Руководство по Unity 3D

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(User Guide) й м3 (Unity Basics) . 18 (Learning the interface) . 19 (Project Browser) – й 20 (Hierarchy) й н6 (Toolbar) й н7 (Scene View) й н9 (Game View) й о3 (Inspector) й о6 (Other Views) й пл (Customizing Your Workspace) –

(Asset Workflow) (Creating Scenes) (Publishing Builds) (Unity Hotkeys) (Preferences) (Building Scenes) (Game Objects) « » (The Game Object-Component Relationship) (Using Components) « » (The Component-Script Relationship) (Deactivating Game Objects) (Using the Inspector) (Editing Value Properties)  (Preset Libraries) (Assigning References) (Multi-Object Editing) (Inspector Options) (Using the Scene View) (Scene View Navigation) (Positioning Game Objects) (Scene View Control Bar) (Searching) (Prefabs) (Lights) (Cameras) (Terrain Engine Overview) (Asset Import and Creation) (Primitive Objects) (Importing Assets) (Importing models) 3 (3D formats) (Materials and Shaders) (Texture 2D) (Sprite Editor)

|3

Unity оя –      



 



      



(Sprite Packer) (Procedural Materials) (Movie Texture) (Audio Files) (Tracker Modules) (Scripting) (Creating and Using Scripts)   ё (Controlling GameObjects Using Components)  (Event Functions) (Creating and Destroying  GameObjects)  (Coroutines) (Special Folders  and Script Compilation Order)  ё (Namespaces)  (Attributes) (Asset Store)  ё (Asset Store Access and Navigation) (Asset Store Publisher  Administration)  (Asset Store FAQ) г д (Asset Server (Team License Only)) (Setting up the Asset Server)  г д (Cache Server (Team License Only)) г д (Cache Server (Team  License Only)) (Cache Server FAQ)  (Behind the Scenes) ё (Creating Gameplay) ё (Instantiating Prefabs at runtime) (Input) (Transforms) (Physics) (Adding Random Gameplay Elements) (Particle Systems Overview)  (Particle System Curve Editor)  ( ) (Colors and Gradients in the Particle System (Shuriken)) (Gradient Editor)   (Particle System Inspector)  ( ) (Introduction to Particle System Modules (Shuriken))  ( ) (Particle System Modules (Shuriken))  ( ) (Particle Effects (Shuriken)) « » (Mecanim Animation System)

|4

Unity оя –  



 

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«

- » (A Glossary of Animation

and Mecanim terms) (Asset Preparation and Import) (Using Humanoid

   

Characters) (Preparing your own character) (Importing Animations) (Splitting Animations) (Working with humanoid

animations) (Creating the Avatar)   (Configuring the Avatar)  (Muscle setup) (Avatar Body Mask)   (Retargeting of Humanoid animations)  г д (Inverse Kinematics) (Pro only) (Generic Animations in Mecanim) (Bringing Characters to Life) (Looping animation clips)   (Animator Component and Animator Controller)  (Animation State Machines) (State Machine Basics)   (Animation States)  (Animation Transitions) (Animation Parameters)   (Blend Trees)  м (1D Blending) (2D Blending)  н  (Additional Blend Tree Options) « - » (Mecanim Advanced topics)   - г д (Working with Animation Curves in Mecanim (Pro only))  (Sub-State Machines) (Animation Layers)   з « »г « » « »д (Animation State Machine Preview (solo and mute)) (Target Matching)   – (Root Motion – how it works)  х « ». (Tutorial: Scripting Root Motion for “in-place” humanoid animations) - (Mecanim Performance and Optimization) « - » (Mecanim FAQ) (Using the Animation View) (Overview)

|5

Unity оя – 





     

   

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  

       

