Мой урок

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Frage Antworten
причал, пристыковать
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dock
You can either dock it into place in the Editor
вложенный
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nested
You can click the small triangle to expand or collapse the folder, displaying any nested folders it contains
узкий,сужать
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narrow
Adding multiple labels will narrow the search to items that have any of the specified labels
обзор, вид, смотреть
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view
The Scene view is your interactive view into the world you are creating
декорация, пейзаж
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scenery
You can use the Scene view to select and position scenery, characters, cameras, lights
вид, высота
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elevation
The Orthographic view has no perspective, and is useful in combination with clicking one of the conical axis arms to get a front, top or side elevation
неудобный
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awkward
If your Scene view is in an awkward viewpoint (upside-down, or just an angle you find confusing), Shift-click the cube at the center of the Scene Gizmo
замок
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padlock
Click on the padlock on the top right of the Scene Gizmo to enable or disable rotation of the Scene
единственный
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only
Note that in 2D Mode the Scene Gizmo does not appear, because the only option is to have the view looking perpendicularly at the XY plane
орбита,вращатьсЯ по орбите
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orbit
Move, orbit, and zoom in the Scene view
как будто
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as though
You can use the Arrow Keys to move around the Scene as though ТwalkingУ through it
в бок
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sideways
The Left and Right arrow keys pan the view sideways
знак, сигнал
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cue
If a GameObject is active in the Scene view, Unity doesnХt display any visible cues that itХs active
сложный,хитрый
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tricky
However, if you are working with a large Scene containing a lot of Scene items (such as GameObjects, Terrain objects, Cameras, and Lights), selecting multiple objects can be very tricky
случайный
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accidental
For example, if you are working in a large Scene with over 10,000 objects, you can temporarily block specific GameObjects from being selected to prevent accidental editing
сохранЯть,удерживать
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retain
They retain whatever pickability status they had previously
любой
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whatever
They retain whatever pickability status they had previously
неподвижный
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still
At the center of the Move Gizmo, there are three small squares you can use to drag the GameObject within a single plane (meaning you can move two axes at once while the third keeps still).
равномерно,спокойно
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evenly
The Scale tool lets you rescale the GameObject evenly on all axes at once by clicking and dragging on the cube at the center of the Gizmo
довольно
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quite
You can also scale the axes individually, but you should take care if you do this when there are child GameObjects, because the effect can look quite strange
за, вне
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beyond
To rotate the GameObject, position your cursor just beyond a corner of the rectangle
ручка, управлЯть
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handle
Its Gizmo provides handles for movement and rotation
определенный
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given
Use vertex snapping to quickly assemble your Scenes: take any vertex from a given Mesh and place that vertex in the same position as any vertex from any other Mesh you choose
внешний вид
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appearance
You can customize the grid in appearance and behavior by changing the following
регулировать
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adjust
The size of the grid (adjust the distance between the lines).
одинаковый,однообразный
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uniform
Use the Move property with the link icon selected to enter a uniform increment snap value for all axes, or unlink the axes and set different increment snap values in the X, Y, and Z axis properties.
подталкивать
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nudge
To nudge the grid backward, use Shift+[
заголовок
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heading
Next to the World Grid heading, click the gear icon
запускать
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trigger
This means you canХt accidentally remove GameObjects from the rendered scene, or trigger unnecessary bake jobs for lighting, occlusion, and other systems
ненужный
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unnecessary
This means you canХt accidentally remove GameObjects from the rendered scene, or trigger unnecessary bake jobs for lighting, occlusion, and other systems
сохранЯтьсЯ
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persist
This makes it possible for your settings to persist from one session to the next
включение
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turning on
Turning Scene visibility on and off
переключатель
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switch
The Scene visibility switch in the Scene view control bar displays the number of hidden GameObjects in the scene
изображать,рисовать
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depict
The first drop-down menu selects which Draw Mode will be used to depict the Scene
увидеть,пЯтно
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spot
The transparent colors accumulate, making it easy to spot places where one object is drawn over another
постепенный
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gradual
Fog: gradual fading of the view to a flat color with distance from the camera
затухание
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fading
Fog: gradual fading of the view to a flat color with distance from the camera
отбраковывать
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cull
Check this box to enable occlusion culling in the Scene view
постепенно дивигатьсЯ
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ease
Check this box to make the Camera ease in and out of motion in the Scene view over the time set by Duration
шестеренка
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cog
To reset the properties to their default values, click the cog icon in the top right corner of the Camera settings menu and select Reset
соответствие,соответствовать
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accord
When the 3D Icons checkbox is ticked, component icons are scaled by the Editor according to their distance from the Camera, and obscured by GameObjects in the Scene
загораживать
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obscure
When the 3D Icons checkbox is ticked, component icons are scaled by the Editor according to their distance from the Camera, and obscured by GameObjects in the Scene
видимый
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apparent
Use the slider to control their apparent overall size
полный
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overall
Use the slider to control their apparent overall size
последующий
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subsequent
This section appears the first time you change one or more items, and updates after subsequent changes
соответствовать
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meet
This section appears only when your Scene uses scripts that meet specific criteria
наложение
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overlay
Some Gizmos are passive graphical overlays, shown for reference (such as the Light direction Gizmo, which shows the direction of the light)
темнеть
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darken
The Editor UI darkens to remind you of this
