ΠΠ°ΠΊ ΠΊΠΎΠΏΠΈΡΠΎΠ²Π°ΡΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π² unity
ΠΠ°ΠΊ ΠΊΠΎΠΏΠΈΡΠΎΠ²Π°ΡΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π² unity
ΠΠ΄ΠΈΠ½ΡΡΠ²ΠΎ ΠΠΎΡΡΡΠΈΠ΅ ΠΠ»Π°Π²ΠΈΡΠΈ
ΠΠ° ΡΡΠΎΠΉ ΡΡΡΠ°Π½ΠΈΡΠ΅ Π΄Π°Π΅ΡΡΡ ΠΎΠ±Π·ΠΎΡ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ ΠΠ΄ΠΈΠ½ΡΡΠ²ΠΎ » Π³ΠΎΡΡΡΠΈΠ΅ » ΠΠ»Π°Π²ΠΈΡΠΈ. ΠΡ ΡΠ°ΠΊΠΆΠ΅ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π·Π°Π³ΡΡΠ·ΠΈΡΡ PDF-ΡΠ°ΠΉΠ» ΡΠ°Π±Π»ΠΈΡΡ Π΄Π»Ρ Windows ΠΈ MacOSX. ΠΠ΄Π΅ ΠΊΠΎΠΌΠ°Π½Π΄Ρ CTRL/CMD ΠΊΠ°ΠΊ ΡΠ°ΡΡΡ ΠΊΠ»Π°Π²ΠΈΡ, ΡΡΠΎ ΡΠΊΠ°Π·ΡΠ²Π°Π΅Ρ Π½Π° ΡΠΎ, ΡΡΠΎ ΠΊΠ»Π°Π²ΠΈΡΠΈ Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡΡΡ Π½Π° Windows ΠΈ ΠΊΠ»Π°Π²ΠΈΡΡ Command Π½Π° MacOSX.
ΠΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ
ΠΠ°ΠΆΠ°ΡΠΈΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ ΠΠΎΠΌΠ°Π½Π΄Π°
Q ΠΠ°Π½
ΠΡ ΠΠ²ΠΈΠ³Π°ΡΡΡΡ
E ΠΠΎΠ²ΠΎΡΠΎΡ
R Π¨ΠΊΠ°Π»Ρ
Z Pivot ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΡ Π Π΅ΠΆΠΈΠΌΠ°
X Pivot ΠΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΡ Π Π΅ΠΆΠΈΠΌΠ° ΠΡΠ°ΡΠ΅Π½ΠΈΡ
V ΠΠ΅ΡΡΠΈΠ½Π° ΠΡΠ½Π°ΡΡΠΊΠΈ
CTRL/CMD+LMB Snap
GameObject
CTRL/CMD+SHIFT+N ΠΠΎΠ²Π°Ρ ΠΈΠ³ΡΠ° ΠΎΠ±ΡΠ΅ΠΊΡΠ°
CTRL/CMD+ALT+F ΠΠ²ΠΈΠ³Π°ΡΡΡΡ ΠΏΡΠΎΡΠΌΠΎΡΡ
CTRL/CMD+SHIFT+F Π‘ΠΎΠ²ΠΌΠ΅ΡΡΠΈΡΠ΅ Ρ Π²ΠΈΠ΄ΠΎΠΌ
ΠΠΊΠ½ΠΎ
CTRL/CMD+1 Π‘ΡΠ΅Π½Π°
CTRL/CMD+2 ΠΠ³ΡΠ°
CTRL/CMD+3 ΠΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ
CTRL/CMD+4 ΠΠ΅ΡΠ°ΡΡ
ΠΈΠΈ
CTRL/CMD+5 ΠΡΠΎΠ΅ΠΊΡ
CTRL/CMD+6 ΠΠ½ΠΈΠΌΠ°ΡΠΈΡ
CTRL/CMD+7 ΠΡΠΎΡΠΈΠ»ΠΈΡΠΎΠ²ΡΠΈΠΊ
CTRL/CMD+9 ΠΠΊΡΠΈΠ²-ΠΌΠ°Π³Π°Π·ΠΈΠ½
CTRL/CMD+0 ΠΠ½ΠΈΠΌΠ°ΡΠΈΡ
CTRL/CMD+SHIFT+C ΠΠΎΠ½ΡΠΎΠ»ΠΈ
Π Π΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ
CTRL/CMD+Z ΠΡΠΌΠ΅Π½ΠΈΡΡ
CTRL+Y (ΡΠΎΠ»ΡΠΊΠΎ Π΄Π»Ρ Windows) ΠΠΎΠ²ΡΠΎΡ
CMD+SHIFT+Z (ΡΠΎΠ»ΡΠΊΠΎ Π΄Π»Ρ Mac) ΠΠΎΠ²ΡΠΎΡ
CTRL/CMD+X ΠΡΡΠ΅Π·Π°ΡΡ
CTRL/CMD+C Π‘ΠΊΠΎΠΏΠΈΡΡΠΉΡΠ΅
CTRL/CMD+V ΠΡΡΠ°Π²ΠΈΡΡ
CTRL/CMD+D ΠΡΠ±Π»ΠΈΠΊΠ°Ρ
SHIFT+Del Π£Π΄Π°Π»ΠΈΡΡ
F Π Π°ΠΌΠ° (ΡΠ΅Π½ΡΡ) Π²ΡΠ±ΠΎΡ
CTRL/CMD+F ΠΠ°ΠΉΡΠΈ
CTRL/CMD+A ΠΡΠ±ΡΠ°ΡΡ ΠΡΠ΅
CTRL/CMD+P ΠΠ³ΡΠ°ΡΡ
CTRL/CMD+SHIFT+P ΠΠ°ΡΠ·Π°
CTRL/CMD+ALT+P Π¨Π°Π³
ΠΡΠ±ΠΎΡ
CTRL/CMD+SHIFT+1 ΠΡΠ±ΠΎΡ ΠΠ°Π³ΡΡΠ·ΠΊΠΈ 1
CTRL/CMD+SHIFT+2 Load Selection 2