Ш (Editing Keys and Keyframes with the Dopesheet)  (Using Animation Events) “ ” (Using Animation Curves)  (Navigation and Pathfinding)  (Navigation Meshes) (Enabling a Character to  Navigate)  (Off-mesh Links)  (Navigation Layers and Costs) (Sound) (Game Interface Elements) (Networked Multiplayer) (Getting Started with IOS Development) (Unity IOS Basics) (Unity Remote) (IOS Scripting) (Input) (Mobile Keyboard) (Advanced Unity Mobile Scripting) йNET 2.0 (Using .NET API 2.0 compatibility level) (IOS Hardware Guide) (Optimizing Performance in IOS) (IOS Specific Optimizations) (Measuring Performance with the Built-in Profiler) г the Size of the Build IOS Player) (Account Setup)

д (Optimizing

(Features currently not supported by Unity IOS) (Building Plugins for IOS) “ (Preparing your application for "In App Purchases")



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    

(Getting Started with Android Development) г д (Android SDK Setup) - (Android Remote) (Trouble Shooting) (Reporting crush bugs under Android) (Features currently not supported by Unity Android)

|6

Unity оя – гй д (Support for Split Application Binary (.OBB))  (Player Settings) (Android Scripting)   (Building Plugins for Android)  (Customizing the Splash screen of Your Mobile Application) 10 (Getting Started with Blackberry 10 Development)  (Setting up Unity to Build to Your Blackberry10 Device)  мл (Blackberry 10 Details)  10 (Plugins for Blackberry 10) 10 (Blackberry 10 Controller)   10 (Debugging on Blackberry 10)  мл (Blackberry 10 FAQ) Windows: (Windows Store: Getting Started) Windows: ё (Windows Store: Deployment)   Windows: (Windows Store: Debugging)  Windows: (Windows Store: Profiler) Windows: (Windows Store: Command line  arguments)  Windows: (Windows Store: Plugins)  Windows: (Windows Store: Project Types) AppCallbacks (AppCallbacks Class)   Windows: (Windows Store: FAQ)  Windows: : WACK (Windows Store: FAQ: WACK) Windows: (Windows Store: Examples)  Windows Phone 8: (Windows Phone 8: Getting Started)  Windows Phone 8: ё (Windows Phone 8: Deployment) (Windows Phone 8: Debugging)  Windows Phone 8:  Windows Phone 8: (Windows Phone 8: Profiler)  Unity Windows Phone (Interaction between Unity and Windows Phone step by step guide)  Windows Phone 8: (Windows Phone 8: Plugins)  Windows Phone ( C#) (Windows Phone Plugins step by step guide (using C#)) Windows Phone (  C++) (Windows Phone Plugins step by step guide (using C++))  Windows Phone 8: (Windows Phone 8: FAQ) Windows Phone 8 (WP8 Examples)  ( ) (Getting Started with Native Client Development) (Getting Started with Flash Development) : . (Flash: Setup)   : . (Flash: Building & Running)  : . (Flash: Debugging) : , . (Flash: What is and is not supported) 









 

|7

Unity оя –    



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Projects) : - . (Example: Supplying Data from Flash to Unity) : ActionScript . (Example: Calling ActionScript Functions from Unity) : JavaScript . (Example: Browser JavaScript Communication) : . (Example: Accessing the Stage) : . (Example: Flash Vars)



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Projects from 2.x to 3.x) (Physics Upgrade Details)   « » (Mono Upgrade Details)  (Rendering Upgrade Details) , ой . (Unity 3.x  Shader Conversion Guide) 4.0 – (Unity 4.0 Activation – Overview) пй (Managing your Unity 4.x license)   4.0 (Step-by-Step Guide to Online Activation of Unity 4.0) 4.0 (Step-by-Step Guide  to Manual Activation of Unity 4.0) (Game Code Questions) ? (How to  make a simple first person walkthrough?) (Graphics Questions) ? (How do I import Alpha Textures?)   ? (How do I use Normal Maps?)  ъ (How do I use Detail Textures?) ъ (How do I Make a Cubemap Texture?)   ъ (How do I make a Skybox?)  , о ъ( ) (How do I make a Mesh Particle Emitter? (Legacy Particle System))  ъ (How do I make Splash Screen?)  ъ (How do I make a Spot Light Cookie?) ъ (How do I fix  the rotation of an imported model?)  ъ (How do I use Water?) FBX (FBX export guide) (Art Asset Best-Practice Guide) о ? (How do I import Models from my 3D app?)

|8

Unity оя –         



(Workflow Questions) Mono Develop (Getting started with Mono



Develop)

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reuse assets between projects?)

