• -Unity User Manual 2022.3 (LTS) (Unity用户手册2022.3(LTS)) (23;1696)
    • -Unity User Manual 2022.3 (LTS) (Unity用户手册2022.3(LTS)) (3;3)
      • Documentation versions (文档版本)
      • Offline documentation (离线文档)
      • Terms of use (使用条款)
    • -New in Unity 2022 LTS (Unity 2022 LTS中的新功能) (2;2)
      • New in Unity 2022.2 (Unity 2022.2中的新功能)
      • New in Unity 2022.1 (Unity 2022.1中的新功能)
    • -Packages and feature sets (软件包和功能集) (10;197)
      • -Released packages (发布的包) (95;95)
        • 2D Animation (2D Animation动画)
        • 2D Aseprite Importer (2D Aseprite进口商)
        • 2D Pixel Perfect (2D像素完美)
        • 2D PSD Importer (2D PSD导入器)
        • 2D SpriteShape (2D SpriteShape)
        • 2D Tilemap Extras (2D Tilemap附加)
        • Adaptive Performance (自适应性能)
        • Addressables (可寻址)
        • Ads Mediation (广告调解)
        • Advertisement Legacy (广告遗产)
        • AI Navigation (AI导航)
        • Alembic (阿伦比奇)
        • Analytics (分析)
        • Android Logcat (Android Logcat)
        • Animation Rigging (动画装配)
        • Apple ARKit XR Plugin (Apple ARKit XR插件)
        • AR Foundation (AR基金会)
        • Authentication (认证)
        • Build Automation (构建自动化)
        • Burst (爆裂)
        • CCD Management (CCD管理)
        • Cinemachine (Cinemachine电影)
        • Cloud Code (云代码)
        • Cloud Diagnostics (云诊断)
        • Cloud Save (云保存)
        • Code Coverage (代码覆盖率)
        • Collections (收藏)
        • Deployment (部署)
        • Device Simulator Devices (器械模拟器器械)
        • Economy (经济)
        • Editor Coroutines (编辑器协同程序)
        • Entities (实体)
        • Entities Graphics (实体图形)
        • FBX Exporter (FBX出口商)
        • Google ARCore XR Plugin (Google ARCore XR插件)
        • Havok Physics for Unity (Havok Physics for Unity)
        • In App Purchasing (应用内采购)
        • Input System
        • iOS 14 Advertising Support (iOS 14广告支持)
        • JetBrains Rider Editor (JetBrains Rider编辑器)
        • Live Capture (实时捕获)
        • Lobby (大堂)
        • Localization (本地化)
        • Magic Leap XR Plugin (Magic Leap XR插件)
        • Matchmaker (媒人)
        • Mathematics (数学)
        • Memory Profiler (内存分析器)
        • ML Agents (ML代理)
        • Mobile Notifications (移动的通知)
        • Multiplay (多重播放)
        • Multiplayer Tools (多人游戏工具)
        • Netcode for Entities (实体的网络代码)
        • Netcode for GameObjects (游戏对象的网络代码)
        • Oculus XR Plugin (Oculus XR插件)
        • OpenXR Plugin (OpenXR插件)
        • Player Accounts (玩家账户)
        • Polybrush (多刷)
        • Post Processing (后处理)
        • ProBuilder (ProBuilder)
        • Profile Analyzer (配置文件分析器)
        • Python Scripting (Python脚本)
        • Recorder (记录器)
        • Relay (继电器)
        • Remote Config (远程配置)
        • Scriptable Build Pipeline (可编写脚本的构建管道)
        • Sequences (序列)
        • Serialization (序列化)
        • Splines (Splines的)
        • Sysroot Base (Sysroot基础)
        • Sysroot Linux x64 (Sysroot Linux x64)
        • System Metrics Mali (马里系统指标)
        • Terrain Tools (地形工具)
        • Test Framework (测试框架)
        • TextMeshPro (TextMeshPro)
        • Timeline (时间轴)
        • Toolchain Linux x64 (工具链Linux x64)
        • Toolchain MacOS Linux x64 (工具链MacOS Linux x64)
        • Toolchain Win Linux x64 (工具链Win Linux x64)
        • Tutorial Authoring Tools (教程创作工具)
        • Tutorial Framework (教程框架)
        • Unity Distribution Portal (Unity分发门户)
        • Unity Logging (Unity Logging)
        • Unity Physics (Unity物理学)
        • Unity Profiling Core API (Unity分析核心API)
        • Unity Transport (Unity运输)
        • User Generated Content (用户生成的内容)
        • User Reporting (用户报告)
        • Version Control (版本控制)
        • Visual Scripting (Visual Scripting的)
        • Visual Studio Code Editor (Visual Studio Code编辑器)
        • Visual Studio Editor (Visual Studio编辑器)
        • WebGL Publisher (WebGL Publisher)
        • XR Hands (XR手部)
        • XR Interaction Toolkit (XR交互工具包)
        • XR Plugin Management (XR插件管理)
      • Release Candidates (发布候选人)
      • -Pre-release packages (预发布包) (2;2)
        • Push Notifications
        • Vivox (Vivox)
      • -Core packages (核心包) (8;8)
        • 2D Sprite (二维精灵)
        • 2D Tilemap Editor (二维切片图编辑器)
        • Core RP Library (核心RP库)
        • High Definition RP (高清RP)
        • Shader Graph (Shader Graph截图)
        • Unity UI (Unity UI)
        • Universal RP (通用RP)
        • Visual Effect Graph (视觉效果图)
      • -Built-in packages (内置软件包) (32;32)
        • AI (AI)
        • Android JNI (Android JNI)
        • Animation (动画)
        • Asset Bundle (资产捆绑包)
        • Audio (音频)
        • Cloth (布)
        • Director (主任)
        • Image Conversion (图像转换)
        • IMGUI (imgui的)
        • JSONSerialize (JSONSerialize的)
        • NVIDIA (NVIDIA)
        • Particle System (粒子系统)
        • Physics (物理学)
        • Physics 2D (物理2D)
        • Screen Capture (屏幕截图)
        • Terrain (地形)
        • Terrain Physics (地形物理学)
        • Tilemap (Tilemap)
        • UI (UI)
        • UIElements (UI元素)
        • Umbra (本影)
        • Unity Analytics (Unity分析)
        • Unity Web Request (Unity Web请求)
        • Unity Web Request Asset Bundle (Unity Web请求资产捆绑包)
        • Unity Web Request Audio (Unity Web请求音频)
        • Unity Web Request Texture (Unity Web请求纹理)
        • Unity Web Request WWW (Unity Web请求WWW)
        • Vehicles (车辆)
        • Video (视频)
        • VR (虚拟现实)
        • Wind (风)
        • XR (XR)
      • Experimental packages (实验包)
      • Packages by keywords (按关键字分类的软件包)
      • -Unity's Package Manager (Unity的包管理器) (10;39)
        • How Unity works with packages (Unity如何使用包)
        • -Concepts (概念) (3;3)
          • Package states and lifecycle (包状态和生命周期)
          • Dependency and resolution (依赖性和解决方案)
          • Global Cache (全局缓存)
        • -Configuration (配置) (4;4)
          • Solving network issues (解决网络问题)