CTRL/CMD+SHIFT+3 «ΠΠ°Π³ΡΡΠ·ΠΈΡΡ ΠΡΠ΄Π΅Π»Π΅Π½Π½ΡΡ ΠΠ±Π»Π°ΡΡΡ » 3
CTRL/CMD+SHIFT+4 ΠΠ°Π³ΡΡΠ·ΠΈΡΡ ΠΡΠ΄Π΅Π»Π΅Π½Π½ΡΡ ΠΠ±Π»Π°ΡΡΡ 4
CTRL/CMD+SHIFT+5 ΠΠ°Π³ΡΡΠ·ΠΈΡΡ ΠΡΠ΄Π΅Π»Π΅Π½Π½ΡΡ ΠΠ±Π»Π°ΡΡΡ 5
CTRL/CMD+SHIFT+6 ΠΡΠ±ΠΎΡ ΠΠ°Π³ΡΡΠ·ΠΊΠΈ 6
CTRL/CMD+SHIFT+7 ΠΠ°Π³ΡΡΠ·ΠΈΡΡ ΠΡΠ΄Π΅Π»Π΅Π½Π½ΡΡ ΠΠ±Π»Π°ΡΡΡ 7
CTRL/CMD+SHIFT+8 ΠΡΠ±ΠΎΡ ΠΠ°Π³ΡΡΠ·ΠΊΠΈ 8
CTRL/CMD+SHIFT+9 ΠΡΠ±ΠΎΡ ΠΠ°Π³ΡΡΠ·ΠΊΠΈ 9
CTRL/CMD+ALT+1 Save Selection 1
CTRL/CMD+ALT+2 Save Selection 2
CTRL/CMD+ALT+3 Save Selection 3
CTRL/CMD+ALT+4 «Π‘ΠΎΡ
ΡΠ°Π½ΠΈΡΡ ΠΡΠ΄Π΅Π»Π΅Π½Π½ΡΡ ΠΠ±Π»Π°ΡΡΡ 4
CTRL/CMD+ALT+5 Save Selection 5
CTRL/CMD+ALT+6 Save Selection 6
CTRL/CMD+ALT+7 Save Selection 7
CTRL/CMD+ALT+8 Save Selection 8
CTRL/CMD+ALT+9 Save Selection 9
Creating and Using Materials
To create a new Material, use Assets->Create->Material from the main menu or the Project View context menu.
By default, new materials are assigned the Standard Shader, with all map properties empty, like this:
ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΏΡΠ½ΠΊΡ Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΌΠ΅Π½Ρ Assets->Create->Material ΠΈΠ»ΠΈ ΠΊΠΎΠ½ΡΠ΅ΠΊΡΡΠ½ΠΎΠ΅ ΠΌΠ΅Π½Ρ ΠΎΠΊΠ½Π° Project ( Project View ) Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π°. ΠΠΎΡΠ»Π΅ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ, Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΡΠΈΠΌΠ΅Π½ΠΈΡΡ Π΅Π³ΠΎ ΠΊ ΠΎΠ±ΡΠ΅ΠΊΡΡ ΠΈ Π½Π°ΡΡΡΠΎΠΈΡΡ Π²ΡΠ΅ Π΅Π³ΠΎ ΡΠ²ΠΎΠΉΡΡΠ²Π° Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅ ( Inspector ). ΠΠ»Ρ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° ΠΊ ΠΎΠ±ΡΠ΅ΠΊΡΡ, ΠΏΡΠΎΡΡΠΎ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΠ΅ Π΅Π³ΠΎ ΠΈΠ· ΠΎΠΊΠ½Π° Project ( Project View ) Π½Π° Π»ΡΠ±ΠΎΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ Π² ΡΡΠ΅Π½Π΅ ( Scene ) ΠΈΠ»ΠΈ ΠΈΠ΅ΡΠ°ΡΡ ΠΈΠΈ ΡΡΠ΅Π½Ρ ( Hierarchy ).
Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ° ΡΠ²ΠΎΠΉΡΡΠ² ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π°
Π‘ΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ Π΄Π²Π° ΡΠΏΠΎΡΠΎΠ±Π° ΠΏΡΠΈΡΠ²Π°ΠΈΠ²Π°Π½ΠΈΡ ΡΠ΅ΠΊΡΡΡΡΡ ( Texture ) ΡΠ²ΠΎΠΉΡΡΠ²Ρ.