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install or upgrade Standard Assets?) (Porting a Project Between Platforms)





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(Mobile developer checklist) (Crashes)   (Profiling)  (Optimizations)



(Advanced)    



        



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(Vector Cookbook) (Understanding Vector Arithmetic) (Direction and Distance from One Object to Another) ё к (Computing a Normal/Perpendicular vector) (The amount of One Vector’s Magnitude that Lies in Another Vector’s Direction) г д (AssetBundles (Pro only)) (AssetBundles FAQ) (Building AssetBundles) (Downloading AssetBundles) (Loading resources from AssetBundles) (Keeping track of loaded AssetBundles) ( ) (Storing and loading binary data in an AssetBundle) г д (Protecting Content) (Managing asset dependencies) (Including scripts in AssetBundles) (Graphics Features) ( ) (HDR (High Dynamic Range) Rendering in Unity) ( ё ) (Rendering Paths) ( д(Linear Lighting (Pro Only))

|9

Unity оя –  

     



 

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( д (Level of Detail (Pro Only)) Ш (Shaders)  Ш х ShaderLab (Shaders: ShaderLab & Fixed Function shaders) х (Shaders: Vertex and  Ш Fragment Programs) DirectX 11 4 (Using DirectX 11 in Unity 4) (Compute Shaders) ( з д (Graphics Emulation) (Asset Database) « » (Build Player Pipeline) г д (Profiler (Pro Only)) (Profiler window)  (CPU Usage Area)  , ( ) (Rendering Area)  (Memory Area) , (Audio Area)   (Physics Profiler)  ( д (GPU Area) « » (Lightmapping Quickstart) « » (Lightmapping In-Depth)

» (Custom Beast Settings) UV (Lightmapping UVs) ё г д Light Probes (Pro Only) ( д (Occlusion Culling (Pro Only)) ё (Camera Tricks)  « » (Understanding the View Frustum) « » (The Size  of the Frustum at a Given Distance from the Camera)  ( « »д Dolly Zoom (AKA the “Trombone” Effect) (Rays from the Camera)   c « » (Using an Oblique Frustum) (Creating an Impression of Large or  Small Size) (Loading Resources at Runtime) ё (Modifying Source Assets Through Scripting) ё (Generating Mesh Geometry Procedurally) (Anatomy of a Mesh)   Mesh (Using the Mesh Class)  – (Example – creating a Billboard Plane) (Rich Text) Mono dll (Using Mono DLLs in a Unity Project)  

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| 10

Unity оя –  

(Execution Order of Event Functions)     

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(Practical Guide to Optimization for Mobiles) – (Practical Guide to Optimization for Mobiles – Future & High End Devices) – Mobiles – Graphics Methods)

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(Practical Guide to – Optimization for Mobiles – Scripting and Gameplay Methods) (Practical Guide to – Optimization for Mobiles – Rendering Optimizations)

