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- Unity Manual
- Unity User Manual (2019.2)
- Documentation versions
- Switching between Unity versions in the documentation
- Offline documentation
- Documentation editorial review
- Packages documentation
- Working in Unity
- Installing Unity
- System requirements for Unity 2019.2
- Unity Hub
- Installing the Unity Hub
- Adding modules to the Unity Editor
- Installing Unity from the command line
- Installing Unity offline without the Hub
- Unity Hub advanced deployment considerations
- Licenses and Activation
- Online activation
- Offline / Manual Activation
- Managing your License
- Activation FAQ
- Getting Started
- Starting Unity for the first time
- The Learn tab
- Opening existing Projects
- 2D or 3D projects
- Project Templates
- Learning the interface
- Asset Workflow
- Common types of Assets
- Primitive and placeholder objects
- Asset packages
- Using the Asset Store
- Packages
- Getting started
- Concepts
- Global Cache
- Packages window
- List view
- Details view
- Finding packages
- Filter for scope
- Search box
- Adding and removing packages
- Installing from the registry
- Installing a local package
- Removing an installed package
- Disabling a built-in package
- Switching to another package version
- Finding package documentation
- Inspecting packages
- Package Manifest window
- Scripting API for packages
- Accessing package Assets
- Project manifest
- Dependencies
- Embedded dependencies
- Local paths
- Git URLs
- Scoped package registries
- Package conflicts
- Automatic conflict resolution
- Overriding Unity's conflict resolution
- Troubleshooting
- Network issues
- The Main Windows
- The Project window
- The Scene view
- Scene view navigation
- Positioning GameObjects
- Using custom Editor tools
- Scene Visibility
- Scene view control bar
- Scene view Camera
- Gizmos menu
- The Game view
- The Hierarchy window
- The Inspector window
- Assigning icons
- Editing Properties
- Swatch libraries
- Inspector Options
- The Toolbar
- Searching
- Other windows
- Customizing Your Workspace
- Unity Shortcuts
- Creating Gameplay
- Scenes
- GameObjects
- GameObject
- Introduction to components
- Using Components
- Transform
- Creating components with scripting
- Deactivating GameObjects
- Tags
- Static GameObjects
- Saving Your Work
- Prefabs
- Creating Prefabs
- Editing a Prefab in Prefab Mode
- Instance overrides
- Editing a Prefab via its instances
- Nested Prefabs
- Prefab Variants
- Overrides at multiple levels
- Unpacking Prefab instances
- Instantiating Prefabs at run time
- Input
- Conventional Game Input
- Mobile device input
- Mobile Keyboard
- Transforms
- Constraints
- Aim Constraints
- Look At Constraints
- Parent Constraints
- Position Constraints
- Rotation Constraints
- Scale Constraints
- Rotation and Orientation in Unity
- Lights
- Cameras
- Adding Random Gameplay Elements
- Cross-Platform Considerations
- Publishing Builds
- Troubleshooting
- Editor Features
- 2D and 3D mode settings
- Preferences
- Presets
- Shortcuts Manager
- Build Settings
- Project Settings
- Audio
- Editor
- Graphics
- Input
- Physics
- Physics 2D
- Player
- Splash Screen
- Preset Manager
- Quality
- Script Execution Order
- Tags and Layers
- Time
- Visual Studio C# integration
- RenderDoc Integration
- Editor Analytics
- Check For Updates
- IME in Unity
- Special folder names
- Reusing Assets between Projects
- Version Control
- Version control integration
- Perforce Integration
- Plastic SCM Integration
- Using external version control systems with Unity
- Smart Merge
- Troubleshooting The Editor
- Advanced Development
- Profiler overview
- Profiler window
- CPU Usage Profiler
- Rendering Profiler
- Memory Profiler
- Audio Profiler
- Physics Profiler
- GPU Profiler
- Global Illumination Profiler
- UI Profiler
- Multi-Scene editing
- Loading Resources at Runtime
- Plug-ins
- Plugin Inspector
- Managed plug-ins
- Native plug-ins
- Building plug-ins for desktop platforms
- Low-level native plug-in interface
- Low-level native plug-in Profiler API
- Low-level native plug-in rendering extensions
- Low-level native plug-in Shader compiler access
- Custom packages
- Naming your package
- Package layout
- Adding tests to a package
- Package manifest
- Assembly definition and packages
- Meeting legal requirements
- Sharing your package
- AssetBundles
- AssetBundle Workflow
- Preparing Assets for AssetBundles
- Building AssetBundles
- AssetBundle Dependencies
- Using AssetBundles Natively
- AssetBundle Manager
- Patching with AssetBundles
- Troubleshooting
- Unity Asset Bundle Browser tool
- Reducing the file size of your build
- Social API
- JSON Serialization
- Streaming Assets
- ScriptableObject
- Advanced Editor Topics
- Build Player Pipeline
- Command line arguments
- Batch mode and built-in coroutine compatibility
- Applying defaults to assets by folder
- Support for custom Menu Item and Editor features
- Asynchronous Shader compilation
- Behind the Scenes
- AssetDatabase
- Text-Based Scene Files
- Description of the Format
- An Example of a YAML Scene File