Π Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΊ ΠΎΡΠ½ΠΎΠ²Π½ΡΠΌ ΡΠ΅ΠΉΠ΄Π΅ΡΠ°ΠΌ, ΠΏΡΠΈΠΌΠ΅Π½ΡΠ΅ΠΌΡΠΌ ΠΊ ΠΈΠ³ΡΠΎΠ²ΡΠΌ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌ, ΡΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ ΡΡΠ΄ Π΄ΡΡΠ³ΠΈΡ ΠΊΠ°ΡΠ΅Π³ΠΎΡΠΈΠΉ Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΡ ΡΠ΅Π»Π΅ΠΉ:-
Π’Π΅Ρ Π½ΠΈΡΠ΅ΡΠΊΠΈΠ΅ Π΄Π΅ΡΠ°Π»ΠΈ ΡΠ΅ΠΉΠ΄Π΅ΡΠ°
A Shader is a script which contains mathematical calculations and algorithms for how the pixels on the surface of a model should look. The standard shader performs complex and realistic lighting calculations. Other shaders may use simpler or different calculations to show different results. Within any given Shader are a number of properties which can be given values by a Material using that shader. These properties can be numbers, colours definitions or textures, which appear in the inspector when viewing a Material. Materials are then used by Renderer components attached to Game Objects, to render each Game Objectβs mesh.
It is possible and often desirable to have several different Materials which may reference the same textures. These materials may also use the same or different shaders, depending on the requirements.
Below is an example of a possible set-up combination using three materials, two shaders and one texture.
In the diagram we have a red car and a blue car. Both models use a separate material for the bodywork, βRed car materialβ and βBlue car materialβ respectively.
Both these bodywork materials use the same custom shader, βCarbody Shaderβ. A custom shader may be used because the shader adds extra features specifically for the cars, such as metallic sparkly rendering, or perhaps has a custom damage masking feature.
Each car body material has a reference to the βCar Textureβ, which is a texture map containing all the details of the bodywork, without a specific paint colour.
The Carbody shader also accepts a tint colour, which is set to a different colour for the red and blue cars, giving each car a different look while using a single texture for both of them.
The car wheel models use a separate material again, but this time both cars share the same material for their wheels, as the wheels do not differ on each car. The wheel material uses the Standard Shader, and has a reference again to the Car Texture.
Even though the bodywork materials are using a texture that also contains the wheel image, the wheel does not appear on the body because that part of the texture is not mapped to the bodywork geometry.
Similarly, the wheel material is using the same texture, which has bodywork detail in it. The bodywork detail does not appear on the wheel, because only the portion of the texture showing the wheel detail is mapped to the wheel geometry.
This mapping is done by the 3D artist in an external 3d application, and is called βUV mappingβ.
ΠΡΠ»ΠΈ Π±ΡΡΡ ΡΠΎΡΠ½Π΅Π΅, ΡΠ΅ΠΉΠ΄Π΅Ρ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅Ρ:
ΠΠ΅ΠΊΠΎΡΠΎΡΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ ΡΠ΅ΠΉΠ΄Π΅ΡΠΎΠ² Π²ΡΡΡΠΎΠ΅Π½ΠΎ ΠΏΡΡΠΌΠΎ Π² ΡΠ°ΠΌ ΡΠ΅Π΄Π°ΠΊΡΠΎΡ Unity, ΠΈ Π΅ΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π΄ΠΎΡΡΡΠΏΠ½ΠΎ Π² Π²ΠΈΠ΄Π΅ ΠΎΡΠ΄Π΅Π»ΡΠ½ΠΎΠΉ Π±ΠΈΠ±Π»ΠΈΠΎΡΠ΅ΠΊΠΈ Standard Assets. ΠΠ»Ρ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ ΠΎ ΡΠ΅ΠΉΠ΄Π΅ΡΠ°Ρ , ΡΠΌΠΎΡΡΠΈΡΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ Π²ΡΡΡΠΎΠ΅Π½Π½ΡΠΌ ΡΠ΅ΠΉΠ΄Π΅ΡΠ°ΠΌ.
Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΈΠ³ΡΠΎΠ²ΡΠΌΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ (GameObjects) Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ²
Π ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ΅ Unity Π²Ρ ΠΈΠ·ΠΌΠ΅Π½ΡΠ΅ΡΠ΅ ΡΠ²ΠΎΠΉΡΡΠ²Π° ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ ΠΎΠΊΠ½ΠΎ Inspector. Π’Π°ΠΊ, Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΏΠΎΠ·ΠΈΡΠΈΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° Transform ΠΏΡΠΈΠ²Π΅Π΄Π΅Ρ ΠΊ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΏΠΎΠ·ΠΈΡΠΈΠΈ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°. ΠΠ½Π°Π»ΠΎΠ³ΠΈΡΠ½ΠΎ, Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ ΡΠ²Π΅Ρ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Π° ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° Renderer ΠΈΠ»ΠΈ ΠΌΠ°ΡΡΡ ΡΠ²ΡΡΠ΄ΠΎΠ³ΠΎ ΡΠ΅Π»Π° (RigidBody) Ρ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠΌ Π²Π»ΠΈΡΠ½ΠΈΠ΅ΠΌ Π½Π° ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΠ΅ ΠΈΠ»ΠΈ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°. ΠΠΎ Π±ΠΎΠ»ΡΡΠ΅ΠΉ ΡΠ°ΡΡΠΈ ΡΠΊΡΠΈΠΏΡΡ ΡΠ°ΠΊΠΆΠ΅ ΠΈΠ·ΠΌΠ΅Π½ΡΡΡ ΡΠ²ΠΎΠΉΡΡΠ²Π° ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ² Π΄Π»Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΈΠ³ΡΠΎΠ²ΡΠΌΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ. Π Π°Π·Π½ΠΈΡΠ°, ΠΎΠ΄Π½Π°ΠΊΠΎ, Π² ΡΠΎΠΌ, ΡΡΠΎ ΡΠΊΡΠΈΠΏΡ ΠΌΠΎΠΆΠ΅Ρ ΠΈΠ·ΠΌΠ΅Π½ΡΡΡ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ²Π° ΠΏΠΎΡΡΠ΅ΠΏΠ΅Π½Π½ΠΎ ΡΠΎ Π²ΡΠ΅ΠΌΠ΅Π½Π΅ΠΌ ΠΈΠ»ΠΈ ΠΏΠΎ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ Π²Π²ΠΎΠ΄Π° ΠΎΡ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Ρ. ΠΠ° ΡΡΠ΅Ρ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ, ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Π² Π·Π°Π΄Π°Π½Π½ΠΎΠ΅ Π²ΡΠ΅ΠΌΡ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΡΠ΅Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½ Π»ΡΠ±ΠΎΠΉ ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΠΏΡΠΎΡΠ΅ΡΡ.