напоминать
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remind
The Editor UI darkens to remind you of this
сторона
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aspect
Select different values to test how your game looks on monitors with different aspect ratios
соотношение
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ratio
Select different values to test how your game looks on monitors with different aspect ratios
заставлЯть
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cause
This option is enabled by default: it causes Unity to display a warning if no Cameras are rendering to the screen
намеренно
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intentionally
Leave this enabled unless you are intentionally not using Cameras to render your application
зависеть
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depend
Leave this enabled unless you are depending on the previous frameХs contents when not in Play mode
потомок
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descendant
All nested objects are still descendants of the original parent GameObject, or root GameObject
дочерний
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child
Toggling child GameObject visibility
вставлЯть
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paste
You can cut or copy a selected GameObject and then paste it as a child of another GameObject
предназначать
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intend
Right-click the intended parent GameObject, and then select Paste as Child.
контур,структура
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outline
In Swatches, click the outlined box / WhatХs New page outline
когда
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whenever
The contents of the Inspector change whenever the selection changes
осматривать
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inspect
What you can see and edit in an Inspector window depends on what you select
череп
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skull
For example, you could use a skull and crossbones icon to indicate danger areas in a game level
любой
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whichever
You can set up a shortcut to open a focused Inspector for whichever item in the Hierarchy view or Project view that you hover the pointer over
находить
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locate
To locate the item whose properties are displayed in a focused Inspector, do one of the following:
всплывающаЯ подсказка
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tooltip
Hover the pointer over the focused InspectorХs tab header to display a tooltip that shows the full path to the item in the Scene Hierarchy or the Project
свойство
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property
Properties are settings and options for GameObject components and Assets
настройка
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setting
Properties are settings and options for GameObject components and Assets
параметр
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option
Properties are settings and options for GameObject components and Assets
основной,крупный
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major
Properties fall into the following major categories
совместимый
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compatible
Reference properties take compatible Project Assets or GameObjects in the Scene as inputs
остальное,остаток
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rest
The rest of this section describes how to set these complex properties
образец ткани
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swatch
The Inspector window displays color properties as swatches
излучение
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emission
For example, Unity displays the HDR Color Picker window when you edit the emission color property in the standard shader
пипетка
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eyedropper
You can also use the eyedropper tool to pick color values from anywhere on the screen
постепенно
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gradually
They are useful for blending one color gradually into another, over space or time
промежуточный,переходный
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intermediate
A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar
оттенок,тон
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shade
A dedicated gradient editor shows the main colors, called stops, and all the intermediate shades between them in the gradient bar
разнообразие,множество
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variety
Unity uses curves in a variety of different contexts, especially in animation
отдельный,особый
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particular
A bar slider is a specialized control that lets you allocate a particular resource visually
распределЯть,назначать
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allocate
A bar slider is a specialized control that lets you allocate a particular resource visually
выставлЯть,подвергать
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expose
When a script exposes an array as a public variable, the Inspector displays a control that lets you edit both the number of items in the array (Size) and the values or references within it
показывать,обнаруживать
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reveal
Choose Reveal Current Library Location to view the current library in Windows Explorer/Mac OS Finder
передвигать
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rearrange
You can find the Toolbar at the top of the Unity Editor. It is not a window, and is the only part of the Unity interface that you canХt rearrange
состоЯть
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consist
The Toolbar consists of several groups of controls
несколько
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several
The Toolbar consists of several groups of controls
расположение
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arrangement
You can change the arrangement of your views and then save the new layout or load an existing from the Layout drop-down menu
сообщение,извещение
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notification
The status bar provides notifications about various Unity processes, and quick access to related tools and settings
устанавливать,создавать
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establish
Click the icon to get additional information about the cache server, and re-establish a lost connection
фон,задний план
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background
The Background Tasks window displays the progress of any running asynchronous tasks
продвижение,развитие
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progress
Progress bar
неопределЮнный
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indeterminate
If the task is indeterminate, because its progress is not measurable, the bar shows a small filled region that moves from side to side until the task is finished
измерЯть
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measure
If the task is indeterminate, because its progress is not measurable, the bar shows a small filled region that moves from side to side until the task is finished
область
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region
If the task is indeterminate, because its progress is not measurable, the bar shows a small filled region that moves from side to side until the task is finished
завершать
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complete
Percent complete
необЯзательно
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optionally
Optionally displays a short description of the current activity for an active task
проходить
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elapse
When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
оставатьсЯ
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remain
When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
оценка,оценивать
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estimate
When an active task takes longer than a few seconds, displays either the current time elapsed or the estimated time remaining
общий
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overall
The progress window displays an overall progress entry in the parent task (1), and a sub progress entry for each child task (2).
