unity3d游戏项目_Unity 3D游戏项目元素

unity3d游戏项目

There is is set of elements(or components) which together forms a Game, developed using Unity engine. These elements play a major role in making the game interactive as well as in adding features that can vividly express your Game's objective. Let's discuss about these elements and their functionality.

有一组元素(或组件)共同构成一个游戏,使用Unity引擎开发。 这些元素在使游戏具有交互性以及添加可以生动表达游戏目标的功能方面发挥着重要作用。 让我们讨论这些元素及其功能。

资产 (Assets)

Assets are the representation of project item(s) which you can implement in your game or project. An asset can be a file imported from outside of Unity, like the 3D model, audio and sound file, images (jpeg, gif, png etc), textures or any of the other file types which is supported by Unity. There is also a collection of asset-types which can be produced within Unity.

资产是可以在游戏或项目中实现的项目项目的表示。 资产可以是从Unity外部导入的文件,例如3D模型,音频和声音文件,图像(jpeg,gif,png等),纹理或Unity支持的任何其他文件类型。 在Unity中也可以产生资产类型的集合。

Assets

Examples of such assets are:

此类资产的示例有:

  • Animator Controller

    动画控制器

  • Audio Mixer

    调音台

  • Render Texture

    渲染纹理

  • Pictures

    图片

  • Animation files

    动画文件

该项目 (The Project)

Project in Unity is a folder or location which holds your complete game project along with all its associated assets which may contain the library and assets sub-folder also.

Unity中的Project是一个文件夹或位置,用于保存您的完整游戏项目及其所有相关资产,其中还可能包含库和资产子文件夹。

配套 (Packages)

It is a precompiled cluster of game assets. Unity comes with various packages.

它是游戏资产的预编译群集。 Unity带有各种软件包。

游戏对象 (GameObject)

Every object present within the game is a GameObject. Technically, they don't append any functionality to your game project but merely acts as holders for components like the Transform, Light, Script, and RigidBody components. You will learn about them in the coming chapters, with practical implementation in the form of small projects.

游戏中存在的每个对象都是GameObject 。 从技术上讲,它们不会为您的游戏项目添加任何功能,而只是充当TransformLightScriptRigidBody组件之类的组件的持有人。 在接下来的章节中,您将以小型项目的形式来实际了解它们。

组件 (Components)

Components are the basic building blocks i.e. the nuts & bolts of objects and their activities in a game. They act as functional pieces for each GameObject. By default, every GameObjects have a Transform Component set automatically, because, it dictates where the GameObject is positioned within the Unity environment, and how it gets rotated and scaled.

组件是基本的构建块,即对象的螺母和螺栓及其在游戏中的活动。 它们充当每个GameObject的功能部件。 默认情况下,每个GameObjects都会自动设置一个Transform Component ,因为它决定了GameObject在Unity环境中的位置以及旋转和缩放的方式。

场景 (Scenes)

A Scenes can be defined as the base or the parent object, where you can place your GameObjects to make a level of the game. One or more scenes (aka, levels) are generally put into a game and they are linked together, which your audience will cross or pass by clearing some specific objectives. All these objectives and the logic of the game will be put in methods which will run along with the player within the scene.

场景可以定义为基础对象或父对象,您可以在其中放置GameObjects来制作游戏级别。 通常将一个或多个场景(又称为关卡)放入游戏中,并将它们链接在一起,您的听众将通过清除某些特定目标来交叉或通过。 所有这些目标和游戏逻辑将放入与场景中的玩家一起运行的方法中。

Scenes

预制件 (Prefab)

Prefabs are the reusable GameObject components which are laid up in the Project View window. Prefabs can be introduced into any number of scenes, as many times as you want, per scene. You can create instance of these prefabs which are linked to the main Prefab. It doesn't matter how many instances exist in your project; when you do any changes to the Prefab, you can visualize the change applied to all other instances. You will work with prefabs in the later chapters, while developing small game projects.

预制件是可重用的GameObject组件,这些组件放置在“项目视图”窗口中。 每个场景可以将预制件引入任意数量的场景中,次数不限。 您可以创建链接到主预制件的这些预制件的实例。 项目中有多少个实例并不重要。 当您对Prefab进行任何更改时,您可以可视化应用于所有其他实例的更改。 在后面的章节中,您将使用预制件,同时开发小型游戏项目。

建立 (Build)

It is an exported adaptation of your game that will contain all the essential scenes for playback on the specific platform.

它是您游戏的导出改编版,其中包含所有在特定平台上播放的基本场景。

翻译自: https://www.studytonight.com/3d-game-engineering-with-unity/elements-of-unity3d

unity3d游戏项目

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