ΠΠ±ΡΠ°ΡΠ΅Π½ΠΈΠ΅ ΠΊ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌ
ΠΠ°ΠΈΠ±ΠΎΠ»Π΅Π΅ ΠΏΡΠΎΡΡΡΠΌ ΠΈ ΡΠ°ΡΠΏΡΠΎΡΡΡΠ°Π½Π΅Π½Π½ΡΠΌ ΡΠ²Π»ΡΠ΅ΡΡΡ ΡΠ»ΡΡΠ°ΠΉ, ΠΊΠΎΠ³Π΄Π° ΡΠΊΡΠΈΠΏΡΡ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎ ΠΎΠ±ΡΠ°ΡΠΈΡΡΡΡ ΠΊ Π΄ΡΡΠ³ΠΈΠΌ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌ, ΠΏΡΠΈΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½Π½ΡΡ ΠΊ ΡΠΎΠΌΡ ΠΆΠ΅ GameObject. ΠΠ°ΠΊ ΡΠΏΠΎΠΌΠΈΠ½Π°Π»ΠΎΡΡ Π²ΠΎ ΡΠ°Π·Π΄Π΅Π»Π΅ ΠΠ²Π΅Π΄Π΅Π½ΠΈΠ΅, ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ Π½Π° ΡΠ°ΠΌΠΎΠΌ Π΄Π΅Π»Π΅ ΡΠ²Π»ΡΠ΅ΡΡΡ ΡΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡΠΎΠΌ ΠΊΠ»Π°ΡΡΠ°, ΡΠ°ΠΊ ΡΡΠΎ ΠΏΠ΅ΡΠ²ΡΠΌ ΡΠ°Π³ΠΎΠΌ Π±ΡΠ΄Π΅Ρ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΠ΅ ΡΡΡΠ»ΠΊΠΈ Π½Π° ΡΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°, Ρ ΠΊΠΎΡΠΎΡΡΠΌ Π²Ρ Ρ ΠΎΡΠΈΡΠ΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ. ΠΡΠΎ Π΄Π΅Π»Π°Π΅ΡΡΡ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΡΡΠ½ΠΊΡΠΈΠΈ GetComponent. Π’ΠΈΠΏΠΈΡΠ½ΠΎ, ΠΎΠ±ΡΠ΅ΠΊΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° ΡΠΎΡ ΡΠ°Π½ΡΡΡ Π² ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ, ΡΡΠΎ Π΄Π΅Π»Π°Π΅ΡΡΡ Π² C# ΠΏΠΎΡΡΠ΅Π΄ΡΡΠ²ΠΎΠΌ ΡΠ»Π΅Π΄ΡΡΡΠ΅Π³ΠΎ ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡΠ°:
Π UnityScript ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡ Π½Π΅ΠΌΠ½ΠΎΠ³ΠΎ ΠΎΡΠ»ΠΈΡΠ°Π΅ΡΡΡ:
ΠΠ°ΠΊ ΡΠΎΠ»ΡΠΊΠΎ Ρ Π²Π°Ρ Π΅ΡΡΡ ΡΡΡΠ»ΠΊΠ° Π½Π° ΡΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°, Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°ΡΡ Π·Π½Π°ΡΠ΅Π½ΠΈΡ Π΅Π³ΠΎ ΡΠ²ΠΎΠΉΡΡΠ², ΡΠ΅Ρ ΠΆΠ΅, ΠΊΠΎΡΠΎΡΡΠ΅ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ Π² ΠΎΠΊΠ½Π΅ Inspector:
ΠΠΌΠ΅ΠΉΡΠ΅ Π²Π²ΠΈΠ΄Ρ, ΡΡΠΎ Π½Π΅Ρ ΠΏΡΠΈΡΠΈΠ½Ρ, ΠΏΠΎ ΠΊΠΎΡΠΎΡΠΎΠΉ Π²Ρ Π½Π΅ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΠΌΠ΅ΡΡ Π±ΠΎΠ»ΡΡΠ΅ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠ³ΠΎ ΡΠΊΡΠΈΠΏΡΠ°, ΠΏΡΠΈΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½Π½ΠΎΠ³ΠΎ ΠΊ ΠΎΠ΄Π½ΠΎΠΌΡ ΠΈ ΡΠΎΠΌΡ ΠΆΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ. ΠΡΠ»ΠΈ Π²Π°ΠΌ Π½ΡΠΆΠ½ΠΎ ΠΎΠ±ΡΠ°ΡΠΈΡΡΡΡ ΠΊ ΠΎΠ΄Π½ΠΎΠΌΡ ΡΠΊΡΠΈΠΏΡΡ ΠΈΠ· Π΄ΡΡΠ³ΠΎΠ³ΠΎ, Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ, ΠΊΠ°ΠΊ ΠΎΠ±ΡΡΠ½ΠΎ, GetComponent, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ ΠΏΡΠΈ ΡΡΠΎΠΌ ΠΈΠΌΡ ΠΊΠ»Π°ΡΡΠ° ΡΠΊΡΠΈΠΏΡΠ° (ΠΈΠ»ΠΈ ΠΈΠΌΡ ΡΠ°ΠΉΠ»Π°), ΡΡΠΎΠ±Ρ ΡΠΊΠ°Π·Π°ΡΡ ΠΊΠ°ΠΊΠΎΠΉ ΡΠΈΠΏ ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° Π²Π°ΠΌ Π½ΡΠΆΠ΅Π½.