          • Scoped registry authentication (作用域注册表身份验证)
          • Customize the global cache location (自定义全局缓存位置)
          • Customize the Asset Store cache location (自定义资产存储缓存位置)
        • -Package Manager window (“包管理器”窗口) (7;23)
          • Access the Package Manager window (访问“包管理器”窗口)
          • List view (列表视图)
          • Details view (详细视图)
          • Features (detail) view (特征(详细信息)视图)
          • -Finding packages and feature sets (查找包和功能集) (4;4)
            • Packages list context (包列表上下文)
            • Sorting the list (排序列表)
            • Filtering the list (过滤列表)
            • Search box (搜索框)
          • -Adding and removing (添加和删除) (14;14)
            • Install a feature set from the Unity registry (从Unity注册表安装功能集)
            • Install a package from a registry (从注册表安装软件包)
            • Install a package from a local folder (从本地文件夹安装软件包)
            • Install a package from a local tarball file (从本地tarball文件安装软件包)
            • Install a package from a Git URL (从Git URL安装软件包)
            • Install a package from a registry by name (按名称从注册表安装软件包)
            • Removing an installed package from a project (从项目中删除已安装的包)
            • Disabling a built-in package (禁用内置包)
            • Switching to another package version (切换到另一个软件包版本)
            • Importing an Asset Store package (导入资产存储包)
            • Updating your Asset Store package (更新资产存储包)
            • Remove imported assets from a project (从项目中移除导入的资源)
            • Delete a package from the Asset Store cache (从资产存储缓存中删除包)
            • Perform an action on multiple packages (对多个包执行操作)
          • Finding package documentation (查找包文档)
        • -Inspecting packages (检查包装) (1;1)
          • Package Manifest window (“包清单”窗口)
        • -Scripting API for packages (用于包的脚本API) (1;1)
          • Accessing package assets (访问包资产)
        • Scoped registries (范围内的注册中心)
        • -Resolution and conflict (解决和冲突) (1;1)
          • Lock files (锁定文件)
        • -Project manifest (项目清单) (3;3)
          • Embedded dependencies (嵌入依赖关系)
          • Git dependencies (Git依赖项)
          • Local folder or tarball paths (本地文件夹或tarball路径)
        • -Troubleshooting (故障排除) (1;1)
          • Diagnose network issues (诊断网络问题)
      • -Creating custom packages (创建自定义包) (9;9)
        • Naming your package (命名您的包裹)
        • Package layout (封装布局)
        • Adding tests to a package (向包添加测试)
        • Creating samples for packages (为包创建示例)
        • -Package manifest (包裹清单) (1;1)
          • Versioning (版本化)
        • Assembly definition and packages (程序集定义和程序包)
        • Meeting legal requirements (符合法律的要求)
        • Documenting your package (记录您的软件包)
        • Sharing your package (共享您的包)
      • -Feature sets (特征集) (9;9)
        • 2D feature set (二维特征集)
        • 3D World Building feature set (3D世界建筑要素集)
        • 3D Characters and Animation feature set (3D角色和动画功能集)
        • Gameplay and Storytelling feature set (游戏性和讲故事功能集)
        • Mobile feature set (移动的功能集)
        • AR feature set (AR特征集)
        • VR feature set (VR功能集)
        • Engineering feature set (工程特征集)
        • Cinematic Studio feature set (Cinematic Studio功能集)
    • -Working in Unity (在Unity中工作) (8;163)
      • -Installing Unity (安装Unity) (5;10)
        • System requirements for Unity 2022.3 (Unity 2022.3的系统要求)
        • Installing Unity from the command line (从命令行安装Unity)
        • Install Unity offline without the Hub (不使用集线器脱机安装Unity)
        • -Licenses and activation (许可证和激活) (4;6)
          • License activation methods (许可证激活方法)
          • Manage your license through the command line (通过命令行管理许可证)
          • -Manual license activation (手动许可证激活) (3;3)
            • Submit a license request from the Hub (从中心提交许可证请求)
            • Submit a license request from a command line and browser (Windows) (从命令行和浏览器提交许可证请求(Windows))
            • Submit a license request from a command line and browser (macOS, Linux) (从命令行和浏览器(macOS、Linux)提交许可证请求)
          • License Troubleshooting (许可证故障排除)
        • 2D or 3D projects (2D或3D项目)
      • -Upgrading Unity (升级Unity) (5;5)
        • API updater (API更新程序)
        • Upgrading to Unity 2022 LTS (升级到Unity 2022 LTS)
        • Upgrading to Unity 2021 LTS (升级到Unity 2021 LTS)
        • Upgrading to Unity 2020 LTS (升级到Unity 2020 LTS)
        • Upgrading to Unity 2019 LTS (升级到Unity 2019 LTS)
      • -Unity's interface (Unity的界面) (16;34)
        • The Project window (项目窗口)
        • -The Scene view (场景视图) (9;14)
          • -Overlays (覆盖) (6;6)
            • Default Scene view overlay reference (默认场景视图覆盖参考)
            • Display or hide an overlay (显示或隐藏覆盖)
            • Position an overlay (定位覆盖图)
            • Manage overlay layouts (管理叠加布局)
            • Create and manage overlay configurations (创建和管理覆盖配置)
            • Create your own overlay (创建您自己的叠加)
          • -Position GameObjects (定位游戏对象) (1;1)
            • Grid snapping (栅格捕捉)
          • Scene view navigation (场景视图导航)
          • Scene view Camera (场景视图照相机)
          • Pick and select GameObjects (拾取并选择游戏对象)
          • Scene visibility (场景能见度)
          • Scene view View Options toolbar (“场景视图”“视图选项”工具栏)
          • Gizmos menu (小控件菜单)
          • Custom Editor tools (自定义编辑器工具)
        • The Game view (游戏视图)
        • -Device Simulator (设备模拟器) (5;5)
          • Device Simulator introduction (设备模拟器介绍)
          • The Simulator view (模拟器视图)
          • Simulated classes (模拟课堂)
          • Adding a device (添加设备)
          • Extending the device simulator (扩展设备模拟器)
        • The Hierarchy window (层次结构窗口)
        • -The Inspector window (检查器窗口) (2;2)
          • Working in the Inspector (在检查员中工作)
          • Focused Inspectors (重点检查员)
        • Editing properties (编辑属性)
        • The Toolbar (工具栏)
        • The status bar (状态栏)
        • The Background Tasks window (后台任务窗口)
        • Console Window
        • Additional windows (其他窗口)