большинство
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most
Monitoring subtasks can help you determine which part of a complex task takes the most time
сто,сотнЯ
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hundred
This is useful for operations like lightmap baking, which can have hundreds of subtasks
определЯть
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determine
The task is running and reports progress, but cannot determine how close it is to being complete
заканчивать
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finish
The task finished successfully
не реагирующий
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unresponsive
Unresponsive: The task has not reported any progress for five seconds.
неудача, провал
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fail
The task is no longer active because it failed
знак,метка
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mark
Labels currently applied to the asset have a check mark next to them.
предупреждение
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warning
warning symbol
планировать,план,предназначать
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design
However, some tasks are designed to stay in the list until you clear them manually
суммарный, общий
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aggregate
The Unity Editor status bar displays a global progress bar that shows the aggregate overall progress of all active tasks
порождать,вызывать
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generate
The Console Window shows errors, warnings and other messages generated by Unity
обвал, обрушение
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сollapse
The weight of the snow on the roof caused the house to collapse
причина,основание,вызывать
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cause
The weight of the snow on the roof caused the house to collapse
повторЯтьсЯ
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recur
Shows only the first instance of recurring error messages
воспроизведение
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playback
Pauses playback whenever Debug. LogError is called from a script
приостанавливать
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suspend
Disabling this option suspends logging, but the Console remains connected to the target build
соответствовать,совпадать
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matching
The Console highlights the first match in the message text when it is in the visible part of the message (see Adjusting the Line Count below).
выражение
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term
As you type a search term, the Console filters messages to display only those that contain matching text
освещать
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highlight
The Console highlights the first match in the message text when it is in the visible part of the message (see Adjusting the Line Count below).
точный
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exact
The search looks for exact matches of whatever you type in the search bar
рЯдом,около
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beside
Click the buttons beside the search bar to toggle:
управлЯть
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manage
The Console can provide stack trace information for managed code and unmanaged code.
случай,обстоЯтельства
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circumstance
However, the full stack trace can be useful in some circumstances
происходить,порождать
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originate
It can also help you identify the area of the engine that an error originates from
наглЯдный
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descriptive
This is especially useful when no managed stack trace information is available, and the error message is not very descriptive
напрЯженный,усиленный
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intensive
Resolving a stack trace, especially a full stack trace, is a resource-intensive operation
устарелый
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obsolete
Obsolete API warnings and automatic updates
посреди
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among
Among other messages, Unity shows warnings about the usage of obsolete API calls in your code
дальний,дополнительный
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further
See Adjusting the line count, below, for further information.
поЯвлЯтьсЯ,приходить
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show up
If stack trace is enabled, references to specific lines in code files show up as clickable links here
определЮнный,точный
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specific
When you select a message and view the full text in the detail area at the bottom of the Console window, stack trace references to specific lines in code files become clickable links
искать,обыскивать
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search
UnityХs search functionality allows you to search the Scene view and Hierarchy window for GameObjects, and the Project window for assets
увеличивать
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magnify
To select the criteria you want to search, select the magnifying glass icon on the bar to open the Search drop-down menu, and choose which criteria to use
пустой,опустошать
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empty
To clear your search and return your GameObject or asset list view to normal, empty the search bar or select the small x icon in the search bar
населЯть,заселЯть
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populate
Scene view and Hierarchy window represent the same information, and when you use one search bar, Unity automatically populates the other search bar with the same text
действовать,действие
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act
A search term acts as a filter for the GameObjects in the Scene view and Hierarchy Window
исчезать,скрыватьсЯ
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disappear
All the other GameObjects disappear from view
развЮртывать,увеличивать
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expand
This window might be minimised; if this is the case, click and drag the title bar upwards to expand it.
