The Editor Settings let you choose options that affect the way you work with the editor.
Properties
Property: | Function: |
---|---|
Unity Remote(unity远程控制) | |
Device(设备) | The device type you will use for remote testing (Android, iOS or none).(选择设备来进行远程控制) |
Compression(压缩) | The type of image compression used when transmitting the game screen to the device. JPEG typically gives higher compression and performance while PNG gives a more accurate representation of the game display.(在使用远程设备控制游戏的时候游戏屏幕传输图像的压缩格式,JpEg代表高性能和高压缩,当使用PNG时,代表更好的现实效果) |
Resolution(分辨率) | Selects whether the device should show the game display at normal resolution (for graphical accuracy) or downsized (for performance).(使用远程现实设备现实游戏画面的效果为标准分辨率(比较好的图像效果)或者是缩小尺寸的现实效果(通过你的游戏性能决定)) |
Version Control(版本控制) | |
Mode | The version control system that should be used. Different options are available for different systems as described in this section of the manual.(当你使用版本控制时,可以在下面的操作手册中找到具体的说明) |
Asset Serialization(资源序列化) | |
Mode(模式) | To assist with version control merges, Unity can store scene files in a text-based format (see the text scene format pages for further details). If scene merges will not be performed then Unity can store scenes in a more space efficient binary format or allow both text and binary scene files to exist at the same time.(用来帮助版本控制器,便于合并,unity能够以文本的形式存储场景文件(看链接张有具体shuoming) 用于版本控制时的资源合并。Unity可以将场景文件保存为文本格式(参见textual scene format场景文本格式 获取更多内容 )。如果场景文件不需要合并,则unity会将场景保存为二进制格式以节省空间。也可以设置为2种文件格式同时使用。) |
Default Behavior Mode | |
Mode | Chooses between 2D or 3D editor mode. See 2D or 3D Projects for more information. |
Sprite Packer | |
Mode | This chooses whether the Sprite Packer is always enabled, enabled for builds only or completely disabled. |