        • Undo (撤消)
        • Search in the Editor (在编辑器中搜索)
        • Customizing your workspace (自定义您的工作空间)
        • Unity shortcuts (Unity快捷方式)
      • -Quickstart guides (快速入门指南) (1;1)
        • -3D game development quickstart guide (3D游戏开发快速入门指南) (1;1)
          • Creating a 3D game (创建3D游戏)
      • Advanced best practice guides (高级最佳实践指南)
      • -Create Gameplay (创建游戏玩法) (11;45)
        • -Scenes (场景) (3;8)
          • Creating, loading, and saving Scenes (创建、加载和保存场景)
          • -Work with multiple scenes in Unity (在Unity中使用多个场景) (3;3)
            • Set up multiple scenes (设置多个场景)
            • Bake data in multiple scenes (在多个场景中烘焙数据)
            • Use scripts to edit multiple scenes (使用脚本编辑多个场景)
          • -Scene Templates (场景模板) (4;4)
            • Creating scene templates (创建场景模板)
            • Editing scene templates (编辑场景模板)
            • Customizing new scene creation (自定义新场景创建)
            • Scene template settings (场景模板设置)
        • -GameObjects (游戏对象) (9;9)
          • Transforms (转换)
          • Introduction to components (组件介绍)
          • Use components (使用组件)
          • -Primitive and placeholder objects (基本体和占位符对象) (1;1)
            • Types of 2D primitive GameObjects (2D原始游戏对象的类型)
          • Create components with scripts (使用脚本创建组件)
          • Deactivate GameObjects (停用游戏对象)
          • Tags (标签)
          • Static GameObjects (静态游戏对象)
          • Save your work (保存您的工作)
        • -Prefabs (预制件) (9;9)
          • Creating Prefabs (创建预制件)
          • Editing a Prefab in Prefab Mode (在预设模式下编辑预设)
          • Instance overrides (实例覆盖)
          • Editing a Prefab via its instances (通过预设的实例编辑预设)
          • Nested Prefabs (嵌套预制件)
          • Prefab Variants (预制变体)
          • Overrides at multiple levels (在多个级别覆盖)
          • Unused Overrides (未使用的覆盖)
          • Unpacking Prefab instances (解包预制实例)
        • -Layers (层) (4;6)
          • Uses of layers in Unity (在Unity中使用层)
          • Create functional layers in Unity (在Unity中创建功能层)
          • Layer-based collision detection (基于层的碰撞检测)
          • -Layers and layerMasks (图层和图层蒙版) (3;3)
            • Set a layerMask (设置图层蒙版)
            • Add a layer to a layerMask (将图层添加到图层蒙版)
            • Remove a layer from a layerMask (从layerMask中移除图层)
        • -Constraints (制约因素) (6;6)
          • Aim Constraints (目标约束)
          • Look At Constraints (查看约束)
          • Parent Constraints (父约束)
          • Position Constraints (位置约束)
          • Rotation Constraints (旋转约束)
          • Scale Constraints (缩放约束)
        • Rotation and orientation in Unity (Unity中的旋转和方向)
        • Lights (灯光)
        • Cameras (摄像机)
        • Cross-Platform Considerations (跨平台注意事项)
        • -Publishing Builds (发布构建) (2;2)
          • Reducing the file size of your build (减少构建的文件大小)
          • Build Player Pipeline (构建播放器管道)
        • Troubleshooting (故障排除)
      • -Editor Features (编辑器功能) (16;35)
        • 2D and 3D mode settings (2D和3D模式设置)
        • Preferences (首选项)
        • Shortcuts Manager (快捷方式管理器)
        • Build Settings (构建设置)
        • Incremental build pipeline (增量构建管道)
        • -Project Settings (项目设置) (13;13)
          • Audio (音频)
          • Editor (编辑)
          • Graphics (图形)
          • Package Manager (软件包管理器)
          • Physics (物理学)
          • Physics 2D (物理2D)
          • -Player (玩家) (1;1)
            • Splash Image Player settings (启动图像播放器设置)
          • Preset Manager (预设管理器)
          • Quality (品质)
          • Script Execution Order settings (脚本执行顺序设置)
          • Tags and Layers (标签和图层)
          • Time (时间)
          • UI Builder project settings (UI生成器项目设置)
        • Visual Studio C# integration (Visual Studio C#集成)
        • RenderDoc Integration (RenderDoc集成)
        • Editor Analytics (编辑器分析)
        • Check For Updates (检查更新)
        • IME in Unity (Unity中的IME)
        • -Version Control (版本控制) (3;3)
          • Version control integrations (版本控制集成)
          • Perforce Integration (Perforce积分)
          • Smart merge (智能合并)
        • Safe Mode (安全模式)
        • -Command-line arguments (命令行参数) (3;3)
          • Unity Editor command line arguments (Unity编辑器命令行参数)
          • Unity Standalone Player command line arguments (Unity Standalone Player命令行参数)
          • Batch mode and built-in coroutine compatibility (批处理模式和内置协同程序兼容性)
        • -Text-Based Scene Files (基于文本的场景文件) (4;4)
          • Format of Text Serialized files (文本序列化文件的格式)
          • UnityYAML (UnityYAML)
          • An Example of a YAML Scene File (YAML场景文件示例)
          • YAML Class ID Reference (YAML类ID引用)
        • Troubleshooting The Editor (编辑器故障排除)
      • -Analysis (分析) (6;32)
        • -Memory in Unity (记忆在Unity) (3;5)
          • Managed memory (管理内存)
          • Memory allocator customization (内存分配器定制)
          • -Garbage collector overview (垃圾收集器概述) (3;3)
            • Incremental garbage collection (增量垃圾收集)
            • Disabling garbage collection (禁用垃圾收集)
            • Garbage collection best practices (垃圾收集最佳实践)
        • -Profiler overview (刻画器概述) (5;19)
          • Profiling your application (分析应用程序)
          • Common Profiler markers (常用刻画器标记)
          • -The Profiler window (刻画器窗口) (13;13)
            • Asset Loading Profiler module (资产加载分析器模块)
            • Audio Profiler module (音频分析器模块)
            • CPU Usage Profiler module (CPU使用情况分析器模块)
            • File Access Profiler module (文件访问探查器模块)
            • Global Illumination Profiler module (全局照明刻画器模块)
            • GPU Usage Profiler module (GPU使用情况分析器模块)
            • Memory Profiler module (Memory Profiler模块)
            • Physics Profiler module (Physics Profiler模块)
            • Physics 2D Profiler module (Physics 2D Profiler模块)
            • Rendering Profiler module (渲染刻画器模块)
            • UI and UI Details Profiler (UI和UI详细信息刻画器)
            • Video Profiler module (视频分析器模块)