- YAML Class ID Reference
- Cache Server
- Modifying Source Assets Through Scripting
- Extending the Editor
- Editor Windows
- Property Drawers
- Custom Editors
- TreeView
- Running Editor Script Code on Launch
- Upgrade Guides
- Using the Automatic API Updater
- Upgrading to Unity 2019.2
- Upgrading to Unity 2019.1
- Upgrading to Unity 2018.3
- Upgrading to Unity 2018.2
- Upgrading to Unity 2018.1
- Upgrading to Unity 2017.3
- Upgrading to Unity 2017.2
- Upgrading to Unity 2017.1
- Upgrading to Unity 5.6
- Upgrading to Unity 5.5
- Upgrading to Unity 5.4
- 5.4 Networking API Changes
- Upgrading to Unity 5.3
- Upgrading to Unity 5.2
- Upgrading to Unity 5.0
- AI in Unity 5.0
- Animation in Unity 5.0
- Audio in Unity 5.0
- Baked Data in Unity 5.0
- Plugins in Unity 5.0
- Physics in Unity 5.0
- Shaders in Unity 5.0
- Other Upgrade Notes for Unity 5.0
- Upgrading to Unity 4.0
- Upgrading to Unity 3.5
- Importing
- Importing Models
- Importing humanoid animations
- Importing non-humanoid animations
- Model Import Settings window
- Model tab
- Rig tab
- Avatar Mapping tab
- Avatar Muscle & Settings tab
- Avatar Mask window
- Human Template window
- Animation tab
- Euler curve resampling
- Extracting animation clips
- Loop optimization on Animation clips
- Curves
- Events
- Mask
- Motion
- Materials tab
- SketchUp Import Settings window
- SpeedTree Import Settings window
- Model tab
- Materials tab
- Supported Model file formats
- Limitations when importing from other applications
- Importing skinned Meshes
- Exporting from other applications
- Humanoid Asset preparation
- 2D
- Gameplay in 2D
- 2D Sorting
- Sprites
- Sprite Renderer
- Sprite Creator
- Sprite Editor
- Sprite Editor: Custom Outline
- Sprite Editor: Custom Physics Shape
- Sprite Editor: Secondary Textures
- Sorting Group
- 9-slicing Sprites
- Sprite Masks
- Sprite Atlas
- Master and Variant Sprite Atlases
- Variant Sprite Atlas
- Sprite Atlas workflow
- Preparing Sprite Atlases for distribution
- Methods of distribution
- Late Binding
- Resolving different Sprite Atlas scenarios
- Sprite Packer Modes
- (Legacy) Sprite Packer
- Sprite Shape Renderer
- Tilemap
- Grid
- Tilemap Renderer
- Tile Assets
- Creating Tiles
- Creating Tilemaps
- Tile Palette
- Hexagonal Tilemaps
- Isometric Tilemaps
- Importing and preparing Sprites
- Creating an Isometric Tilemap
- Creating a Tile Palette for an Isometric Tilemap
- Tilemap Renderer Modes
- Scriptable Brushes
- Painting on Tilemaps
- Tilemap Collider 2D
- Scriptable Tiles
- TileBase
- Tile
- TileData
- TileAnimationData
- Other useful classes
- Scriptable Tile example
- Scriptable Brushes
- GridBrushBase
- GridBrushEditorBase
- Other useful classes
- Scriptable Brush example
- Physics Reference 2D
- Rigidbody 2D
- Collider 2D
- Circle Collider 2D
- Box Collider 2D
- Polygon Collider 2D
- Edge Collider 2D
- Capsule Collider 2D
- Composite Collider 2D
- Physics Material 2D
- 2D Joints
- Distance Joint 2D
- Fixed Joint 2D
- Friction Joint 2D
- Hinge Joint 2D
- Relative Joint 2D
- Slider Joint 2D
- Spring Joint 2D
- Target Joint 2D
- Wheel Joint 2D
- Constant Force 2D
- Effectors 2D
- Area Effector 2D
- Buoyancy Effector 2D
- Point Effector 2D
- Platform Effector 2D
- Surface Effector 2D
- Graphics
- Graphics Overview
- Lighting
- Lighting overview
- Lighting Window
- Light Explorer
- Light sources
- Types of light
- The Light Inspector
- Using Lights
- Cookies
- Shadows
- Shadows
- Directional light shadows
- Global Illumination
- Lightmapping
- Lightmapping Settings
- Progressive GPU Lightmapper (Preview)
- Progressive CPU Lightmapper
- Lightmapping: Getting started
- Lightmap seam stitching
- UV overlap feedback
- Custom fall-off
- Enlighten
- Using precomputed lighting
- LOD and Realtime GI
- Lightmapping: Getting started
- Lightmap seam stitching
- UV overlap feedback
- Custom fall-off
- Lightmap Parameters
- Baked ambient occlusion
- LOD for baked lightmaps
- Light Probes
- Light Probes: Technical information
- Light Probe Groups
- Placing probes using scripting
- Light Probes for moving objects
- Light Probes and the Mesh Renderer
- Light Probe Proxy Volume component
- Reflection probes
- Types of Reflection Probe
- Using Reflection Probes
- Advanced Reflection Probe Features
- Reflection probe performance and optimisation
- Lighting Modes
- Lighting: Technical information and terminology
- Real-time lighting
- Mixed lighting
- Baked Indirect mode
- Shadowmask mode
- Shadowmask
- Distance Shadowmask
- Subtractive mode
- Baked lighting
- GI visualizations in the Scene view
- Lighting Data Asset
- Lightmap Directional Modes
- Lightmaps: Technical information
- Material properties and the GI system
- Global Illumination UVs
- Importing UVs from Autodesk® Maya® to Unity
- Generating Lightmap UVs
- GI cache
- Light troubleshooting and performance
- Related topics
- Linear rendering overview
- Linear or gamma workflow
- Gamma Textures with linear rendering
- Working with linear Textures
- Cameras
- Using more than one camera
- Using Physical Cameras
- Camera Tricks
- Understanding the View Frustum