желать
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desire
Assets can have as many labels as desired and belong to several different label groups at once
отметка,галочка
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tick
To remove a label from an asset, open the label menu and select it to remove the tick icon
планировка
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layout
You can customize your Layout of Views by click-dragging the Tab of any View to one of several locations
разделЯть,отделЯть
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detach
Tabs can also be detached from the Main Editor Window and arranged into their own floating Editor Windows
тонкий
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thin
Whenever youХre working in tabbed views, the ТactiveУ tab (the tab that has focus) has a thin blue stripe at the top
полоса
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stripe
Whenever youХre working in tabbed views, the ТactiveУ tab (the tab that has focus) has a thin blue stripe at the top
подгонЯть,подходЯщий
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fit
When you open more tabs than Unity can fit in a viewХs tab area, small navigation arrows appear
полностью
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completely
A completely custom Layout
давать возможность
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empower
Unity empowers game designers to make games
ранг,звание
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degree
WhatХs really special about Unity is that you donХt need years of experience with code or a degree in art to make fun games
горсть,небольшое количество
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handful
There are a handful of basic workflow concepts needed to learn Unity
основной
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basic
There are a handful of basic workflow concepts needed to learn Unity
понЯтие, идеЯ
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concept
There are a handful of basic workflow concepts needed to learn Unity
понимать
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understand
Once understood, you will find yourself making games in no time
улучшать,совершенствовать
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refine
With the time you will save getting your games up and running, you will have that much more time to refine, balance, and tweak your game to perfection
основной,центральный
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core
This section will explain the core concepts you need to know for creating gameplay mechanics
большинство
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majority
The majority of these concepts require you to write Scripts
содержимое
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content
Scenes are where you work with content in Unity
действительно
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really
WhatХs really special about Unity is that you donХt need years of experience with code or a degree in art to make fun games
окружение
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environment
For example, you might build a simple game in a single scene, while for a more complex game, you might use one scene per level, each with its own environments, characters, obstacles, decorations, and UI
препЯтствие,преграда
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obstacle
For example, you might build a simple game in a single scene, while for a more complex game, you might use one scene per level, each with its own environments, characters, obstacles, decorations, and UI
украшение,внутреннЯЯ отделка
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decoration
For example, you might build a simple game in a single scene, while for a more complex game, you might use one scene per level, each with its own environments, characters, obstacles, decorations, and UI
булавка,заколка,приколоть
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pin
Pinned templates appear before other templates in the New Scene dialogХs template list
разместить,определЯть место
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locate
To highlight the template in the Project window, select the Locate link
заметка,замечать,запись
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note
If you want Unity to load the new scene additively (see note below), enable Load Additively.
зависимость
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dependence
If the template does not have any cloneable dependencies, Unity loads the new scene in memory, but does not save it
пример,образец
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instance
To create a new scene from a C# script using a specific scene template, use the Instantiate method
множественный
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multiple
You can open multiple scenes for editing at the same time
одновременно
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simultaneously
Multi Scene Editing allows you to have multiple scenes open in the editor simultaneously, and makes it easier to manage scenes at runtime
улучшать
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improve
The ability to have multiple scenes open in the editor allows you to create large streaming worlds and improves the workflow when collaborating on scene editing
сотрудничать
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collaborat
The ability to have multiple scenes open in the editor allows you to create large streaming worlds and improves the workflow when collaborating on scene editing
включать в состав
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integrate
The multi scene editing integration in the Editor
отделЯть,разделЯть
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separate
When you have multiple scenes open in the editor, each sceneХs contents are displayed separately in the hierarchy window.