            • Virtual Texturing Profiler module (虚拟纹理刻画器模块)
          • -Customizing the Profiler (自定义刻画器) (3;3)
            • Creating custom Profiler counters (创建自定义事件探查器计数器)
            • -Creating Custom Profiler modules (创建自定义探查器模块) (1;1)
              • Profiler Module Editor (Profiler Module Editor模块编辑器)
            • Creating a custom module details panel (创建自定义模块详细信息面板)
          • Low-level native plug-in Profiler API (低级本机插件Profiler API)
        • -Profiling tools (分析工具) (1;1)
          • Analyzing profiler traces (分析探查器跟踪)
        • Log files (日志文件)
        • -Understanding optimization in Unity (了解Unity中的优化) (5;5)
          • Asset auditing (资产审计)
          • Strings and text (字符串和文本)
          • The Resources folder (资源文件夹)
          • General Optimizations (一般优化)
          • Special optimizations (特殊优化)
        • Asset loading metrics (资产加载指标)
    • -Asset workflow (资产工作流) (11;29)
      • -Importing assets (导入资产) (1;1)
        • Importing assets simultaneously (同时导入资产)
      • -Supported Asset Types (支持的资产类型) (4;4)
        • Built-in Importers (内置导入程序)
        • Scripted Importers (脚本导入器)
        • Importer Consistency (进口商一致性)
        • Text assets (文本资产)
      • Asset Metadata (资产元数据)
      • -The Asset Database (资产数据库) (3;3)
        • Refreshing the Asset Database (刷新资产数据库)
        • Customizing the Asset Database workflow (自定义资产数据库工作流)
        • Batching with the AssetDatabase (使用AssetDatabase进行批处理)
      • Special folder names (特殊文件夹名称)
      • Import Activity window (导入活动窗口)
      • -Presets (预设) (2;2)
        • Supporting presets (支持预设)
        • Applying default presets to Assets by folder (按文件夹将默认预设应用于资源)
      • -AssetBundles (资产捆绑包) (10;10)
        • AssetBundle workflow (AssetBundle工作流)
        • Preparing Assets for AssetBundles (为资产捆绑包准备资产)
        • Building AssetBundles (构建资产捆绑包)
        • AssetBundle Dependencies (AssetBundle依赖项)
        • Using AssetBundles Natively (本机使用AssetBundles)
        • AssetBundle compression (AssetBundle压缩)
        • Patching with AssetBundles (使用AssetBundles修补)
        • Troubleshooting (故障排除)
        • Unity Asset Bundle Browser tool (Unity资源包浏览器工具)
        • AssetBundle Download Integrity and Security (AssetBundle下载完整性和安全性)
      • -Scripting with Assets (使用资产编写脚本) (3;3)
        • Loading Resources at Runtime (在运行时加载资源)
        • Streaming Assets (流式资产)
        • Modifying Source Assets Through Scripting (通过脚本修改源资源)
      • -Asset packages (资产包) (2;2)
        • Creating your own asset packages (创建您自己的资产包)
        • Importing local asset packages (导入本地资源包)
      • -Archives (档案馆) (1;1)
        • ContentNamespaces (内容命名空间)
    • -Input (输入) (3;3)
      • Input Manager (输入管理器)
      • -Mobile device input (移动终端输入) (1;1)
        • Mobile Keyboard (移动的键盘)
      • Unity XR Input (Unity XR输入)
    • -2D game development (2D游戏开发) (6;87)
      • Introduction to 2D (2D入门)
      • -2D game development quickstart guide (2D游戏开发快速入门指南) (4;4)
        • Game perspectives for 2D games (2D游戏视角)
        • Art styles for 2D games (2D游戏的美术风格)
        • Initial setup for 2D games (2D游戏的初始设置)
        • Creating a 2D game (创建2D游戏)
      • 2D Sorting (二维排序)
      • -Work with sprites (使用精灵) (10;24)
        • Set up sprites (设置精灵)
        • Sort sprites (排序精灵)
        • Sprite Renderer (Sprite Renderer的)
        • Sprite Creator (精灵Creator)
        • -Sprite Editor (Sprite编辑) (7;7)
          • Use the Sprite Editor (使用精灵编辑器)
          • Automatic slicing (自动切片)
          • Resize polygons (调整多边形大小)
          • Sprite Editor: Custom Outline (精灵编辑器:自定义轮廓)
          • Sprite Editor: Custom Physics Shape
          • Sprite Editor: Secondary Textures (精灵编辑器:二级纹理)
          • Sprite Editor Data Provider API (Sprite Editor数据提供程序API)
        • Sorting Groups (排序组)
        • 9-slicing Sprites (9-切片精灵)
        • Sprite Masks (雪碧面具)
        • -Sprite Atlas (雪碧图集) (7;9)
          • Sprite Atlas properties reference (Sprite Atlas属性参考)
          • -Master and Variant Sprite Atlases (主和变体精灵图集) (1;1)
            • Variant Sprite Atlas (变异精灵图谱)
          • Sprite Atlas workflow (Sprite Atlas工作流)
          • -Preparing Sprite Atlases for distribution (准备要分发的Sprite Atlas) (3;3)
            • Methods of distribution (分配方法)
            • Late Binding (后期绑定)
            • Resolving different Sprite Atlas scenarios (解决不同的Sprite Atlas方案)
          • Sprite Packer (Sprite Packer的)
          • Sprite Packer Modes (Sprite Packer模式)
          • Sprite Atlas V2 (Sprite Atlas V2)
        • Sprite Shape Renderer (Sprite Shape Renderer功能特色)
      • -Create Tilemaps (创建切片图) (11;28)
        • Tilemap component reference (切片图组件参考)
        • Grid (网格)
        • Tilemap Renderer (Tilemap Renderer介绍)
        • Tile Assets (平铺资产)
        • Tile Palette Preferences (切片选项板首选项)
        • -Tilemap workflow (Tilemap工作流) (5;5)
          • Creating Tilemaps (创建切片图)
          • Creating Tiles (创建平铺)
          • Creating a Tile Palette (创建切片选项板)
          • -Painting on Tilemaps (在Tilemaps上绘制) (1;1)
            • Select Tool (选择工具)
          • Tilemap Collider 2D (Tilemap Collider 2D)
        • Hexagonal Tilemaps (六边形平铺贴图)
        • -Isometric Tilemaps (等轴测切片图) (5;5)
          • Importing and preparing Sprites for an Isometric Tilemap (为等轴测Tilemap导入和准备精灵)
          • Creating an Isometric Tilemap (创建等轴测切片图)
          • Creating a Tile Palette for an Isometric Tilemap (为等轴测平铺图创建平铺选项板)
          • Tilemap Renderer Modes (切片图渲染器模式)
          • Scriptable Brushes (可编写脚本的画笔)
        • -Scriptable Tiles (可编写脚本的磁贴) (6;6)
          • TileBase (TileBase)
          • Tile (智利)
          • TileData (TileData)
          • TileAnimationData (TileAnimationData)
          • Other useful classes (其他有用的类)
          • Scriptable Tile example (脚本平铺示例)
        • -Scriptable Brushes (可编写脚本的画笔) (5;5)
          • GridBrushBase (GridBrushBase)
          • GridBrushEditorBase (GridBrushEditorBase)