- The Size of the Frustum at a Given Distance from the Camera
- Dolly Zoom (AKA the "Trombone" Effect)
- Rays from the Camera
- Using an Oblique Frustum
- Creating an Impression of Large or Small Size
- Occlusion Culling
- Dynamic resolution
- Materials, Shaders & Textures
- Textures
- Creating and Using Materials
- Standard Shader
- Content and Context
- Metallic vs Specular Workflow
- Material parameters
- Rendering Mode
- Albedo Color and Transparency
- Specular mode: Specular parameter
- Metallic mode: Metallic Parameter
- Smoothness
- Normal map (Bump mapping)
- Heightmap
- Occlusion Map
- Emission
- Secondary Maps (Detail Maps) & Detail Mask
- The Fresnel Effect
- Material charts
- Make your own
- Standard Particle Shaders
- Physically Based Rendering Material Validator
- Accessing and Modifying Material parameters via script
- Writing Shaders
- Legacy Shaders
- Usage and Performance of Built-in Shaders
- Normal Shader Family
- Vertex-Lit
- Diffuse
- Specular
- Bumped Diffuse
- Bumped Specular
- Parallax Diffuse
- Parallax Bumped Specular
- Decal
- Diffuse Detail
- Transparent Shader Family
- Transparent Vertex-Lit
- Transparent Diffuse
- Transparent Specular
- Transparent Bumped Diffuse
- Transparent Bumped Specular
- Transparent Parallax Diffuse
- Transparent Parallax Specular
- Transparent Cutout Shader Family
- Transparent Cutout Vertex-Lit
- Transparent Cutout Diffuse
- Transparent Cutout Specular
- Transparent Cutout Bumped Diffuse
- Transparent Cutout Bumped Specular
- Self-Illuminated Shader Family
- Self-Illuminated Vertex-Lit
- Self-Illuminated Diffuse
- Self-Illuminated Specular
- Self-Illuminated Normal mapped Diffuse
- Self-Illuminated Normal mapped Specular
- Self-Illuminated Parallax Diffuse
- Self-Illuminated Parallax Specular
- Reflective Shader Family
- Reflective Vertex-Lit
- Reflective Diffuse
- Reflective Specular
- Reflective Bumped Diffuse
- Reflective Bumped Specular
- Reflective Parallax Diffuse
- Reflective Parallax Specular
- Reflective Normal Mapped Unlit
- Reflective Normal mapped Vertex-lit
- Video overview
- Video Player component
- Migrating from MovieTexture to VideoPlayer
- Video Clips
- Video sources
- Video file compatibility
- Understanding video files
- Video transparency support
- Panoramic video
- Terrain Engine
- Creating and editing Terrains
- Create Neighbor Terrains
- Terrain tools
- Raise or Lower Terrain
- Paint Texture
- Set Height
- Smooth Height
- Stamp Terrain
- Terrain Layers
- Brushes
- Trees
- SpeedTree
- Wind Zones
- Grass and other details
- Working with Heightmaps
- Terrain settings
- Tree Editor
- Building Your First Tree
- Tree Basics
- Branch Group Properties
- Leaf Group Properties
- Tree - Wind Zones
- Particle Systems
- What is a Particle System?
- Using Particle Systems in Unity
- Particle System How-Tos
- A Simple Explosion
- Exhaust Smoke from a Vehicle
- Particle System vertex streams and Standard Shader support
- Particle System GPU Instancing
- Post-processing overview
- Anti-aliasing
- Ambient Occlusion
- Bloom
- Chromatic Aberration
- Color Grading
- Deferred Fog
- Depth of Field
- Auto Exposure
- Grain
- Motion Blur
- Screen Space Reflection
- Vignette
- Advanced Rendering Features
- High Dynamic Range Rendering
- HDR color picker
- Rendering Paths
- Level of Detail (LOD)
- Graphics API support
- DirectX
- Metal
- OpenGL Core
- Compute shaders
- Graphics Command Buffers
- GPU instancing
- Sparse Textures
- CullingGroup API
- Asynchronous Texture Upload
- Procedural Mesh Geometry
- Anatomy of a Mesh
- Using the Mesh Class
- Example - Creating a Quad
- Optimizing graphics performance
- Draw call batching
- Modeling characters for optimal performance
- Rendering Statistics Window
- Frame Debugger
- Optimizing Shader Load Time
- Texture Streaming
- Streaming Controller
- Texture Streaming API
- Layers
- Layer-based collision detection
- Graphics Reference
- Cameras Reference
- Camera
- Flare Layer
- GUI Layer (Legacy)
- Shader Reference
- Writing Surface Shaders
- Surface Shader examples
- Custom lighting models in Surface Shaders
- Surface Shader lighting examples
- Surface Shaders with DX11 / OpenGL Core Tessellation
- Writing vertex and fragment shaders
- Vertex and fragment shader examples
- Shader semantics
- Accessing shader properties in Cg/HLSL
- Providing vertex data to vertex programs
- Built-in shader include files
- Predefined Shader preprocessor macros
- Built-in shader helper functions
- Built-in shader variables
- Making multiple shader program variants
- GLSL Shader programs
- Shading Language used in Unity
- Shader Compilation Target Levels
- Shader data types and precision
- Using sampler states
- ShaderLab Syntax
- ShaderLab: Properties
- ShaderLab: SubShader
- ShaderLab: Pass
- ShaderLab: Culling & Depth Testing
- ShaderLab: Blending
- ShaderLab: Pass Tags
- ShaderLab: Stencil
- ShaderLab: Name
- ShaderLab: Legacy Lighting
- ShaderLab: Legacy Texture Combiners
- ShaderLab: Legacy Alpha Testing
- ShaderLab: Legacy Fog
- ShaderLab: Legacy BindChannels
- ShaderLab: UsePass
- ShaderLab: GrabPass
- ShaderLab: SubShader Tags