– (Practical Guide to Optimization for Mobiles – Optimizing Scripts) Code (Structure of an Unity XCode Project) (Optimizing Graphics Performance) (Draw Call Batching)   (Modeling Characters for Optimal Performance)  (Rendering Statistics Window) (Reducing File Size) « » (Understanding Automatic Memory Management) з (Platform Dependent Compilation) (Generic Functions) (Debugging) (Console)   (Debugger)  (Log Files) (Accessing hidden folders)  г д (Plugins (Pro/Mobile-Only Feature))  ё г д (Building Plugins for Desktop Platforms) ё iOS (Building Plugins for iOS)   ё Android (Building Plugins for Android) (Low-level Native Plugin  Interface) (Textual Scene File Format)  (Description of the Format) , YAML (An Example of a YAML  Scene File)  YAML (YAML Class ID Reference) (Streaming Assets) (Command line arguments) (Running Editor Script Code on Launch)

| 11

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з д (Network Emulation) (Security Sandbox of the Webplayer) Visual Studio C# (Visual Studio C# Integration) ( ) (Version control integration (Team License only)) (Using External Version Control Systems with Unity) (Analytics) (Check For Updates) (Installing Multiple Versions of Unity) (Trouble Shooting)  (Troubleshooting Editor) (Troubleshooting Webplayer)  (Shadows in Unity)  (Directional Shadows Details)  (Troubleshooting Shadows) (Shadow Size Computation)   г д (IME in Unity)  (Optimizing for integrated graphics cards) ё (Web Player Deployment)   HTML (HTML code to load Unity content)  UnityObject2 (Working with UnityObject2) (Customizing the  Unity Web Player loading screen)  (Customizing the Unity Web Player’s эehaviorд (Unity Web Player and  browser communication) (Using web player templates)   (Web Player Streaming)  (Web Player Release Channels) « » (Using the  Chain of Trust system in the Web Player) х нлм3-09-20 (Last update: 2013-09-20) д

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(Unity Basics) . 18 (Learning the interface) . 19 (Project Browser) – й 20 (Hierarchy) й н6 (Toolbar) й н7 (Scene View) й н9 (Game View) й о3 (Inspector) й о6 (Other Views) й пл (Customizing Your Workspace) –

(Asset Workflow) (Creating Scenes) (Publishing Builds) (Unity Hotkeys) (Preferences) (Building Scenes) (Game Objects) « » (The Game Object-Component Relationship) (Using Components) « » (The Component-Script Relationship) (Deactivating Game Objects) (Using the Inspector) (Editing Value Properties)  (Preset Libraries) (Assigning References) (Multi-Object Editing) (Inspector Options) (Using the Scene View) (Scene View Navigation) (Positioning Game Objects) (Scene View Control Bar) (Searching) (Prefabs) (Lights) (Cameras) (Terrain Engine Overview) (Asset Import and Creation)

| 13

Unity оя –            



 



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(Primitive Objects) (Importing Assets) (Importing models) (3D formats)  о (Materials and Shaders) 2 (Texture 2D) (Sprite Editor) (Sprite Packer) (Procedural Materials) (Movie Texture) (Audio Files) (Tracker Modules) (Scripting) (Creating and Using Scripts)   ё (Controlling GameObjects Using Components)  (Event Functions) (Creating and Destroying  GameObjects)  (Coroutines) (Special Folders  and Script Compilation Order)  ё (Namespaces)  (Attributes) (Asset Store)  ё (Asset Store Access and Navigation) (Asset Store Publisher  Administration)  (Asset Store FAQ) г д (Asset Server (Team License Only))  (Setting up the Asset Server) г д (Cache Server (Team License Only))  г д (Cache Server (Team License Only)) (Cache Server FAQ)  (Behind the Scenes) ё (Creating Gameplay) ё (Instantiating Prefabs at runtime) (Input) (Transforms) (Physics) (Adding Random Gameplay Elements) (Particle Systems Overview) (Particle System Curve Editor)   ( ) (Colors and Gradients in the Particle System (Shuriken))

| 14

Unity оя –   



   



 