ΠΡΠ»ΠΈ Π²Ρ ΠΏΠΎΠΏΡΡΠ°Π΅ΡΠ΅ΡΡ ΠΈΠ·Π²Π»Π΅ΡΡ ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ, ΠΊΠΎΡΠΎΡΡΠΉ Π½Π΅ Π±ΡΠ» Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ ΠΊ ΠΠ³ΡΠΎΠ²ΠΎΠΌΡ ΠΠ±ΡΠ΅ΠΊΡΡ, ΡΠΎΠ³Π΄Π° GetComponent Π²Π΅ΡΠ½Π΅Ρ null; Π²ΠΎΠ·Π½ΠΈΠΊΠ½Π΅Ρ ΠΎΡΠΈΠ±ΠΊΠ° ΠΏΡΡΡΠΎΠΉ ΡΡΡΠ»ΠΊΠΈ ΠΏΡΠΈ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΠΈ (null reference error at runtime), Π΅ΡΠ»ΠΈ Π²Ρ ΠΏΠΎΠΏΡΡΠ°Π΅ΡΠ΅ΡΡ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ ΠΊΠ°ΠΊΠΈΠ΅-Π»ΠΈΠ±ΠΎ Π·Π½Π°ΡΠ΅Π½ΠΈΡ Ρ ΠΏΡΡΡΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°.
ΠΠ±ΡΠ°ΡΠ΅Π½ΠΈΠ΅ ΠΊ Π΄ΡΡΠ³ΠΈΠΌ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌ
ΠΡΡΡΡ ΠΈΠ½ΠΎΠ³Π΄Π° ΠΎΠ½ΠΈ ΠΈ ΡΡΡΠ΅ΡΡΠ²ΡΡΡ ΠΈΠ·ΠΎΠ»ΠΈΡΠΎΠ²Π°Π½Π½ΠΎ, Π²ΡΠ΅ ΠΆΠ΅, ΠΎΠ±ΡΡΠ½ΠΎ, ΡΠΊΡΠΈΠΏΡΡ ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°ΡΡ Π΄ΡΡΠ³ΠΈΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ. ΠΠ°ΠΏΡΠΈΠΌΠ΅Ρ, ΠΏΡΠ΅ΡΠ»Π΅Π΄ΡΡΡΠΈΠΉ Π²ΡΠ°Π³ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π·Π½Π°ΡΡ ΠΏΠΎΠ·ΠΈΡΠΈΡ ΠΈΠ³ΡΠΎΠΊΠ°. Unity ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΏΡΡΠ΅ΠΉ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ Π΄ΡΡΠ³ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ², ΠΊΠ°ΠΆΠ΄ΡΠΉ ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΠΈΡ Π΄Π»Ρ ΠΊΠΎΠ½ΠΊΡΠ΅ΡΠ½ΠΎΠΉ ΡΠΈΡΡΠ°ΡΠΈΠΈ.
Π‘Π²ΡΠ·ΡΠ²Π°Π½ΠΈΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² ΡΠ΅ΡΠ΅Π· ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅
ΠΠ΅ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ Π±ΡΠ΄Π΅Ρ Π²ΠΈΠ΄Π½Π° Π² ΠΎΠΊΠ½Π΅ Inspector, ΠΊΠ°ΠΊ ΠΈ Π»ΡΠ±ΡΠ΅ Π΄ΡΡΠ³ΠΈΠ΅:
Π’Π΅ΠΏΠ΅ΡΡ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΡ ΠΎΠ±ΡΠ΅ΠΊΡ ΡΠΎ ΡΡΠ΅Π½Ρ ΠΈΠ»ΠΈ ΠΈΠ· ΠΏΠ°Π½Π΅Π»ΠΈ Hierarchy Π² ΡΡΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ, ΡΡΠΎΠ±Ρ Π½Π°Π·Π½Π°ΡΠΈΡΡ Π΅Π³ΠΎ. Π€ΡΠ½ΠΊΡΠΈΡ GetComponent ΠΈ Π΄ΠΎΡΡΡΠΏ ΠΊ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠΌ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° Π΄ΠΎΡΡΡΠΏΠ½Ρ ΠΊΠ°ΠΊ Π΄Π»Ρ ΡΡΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°, ΡΠ°ΠΊ ΠΈ Π΄Π»Ρ Π΄ΡΡΠ³ΠΈΡ , ΡΠΎ Π΅ΡΡΡ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΡΠ»Π΅Π΄ΡΡΡΠΈΠΉ ΠΊΠΎΠ΄:
ΠΡΠΎΠΌΠ΅ ΡΠΎΠ³ΠΎ, Π΅ΡΠ»ΠΈ ΠΎΠ±ΡΡΠ²ΠΈΡΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ Ρ Π΄ΠΎΡΡΡΠΏΠΎΠΌ public ΠΈ Π·Π°Π΄Π°Π½Π½ΡΠΌ ΡΠΈΠΏΠΎΠΌ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° Π² Π²Π°ΡΠ΅ΠΌ ΡΠΊΡΠΈΠΏΡΠ΅, Π²Ρ ΡΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΡ Π»ΡΠ±ΠΎΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ, ΠΊΠΎΡΠΎΡΡΠΉ ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ ΠΏΡΠΈΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½Π½ΡΠΉ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ ΡΠ°ΠΊΠΎΠ³ΠΎ ΡΠΈΠΏΠ°. ΠΡΠΎ ΠΏΠΎΠ·Π²ΠΎΠ»ΠΈΡ ΠΎΠ±ΡΠ°ΡΠ°ΡΡΡΡ ΠΊ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ Π½Π°ΠΏΡΡΠΌΡΡ, Π° Π½Π΅ ΡΠ΅ΡΠ΅Π· ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ.