- ShaderLab: Fallback
- ShaderLab: CustomEditor
- ShaderLab: other commands
- Shader assets
- Advanced ShaderLab topics
- Unity's Rendering Pipeline
- Performance tips when writing shaders
- Rendering with Replaced Shaders
- Custom Shader GUI
- Using Depth Textures
- Camera's Depth Texture
- Platform-specific rendering differences
- Shader Level of Detail
- Texture arrays
- Debugging DirectX 11/12 shaders with Visual Studio
- Debugging DirectX 12 shaders with PIX
- Implementing Fixed Function TexGen in Shaders
- Particle Systems reference
- Particle System
- Particle System modules
- Particle System Main module
- Emission module
- Shape Module
- Velocity over Lifetime module
- Noise module
- Limit Velocity Over Lifetime module
- Inherit Velocity module
- Force Over Lifetime module
- Color Over Lifetime module
- Color By Speed module
- Size over Lifetime module
- Size by Speed module
- Rotation Over Lifetime module
- Rotation By Speed module
- External Forces module
- Collision module
- Triggers module
- Sub Emitters module
- Texture Sheet Animation module
- Lights module
- Trails module
- Custom Data module
- Renderer module
- Particle System Force Field
- Particle Systems (Legacy, prior to release 3.5)
- Ellipsoid Particle Emitter (Legacy)
- Mesh Particle Emitter (Legacy)
- Particle Animator (Legacy)
- Particle Renderer (Legacy)
- World Particle Collider (Legacy)
- Visual Effects Reference
- Halo
- Lens Flare
- Flare
- Line Renderer
- Trail Renderer
- Billboard Renderer
- Billboard Asset
- Projector
- Mesh Components
- Meshes
- Material
- Mesh Filter
- Mesh Renderer
- Skinned Mesh Renderer
- Text Mesh
- Text Asset
- Font
- Texture Components
- Textures
- Importing Textures
- Texture Types
- Texture compression formats for platform-specific overrides
- Render Texture
- Custom Render Textures
- Movie Textures
- 3D Textures
- Texture arrays
- Rendering Components
- Cubemap
- Occlusion Area
- Occlusion Portals
- Skybox
- Reflection Probe
- LOD Group
- Rendering Pipeline Details
- Deferred shading rendering path
- Forward Rendering Path Details
- Legacy Deferred Lighting Rendering Path
- Vertex Lit Rendering Path Details
- Hardware Requirements for Unity's Graphics Features
- Graphics HOWTOs
- How do I Import Alpha Textures?
- How do I Make a Skybox?
- How do I make a Mesh Particle Emitter? (Legacy Particle System)
- How do I make a Spot Light Cookie?
- How do I fix the rotation of an imported model?
- Water in Unity
- Art Asset best practice guide
- Importing models from 3D modeling software
- How to do Stereoscopic Rendering
- Graphics Tutorials
- Shaders: ShaderLab and fixed function shaders
- Shaders: vertex and fragment programs
- Scriptable Render Pipeline
- Scriptable Render Pipeline (SRP) Batcher
- Light Explorer extension
- Physics
- Physics Overview
- Rigidbody overview
- Colliders
- Joints
- Character Controllers
- Continuous collision detection (CCD)
- Physics Debug Visualization
- 3D Physics Reference
- Box Collider
- Capsule Collider
- Character Controller
- Character Joint
- Configurable Joint
- Constant Force
- Fixed Joint
- Hinge Joint
- Mesh Collider
- Rigidbody
- Sphere Collider
- Spring Joint
- Cloth
- Wheel Collider
- Terrain Collider
- Physic Material
- Physics HOWTOs
- Ragdoll Wizard
- Joint and Ragdoll stability
- Wheel Collider Tutorial
- Scripting
- Scripting Overview
- Creating and Using Scripts
- Variables and the Inspector
- Controlling GameObjects using components
- Event Functions
- Time and Framerate Management
- Creating and Destroying GameObjects
- Coroutines
- Namespaces
- Attributes
- Order of Execution for Event Functions
- Understanding Automatic Memory Management
- Platform dependent compilation
- Special folders and script compilation order
- Assembly Definitions
- Assembly Definition properties
- Managed code stripping
- .NET profile support
- Referencing additional class library assemblies
- Stable scripting runtime: known limitations
- Generic Functions
- Scripting restrictions
- Script Serialization
- Built-in serialization
- Custom serialization
- Script serialization errors
- UnityEvents
- What is a Null Reference Exception?
- Important Classes
- Vector Cookbook
- Understanding Vector Arithmetic
- Direction and Distance from One Object to Another
- Computing a Normal/Perpendicular vector
- The Amount of One Vector's Magnitude that Lies in Another Vector's Direction
- Scripting Tools
- Console Window
- Log Files
- Unity Test Runner
- Writing and executing tests in Unity Test Runner
- C# compiler
- IL2CPP
- Building a project using IL2CPP
- Compiler options
- Windows Runtime support
- How IL2CPP works
- Optimizing IL2CPP build times
- Managed bytecode stripping with IL2CPP
- Integrated development environment (IDE) support
- Debugging C# code in Unity
- Event System
- Messaging System
- Input Modules
- Supported Events
- Raycasters
- Event System Reference
- Event System Manager
- Graphic Raycaster
- Physics Raycaster
- Physics 2D Raycaster
- Standalone Input Module
- Touch Input Module
- Event Trigger
- C# Job System
- C# Job System Overview
- What is multithreading?