(Gradient Editor) (Particle System Inspector) ( ) (Introduction to Particle System Modules (Shuriken)) ( ) (Particle System Modules (Shuriken)) ( ) (Particle Effects (Shuriken)) « » (Mecanim Animation System) « - » (A Glossary of Animation and Mecanim terms) (Asset Preparation and Import) (Using Humanoid  Characters)  (Preparing your own character) (Importing Animations)   (Splitting Animations) (Working with humanoid animations) (Creating the Avatar)   (Configuring the Avatar)  (Muscle setup) (Avatar Body Mask)   (Retargeting of Humanoid animations)  г д (Inverse Kinematics) (Pro only) (Generic Animations in Mecanim) (Bringing Characters to Life) (Looping animation clips)   (Animator Component and Animator Controller) (Animation State Machines)   (State Machine Basics)  (Animation States) (Animation Transitions)   (Animation Parameters)  (Blend Trees)  м (1D Blending) (2D Blending)  н  (Additional Blend Tree Options) « - » (Mecanim Advanced topics)   - г д (Working with Animation Curves in Mecanim (Pro only))  (Sub-State Machines) (Animation Layers)   з « »г « » « »д (Animation State Machine Preview (solo and mute))  (Target Matching)  – (Root Motion – how it works)

| 15

Unity оя – 

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Unity оя –

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| 31

Unity оя –

Контейнеры трансформаций гК д

(Scene View Control Bar)

анель управления Видового окна сцены – з

й

з

з к

з нD

з RGB-

ё ,

з й

к

з

,

(Overdraw)

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| 32

Unity оя –

(Game View)

Видовое окно игры ё

з

з

ё з

з з



г д. (Cameras)

й . г

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| 33

Unity оя –

(Play Mode)

з

ё

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х

з

,

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).



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д.

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second г дй

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)

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). кно статистики

| 34

Unity оя – з

(Gizmos)й й з

дй

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з

й к

й

й

-

,

ё (Select icon),

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).

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. г

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| 35

Unity оя –

з

«

» (Select icon)

г

д

-

.

«оD Gizmos),

»

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»

з

(3D й

ё , г

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, »

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| 36

Unity оя –

Видовое окно - И з

з

е ё

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й -

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). (

)

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, з

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ё

ё

з

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Контекстное меню компонента.

| 37

Unity оя –

з

й

Чтобы назначить текущему Игровому бъекту лойз воспользуйтесь выпадающим списком и (Layers)й Чтобы назначить текущему Игровому бъекту эгз воспользуйтесь выпадающим г (Tag). списком

ажмите П и е и

(Apply), чтобы

| 38

Unity оя – реимпортировать гповторно импортироватьд ваш компонент. (Prefabs) з

з

й

г

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з

д.

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з

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з з

з й

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й

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| 39

Unity оя –

г

дй

з

ё

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. з з

ё

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з

ё

й

(project browser) ё

(

дй

AssetBatabase

.

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| 40

Unity оя –

(Other Views) й :

     

(Console) – ,

(log) (Animation View) –

(Profiler) – й

ё

ё ,

.

-

,

(Asset Server View) – й (Lightmapping View) – ё й (Occlusion Culling View) – .

х нлм2-11-26 (Last update: 2012-11-26)

| 41

Unity оя –

(Customizing your workspace) (Layout)

г й

й

й

д

з

ё ё

з

ё

й

й

з

й

| 42

Unity оя –

й

з

з з

з

(Layout) ёз

(Save Layout…дй й

ёз

й

ё

ё

| 43

Unity оя –

й з

з

Mac

й

Windows х нлм0-09-07 (Last update: 2010-09-07)

| 44

Unity оя –

(Console) >

(Status Bar)

ё

(Window > Console)

(Console).

Видовое окно консоли в редакторе й

з

з

Debug.Log() Debug.LogError() (Log) \

з

\

з г

д

з х

з Debug.Log.Warning й й

з х

| 45

Unity оя –



й

(Clear)



г

(Collapse) й



г on play)

з

д (Clear

й



з Debug.LogError()з

дй

Debug.Log() ё

(Open Player Log) й г

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д

х нлм2-09-06 (Last update: 2012-09-06)

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(Mecanim)

з й

з

з

з й

з

ё

г

д

г

з

д:-

ё ё й г ё ;)

-

ё

| 46

Unity оя –

гAnimation) х (Import Animation) – з

й

х-

(Wrap Mode) – ё (Default) –

-

(Once) –

з

(Loop) –

з

й

-

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й

й

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н

д

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| 47

Unity оя –

г

ё

дй

з

х-

ё г

й

з

).

