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中文1:
Unity官方手册的这个部分提供了使用Assets(资源)在Unity中工作的原理及规范的概览。
一个Asset(资源)代表着任意一个你能运用在项目中的元素,它可能来自一个外部文件,比如一个3D模型,一个音频文件,或者一张图片。
其中某些类别的Asset(资源)你也可以在Unity中创建,比如ProBuilder Mesh2(ProBuilder网格,Probuilder是Unity内置的建模工具(译者注)),一个Animator Controller3 (动画控制器),一个 Audio Mixer(音频混合器)4 ,或者一个Render Texture(渲染纹理)
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原版网页:
Unity - Manual: Asset Workflow
Asset workflow
This area of the Unity User Manual provides a general overview of the principles of working with Assets in Unity.An Asset is a representation of any item you can use in your Project. An Asset might come from a file created outside of Unity, such as a 3D Model, an audio file, or an image. There are also some Asset types that you can create in Unity, such as a ProBuilder Mesh5, an Animator Controller6, an Audio Mixer, or a Render Texture7
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译者:夜若渊 ↩︎Unity中主要的图形构造(基元)。网格在你的3D世界的组成中占据着很大一部分。Unity提供了三角形或矩形的多边形网格。Nurbs(NURBS(NonUniformRationalB-spline) 非均匀有理B样条曲线), Nurms(non-uniform refined mesh smooth(不等比重组式网格平滑)),Subdiv的表面必须转换成多边形的表面 ↩︎
使用动画状态机和动画混合树可以在不同的层级控制动画。同一个Animation Controller(动画控制器)可以被多种使用了动画组件的模型所引用。 ↩︎
一种可以在运行时创建和更新的特殊Texture(纹理)。你可以这样使用它们:首先创建一个新的Render Texture并且指定你的其中一个Camera来绘制它,然后你就可以在你的Material(材料)中像使用一个普通的Texture那样使用Render Texture了 ↩︎
The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. ↩︎
Controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. ↩︎
A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. ↩︎