- What is a job system?
- The safety system in the C# Job System
- NativeContainer
- Creating jobs
- Scheduling jobs
- JobHandle and dependencies
- ParallelFor jobs
- ParallelForTransform jobs
- C# Job System tips and troubleshooting
- Multiplayer and Networking
- Multiplayer Overview
- Setting up a multiplayer project
- Using the Network Manager
- Using the Network Manager HUD
- The Network Manager HUD in LAN mode
- The Network Manager HUD in Matchmaker mode
- Converting a single-player game to Unity Multiplayer
- Debugging Information
- The Multiplayer High Level API
- Networking HLAPI System Concepts
- Networked GameObjects
- Player GameObjects
- Custom Player Spawning
- Spawning GameObjects
- Custom Spawn Functions
- Network Authority
- State synchronization
- Advanced State Synchronization
- Network visibility
- Customizing network visibility
- Scene GameObjects
- Actions and communication
- Remote Actions
- Network Manager callbacks
- NetworkBehaviour callbacks
- Network Messages
- Dealing with clients and servers
- Network clients and servers
- Host Migration
- Network Discovery
- Multiplayer Lobby
- Using the Transport Layer API
- NetworkReader and NetworkWriter serializers
- Setting up Unity Multiplayer
- Integrating the Multiplayer Service
- Integration using the HUD
- Integration using Unity's High-Level API
- Integration using NetworkTransport
- Common Errors
- Customized Matchmaking callbacks
- Networking Tips for Mobile devices.
- Multiplayer Component Reference
- Network Animator
- Network Discovery
- Network Identity
- Network Lobby Manager
- Network Lobby Player
- Network Manager HUD
- Network Manager
- Network Proximity Checker
- NetworkStartPosition
- Network Transform
- Network Transform Child
- Network Transform Visualizer
- Multiplayer Classes Reference
- NetworkBehaviour
- NetworkClient
- NetworkConnection
- NetworkServer
- NetworkServerSimple
- UnityWebRequest
- Common operations: using the HLAPI
- Retrieving text or binary data from an HTTP Server (GET)
- Retrieving a Texture from an HTTP Server (GET)
- Downloading an AssetBundle from an HTTP server (GET)
- Sending a form to an HTTP server (POST)
- Uploading raw data to an HTTP server (PUT)
- Advanced operations: Using the LLAPI
- Creating UnityWebRequests
- Creating UploadHandlers
- Creating DownloadHandlers
- Audio
- Audio Overview
- Audio files
- Tracker Modules
- Audio Mixer
- An overview of the concepts and AudioMixer
- Specifics on the AudioMixer window
- AudioGroup Inspector
- Overview of Usage and API
- Native Audio Plugin SDK
- Audio Spatializer SDK
- Audio Profiler
- Ambisonic Audio
- Audio Reference
- Audio Clip
- Audio Listener
- Audio Source
- Audio Mixer
- Audio Filters
- Audio Low Pass Filter
- Audio High Pass Filter
- Audio Echo Filter
- Audio Distortion Filter
- Audio Reverb Filter
- Audio Chorus Filter
- Audio Effects
- Audio Low Pass Effect
- Audio High Pass Effect
- Audio Echo Effect
- Audio Flange Effect
- Audio Distortion Effect
- Audio Normalize Effect
- Audio Parametric Equalizer Effect
- Audio Pitch Shifter Effect
- Audio Chorus Effect
- Audio Compressor Effect
- Audio SFX Reverb Effect
- Audio Low Pass Simple Effect
- Audio High Pass Simple Effect
- Reverb Zones
- Microphone
- Audio Settings
- Animation
- Animation System Overview
- Animation Clips
- Animation from external sources
- Humanoid Avatars
- Animation Window Guide
- Using the Animation view
- Creating a new Animation Clip
- Animating a GameObject
- Using Animation Curves
- Editing Curves
- Key manipulation in Dopesheet mode
- Key manipulation in Curves mode
- Objects with Multiple Moving Parts
- Using Animation Events
- Animator Controllers
- The Animator Controller Asset
- The Animator Window
- Animation State Machines
- State Machine Basics
- Animation Parameters
- State Machine Transitions
- State Machine Behaviours
- Sub-State Machines
- Animation Layers
- Solo and Mute functionality
- Target Matching
- Inverse Kinematics
- Root Motion - how it works
- Tutorial: Scripting Root Motion for "in-place" humanoid animations
- Blend Trees
- 1D Blending
- 2D Blending
- Direct Blending
- Additional Blend Tree Options
- Animation Blend Shapes
- Animator Override Controllers
- Retargeting of Humanoid animations
- Performance and optimization
- Animation Reference
- Animator component
- Animator Controller
- Creating an AnimatorController
- Animation States
- Animation transitions
- Animation FAQ
- Playables API
- The PlayableGraph
- ScriptPlayable and PlayableBehaviour
- Playables Examples
- A Glossary of animation terms
- Timeline
- Timeline overview
- Timeline workflows
- Creating a Timeline Asset and Timeline instance
- Recording basic animation with an Infinite clip
- Converting an Infinite clip to an Animation clip
- Creating humanoid animation
- Using Animation Override Tracks and Avatar Masking
- Timeline Editor window
- Timeline Preview and Timeline Selector
- Timeline Playback Controls
- Track List
- Adding tracks
- Selecting tracks
- Duplicating tracks
- Deleting tracks
- Locking tracks
- Muting tracks
- Reordering tracks and rendering priority