з й

Добавить Ключевой Кадр овторения (Add Loop Frame) з й з й етодами Воспроизведения (Wrap Mode) з

з

х нлм3-01-02 (Last update: 2013-01-02)

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й ё

з

г й й

й

д -

й й

й к

й

з

й

ё

з ё

й

з

з з з

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й

й г

д

к -

| 48

Unity оя – з



     

й

з

й

з

з

й

ц

з

ё

ё

(Profiler window) (CPU Usage Area) г д (Rendering Area) (Memory Area) (Audio Area) (Physics Profiler) г д (GPU Area)

з з



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й “

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-

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| 49

Unity оя – з

х

ё

к

й х

ADB  



г

  (ADBымнтйлйлймхрпфффдд Profiler) ё

х

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” г“Development Build”д “ ” (Build & Run). з -щ (Window->Profiler). г[email protected]:54999) (AndroidProfiler (Active (Profiler’s windowд. adb ” (Build & Run)й



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х нлм3-05-09 (Last update: 2013-05-09)

Asset Server (Team License Only)

(Unity Asset Server Overview) з

(Asset Server) з

ё й

г

д

ё

й з

й -

з з

р-мл (Import

Settings)

| 50

Unity оя – й

й

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й

х http://unity3d.com/store



(New to Source Control?) з (versioning system)

й з



з з

з

з з

ё з

й

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з (Update From Server). з з

ё з

з ё

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з

ё

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з

й

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(Setting up the Asset Server) й

| 51

Unity оя – з з (Asset Server Setup).

з

з

-

з

й

ё

з

(Daily use of the Asset Server) з

з й

з

(Getting Started)

з

з з

з

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ё

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дй

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ё ё

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й

й

з

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г

ё -

й

з з

д,

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| 52

Unity оя – г

д. д)

з

й г

з

ё

(Understanding the Server View) з

й (Window->Version Control).

Вкладка

бзор (Overview tab)

х (Overview) з

(Commit).

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й

->

й

з з

(Overview),

з (Commit)

(Update)

(Update),

-

(Changeй

| 53

Unity оя – (Connecting to the server) й

з (connection screen):

кно соединения с

1. 2. 3.

з (Connection)з

-

ервером Компонентов (The Asset Server connection screen)

х

(Server Address) (Username) (Password)

з

й

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ё

з

(Updating from the Server) з

(Update), (Overview)

й

й

(Changeset)й й

(Update)

ё

з

з

| 54

Unity оя –

Вкладка

бновить (Update tab)

(Committing Changes to the Server) -

з

з

(Commit).

Вкладка

одтвердить (Commit tab)

| 55

Unity оя – з

й

ё

з

ё

й

й

з

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-

з

й

з

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(Resolving Conflicts) з ё

дй

Ь г

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з -

г

Ь)з

(Conflict Resolution).

(The Conflict Resolution screen) з Asset) г -

з

й

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з дз

(Discard My Changes) г

(Skip з

з

| 56

Unity оя – д

ё

(Ignore Server Changes) г

з д

й (Merge),

х

г

з

-

й

ёдй

з

ё

з

з ё з г росмотр истории версий (Browsing revision historyд и реверсия компонентов (reverting assets)). з

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й

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й

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| 57

Unity оя –

(History) з

з

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й

з

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д

г ё з (Download Selected File)з й й

з

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з з

й

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з

з

й

ё

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(Comparing asset versions) й

з to Local Version)й

з

з (History)з –

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| 58

Unity оя –

к 



        

х

(Compare to ёй

з

Another Revision) з

й

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х

Tortoise SVN

Perforce (P4V).

Apple XCode. Perforce (P4V).

(Recovering deleted assets) ё

й (Overview)

з (History).