Π‘ΠΎΠ΅Π΄ΠΈΠ½Π΅Π½ΠΈΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² ΡΠ΅ΡΠ΅Π· ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ Π½Π°ΠΈΠ±ΠΎΠ»Π΅Π΅ ΠΏΠΎΠ»Π΅Π·Π½ΠΎ, ΠΊΠΎΠ³Π΄Π° Π²Ρ ΠΈΠΌΠ΅Π΅ΡΠ΅ Π΄Π΅Π»ΠΎ Ρ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠΌΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ, ΠΈΠΌΠ΅ΡΡΠΈΠΌΠΈ ΠΏΠΎΡΡΠΎΡΠ½Π½ΡΡ ΡΠ²ΡΠ·Ρ. ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΌΠ°ΡΡΠΈΠ² Π΄Π»Ρ Ρ ΡΠ°Π½Π΅Π½ΠΈΡ ΡΠ²ΡΠ·ΠΈ Ρ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΈΠΌΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΈΠΏΠ°, Π½ΠΎ ΡΠ²ΡΠ·ΠΈ Π²ΡΠ΅ ΡΠ°Π²Π½ΠΎ Π΄ΠΎΠ»ΠΆΠ½Ρ Π±ΡΡΡ Π·Π°Π΄Π°Π½Ρ Π² ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ΅ Unity, Π° Π½Π΅ Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ. Π§Π°ΡΡΠΎ ΡΠ΄ΠΎΠ±Π½ΠΎ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ, ΠΈ Unity ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ Π΄Π²Π° ΠΎΡΠ½ΠΎΠ²Π½ΡΡ ΡΠΏΠΎΡΠΎΠ±Π° ΡΠ΄Π΅Π»Π°ΡΡ ΡΡΠΎ, ΠΎΠΏΠΈΡΠ°Π½Π½ΡΡ Π½ΠΈΠΆΠ΅.
ΠΠ°Ρ ΠΎΠΆΠ΄Π΅Π½ΠΈΠ΅ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²
ΠΠ½ΠΎΠ³Π΄Π° ΠΈΠ³ΡΠΎΠ²Π°Ρ ΡΡΠ΅Π½Π° ΠΌΠΎΠΆΠ΅Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΈΠΏΠ°, ΡΠ°ΠΊΠΈΡ ΠΊΠ°ΠΊ Π²ΡΠ°Π³ΠΈ, ΠΏΡΡΠ΅Π²ΡΠ΅ ΡΠΎΡΠΊΠΈ ΠΈ ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ. ΠΠΎΠΆΠ΅Ρ Π²ΠΎΠ·Π½ΠΈΠΊΠ½ΡΡΡ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎΡΡΡ ΠΎΡΡΠ»Π΅ΠΆΠΈΠ²Π°Π½ΠΈΡ ΠΈΡ Π² ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½Π½ΠΎΠΌ ΡΠΊΡΠΈΠΏΡΠ΅, ΠΊΠΎΡΠΎΡΡΠΉ ΡΠΏΡΠ°Π²Π»ΡΠ΅Ρ ΠΈΠ»ΠΈ ΡΠ΅Π°Π³ΠΈΡΡΠ΅Ρ Π½Π° Π½ΠΈΡ (Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, Π²ΡΠ΅ ΠΏΡΡΠ΅Π²ΡΠ΅ ΡΠΎΡΠΊΠΈ ΠΌΠΎΠ³ΡΡ ΠΏΠΎΡΡΠ΅Π±ΠΎΠ²Π°ΡΡΡΡ Π΄Π»Ρ ΡΠΊΡΠΈΠΏΡΠ° ΠΏΠΎΠΈΡΠΊΠ° ΠΏΡΡΠΈ). ΠΠΎΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ Π΄Π»Ρ ΡΠ²ΡΠ·ΡΠ²Π°Π½ΠΈΡ ΡΡΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ², Π½ΠΎ ΡΡΠΎ ΡΠ΄Π΅Π»Π°Π΅Ρ ΠΏΡΠΎΡΠ΅ΡΡ ΠΏΡΠΎΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΡΡΠΎΠΌΠΈΡΠ΅Π»ΡΠ½ΡΠΌ, Π΅ΡΠ»ΠΈ ΠΊΠ°ΠΆΠ΄ΡΡ Π½ΠΎΠ²ΡΡ ΠΏΡΡΠ΅Π²ΡΡ ΡΠΎΡΠΊΡ Π½ΡΠΆΠ½ΠΎ Π±ΡΠ΄Π΅Ρ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΡ Π² ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ Π² ΡΠΊΡΠΈΠΏΡΠ΅. ΠΠ½Π°Π»ΠΎΠ³ΠΈΡΠ½ΠΎ, ΠΏΡΠΈ ΡΠ΄Π°Π»Π΅Π½ΠΈΠΈ ΠΏΡΡΠ΅Π²ΠΎΠΉ ΡΠΎΡΠΊΠΈ ΠΏΡΠΈΠ΄Π΅ΡΡΡ ΡΠ΄Π°Π»ΡΡΡ ΡΡΡΠ»ΠΊΡ Π½Π° ΠΎΡΡΡΡΡΡΠ²ΡΡΡΠΈΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ. Π ΡΠ»ΡΡΠ°ΡΡ , Π½Π°ΠΏΠΎΠ΄ΠΎΠ±ΠΈΠ΅ ΡΡΠΎΠ³ΠΎ, ΡΠ°ΡΠ΅ Π²ΡΠ΅Π³ΠΎ ΡΠ΄ΠΎΠ±Π½ΠΎ ΡΠΏΡΠ°Π²Π»ΡΡΡ Π½Π°Π±ΠΎΡΠΎΠΌ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ², ΡΠ΄Π΅Π»Π°Π² ΠΈΡ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΠΌΠΈ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΎΠ΄ΠΈΡΠ΅Π»ΡΡΠΊΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°. ΠΠΎΡΠ΅ΡΠ½ΠΈΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ ΠΏΠΎΠ»ΡΡΠ΅Π½Ρ, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ Transform ΡΠΎΠ΄ΠΈΡΠ΅Π»Ρ (ΡΠ°ΠΊ ΠΊΠ°ΠΊ Π²ΡΠ΅ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π½Π΅ΡΠ²Π½ΠΎ ΡΠΎΠ΄Π΅ΡΠΆΠ°Ρ Transform):