          • TilemapEditorTool (系统编辑工具TilemapEditorTool)
          • Other useful classes (其他有用的类)
          • Scriptable Brush example (可编写脚本的画笔示例)
        • Tile Palette visual elements (平铺面板视觉元素)
      • -Physics 2D Reference (物理2D参考) (6;29)
        • -Rigidbody 2D (刚体2D) (3;5)
          • Introduction to Rigidbody 2D (Rigidbody 2D简介)
          • -Rigidbody 2D body types (刚体2D实体类型) (3;3)
            • Body Type: Dynamic (身体类型:动态)
            • Body Type: Kinematic (身体类型:运动学)
            • Body Type: Static (身体类型:静态)
          • Rigidbody 2D properties: Simulated (刚体2D属性:模拟)
        • -Collider 2D (对撞机2D) (7;7)
          • Circle Collider 2D (Circle Collider 2D)
          • Box Collider 2D (Box Collider 2D)
          • Polygon Collider 2D reference (Polygon Collider 2D参考)
          • Edge Collider 2D (边缘碰撞器2D)
          • Capsule Collider 2D (胶囊对撞机2D)
          • Composite Collider 2D (复合对撞机2D)
          • Custom Collider 2D (自定义碰撞器2D)
        • Physics Material 2D (物理材料2D)
        • -2D joints (二维节理) (10;10)
          • Constraints of 2D joints (二维运动类型的约束)
          • Distance Joint 2D (距离关节2D)
          • Fixed Joint 2D (固定关节2D)
          • Friction Joint 2D (摩擦连接2D)
          • Hinge Joint 2D (铰链接头2D)
          • Relative Joint 2D (相对运动类型2D)
          • Slider Joint 2D (二维滑动接头)
          • Spring Joint 2D (弹簧接头2D)
          • Target Joint 2D (目标关节2D)
          • Wheel Joint 2D (车轮接头2D)
        • Constant Force 2D (恒力2D)
        • -Effectors 2D (2D效应器) (5;5)
          • Area Effector 2D (区域效应器2D)
          • Buoyancy Effector 2D (浮力效应器2D)
          • Point Effector 2D (点效应器2D)
          • Platform Effector 2D (平台效应器2D)
          • Surface Effector 2D (曲面效应器2D)
    • -Graphics (图形) (13;373)
      • -Render pipelines (渲染管线) (9;19)
        • Render pipelines introduction (渲染管线游戏攻略)
        • Render pipeline feature comparison (渲染管线功能比较)
        • How to get, set, and configure the active render pipeline (如何获取、设置和配置活动渲染管道)
        • Choosing and configuring a render pipeline and lighting solution (选择和配置渲染管道和照明解决方案)
        • -Using the Built-in Render Pipeline (使用内置渲染管线) (5;8)
          • Graphics tiers (图形层)
          • -Rendering paths in the Built-in Render Pipeline (在内置渲染管道中渲染路径) (3;3)
            • Forward rendering path (正向渲染路径)
            • Deferred Shading rendering path (延迟着色渲染路径)
            • Vertex Lit Rendering Path (顶点照明渲染路径)
          • Extending the Built-in Render Pipeline with CommandBuffers (使用CommandBuffers扩展内置渲染管道)
          • Hardware requirements for the Built-in Render Pipeline (内置渲染管道的硬件要求)
          • -Example shaders for the Built-in Render Pipeline (内置渲染管道的着色器示例) (2;2)
            • Custom shader fundamentals (自定义着色器基础知识)
            • Visualizing vertex data (可视化顶点数据)
        • Using the Universal Render Pipeline (使用通用渲染管线)
        • Using the High Definition Render Pipeline (使用高清晰度渲染管线)
        • -Scriptable Render Pipeline fundamentals (脚本渲染管道基础) (2;2)
          • Scriptable Render Pipeline introduction (脚本渲染管道简介)
          • Scheduling and executing rendering commands in the Scriptable Render Pipeline (在可脚本渲染管道中调度和执行渲染命令)
        • -Creating a custom render pipeline (创建自定义渲染管道) (3;3)
          • Creating a custom render pipeline based on the Scriptable Render Pipeline (基于可脚本渲染管道创建自定义渲染管道)
          • Creating a Render Pipeline Asset and Render Pipeline Instance in a custom render pipeline (在自定义渲染管道中创建渲染管道资源和渲染管道实例)
          • Creating a simple render loop in a custom render pipeline (在自定义渲染管道中创建简单的渲染循环)
      • -Cameras (摄像机) (10;19)
        • Using more than one camera (使用多个摄像头)
        • Using Physical Cameras (使用物理相机)
        • Cameras and depth textures (摄影机和深度纹理)
        • -Camera Tricks (相机技巧) (4;4)
          • Understanding the View Frustum (了解视锥)
          • The Size of the Frustum at a Given Distance from the Camera (在距照相机给定距离处截锥体的大小)
          • Rays from the Camera (来自相机的光线)
          • Using an oblique frustum (使用斜截头体)
        • -Occlusion culling (遮挡剔除) (7;7)
          • Getting started with occlusion culling (遮挡剔除入门)
          • Using occlusion culling with dynamic GameObjects (对动态游戏对象使用遮挡剔除)
          • Occlusion culling and Scene loading (遮挡剔除和场景加载)
          • Occlusion Areas (闭塞区域)
          • Occlusion Portals (闭塞入口)
          • The Occlusion Culling window (遮挡剔除窗口)
          • Occlusion culling additional resources (遮挡剔除附加资源)
        • CullingGroup API (CullingGroup API)
        • -Dynamic resolution (动态分辨率) (1;1)
          • FrameTimingManager (FrameTimingManager)
        • Deep learning super sampling (深度学习超采样)
        • Multi-display (多显示器)
        • Camera component (摄像机组件)
      • -Lighting (照明) (12;51)
        • Introduction to lighting (照明概论)
        • -Light sources (光源) (3;8)
          • -Lights (灯光) (4;6)
            • Types of light (灯光类型)
            • Using Lights (使用灯光)
            • -Light Modes (灯光模式) (3;3)
              • Light Mode: Realtime (灯光模式:实时)
              • Light Mode: Mixed (灯光模式:混合)
              • Light Mode: Baked (灯光模式:烘焙)
            • -Cookies (饼干) (1;1)
              • Creating cookies for the Built-in Render Pipeline (为内置渲染管道创建cookie)
          • Emissive materials (发射材料)
          • Ambient light (环境光)
        • -Shadows (阴影) (5;5)
          • Shadow mapping (阴影贴图)
          • Configuring shadows (配置阴影)
          • Shadow Distance (阴影距离)
          • Shadow Cascades (暗影瀑布)
          • Shadow troubleshooting (影子故障排除)
        • The Lighting window (照明窗口)
        • -Lighting Settings Asset (光源设置资源) (1;3)
          • -Lighting Mode (照明模式) (3;3)
            • Lighting Mode: Baked Indirect (照明模式:间接烘焙)
            • Lighting Mode: Shadowmask (照明模式:阴影面具)
            • Lighting Mode: Subtractive (照明模式:减法的)
        • -The Light Explorer window (1;1)
          • Light Explorer extension (Light Explorer扩展)
        • -Lightmapping (光照贴图) (12;15)