- Organizing tracks into Track groups
- Hiding and showing Track groups
- Clips view
- Navigating the Clips view
- Adding clips
- Selecting clips
- Positioning clips
- Tiling clips
- Duplicating clips
- Trimming clips
- Splitting clips
- Resetting clips
- Changing clip play speed
- Setting gap extrapolation
- Easing-in and Easing-out clips
- Blending clips
- Matching clip offsets
- Curves view
- Hiding and showing curves
- Navigating the Curves view
- Selecting keys
- Adding keys
- Editing keys
- Changing interpolation and shape
- Deleting keys
- Timeline Settings
- Timeline and the Inspector Window
- Setting Timeline properties
- Setting Track properties
- Activation Track properties
- Animation Track properties
- Setting Clip properties
- Activation Clip properties
- Animation Clip common properties
- Animation Clip playable asset properties
- Audio Clip properties
- Playable Director component
- Timeline glossary
- User interfaces (UI)
- UIElements Developer Guide
- The Visual Tree
- The Layout Engine
- The UXML format
- Writing UXML Templates
- Loading UXML from C#
- UXML elements reference
- UQuery
- Styles and Unity style sheets
- USS selectors
- USS Properties types
- USS supported properties
- USS Writing style sheets
- The Event System
- Dispatching Events
- Responding to Events
- Supporting drag and drop
- Synthesizing Events
- Event Type Reference
- Built-in Controls
- Bindings
- Supporting IMGUI
- ViewData persistence
- Unity UI: Unity User Interface
- Canvas
- Basic Layout
- Visual Components
- Interaction Components
- Animation Integration
- Auto Layout
- Rich Text
- UI Reference
- Rect Transform
- Canvas Components
- Canvas
- Canvas Scaler
- Canvas Group
- Canvas Renderer
- Visual Components
- Text
- Image
- Raw Image
- Mask
- RectMask2D
- UI Effect Components
- Shadow
- Outline
- Position as UV1
- Interaction Components
- Selectable Base Class
- Transition Options
- Navigation Options
- Button
- Toggle
- Toggle Group
- Slider
- Scrollbar
- Dropdown
- Input Field
- Scroll Rect
- Auto Layout
- Layout Element
- Content Size Fitter
- Aspect Ratio Fitter
- Horizontal Layout Group
- Vertical Layout Group
- Grid Layout Group
- UI How Tos
- Designing UI for Multiple Resolutions
- Making UI elements fit the size of their content
- Creating a World Space UI
- Creating UI elements from scripting
- Creating Screen Transitions
- Immediate Mode GUI (IMGUI)
- IMGUI Basics
- Controls
- Customization
- IMGUI Layout Modes
- Extending IMGUI
- GUI Skin (IMGUI System)
- GUI Style (IMGUI System)
- Navigation and Pathfinding
- Navigation Overview
- Navigation System in Unity
- Inner Workings of the Navigation System
- Building a NavMesh
- NavMesh building components
- NavMesh Surface
- NavMesh Modifier
- NavMesh Modifier Volume
- NavMesh Link
- NavMesh building components API
- Advanced NavMesh Bake Settings
- Creating a NavMesh Agent
- Creating a NavMesh Obstacle
- Creating an Off-mesh Link
- Building Off-Mesh Links Automatically
- Building Height Mesh for Accurate Character Placement
- Navigation Areas and Costs
- Loading Multiple NavMeshes using Additive Loading
- Using NavMesh Agent with Other Components
- Navigation Reference
- NavMesh Agent
- Nav Mesh Obstacle
- Off-Mesh Link
- Navigation How-Tos
- Telling a NavMeshAgent to Move to a Destination
- Moving an Agent to a Position Clicked by the Mouse
- Making an Agent Patrol Between a Set of Points
- Coupling Animation and Navigation
- Unity Services
- Setting up your project for Unity Services
- Unity Organizations
- Subscriptions and seats
- Managing your Organization
- Managing your Organization’s Projects
- Transfer a Project to a new Organization
- Working with Unity Teams
- Unity Ads
- Unity developer integration
- Unity Analytics
- Unity Analytics Overview
- Setting Up Analytics
- Analytics Dashboard
- Overview page
- Data Explorer
- Funnel Analyzer page
- Segment Builder
- Remote Settings page
- Livestream page
- Raw Data Export page
- Event Manager
- Configure page
- Market Insights
- Analytics events
- Core Events
- Standard Events
- Custom Events
- Custom Event scripting
- Analytics Event Tracker
- Analytics event parameters
- Analytics Event limits
- Funnels
- Remote Settings
- Creating and changing Remote Settings
- Using Remote Settings in a Unity project
- Remote Settings network requests
- Enabling Remote Settings
- Managing Remote Settings in the Unity Editor
- Remote Settings component
- Remote Settings scripting
- Testing Remote Settings
- Unity Analytics A/B Testing
- Monetization
- Receipt Verification
- User Attributes
- Unity Analytics Raw Data Export
- Data reset
- Upgrading Unity Analytics
- Upgrade Unity Analytics 4.x-5.1 (SDK) to 5.2 onwards
- Upgrade Unity Analytics 5.1 to 5.2 onwards
- Unity Analytics Re-integrate SDK to 5.1
- What to Do if Project IDs Don't Match
- COPPA Compliance
- Unity Analytics and the EU General Data Protection Regulation (GDPR)
- Unity Analytics DataPrivacy API
- Analytics Metrics, Segments, and Terminology
- Unity Cloud Build
- Automated Build Generation
- Supported platforms