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΡΠ°ΠΊΠΆΠ΅ Π½Π°ΠΉΡΠΈ Π·Π°Π΄Π°Π½Π½ΡΠΉ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ ΠΏΠΎ ΠΈΠΌΠ΅Π½ΠΈ, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ ΡΡΠ½ΠΊΡΠΈΡ Transform.Find:
Unity hotkeys
This page gives an overview of the default Unity keyboard shortcuts. You can also download a PDF of the table for Windows and MacOSX. Where a command has Ctrl/Cmd as part of the keystroke, this indicates that the Control key should be used on Windows and the Command key on MacOSX.
The Mac trackpad also has a number of shortcuts for navigating the Scene view. See Scene view navigation to learn more about these.
Tools | |
βΠΠΎΡΡΡΠ°Ρβ ΠΊΠ»Π°Π²ΠΈΡΠ° | Command |
Q | Pan |
W | Move |
E | Rotate |
R | Scale |
T | Rect Tool |
Z | Pivot Mode toggle |
X | Pivot Rotation Toggle |
V | Vertex Snap |
CTRL/CMD+ΠΠΠ | Snap |
GameObject | |
Ctrl/Cmd+Shift+N | New empty game object |
Alt+Shift+N | New empty child to selected game object |
Ctrl/Cmd+Alt+F | Move to view |
Ctrl/Cmd+Shift+F | Align with view |
Shift+F or double-F | Locks the scene view camera to the selected GameObject |
Window | |
Ctrl/Cmd+1 | Scene |
Ctrl/Cmd+2 | Game |
Ctrl/Cmd+3 | Inspector |
Ctrl/Cmd+4 | Hierarchy |
Ctrl/Cmd+5 | Project |
Ctrl/Cmd+6 | Animation |
Ctrl/Cmd+7 | Profiler |
Ctrl/Cmd+9 | Asset store |
Ctrl/Cmd+0 | Version Control |
Ctrl/Cmd+Shift+C | Console |
Edit | |
Ctrl/Cmd+Z | Undo |
Ctrl+Y (Windows only) | Redo |
Cmd+Shift+Z (Mac only) | Redo |
Ctrl/Cmd+X | Cut |
Ctrl/Cmd+C | Copy |
Ctrl/Cmd+V | Paste |
Ctrl/Cmd+D | Duplicate |
Shift+Del | Delete |
F | Frame (centre) selection |
Ctrl/Cmd+F | Find |
Ctrl/Cmd+A | Select All |
Ctrl/Cmd+P | Play |
Ctrl/Cmd+Shift+P | Pause |
Ctrl/Cmd+Alt+P | Step |
Selection | |
Ctrl/Cmd+Shift+1 | Load Selection 1 |
Ctrl/Cmd+Shift+2 | Load Selection 2 |
Ctrl/Cmd+Shift+3 | Load Selection 3 |
Ctrl/Cmd+Shift+4 | Load Selection 4 |
Ctrl/Cmd+Shift+5 | Load Selection 5 |
Ctrl/Cmd+Shift+6 | Load Selection 6 |
Ctrl/Cmd+Shift+7 | Load Selection 7 |
Ctrl/Cmd+Shift+8 | Load Selection 8 |
Ctrl/Cmd+Shift+9 | Load Selection 9 |
Ctrl/Cmd+Alt+1 | Save Selection 1 |
Ctrl/Cmd+Alt+2 | Save Selection 2 |
Ctrl/Cmd+Alt+3 | Save Selection 3 |
Ctrl/Cmd+Alt+4 | Save Selection 4 |
Ctrl/Cmd+Alt+5 | Save Selection 5 |
Ctrl/Cmd+Alt+6 | Save Selection 6 |
Ctrl/Cmd+Alt+7 | Save Selection 7 |
Ctrl/Cmd+Alt+8 | Save Selection 8 |
Ctrl/Cmd+Alt+9 | Save Selection 9 |
Assets | |
Ctrl/Cmd+R | Refresh |
Note: The following Animation hotkeys only work in the Animation window.