          • -The Progressive Lightmapper (渐进式光照映射器) (1;1)
            • The Progressive GPU Lightmapper (preview) (渐进式GPU Lightmapper(预览))
          • Lightmapping using Enlighten Baked Global Illumination (使用Enlighten烘焙全局照明进行光照贴图)
          • Lightmapping: Getting started (光照贴图:开始)
          • Lightmap Parameters Asset (光照贴图参数资源)
          • Directional Mode (定向模式)
          • Lightmaps and LOD (光照贴图和LOD)
          • Ambient occlusion (环境遮挡)
          • Lightmaps: Technical information (光照贴图:技术信息)
          • Lightmapping and shaders (光照贴图和着色器)
          • -Lightmap UVs introduction (光照贴图UV介绍) (4;4)
            • Lightmap UVs introduction (光照贴图UV介绍)
            • Generating lightmap UVs (生成光照贴图UV)
            • Visualizing lightmap UVs (可视化光照贴图UV)
            • Fixing lightmap UV overlap (修复光照贴图UV重叠)
          • Lightmap seam stitching (光照贴图接缝拼接)
          • Custom fall-off (自定义脱落)
        • -Realtime Global Illumination using Enlighten (使用Enlighten的实时全局照明) (1;1)
          • LOD and Enlighten Realtime Global Illumination (LOD和Enlighten实时全局照明)
        • -Light Probes (7;7)
          • Light Probes: Technical information (光探头:技术资料)
          • Light Probe Groups (光探针组)
          • Placing Light Probes using scripting (使用脚本放置光探头)
          • Light Probes for moving objects (用于移动物体的光探头)
          • Light Probes and the Mesh Renderer (灯光探头和网格渲染器)
          • Light Probes and Scene loading (灯光探头和场景加载)
          • Light Probe Proxy Volume component (灯光探测器代理体积组件)
        • -Reflection Probes (反射探头) (5;5)
          • Types of Reflection Probe (反射探头的类型)
          • Using Reflection Probes (使用反射探头)
          • Advanced Reflection Probe Features (高级反射探头功能)
          • Reflection Probe performance (反射探头性能)
          • Reflection Probe (反射探头)
        • -Precomputed lighting data (预先计算的照明数据) (3;3)
          • Generating lighting data (生成照明数据)
          • Lighting Data Asset (照明数据资源)
          • GI cache (GI缓存)
        • Scene View Draw Modes for lighting (光源的场景视图绘制模式)
      • -Models (模型) (2;24)
        • -Creating models outside of Unity (在Unity之外创建模型) (5;5)
          • Model file formats (模型文件格式)
          • Support for proprietary model file formats (支持专有模型文件格式)
          • Preparing your model files for export (准备要导出的模型文件)
          • Creating models for optimal performance (创建模型以获得最佳性能)
          • Creating models for animation (创建动画模型)
        • -Importing models into Unity (将模型导入Unity) (6;19)
          • Importing a model (导入模型)
          • Importing a model with humanoid animations (导入具有人形动画的模型)
          • Importing a model with non-humanoid (generic) animations (导入具有非人形(通用)动画的模型)
          • -Model Import Settings window (“模型导入设置”窗口) (4;13)
            • Model tab (模型选项卡)
            • -Rig tab (钻机选项卡) (4;4)
              • Avatar Mapping tab (虚拟化身映射选项卡)
              • Avatar Muscle & Settings tab (头像肌肉&设置选项卡)
              • Avatar Mask window (头像蒙版窗口)
              • Human Template window (Human Template窗口)
            • -Animation tab (动画选项卡) (7;7)
              • Euler curve resampling (欧拉曲线重采样)
              • Extracting animation clips (提取动画片段)
              • Loop optimization on Animation clips (动画剪辑的循环优化)
              • Curves (曲线)
              • Events (活动)
              • Mask (面具)
              • Motion (运动)
            • Materials tab (材质选项卡)
          • SketchUp Import Settings window (SketchUp导入设置窗口)
          • -SpeedTree Import Settings window (SpeedTree导入设置窗口) (2;2)
            • Model tab (模型选项卡)
            • Materials tab (材质选项卡)
      • -Meshes (网格) (8;13)
        • Meshes introduction (网格游戏攻略)
        • Mesh data (网格数据)
        • Mesh asset (网格资源)
        • -Mesh components (网格组件) (4;4)
          • Mesh Renderer component (网格渲染器组件)
          • Skinned Mesh Renderer component (蒙皮网格渲染器组件)
          • Mesh Filter component (网格过滤器组件)
          • Text Mesh component (legacy) (文本网格组件(传统))
        • -Using meshes with C# scripts (将网格与C#脚本结合使用) (2;2)
          • Using the Mesh Class (使用网格类)
          • Example: creating a quad (示例:创建四边形)
        • -Level of Detail (LOD) for meshes (网格的细节层次(LOD)) (2;2)
          • LOD Group (LOD组)
          • Importing LOD Meshes (导入LOD网格)
        • Compressing mesh data (压缩网格数据)
        • Loading texture and mesh data (加载纹理和网格数据)
      • -Textures (纹理) (13;31)
        • -Importing Textures (导入纹理) (1;10)
          • -Texture Import Settings (纹理导入设置) (10;10)
            • Default Import Settings reference (默认导入设置参考)
            • Normal map Import Settings reference (法线贴图导入设置参考)
            • Editor GUI and Legacy GUI Import Settings reference (编辑器GUI和旧版GUI导入设置参考)
            • Sprite (2D and UI) Import Settings reference (Sprite(2D和UI)导入设置参考)
            • Cursor Import Settings reference (光标导入设置参考)
            • Cookie Import Settings reference (Cookie导入设置参考)
            • Lightmap Import Settings reference (光照贴图导入设置参考)
            • Directional Lightmap Import Settings reference (平行光贴图导入设置参考)
            • Shadowmask Import Settings reference (阴影蒙版导入设置参考)
            • Single Channel Import Settings reference (单通道导入设置参考)
        • -Texture formats (纹理格式) (1;1)
          • Recommended, default, and supported texture formats, by platform (推荐、默认和支持的纹理格式(按平台))
        • -Mipmaps (Mipmaps) (4;4)
          • Mipmaps introduction (Mipmaps游戏攻略)
          • The Mipmap Streaming system (Mipmap Streaming系统)
          • The Mipmap Streaming system API (Mipmap Streaming系统API)
          • Streaming Controller component (流控制器组件)
        • Render Texture (渲染纹理)
        • Custom Render Textures (自定义渲染纹理)
        • Movie Textures (电影纹理)
        • 3D textures (三维纹理)
        • Texture arrays (纹理阵列)
        • Cubemaps (Cubemaps的)
        • Cubemap arrays (立方体地图阵列)
        • -Streaming Virtual Texturing (流式虚拟纹理) (7;7)
          • Streaming Virtual Texturing requirements and compatibility (流式虚拟纹理要求和兼容性)
