干净与混乱的GUI

A request I’ve gotten from quite a few new users is to have some indicator axes in the Scene View showing you what is up and what is down. There is a reason why they are not there, and it ties into the core of my Job here at UT: GUI design. I’ve wanted to comment a bit on this.

我从许多新用户那里得到的请求是,在“场景视图”中有一些指示器轴,以显示向上和向下的状态。 他们之所以不在这里是有原因的,它与我在UT的工作核心:GUI设计有关。 我想对此发表一点评论。

Unity has a very minimalist GUI; this stems from the basic premice that GUI you don’t interact with is an actual loss to your productivity – every GUI element that you do not use is one you look at many hundred times a day when working with Unity, and hence something you need to discard from using many hundred times a day. After a while you get pretty good at ignoring a piece of user interface, but when it adds up, you end up with a cluttered mess. Take a look at many 3D apps to see just how bad this can get.

Unity具有非常简约的GUI。 这源于您不与之交互的GUI的基本前提是生产力的实际损失 –您不使用的每个GUI元素都是您每天使用Unity进行数百次检查,因此您需要一些东西放弃每天使用数百次。 一段时间后,您会非常擅长忽略一个用户界面,但是当它累加起来时,您最终会陷入混乱。 看看许多3D应用程序,看看它会变得多么糟糕。

On to what I actually wanted to talk about – the world space indicator arrows, and why they are not there.

关于我实际上要谈论的内容–世界空间指示器箭头,以及为什么不存在这些箭头。

At its heart, Unity is not a modelling app – it is an app where you bring together pieces of art from other apps. This means that usually telling which way is up is not a problem:

从本质上讲,Unity不是建模应用程序,而是一个将其他应用程序中的艺术品汇集在一起​​的应用程序。 这意味着通常告诉哪个方向是没有问题的:

Global Conflicts Palestine

Geez, I wonder which way is up?

真是的,我想知道往哪个方向走?

While this can be quite hard to see in a 3D-modelling app (where you might be constructing your mesh by connecting raw verts), by the time you put things into Unity, this is not so big a deal. 

尽管在3D建模应用程序中(这可能是通过连接原始顶点来构建网格的)很难看到,但是当您将其放入Unity时,这并不是什么大问题。

What about when you’re just starting out? In this case, I can see we have an issue – I cannot tell how I’m looking at a box. However, adding an RGB axis thingy to show the directions to every scene view seemed to be way overkill; it would add on-screen clutter for the people who have huge, complex scenes to manage – in order to solve a slight confusion when you’re starting out a new scene. I thought we could use more subtlety;

刚开始时呢? 在这种情况下,我可以看到我们有一个问题–我无法告诉我如何看待盒子。 但是,添加一个RGB轴来显示每个场景视图的方向似乎过头了; 对于需要管理庞大而复杂的场景的人来说,这会增加屏幕上的混乱状况-以解决您在开始新场景时出现的一些混乱情况。 我以为我们可以使用更多的微妙之处。

In real life, we don’t have the problem of telling up from down. Apart from the fact that we can usually assume that our feet should be pointing downwards, there are other cues – mainly a horizon line and lighting.

在现实生活中,我们没有从下往上讲的问题。 除了我们通常可以假设脚应该朝下的事实外,还有其他提示-主要是地平线和照明。

Light tends to come from above. How about adding a soft top-down light to Unity’s default light setup? This could be a hint of a global up we might just pick up without thinking about it?

光线往往来自上方。 如何在Unity的默认灯光设置中添加柔和的自上而下的灯光? 这可能暗示着我们可能会在不考虑的情况下加快全球发展速度吗?

I’m also considering always having a very simple skybox in the sceneview – basically something that would tint the upper half of the background a bit lighter than the lower one.  

我还考虑在场景视图中始终使用一个非常简单的天空框-基本上可以使背景上半部分的色彩比下半部分的天空轻一些。

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There is, however, another solution; Sometimes, other people just make some excellent work: In one of the later Maya versions, they added the ability to click the indicator arrows to orient your viewport to a direction:

但是,还有另一种解决方案。 有时,其他人只是做一些出色的工作:在后来的Maya版本中,他们添加了单击指示器箭头以将视口定向到一个方向的功能:

MAYA scene view

They even animated the viewport turning to make sure you didn’t get confused while changing views. I noticed that even experienced Maya users picked up this concept immediately – and apparently didn’t mind the animations. Now, those axis arrows are no longer mere decoration, they are actually used to perform a function we do very often – and giving them this functionality means we can remove the (seldomly used and much more cumbersome to use) direction drop-down. 

他们甚至对视口转向进行动画处理,以确保您在更改视图时不会感到困惑。 我注意到,即使是经验丰富的Maya用户,也会立即接受这个概念-显然不介意动画。 现在,这些轴箭头不再仅仅是装饰,它们实际上是用来执行我们经常执行的功能的-赋予它们此功能意味着我们可以消除(很少使用且使用起来更加麻烦)方向下拉菜单。

This is one of the things I plan to be playing with when I do my huge Scene View cleanup.

这是我计划进行大型Scene View清理时打算使用的功能之一。

翻译自: https://blogs.unity3d.com/2008/01/07/clean-vs-cluttered-gui/

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