ΠΠ°ΠΊ ΠΊΠΎΠΏΠΈΡΠΎΠ²Π°ΡΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π² unity
Assets created outside of Unity must be brought in to Unity by having the file either saved directly into the βAssetsβ folder of your project, or copied into that folder. For many common formats, you can save your source file directly into your projectβs Assets folder and Unity will be able to read it. Unity will notice when you save new changes to the file and will re-import as necessary.
The basic file structure of a Unity Project
The Assets folder is where you should save or copy files that you want to use in your project.
The contents of the Project Window in Unity shows the items in your Assets folder. So if you save or copy a file to your Assets folder, it will be imported and become visible in your Project Window.
If you drag a file into Unityβs Project Window from your computer (eg, from the Finder on Mac, or from Explorer on Windows), it will be copied into your Assets folder, and will appear in the Project window.
The items you see in your Project window represent (in most cases) actual files on your computer, and if you delete them within Unity, you are deleting them from your computer too.
The relationship between the Assets Folder in your Unity Project on your computer, and the Project Window within Unity
The above image shows an example of a few files and folders inside the Assets folder of a Unity project. You can create as many folders as you like and use them to organise your Assets.
They contain important information about how the asset is used in the project and they must stay with the asset file they relate to, so if you move or rename an asset file in Explorer/Finder, you must also move/rename the meta file to match.
If you want to bring collections of assets into your project, you can use Asset Packages. See Asset Packages for more details.
Some common types of Asset
Image Files
Most common image file types are supported, such as BMP, TIF, TGA, JPG, and PSD. If you save your layered Photoshop (.psd) files into your Assets folder, they will be imported as flattened images. You can find out more about importing images with alpha channels from photoshop, or importing your images as sprites
ΠΠ΅ΡΠΈ ΠΈ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ
ΠΠ°ΠΊΠΎΠΉ 3Π ΠΏΠ°ΠΊΠ΅Ρ Π±Ρ Π²Ρ Π½Π΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π»ΠΈ, Unity Π±ΡΠ΄Π΅Ρ ΠΈΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΠΌΠ΅ΡΠΈ ΠΈ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ ΠΈΠ· ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΡΠ°ΠΉΠ»Π°. ΠΠ»Ρ ΡΠΏΠΈΡΠΊΠ° ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΠΉ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΈΠ²Π°Π΅ΠΌΡΡ Unity, ΡΠΌ. ΡΡΠΎ ΡΡΡΠ°Π½ΠΈΡΡ.
ΠΠ»Ρ ΡΠΎΠ³ΠΎ ΡΡΠΎΠ±Ρ ΠΌΠΎΠΆΠ½ΠΎ Π±ΡΠ»ΠΎ ΠΈΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΡΠ°ΠΉΠ» Ρ ΠΌΠ΅ΡΠ΅ΠΌ, Π½Π΅ ΠΎΠ±ΡΠ·Π°ΡΠ΅Π»ΡΠ½ΠΎ Π²ΠΊΠ»ΡΡΠ°ΡΡ Π² Π½Π΅Π³ΠΎ Π°Π½ΠΈΠΌΠ°ΡΠΈΡ. ΠΡΠ»ΠΈ Π²Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ, Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΡΠ΄Π΅Π»Π°ΡΡ Π²ΡΠ±ΠΎΡ: ΠΈΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ Π²ΡΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠ°ΠΉΠ»Π° ΠΈΠ»ΠΈ ΠΈΠ· ΡΠ°Π·Π½ΡΡ ΡΠ°ΠΉΠ»ΠΎΠ², ΠΊΠ°ΠΆΠ΄ΡΠΉ ΠΈΠ· ΠΊΠΎΡΠΎΡΡΡ ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ ΠΏΠΎ ΠΎΠ΄Π½ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ. ΠΠ»Ρ Π±ΠΎΠ»Π΅Π΅ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ ΠΎΠ± ΠΈΠΌΠΏΠΎΡΡΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ, ΠΏΠΎΠΆΠ°Π»ΡΠΉΡΡΠ°, ΠΏΠΎΡΠΌΠΎΡΡΠΈΡΠ΅ ΡΡΡ ΡΠ°ΡΡΡ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²Π°.
Audio Files
If you save uncompressed audio files into your Assets folder, they will be imported according to the compression settings specified. Read more about importing audio files.
Π’ΠΈΠΏΡ Π°ΡΡΠ΅ΡΠΎΠ² In all cases, your original source file is never modified by Unity, even though within Unity you can often choose between various ways to compress, modify, or otherwise process the asset. The import process reads your source file, and creates a game-ready representation of your asset internally, matching your chosen import settings. If you modify the import settings for an asset, or make a change to the source file in the Asset folder, will cause Unity to re-import the asset again to reflect your new changes.
Note: Importing native 3D formats requires the 3D application to be installed on the same computer as Unity. This is because Unity uses the 3D applicationβs FBX exporter plug-in to read the file. Alternatively, you can directly export as FBX from your application and save into the Projects folder.