          • How Streaming Virtual Texturing works (虚拟纹理流是如何工作的)
          • Enabling Streaming Virtual Texturing in your project (在项目中启用流式虚拟纹理)
          • Using Streaming Virtual Texturing in Shader Graph (在着色图中使用流虚拟纹理)
          • Cache Management for Virtual Texturing (虚拟纹理的缓存管理)
          • Marking textures as "Virtual Texturing Only" (将纹理标记为“仅虚拟纹理”)
          • Virtual Texturing error material (虚拟纹理误差材料)
        • Sparse Textures (稀疏纹理)
        • Loading texture and mesh data (加载纹理和网格数据)
      • -Shaders (着色器) (5;128)
        • -Shaders core concepts (着色器核心概念) (9;17)
          • Shaders introduction (暗影游戏攻略)
          • The Shader class (Shader类)
          • Shader assets (着色器资产)
          • -Shader compilation (着色器编译) (1;1)
            • Asynchronous shader compilation (异步着色器编译)
          • -Branching, variants, and keywords (分支、变体和关键字) (9;9)
            • Conditionals in shaders (明暗器中的条件元素)
            • Branching in shaders (着色器中的分支)
            • Shader variants (着色器变体)
            • Check how many shader variants you have (检查您有多少着色器变体)
            • Shader keywords (着色器关键字)
            • Using shader keywords with C# scripts (在C#脚本中使用着色器关键字)
            • Using shader keywords with the material Inspector (将着色器关键字与材质Inspector一起使用)
            • Shader variant stripping (着色器变体剥离)
            • Shader variant collections (着色器变体集合)
          • How Unity loads and uses shaders (Unity如何加载和使用着色器)
          • Replacing shaders at runtime (在运行时替换着色器)
          • Compute shaders (计算着色器)
          • Error and loading shaders (加载着色器时出错)
        • -Built-in shaders (内置着色器) (4;55)
          • -Standard Shader (标准Shader) (5;15)
            • Content and Context (内容和上下文)
            • Metallic vs. specular workflow (金属与镜像工作流)
            • -Standard Shader Material Inspector reference (标准着色器材质检查器参考) (11;11)
              • Rendering Mode (渲染模式)
              • Albedo Color and Transparency (反照率颜色和透明度)
              • Specular mode: Specular Property (镜面反射模式:镜面反射特性)
              • Metallic mode: Metallic Property (金属模式:金属性能)
              • Smoothness (平滑度)
              • Normal map (Bump mapping) (法线贴图(凹凸贴图))
              • Heightmap (高度图)
              • Occlusion Map (遮挡图)
              • Emission (发射)
              • Secondary Maps (Detail Maps) & Detail Mask (辅助贴图(细节贴图)和细节蒙版)
              • The Fresnel Effect (菲涅耳效应)
            • Material charts (材料图表)
            • Make your own (自己做)
          • Standard Particle Shaders (标准粒子着色器)
          • Autodesk Interactive shader (Autodesk交互式着色器)
          • -Legacy Shaders (传统着色器) (6;38)
            • Usage and Performance of Built-in Shaders (内置着色器的使用和性能)
            • -Normal Shader Family (法线着色器族) (9;9)
              • Vertex-Lit (顶点照明)
              • Diffuse (diffuse)
              • Specular (Specular)
              • Bumped Diffuse (凹凸漫反射)
              • Bumped Specular (凸起镜面反射)
              • Parallax Diffuse (视差漫反射)
              • Parallax Bumped Specular (视差凹凸镜面反射)
              • Decal (贴花)
              • Diffuse Detail (漫反射细节)
            • -Transparent Shader Family (透明着色器族) (7;7)
              • Transparent Vertex-Lit (透明顶点照明)
              • Transparent Diffuse (透明漫反射)
              • Transparent Specular (透明镜面反射)
              • Transparent Bumped Diffuse (透明凹凸漫反射)
              • Transparent Bumped Specular (透明凸起镜面反射镜)
              • Transparent Parallax Diffuse (透明视差漫反射)
              • Transparent Parallax Specular (透明视差镜面反射)
            • -Transparent Cutout Shader Family (透明剪切着色器族) (5;5)
              • Transparent Cutout Vertex-Lit (透明切口顶点照明)
              • Transparent Cutout Diffuse (透明切口漫反射)
              • Transparent Cutout Specular (透明切口镜面反射)
              • Transparent Cutout Bumped Diffuse (透明切口凸点漫反射)
              • Transparent Cutout Bumped Specular (透明切口凹凸镜面反射)
            • -Self-Illuminated Shader Family (自发光着色器族) (7;7)
              • Self-Illuminated Vertex-Lit (自发光顶点发光)
              • Self-Illuminated Diffuse (自发光漫反射)
              • Self-Illuminated Specular (自发光镜面反射镜)
              • Self-Illuminated Normal mapped Diffuse (自发光法线贴图漫反射)
              • Self-Illuminated Normal mapped Specular (自发光法线贴图镜面反射)
              • Self-Illuminated Parallax Diffuse (自发光视差漫反射)
              • Self-Illuminated Parallax Specular (自发光视差镜面反射镜)
            • -Reflective Shader Family (反射着色器族) (9;9)
              • Reflective Vertex-Lit (反射顶点照明)
              • Reflective Diffuse (反射漫反射)
              • Reflective Specular (反射镜面)
              • Reflective Bumped Diffuse (反射凹凸漫反射)
              • Reflective Bumped Specular (反射凹凸镜面反射)
              • Reflective Parallax Diffuse (反射视差漫反射)
              • Reflective Parallax Specular (反射视差镜面反射)
              • Reflective Normal Mapped Unlit (反射法线贴图未点亮)
              • Reflective Normal mapped Vertex-lit (反射法线贴图顶点照亮)
        • Using Shader Graph (使用着色器图形)
        • -Writing shaders (写入着色器) (7;52)
          • Writing shaders overview (编写着色器概述)
          • -ShaderLab (ShaderLab) (6;29)
            • -ShaderLab: defining a Shader object (ShaderLab:定义着色器对象) (3;3)
              • ShaderLab: defining material properties (ShaderLab:定义材质特性)
              • ShaderLab: assigning a fallback (ShaderLab:分配回退)
              • ShaderLab: assigning a custom editor (ShaderLab:指定自定义编辑器)
            • -ShaderLab: defining a SubShader (ShaderLab:定义SubShader) (2;2)
              • ShaderLab: assigning tags to a SubShader (ShaderLab:将标记指定给SubShader)
              • ShaderLab: assigning a LOD value to a SubShader (ShaderLab:为SubShader指定LOD值)
            • -ShaderLab: defining a Pass (ShaderLab:定义过程) (3;3)
              • ShaderLab: assigning a name to a Pass (ShaderLab:为过程分配名称)
              • ShaderLab: assigning tags to a Pass (ShaderLab:将标记指定给过程)
              • ShaderLab: Predefined Pass tags in the Built-in Render Pipeline (ShaderLab:内置渲染管道中的预定义过程标记)