делить,разделЯть
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divide
Each sceneХs contents appears below a scene divider bar which shows the sceneХs name and its save state
присутствующий
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present
While present in the hierarchy, scenes can be loaded or unloaded to reveal or hide the gameobjects contained within each scene
управлЯть,перемещатьсЯ
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navigate
The scene dividers can be collapsed in the hierarchy to the sceneХs contents which may help you to navigate your hierarchy if you have lots of scenes loaded
звЮздочка,знак сноски
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asterisk
Scenes with unsaved changes will have an asterisk shown next to the name in the scene divider bar
указвать,показывать
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indicate
An asterisk in the scene divider indicating this scene has unsaved changes
расщеплЯть,разделЯть
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split
The lightmaps and realtime GI data atlases are split between scenes
предотвращать
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prevent
Cross-Scene references are not supported, and are prevented in Edit mode
сохранЯть
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persist
It is recommended to avoid using DontDestroyOnLoad to persist manager GameObjects that you want to survive across scene loads
описывать
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describe
Creating scene templates: Describes the different ways to create a scene template
возвращатьсЯ
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revert
To revert to UnityХs default asset type list and settings, click the Reset Defaults button
ничего,что-либо
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anything
However, a GameObject canХt do anything on its own
основной,фундаментальный
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fundamental
GameObjects are the fundamental objects in Unity that represent characters, props and scenery
представлЯть,изображать
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represent
GameObjects are the fundamental objects in Unity that represent characters, props and scenery
выполнЯть
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accomplish
They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
Юмкость,вместилище
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container
They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
выполнЯть,реализовывать
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implement
They do not accomplish much in themselves but they act as containers for Components, which implement the functionality
твЮрдый
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solid
A solid cube object has a Mesh Filter and Mesh Renderer component, to draw the surface of the cube, and a Box Collider component to represent the objectХs solid volume in terms of physics
сталкиватьсЯ
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сollide
A solid cube object has a Mesh Filter and Mesh Renderer component, to draw the surface of the cube, and a Box Collider component to represent the objectХs solid volume in terms of physics
форма
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shape
There are also many useful pre-constructed objects (primitive shapes, Cameras, etc) available on the GameObject > 3D Object menu, see Primitive Objects
строить
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construct
There are also many useful pre-constructed objects (primitive shapes, Cameras, etc) available on the GameObject > 3D Object menu, see Primitive Objects
руководство
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manual
Since GameObjects are a very important part of Unity, there is a lot of content manual with extensive detail about them
обширный, большой
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extensive
Since GameObjects are a very important part of Unity, there is a lot of content manual with extensive detail about them
ссылка,справка,свЯзь
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reference
You can find out more about controlling GameObjects from scripts on the GameObject scripting reference page
управлЯть,манипулировать
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manipulate
Transforms are manipulated in 3D space in the X, Y, and Z axes or in 2D space in just X and Y
соответственно
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respectively
In Unity, these axes are represented by the colors red, green, and blue respectively
держать,хранить
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keep
There is also an additional option in Translate mode to lock movement to a particular plane (ie, allow dragging in two of the axes while keeping the third unchanged).
кисть руки
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hand
So your hands could be regarded as ТchildrenУ of your arms and then each hand has several fingers, etc
рассматривать,считать
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regard
So your hands could be regarded as ТchildrenУ of your arms and then each hand has several fingers, etc
рука(от плеча до кисти)
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arm
So your hands could be regarded as ТchildrenУ of your arms and then each hand has several fingers, etc
очень,самый
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very
The object at the very top of a hierarchy (ie, the only object in the hierarchy that doesnХt have a parent) is known as the root
складывать,сгибать
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fold
GameObjects with foldout arrows to the left of their names are parents
достаточно
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sufficient
For scene construction, it is usually sufficient to work with local coordinates for child objects but in gameplay it is often useful to find their exact position in world space or global coordinates
точный
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exact
For scene construction, it is usually sufficient to work with local coordinates for child objects but in gameplay it is often useful to find their exact position in world space or global coordinates
странность
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oddity
Non-uniform scaling can be useful in a few specific cases but it introduces a few oddities that donХt occur with uniform scaling
круглый
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circular
In cases like this the circular shape will not become elliptical under non-uniform scaling as you would expect and will simply remain circular
уклон,косой,скошенный
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skew
When a child object has a non-uniformly scaled parent and is rotated relative to that parent, it may appear skewed or ТshearedУ
точный
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accurate
For example, a skewed Box Collider will not match the shape of the rendered mesh accurately
внезапно,резко
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abruptly
As a result, the childХs shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent
в итоге
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eventually
As a result, the childХs shape may appear to change abruptly when the scale eventually is updated, say if the child object is detached from the parent
определенный
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certain
Certain optimizations occur based on the import size, and instantiating an object that has an adjusted scale value can decrease performance
во времЯ,в течении
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during
The meshХs size in Unity (and therefore the TransformХs scale) is very important, especially during physics simulation
предпологать
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assume
By default, the physics engine assumes that one unit in world space corresponds to one metre
соответствовать
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correspond
By default, the physics engine assumes that one unit in world space corresponds to one metre
на самом деле
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actually
The simulation is actually correct since effectively, you are watching a very large object falling a great distance
происходить,случатьсЯ
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occur