- Supported versions of Unity
- Version control systems
- Using the Unity Developer Dashboard to configure Unity Cloud Build for Git
- Using the Unity Editor to configure Unity Cloud Build for Git
- Using the Unity Developer Dashboard to configure Unity Cloud Build for Mercurial
- Using the Unity Editor to configure Unity Cloud Build for Mercurial
- Using Apache Subversion (SVN) with Unity Cloud Build
- Using the Unity Developer Dashboard to configure Unity Cloud Build for Perforce
- Using the Unity Editor to configure Unity Cloud Build for Perforce
- Building for iOS
- Advanced options
- Development builds
- Pre- and post-export methods
- Xcode frameworks
- Custom scripting #define directives
- Including specific Scenes
- Build manifest
- Build manifest as JSON
- Build manifest as ScriptableObject
- Cloud Build REST API
- Unity IAP
- Setting up Unity IAP
- Configuring for Apple App Store and Mac App Store
- Configuring for Google Play Store
- Configuring for Windows Store
- Configuration for the Amazon Appstore
- Samsung Galaxy IAP configuration
- Cross Platform Guide
- Codeless IAP
- Defining products
- Subscription Product support
- Initialization
- Browsing Product Metadata
- Initiating Purchases
- Processing Purchases
- Handling purchase failures
- Restoring Transactions
- Purchase Receipts
- Receipt validation
- Store Extensions
- Cross-store installation issues with Android in-app purchase stores
- Store Guides
- iOS & Mac App Stores
- Universal Windows Platform
- Google Play
- Amazon Appstore and Amazon Underground Store
- Samsung Galaxy apps
- CloudMoolah MOO store
- Unity IAP Xiaomi integration guide
- Unity Channel SDK and API extensions
- Implementing a Store
- Initialization
- Retrieving products
- Handling purchases
- Store Modules
- Registering your store
- Store Configuration
- Store Extensions
- IAP Promo
- IAP Promo integration
- IAP Promo Product Catalogs
- Promotions
- Native Promos
- Unity Collaborate
- Setting up Unity Collaborate
- Adding team members to your Unity Project
- Viewing history
- Enabling Cloud Build with Collaborate
- Managing Unity Editor versions
- Reverting files
- Resolving file conflicts
- Excluding Assets from publishing to Collaborate
- Publishing individual files to Collaborate
- Restoring previous versions of a project
- In-Progress edit notifications
- Managing cloud storage
- Moving your Project to another version control system
- Collaborate troubleshooting tips
- Unity Cloud Diagnostics
- Unity Integrations
- Multiplayer Services
- XR
- XR SDKs
- Google VR
- Google VR hardware and software requirements
- Google VR quick start guide
- Supported APIs and SDKs
- Google VR controllers and input devices
- Google VR features overview
- Unity Google VR Video Async Reprojection
- Google VR resources and troubleshooting
- Vuforia
- Vuforia hardware and software requirements
- Vuforia quick start guide
- Setting up your Project for Vuforia
- Setting up Image Targets
- Importing and activating the Target Database in Unity
- Adding Image Targets to your Scene
- Displaying 3D models on top of tracked images
- Vuforia platform configuration settings
- Vuforia tips, troubleshooting and resources
- Windows Mixed Reality
- WMR hardware and software requirements
- *WMR* quick start guide
- WMR input and interaction concepts
- WMR testing during development
- HoloLens WorldAnchor persistence
- HoloLens Anchor Sharing
- HoloLens Web Camera
- HoloLens photo capture
- HoloLens video capture
- HoloLens Spatial Mapping
- Spatial Mapping components
- SpatialMapping General Settings
- Spatial Mapping Collider
- Spatial Mapping Renderer
- Spatial Mapping low level API
- Spatial Mapping common troubleshooting issues
- Unity XR Input
- Input for Windows Mixed Reality
- Input for OpenVR controllers
- Input for Oculus
- Daydream Controllers
- XR API reference
- Mixed Reality Devices
- VR overview
- VR devices
- Oculus
- OpenVR
- Single Pass Stereo rendering (Double-Wide rendering)
- Single Pass Instanced rendering
- Single-Pass Stereo Rendering for HoloLens
- VR Audio Spatializers
- VR frame timing
- Open-source repositories
- How to contribute to Unity
- Step 1: Get a Bitbucket account
- Step 2: Fork the repository you want to contribute to
- Step 3: Clone your fork
- Step 4: Apply modifications to your fork
- Step 5: Open a pull request on Bitbucket
- Step 6: Wait for feedback
- Further Reading
- FAQ
- Asset Store Publishing
- Adding Keywords to Assets
- Asset Store Publisher Administration
- Asset Store FAQ
- Asset Store Publishing Guide
- DeprecateAssetGuide
- Asset Store Manual
- Publisher Admin Section Overview
- Setting up Google Analytics
- Viewing the status of your Asset Store submissions
- Refunding your customers
- Removing your Assets from the Asset Store
- Providing support
- Asset Store promotions
- Platform-specific
- Standalone
- Standalone Player settings
- Multi-display
- macOS
- macOS Player: IL2CPP Scripting Backend
- macOS Player: C++ source code plugins for IL2CPP
- Delivering your application to the Mac App Store
- Apple TV
- Building games for Apple TV
