Unity3D说明文档翻译-Trouble Shooting

Trouble Shooting

问题排查

This section addresses common problems that can arise when using Unity. Each platform is dealt with separately below.

这部分介绍些你在使用Unity时会出现常见问题.每个平台分别如下处理.

Platform Trouble Shooting

平台问题排查

Geforce 7300GT on OSX 10.6.4

OSX 10.6.4系统上的Geforce 7300GT显卡

· Deferred rendering is disabled because materials are not displayed correctly for Geforce 7300GT on OX 10.6.4; This happens because of buggy video drivers.

· 延迟渲染是禁用的,因为材质在OX 10.6.4系统上Geforce 7300GT显卡不能正确显示.这是由视频驱动故障造成的.

On Windows x64, Unity crashes when my script throws a NullReferenceException

Windows x64平台上当脚本抛出一个NullReferenceException 错误时,Unity崩溃

Please apply Windows Hotfix #976038.

请应用Windows补丁#976038.

Script Editing

脚本编辑

Is there a way to get rid of the welcome page in MonoDevelop?

是否有方法摆脱MonoDevelop的欢迎页面?

Yes. In the MonoDevelop preferences, go to the Visual Style section, and uncheck “Load welcome page on startup”.

是的.在MonoDevelop首选项,到视觉风格部分,勾选在启动时加载欢迎页面.

Why does my script open in MonoDevelop when I have selected Visual Studio as my script editor?

当我已经设置Visual Studio作为我的脚本编辑器,为什么我的脚本会在MonoDevelop上打开?

 

This happens when VS reports that it failed to open your script. The most common cause for this is an external plugin (e.g. Resharper) popping up a dialog at startup, requesting input from the user - this will cause VS to report that it failed to open.

在在当VS编辑器报告它不能打开你的脚本时发生.最常见的原因是一个外部插件(如Resharper)在打开时跳出一个对话框,要求从用户输入-这将导致VS报告无法打开.

Graphics

图形

Slow framerate and/or visual artifacts.

缓慢的帧速率和/或视觉工件。

This may occur if your video card drivers are not up to date. Make sure you have the latest official drivers from your card vendor.

如果你的显卡驱动不是最新的这将发生.确保你驱动是官方最新的.

Shadows

阴影

Shadows also require certain graphics hardware support. See Light Performance page for details.

阴影也需要特定图形硬件支持.参考灯光性能页面获取详细信息.

Check if shadows are not completely disabled in Quality Settings.

如果阴影不能完全禁用.在特性设置检查.

Shadows on Android and iOS have these limitations: soft shadows are not available and in forward rendering rendering path only a single directional light can cast shadows. There is no limit to the number of lights casting shadows in the deferred rendering path.

阴影在安卓和苹果设备有这些限制:软阴影不可用且在正向渲染渲染路径仅一个方向等可以投射出阴影.在延时渲染路径上不限制投射阴影的灯光的数量.

Some of my objects do not cast or receive shadows

我的一些对象不能投射和接受阴影

An object’s Renderer must have Receive Shadows enabled for shadows to be rendered onto it. Also, an object must have Cast Shadows enabled in order to cast shadows on other objects (both are on by default).

一个对象的渲染组件在阴影被渲染到它上时它必须激活接受阴影属性.同样,一个对象必须激活投射阴影属性以便投射阴影到其他对象上(两个都是默认打开的).

Only opaque objects cast and receive shadows. This means that objects using the built-in Transparent or Particle shaders will not cast shadows. In most cases it is possible to use Transparent Cutout shaders for objects like fences, vegetation, etc. If you use custom written Shaders, they have to be pixel-lit and use the Geometry render queue. Objects using VertexLit shaders do not receive shadows but are able to cast them.

只有不透明对象投射和接受阴影.这意味着对象使用内建的透明组件和粒子着色器将不投射阴影.在大部分情况下使用关闭透明着色器对像栅栏,植被等对象.如果你使用自己编写的着色器,它们必须是pixel-lit(像素光)并使用几何渲染队列.使用VertexLit(顶点光)着色器的对象不接受阴影,但可以投影它们.

Only Pixel lights cast shadows. If you want to make sure that a light always casts shadows no matter how many other lights are in the scene, then you can set it to Force Pixel render mode (see the Light reference page).

只有像素光投射阴影.如果你想确保一个灯光总是投射阴影不管多少其他灯光在场景内,则你可以设置他为Force Pixel(强力像素)渲染模式(查看灯光组件参考页面.)

 

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