Certain optimizations occur based on the import size, and instantiating an object that has an adjusted scale value can decrease performance
совет
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tip
Tips for Working with Transforms
взаимодействовать
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interact
This page describes how to view and interact with components, and provides a brief overview of the most common component configurations in Unity
распостранЮнный,общий
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common
This page describes how to view and interact with components, and provides a brief overview of the most common component configurations in Unity
руководство,наведение
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guidance
See the Scripting section for guidance on how to control and interact with components through script
деталезировать
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detail
This section details some fundamental default component configurations in Unity
делать возможным
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enable
The Transform component also enables the concept of parenting, which allows you to make a GameObject a child of another GameObject and control its position via the parentХs Transform component
принимать,ловить(сигналы)
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pick up
It contains the Transform component, the Camera component, and an Audio Listener to pick up audio in your application
основой,главный
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primary
This GameObject is configured to act as the primary camera in your game
с помощью,через
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via
The Transform component also enables the concept of parenting, which allows you to make a GameObject a child of another GameObject and control its position via the parentХs Transform component
молниЯ
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bolt
Components are the nuts & bolts of objects and behaviors in a game
основные элементы
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nuts and bolts
Components are the nuts & bolts of objects and behaviors in a game
взаимоотношениЯ
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relationship
If you donХt yet understand the relationship between Components and GameObjects, read the GameObjects page before going any further
диктовать
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dictate
This is because the Transform dictates where the GameObject is located, and how it is rotated and scaled
удобно
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conveniently
The browser lets you navigate the components conveniently by category and also has a search box that you can use to locate components by name
относЯщийсЯ к делу
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relevant
If you want to know more about using a particular Component, you can read about any of them in the relevant Component Reference page
гибкость
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flexibility
One of the great aspects of Components is flexibility
большой,огромный
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great
One of the great aspects of Components is flexibility
точка
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dot
The same commands are also available from the kebab menu (3 vertical dots) icon in the extreme top-right of the componentХs panel in the inspector
крайний,предельный
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extreme
The same commands are also available from the kebab menu (3 vertical dots) icon in the extreme top-right of the componentХs panel in the inspector
невероЯтный
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incredible
This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
инвестировать,вкладывать
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invest
This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
повторЯтьсЯ
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iteration
This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles
испытывать,
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try out
опробовать
производить впечатление
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impresse
We think youХll be impressed
а именно, то есть
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namely
namely the Cube, Sphere, Capsule, Cylinder, Plane and Quad
плоскость
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plane
However, there are also a number of primitive object types that can be created directly within Unity, namely the Cube, Sphere, Capsule, Cylinder, Plane and Quad
соответствующий,подходЯщий
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appropriate
Any of the primitives can be added to the scene using the appropriate item on the GameObject > 3D Object menu
столб
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post
As it stands, a cube isnХt really a very common object in most games but when scaled, it is very useful for walls, posts, boxes, steps and other similar items
удобный
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handy
It is also a handy placeholder object for programmers to use during development when a finished model is not yet available
примерный,предварительный
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crude
For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
растЯгивать,вытЯнутый
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elongate
For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
размер,величина
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dimension
For example, a car body can be crudely modelled using an elongated box of roughly the right dimensions
изображающий
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representative
Although this is not suitable for the finished game, it is fine as a simple representative object for testing the carХs control code
обЮртывать
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wrap
This is a sphere of unit diameter (ie, 0.5 unit radius), textured so that the entire image wraps around once with the top and bottom ТpinchedУ at the poles
прищемлЮнный
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pinched
This is a sphere of unit diameter (ie, 0.5 unit radius), textured so that the entire image wraps around once with the top and bottom ТpinchedУ at the poles
Явный, очевидный
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obvious
Spheres are obviously useful for representing balls, planets and projectiles but a semi-transparent sphere can also make a nice GUI device for representing the radius of an effect
пулЯ,снарЯд
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projectile
Spheres are obviously useful for representing balls, planets and projectiles but a semi-transparent sphere can also make a nice GUI device for representing the radius of an effect
устройство, прибор
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device
Spheres are obviously useful for representing balls, planets and projectiles but a semi-transparent sphere can also make a nice GUI device for representing the radius of an effect
полусфера
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hemisphere
A capsule is a cylinder with hemispherical caps at the ends
шапка,головной убор
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cap
A capsule is a cylinder with hemispherical caps at the ends
вершина
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apex
It is textured so that the image wraps around exactly once, pinched at each hemisphereХs apex
округлЯть,шар
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round
While there arenХt many real world objects with this shape, the capsule is a useful placeholder for prototyping. In particular, the physics of a rounded object are sometimes better than those of a box for certain tasks
труба
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tube
This is a simple cylinder which is two units high and one unit in diameter, textured so that the image wraps once around the tube shape of the body but also appears separately in the two flat, circular ends
прут,лоза
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rod
Cylinders are very handy for creating posts, rods and wheels but you should note that the shape of the collider is actually a capsule (there is no primitive cylinder collider in Unity).