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| 59

Unity оя – ё з

ё

з

(Deleted Assets) (Recover)з й

з

ё

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й

з

(Best Practices & Common Issues) з

х 1.

з



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й

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з

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| 60

Unity оя –

з

з

й

з

й

з

х нлм3-03-07 (Last update: 2013-03-07)

й

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з

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й

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з й й

й з

й

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з

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ё

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з

Illuminate з з з

| 61

Unity оя – . -

1.

з UV г

ё

д

й ё (Mesh Import Settings) (Generate Lightmap UVs).

ё

г –

дз

й

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(Object)

2. ё 3.

х

(Window-Lightmapping)

й

ё

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ё з (Resolution)й г

з

з

(Bake)

| 62

Unity оя – з (Lightmap Display) “

” (Show Resolution).

(Bake)

4.

й

5.

6.

й

з

ё –

Ь

.

ёй

з з

й з

ё

з

й

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(Lightmapping) (Shadow Samples)й гShadow Samplesд

х млл

з (Object) (Shadow Radius) гShadow Radiusд мйн

й

| 63

Unity оя –

ё (Bounces) Bleeding –

ё

й

м

з

ё д

г

ё

з

й

й й дз



(Bake) (Sky Light Intensity) х

лйрй (Color

й

| 64

Unity оя –

(Lightmapping In-Depth). “

з

ё

”.

х нлм3-03-07 (Last update: 2013-03-07)

(Occlusion Culling (Pro Only)) -

з й й

з

з



й (Occlusion Culling) (Frustum Culling) й



й

з –

з

й

з оD

з

”дй ”з й й

г з

з

з

| 65

Unity оя –

з

й

й

гocclusion culling)

й

ё

гocclusion culling)з

(View Cells) г

з

г

з

ё

й -

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з

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з

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з

з

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д (PVS) (Potentially Visible Set). (Setting up Occlusion Culling).

й й

й дй ё

з

з з

-

г ё

з

ё -

| 66

Unity оя – ё

й

з й -

з

-

з з



ё

з

ё

з

з -

й

ё ё

ё

з з (Oclluder

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з

й

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з

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ъ з

й

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->

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х

з

(Objects) з

к

| 67

Unity оя –

(Occlusion Culling Window)

г (Occlusion Area)).

х

й

-

з з

з

з

й й

(Occlusion Culй

ling Window)

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з

х

й

з з

з

з з

ё -

| 68

Unity оя – (Occlusion Culling - Baking).

(Properties) (Technique)

-

(PVS only)

г

-

й

д дз

й -

й з

к г

д й

з й

й

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(Automatic Portal Generation)

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з

з

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-

к

й з

й

-

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| 69

Unity оя – з

й

-

й

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й

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(Far Clip Planeд

д.

й

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з

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з

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й

-

ё

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й

й

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) … й й »

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| 70

Unity оя – ё

й –

з

з ё

з

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й

ё

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з

з

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й

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| 71

Unity оя –

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з з

-

й

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й

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й

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й

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з

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| 72

Unity оя – (Very High)

з

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(Extremely High)

й

з

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з

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й

з

г

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г з

й ё

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з

з

й

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г з

й

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| 73

Unity оя – й Volumes)й (View Volumes)й

з

ё

ё з

ё ё

з

(Target ё

й

з

й

й

ё

з

й

з й й

(Occlusion Portals) з

з

к (Occlusion Portals).

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г

д

(Center) -

й

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лзлзл -

й (Size) -

й

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х нлм3-04-08 (Last update: 2013-04-08)

| 74

Unity оя –

г

д:

A Asset –

AssetBundle –

Asset Server – AssetStore –

B Breadcrumb trail –

F Freeze –

г

д

I | 75

Unity оя – Icon –

G Gizmo –

з

г

з

д

M Mesh -

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з

о

д

P Pipeline –

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Prefab –

R Runtime -

г

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V Versioning System – View -

| 76