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
请参见 词汇表
used in Unity. 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
请参见 词汇表
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
请参见 词汇表
depending on target platform: Mono, .NET and IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. 更多信息
请参见 词汇表
. Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. 更多信息
See in 词汇表
, 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
请参见 词汇表
to help you identify GameObjects for scripting purposes. For example, you might define and “Edible” Tag for any item the player can eat in your game. 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
See in 词汇表
. 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
请参见 词汇表
by 3D graphics hardware, such as a graphics card or mobile device. 更多信息

Services terms (服务术语)

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
请参见 词汇表

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

Timeline terms (时间轴术语)

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
请参见 词汇表
, or belonging to a component added to a GameObject, that can have different values over time. 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
请参见 词汇表
. 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
请参见 词汇表
, at different frames or seconds. The position of the tangents and the selected interpolationThe estimation of values that determine the shape of an animation curve between two keys. 更多信息
See in 词汇表
mode for each key determines 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
请参见 词汇表
. 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
请参见 词汇表
Asset tracks and the 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
请参见 词汇表
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
请参见 词汇表
. When you link 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
请参见 词汇表
to a track, the track animates the GameObject. Bindings are stored as part of 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
See in 词汇表
. 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
请参见 词汇表
, Audio clipsA 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
请参见 词汇表
, or Control clips overlap. The overlap creates a transition that is referred to as a blend. The duration of the overlap is referred to as the blend areaThe area where two Animation clips, Audio clips, or Control clips overlap. The overlap creates a transition that is referred to as a blend. The duration of the overlap is referred to as the blend area. The blend area sets the duration of the transition. 更多信息
请参见 词汇表
. The blend area sets the duration of the transition. 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
请参见 词汇表
, Audio clipsA 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
请参见 词汇表
, or Control clips, there are two blend curves. The blend curve for the incoming clipThe second 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
请参见 词汇表
is referred to as the Blend In curveIn a blend between two Animation clips, Audio clips, or Control clips, there are two blend curves. The blend curve for the incoming clip is referred to as the Blend In curve. 更多信息
请参见 词汇表
. 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
请参见 词汇表
, Audio clipsA 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
请参见 词汇表
, or Control clips, there are two blend curves. The blend curve for 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
请参见 词汇表
is referred to as the Blend Out curveIn a blend between two Animation clips, Audio clips, or Control clips, there are two blend curves. The blend curve for the out-going clip is referred to as the Blend Out curve. 更多信息
请参见 词汇表
. 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
请参见 词汇表
of 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
请参见 词汇表
Editor window. 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
请参见 词汇表
Editor window where you add, position, and manipulate clips. 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
请参见 词汇表
Editor window that shows the animation curvesThe 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
See in 词汇表
for Infinite clipsA special animation clip that contains basic key animation recorded directly to an Animation track within the Timeline Editor window. An Infinite clip cannot be positioned, trimmed, or split because it does not have a defined duration: it spans the entirety of an Animation track. 更多信息
See in 词汇表
or for 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
请参见 词汇表
that have been converted from Infinite clips. The Curves viewThe area in the Timeline Editor window that shows the animation curves for Infinite clips or for Animation clips that have been converted from Infinite clips. The Curves view is similar to Curves mode in the Animation window. 更多信息
See in 词汇表
is similar to Curves mode in the Animation window. 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
See in 词汇表
are also commonly referred to as fields. 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
请参见 词汇表
. 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
请参见 词汇表
, transitions to the second clip, the incoming clipThe second 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
See in 词汇表
. 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
请参见 词汇表
that contains basic key animation recorded directly to an Animation track within 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
请参见 词汇表
Editor window. An Infinite clipA special animation clip that contains basic key animation recorded directly to an Animation track within the Timeline Editor window. An Infinite clip cannot be positioned, trimmed, or split because it does not have a defined duration: it spans the entirety of an Animation track. 更多信息
请参见 词汇表
cannot be positioned, trimmed, or split because it does not have a defined duration: it spans the entirety of an Animation track. 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
See in 词汇表
between two keys. 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
请参见 词汇表
algorithm that draws 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
See in 词汇表
between two keys. The interpolation mode also joins or breaks left and right tangents. 更多信息

key:

Can refer to an Input KeyA key on a keyboard relating to the Input class. 更多信息
请参见 词汇表
or an Animation KeyThe value of an animatable property, set at a specific point in time. Setting at least two keys for the same property creates an animation. 更多信息
See in 词汇表

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
请参见 词汇表
, transitions to the second clip, the incoming clipThe second 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
See in 词汇表
. 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
See in 词汇表
in either frames or seconds, depending on 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
请参见 词汇表
Settings. 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
See in 词汇表
before and after a key. Tangents appear when a key is selected in the Curves viewThe area in the Timeline Editor window that shows the animation curves for Infinite clips or for Animation clips that have been converted from Infinite clips. The Curves view is similar to Curves mode in the Animation window. 更多信息
See in 词汇表
, or when a key is selected in the Curve Editor.

tangent mode:

The selected interpolationThe estimation of values that determine the shape of an animation curve between two keys. 更多信息
请参见 词汇表
mode used by the left tangent, right tangent, or both tangents.

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
请参见 词汇表
Editor window. A Timeline Asset does not include bindings to the 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
请参见 词汇表
animated by the Timeline Asset. The bindings to 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
See in 词汇表
GameObjects are stored in 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
See in 词汇表
. The Timeline Asset is Project-based. 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
请参见 词汇表
. Modifications to a Timeline instance also affects 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
请参见 词汇表
Asset. 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
请参见 词汇表
Asset and the 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
请参见 词汇表
that the Timeline Asset animates 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
See in 词汇表
. You create 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
请参见 词汇表
by associating a Timeline Asset 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
请参见 词汇表
through a Playable Director component. The Timeline instance is scene-based. 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
请参见 词汇表
Editor window that controls playback of 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
请参见 词汇表
. The Timeline Playback Controls affect 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
请参见 词汇表
. 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
请参见 词汇表
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
请参见 词汇表
Editor window. Timeline Playback mode is a simulation of Play mode. Timeline Playback mode does not support audio playback. 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
请参见 词汇表
Editor window. 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
请参见 词汇表
Editor window that selects 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
请参见 词汇表
to be previewed or modified. 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
请参见 词汇表
of 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
请参见 词汇表
Editor window. 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
请参见 词汇表
Editor window where you add, group, and modify tracks. 更多信息

UI terms

Canvas:

The area that contains all UI(User Interface) Allows a user to interact with your application. 更多信息
请参见 词汇表
elements in 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
请参见 词汇表
. The Canvas area is shown as a rectangle in 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
请参见 词汇表
. 更多信息

Canvas Group:

A group of UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
elements within a Canvas. Use a Canvas GroupA group of UI elements within a Canvas. Use a Canvas Group to control a group of UI elements collectively without needing to handle them each individually. 更多信息
See in 词汇表
to control a group of UI elements collectively without needing to handle them each individually. 更多信息

Canvas Renderer:

Renders a graphical UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
object contained within a Canvas. 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
See in 词汇表
density of all UI(User Interface) Allows a user to interact with your application. 更多信息
请参见 词汇表
elements in the Canvas, including font sizes and image borders. 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
See in 词汇表
component property that detemines whether the component can accept input. 更多信息

UI Mask:

A visual componentA component that enables you to easily create GUI-specific functionality. 更多信息
请参见 词汇表
that lets you restrict images from view to only a small section of an image. For instance, you can apply a Mask to a Panel UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
element to block all child images from view. 更多信息

Raw image:

A Visual UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
Component that displays a non-interactive image to the user. This can be used for decoration, icons, etc, and the image can also be changed from a script to reflect changes in other controls. 更多信息

ScrollView:

A UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
Control which displays a large set of Controls in a viewable area that you can see by using a scrollbar. 更多信息

Shadow:

A UI(User Interface) Allows a user to interact with your application. 更多信息
See in 词汇表
component that adds a simple outline effect to graphic components such as Text or Image. It must be on the same 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
请参见 词汇表
as the graphic component. 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
请参见 词汇表
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