квадрат
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square
This is a flat square with edges ten units long oriented in the XZ plane of the local coordinate space. It is textured so that the whole image appears exactly once within the square
фильм, кино
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movie
A surface is also needed sometimes for showing images or movies in GUI and special effects
естественный,природный
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natural
Although a plane can be used for things like this, the simpler quad primitive is often a more natural fit to the task
показ,показывать
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display
A quad is useful in cases where a scene object must be used simply as a display screen for an image or movie
заместитель,заменЯть
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substitute
Simple GUI and information displays can be implemented with quads, as can particles, sprites and ТimpostorУ images that substitute for solid objects viewed at a distance
замена,дублЮр
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stand-in
You can use this Capsule as a placeholder for various elements in your scene, such as an obstacle, prop, or as a stand-in for a character
имеющий определЮнную форму
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shaped
The Isometric Diamond 2D primitive is a white diamond-shaped Sprite that is 1 x 0.5 units in size
подрезать
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crop
The pixels at the top and bottom of this Sprite are slightly cropped to improve tiling
покрытие плитками
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tiling
The pixels at the top and bottom of this Sprite are slightly cropped to improve tiling
првильный
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regular
The Hexagon Flat-Top 2D primitive is a regular hexagon that is 1 unit wide, oriented with its sides to the top and bottom
рассматривать,относитьсЯ
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treat
In technical terms, any script you make compiles as a type of component, so the Unity Editor treats your script like a built-in component
участник
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member
You define the members of the script to be exposed in the Inspector, and the Editor executes whatever functionality youХve written
приводить в действие,включать
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activate
Deactivating GameObjects
отмечать галочкой
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check
To do this, navigate to the Inspector and uncheck the checkbox next to the GameObjectХs name (see image below), or use the SetActive method in script
таким образом
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thereby
They ensure you donХt need to manually add GameObjects to a scriptХs exposed properties using drag and drop, thereby saving time when you are using the same script code in multiple GameObjects
вычислЯть
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work out
They need to work out whether the player is interacting with an enemy, a prop, or a collectable, for example
искать,ожидать
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look for
You can use the GameObject. FindWithTag() function to find a GameObject by setting it to look for any object that contains the Tag you want
потенциальный,возможный
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potentially
This means that Unity can save on runtime calculations, and potentially improve performance
ненужнаЯ трата,потери
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waste
Including a GameObject in the precomputations for a system that does not need to know about that GameObject can result in wasted calculations, unnecessarily large data files, or unexpected behavior
включать,заключать в себе
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comprise
It comprises a checkbox, which sets the value to Everything or Nothing, and a drop-down menu that lets you choose which values to include
случатьсЯ,иметь место
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take place
These calculations take place while precomputing lighting data at bake time
немедленный
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immediate
See Immediate saving, below, for more details
полный,законченный
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complete
UnityХs Prefab system allows you to create, configure, and store a GameObject complete with all its components, property values, and child GameObjects as a reusable Asset
широкий
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broad
Any edits that you make to a Prefab Asset are automatically reflected in the instances of that Prefab, allowing you to easily make broad changes across your whole Project without having to repeatedly make the same edit to every copy of the Asset
вставлЯть,гнездо
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nest
You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels
сложный,составной
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complex
You can nest Prefabs inside other Prefabs to create complex hierarchies of objects that are easy to edit at multiple levels
одинаковый,идентичный
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identical
However, this does not mean all Prefab instances have to be identical
вариант,изменение
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variation
You can also create variants of Prefabs which allow you to group a set of overrides together into a meaningful variation of a Prefab
пушка
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cannon
Projectiles - for example a pirateХs cannon might instantiate a cannonball Prefab each time it is fired
превращать
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turn
This process of creating the Prefab Asset also turns the original GameObject into a Prefab instance
недавно,только что
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newly
It is now an instance of the newly created Prefab Asset
сохранЯть,оберегать,хранить
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preserve
If you are replacing an existing Prefab, Unity tries to preserve references to the Prefab itself and the individual parts of the Prefab such as child GameObjects and Components
встретить, столкновение
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encounter
Also note: You may encounter a similar problem in the case of preserving references to existing Components when you save over an existing Prefab, if a single GameObject within the Prefab has more than one of the same Component type attached
относитьсЯ,иметь отношение
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relate
In isolation: When you edit a Prefab in isolation, Unity hides the rest of your current working Scene, and you only see the GameObjects that relate to the Prefab itself (plus, optionally, a pre-set editing environment - see below).