- Apple TV Player settings
- WebGL
- WebGL Player settings
- Getting started with WebGL development
- WebGL Browser Compatibility
- Building and running a WebGL project
- WebGL: Deploying compressed builds
- Debugging and troubleshooting WebGL builds
- WebGL Graphics
- WebGL Networking
- Using Audio In WebGL
- WebGL performance considerations
- Embedded Resources on WebGL
- Memory in WebGL
- WebGL: Interacting with browser scripting
- Using WebGL Templates
- Cursor locking and full-screen mode in WebGL
- Input in WebGL
- iOS
- Getting started with iOS development
- Unity iOS Basics
- iOS account setup
- Inside the iOS build process
- Structure of a Unity XCode Project
- Customizing an iOS Splash Screen
- iOS Hardware Guide
- iOS Player settings
- iOS 2D Texture Overrides
- Upgrading to 64-bit iOS
- iOS Advanced Topics
- Unity Remote
- iOS Scripting
- iOS Game Controller support
- Advanced Unity Mobile Scripting
- Optimizing Performance on iOS
- iOS-specific optimizations
- Measuring performance with the built-in profiler
- Optimizing the size of the built iOS Player
- Optimizing Physics Performance
- Building Plugins for iOS
- Preparing your application for In-App Purchases (IAP)
- Customising WWW requests on iOS
- App thinning
- Managed stack traces on iOS
- Features currently not supported by Unity iOS
- Troubleshooting on iOS devices
- Reporting crash bugs on iOS
- Android
- Getting started with Android development
- Android environment setup
- Unity Remote
- Troubleshooting Android development
- Building apps for Android
- Reporting crash bugs under Android
- Support for APK expansion files (OBB)
- Android Scripting
- Advanced Unity mobile scripting
- Building and using plug-ins for Android
- AAR plug-ins and Android Libraries
- JAR plug-ins
- Extending the UnityPlayerActivity Java Code
- Native (C++) plug-ins for Android
- Using Java or Kotlin source files as plug-ins
- Customizing an Android Splash Screen
- Single-Pass Stereo Rendering for Android
- Android Player settings
- Android 2D Textures Overrides
- Gradle for Android
- Gradle troubleshooting
- Android Manifest
- Requesting Permissions
- App patching for fast development iteration
- Facebook
- Getting started with Facebook development
- Facebook Player settings
- Windows
- Windows General
- Windows standalone Player build binaries
- Windows Debugging
- WindowsLowIntegrity
- Windows Player: IL2CPP Scripting Backend
- Windows Player: IL2CPP build files
- Windows Player: C++ source code plugins for IL2CPP
- Universal Windows Platform
- Getting Started
- Universal Windows Platform: Deployment
- Universal Windows Platform: Profiler
- Universal Windows Platform: Command line arguments
- Universal Windows Platform: Association launching
- AppCallbacks class
- Universal Windows Platform: WinRT API in C# scripts
- Universal Windows Player settings
- Universal Windows Platform: IL2CPP scripting back end
- Universal Windows Platform: Generated project with IL2CPP scripting backend
- Universal Windows Platform: Plugins on IL2CPP Scripting Backend
- Universal Windows Platform: Debugging on IL2CPP Scripting Backend
- FAQ
- Universal Windows Platform: Examples
- Universal Windows Platform: Code snippets
- Known issues
- Mobile Developer Checklist
- Crashes
- Profiling
- Optimizations
- Practical guide to optimization for mobiles
- Graphics Methods
- Scripting and Gameplay Methods
- Rendering Optimizations
- Optimizing Scripts
- Experimental
- Scripted Importers
- Look Dev
- Overview
- The Look Dev view
- Control panel
- Settings menu
- Views menu
- HDRI environments in Look Dev
- The HDRI view
- HDRI menus
- Environment Shadow
- Legacy Topics
- Windows Store: Windows SDKs
- Windows Phone 8.1
- Windows Phone 8.1: Debugging
- Windows 8.1 Universal Applications
- Universal Windows 10 Applications: Getting Started
- Asset Server (Team License)
- Setting up the Asset Server
- Legacy Asset Bundles
- Creating Asset Bundles in Unity 4
- Managing Asset Dependencies in Unity 4
- Legacy Animation System
- Animation
- Animation Scripting (Legacy)
- Legacy GUI
- GUI Text (Legacy UI Component)
- GUI Texture (Legacy UI Component)
- Legacy Unity Analytics (SDK Workflow)
- Basic Integration (SDK)
- Import SDK
- Create Game Script
- Attach Game Script
- Play To Validate
- Advanced Integration (SDK)
- Custom Events
- Monetization
- Receipt Verification
- User Attributes
- LegacyUnityRemote
- Unity Remote
- Unity Remote 3 (DEPRECATED)
- Best practice guides
- Understanding optimization in Unity
- Profiling
- Memory
- Coroutines
- Asset auditing
- Understanding the managed heap
- Strings and text
- The Resources folder
- General Optimizations
- Special optimizations
- Making believable visuals in Unity
- Preparing Assets for Unity
- Preparing render settings in Unity
- Lighting strategy
- Modeling
- Shading
- Outdoor lighting and Scene setup
- Indoor and local lighting
- Understanding post-processing
- Dynamic lighting
- Best Practice: Setting up the Lighting Pipeline
- Expert guides
- New in Unity 2019.2
- Glossary
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