отделЯть,разделЯть,отличать
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distinguish
By default, Unity displays the visual representation of the context in gray scale to visually distinguish it from the Prefab contents you edit
беспорЯдок,хаос
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clutter
This is so you can focus on editing your Prefab without accidentally selecting other unrelated GameObjects, and without having a cluttered Hierarchy window
при условии
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provided
However, when you move GameObjects around that are part of the Prefab contents, you can use the snapping features in Unity to snap to GameObjects in the context, provided the context is not set to Hidden
отдельно,раздельно
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apart
Apart from the root Transform properties, you can also override other properties of a Prefab instance, which might drastically change its appearance compared to the Prefab Asset itХs an instance of
радикальный
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drastic
Apart from the root Transform properties, you can also override other properties of a Prefab instance, which might drastically change its appearance compared to the Prefab Asset itХs an instance of
окружать, обносить
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surround
For example, if you open Prefab Mode in Context via a Prefab instance in a Scene, then you can see the surroundings in that Scene while you edit the Prefab.
декорации,фон
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backdrop
This allows you to edit your Prefab against a backdrop of your choosing rather than an empty Scene
весь,полный,целый
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entire
Select a message to display its entire text in the detail area
рабочий процесс
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workflow
Editor and workflow
пакет,упаковка
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package
A package is a container that stores various types of features or assets, such as:
особенность,функциЯ
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feature
A package is a container that stores various types of features or assets, such as:
делить,делитьсЯ
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share
Project templates to share common project types with others
доставлЯть
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deliver
Packages deliver a wide range of enhancements to Unity through the Package Manager
улучшать,усиливать
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enhance
Packages deliver a wide range of enhancements to Unity through the Package Manager
список,составлЯьть список
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list
View samples to see how to query the package registry, install, embed, and remove packages, and list packages using a variety of criteria
извлекать,получать
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retrieve
Learn about the file that the Unity Package Manager reads so it can compute a list of packages to retrieve and load
потреблЯть,съедать
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consume
Use this registry server to host and distribute (or consume) custom packages, in addition to the registry that Unity provides
реестр
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registry
Learn the principles and features of the Package Manager, including concepts like versions, manifests, registries, states, sources, the package lifecycle, and dependency and resolution
ограниченный охват
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scoped
Scoped Registries
доступ,получать доступ
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access
Learn how to set up or access a custom registry server
оценивать
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evaluate
Learn how the Package Manager determines the direct and indirect dependencies of a project and evaluates all the requested package versions before retrieving the best version from the registry
сопостовЯлЯть
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match
Match a symptom to a possible solution if any of your projectХs packages, including the Package Manager window itself, fails to load
терпеть неудачу
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fail
Match a symptom to a possible solution if any of your projectХs packages, including the Package Manager window itself, fails to load
много,многие
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many
This section explains many of the concepts surrounding the Unity Package Manager functionality
окружать
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surround
This section explains many of the concepts surrounding the Unity Package Manager functionality:
незначительный
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minor
A change in package version tells you whether it contains a breaking change (major), new backward-compatible functionality (minor), or bug fixes only (patch), following Semantic Versioning.
исправлЯть
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fix
A change in package version tells you whether it contains a breaking change (major), new backward-compatible functionality (minor), or bug fixes only (patch), following Semantic Versioning.
область
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domain
In the domain of UnityХs Package Manager, a package registry is a server that stores package contents and information (metadata) on each package version
раздавать,распространЯть
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distribute
Unity maintains a central registry of official packages that are available for distribution
получать,выбирать
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fetch
It reads your project manifest and fetches package contents and metadata.
неизменЯемый
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immutable
Once installed in a project, Unity treats package assets just like any other asset in the project, except that these assets are stored inside the package folder and are immutable
панель
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pane
When you select a folder from the list, Unity shows its contents in the pane to the right

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