            • ShaderLab: adding shader programs (ShaderLab:添加着色器程序)
            • ShaderLab: specifying package requirements (ShaderLab:指定包要求)
            • -ShaderLab: commands (ShaderLab:命令) (15;19)
              • ShaderLab: grouping commands with the Category block (ShaderLab:使用类别块对命令进行分组)
              • ShaderLab command: AlphaToMask (ShaderLab命令:AlphaToMask)
              • ShaderLab command: Blend (ShaderLab命令:混合)
              • ShaderLab command: BlendOp (ShaderLab命令:混合操作)
              • ShaderLab command: ColorMask (ShaderLab命令:ColorMask)
              • ShaderLab command: Conservative (ShaderLab命令:保守)
              • ShaderLab command: Cull (ShaderLab命令:卡尔)
              • ShaderLab command: Offset (ShaderLab命令:偏移量)
              • ShaderLab command: Stencil (ShaderLab命令:模板)
              • ShaderLab command: UsePass (ShaderLab命令:UsePass)
              • ShaderLab command: GrabPass (ShaderLab命令:GrabPass)
              • ShaderLab command: ZClip (ShaderLab命令:ZClip)
              • ShaderLab command: ZTest (ShaderLab命令:ZTest)
              • ShaderLab command: ZWrite (ShaderLab命令:ZWrite)
              • -ShaderLab legacy functionality (ShaderLab遗留功能) (5;5)
                • ShaderLab: legacy fog (ShaderLab:传统雾)
                • ShaderLab: legacy lighting (ShaderLab:传统照明)
                • ShaderLab: legacy alpha testing (ShaderLab:传统alpha测试)
                • ShaderLab: legacy texture combining (ShaderLab:旧纹理组合)
                • ShaderLab: legacy vertex data channel mapping (ShaderLab:传统顶点数据通道映射)
          • -HLSL in Unity (Unity中的HLSL) (10;14)
            • -Preprocessor directives in HLSL (HLSL中的预处理器指令) (5;5)
              • include and include_with_pragmas directives in HLSL (HLSL中include和include_with_pragmas指令)
              • pragma directives in HLSL (HLSL中的杂注指令)
              • Targeting shader models and GPU features in HLSL (HLSL中的目标着色器模型和GPU功能)
              • Targeting graphics APIs and platforms in HLSL (在HLSL中定位图形API和平台)
              • Declaring and using shader keywords in HLSL (在HLSL中声明和使用着色器关键字)
            • Shader semantics (着色器语义)
            • Accessing shader properties in Cg/HLSL (在Cg/HLSL中访问着色器属性)
            • Providing vertex data to vertex programs (向顶点程序提供顶点数据)
            • Built-in shader include files (内置着色器包含文件)
            • Built-in macros (内置宏)
            • Built-in shader helper functions (内置着色器辅助函数)
            • Built-in shader variables (内置着色器变量)
            • Shader data types and precision (着色器数据类型和精度)
            • Using sampler states (使用采样器状态)
          • GLSL in Unity (Unity中的GLSL)
          • Example shaders (着色器示例)
          • -Writing Surface Shaders (写入曲面明暗器) (5;5)
            • Surface Shaders and rendering paths (曲面着色器和渲染路径)
            • Surface Shader examples (Surface Shader示例)
            • Custom lighting models in Surface Shaders (曲面着色器中的自定义照明模型)
            • Surface Shader lighting examples (Surface Shader照明示例)
            • Surface Shaders with DX11 / OpenGL Core Tessellation (使用DX11 / OpenGL核心细分的曲面着色器)
          • Writing shaders for different graphics APIs (为不同的图形API编写着色器)
        • -Understanding shader performance (了解着色器性能) (3;3)
          • Optimizing shader runtime performance (优化着色器运行时性能)
          • Debugging shaders using Visual Studio (使用Visual Studio调试着色器)
          • Debugging DirectX 12 shaders with PIX (使用PIX调试DirectX 12着色器)
      • -Materials (材料) (5;7)
        • Materials introduction (材料介绍)
        • Material Inspector reference (材料检验员参考)
        • Physically Based Rendering Material Validator (基于物理的渲染材质验证器)
        • Using materials with C# scripts (使用C#脚本的材质)
        • -Material Variants (材料变体) (3;3)
          • Material Variant benefits and limitations (材料变体的优点和局限性)
          • Material Variant inheritance (材质变体继承)
          • Create, modify, and apply Material Variants (创建、修改和应用材质变体)
      • -Visual effects (视觉效果) (5;47)
        • Post-processing and full-screen effects (后期处理和全屏效果)
        • -Particle systems (粒子系统) (3;37)
          • Choosing your particle system solution (选择粒子系统解决方案)
          • -Built-in Particle System (内置粒子系统) (5;30)
            • Using the Built-in Particle System (使用内置粒子系统)
            • Particle System vertex streams and Standard Shader support (粒子系统顶点流和标准着色器支持)
            • Particle System GPU Instancing (粒子系统GPU实例化)
            • Particle System C# Job System integration (Particle System C#作业系统集成)
            • -Components and Modules (组件和模块) (3;26)
              • Particle System (粒子系统)
              • -Particle System modules (粒子系统模块) (24;24)
                • Main module (主模块)
                • Emission module (发射模块)
                • Shape module (形状模)
                • Velocity over Lifetime module (使用寿命期间的速度模块)
                • Noise module (噪声模块)
                • Limit Velocity over Lifetime module (寿命限制速度模块)
                • Inherit Velocity module (继承速度模块)
                • Lifetime by Emitter Speed module (发射器速度模块寿命)
                • Force over Lifetime module (使用寿命模块)
                • Color over Lifetime module (色彩寿命模块)
                • Color by Speed module (颜色按速度模块)
                • Size over Lifetime module (模块寿命内的大小)
                • Size by Speed module (按速度模块大小)
                • Rotation over Lifetime module (寿命周期模块)
                • Rotation by Speed module (按速度旋转模块)
                • External Forces module (外力模块)
                • Collision module (碰撞模块)
                • Triggers module (触发器模块)
                • Sub Emitters module (子发射器模块)
                • Texture Sheet Animation module (纹理表动画模块)
                • Lights module (灯光模块)
                • Trails module (轨迹模块)
                • Custom Data module (自定义数据模块)
                • Renderer module (渲染器模块)
              • Particle System Force Field (粒子系统力场)
          • -Visual Effect Graph (视觉效果图) (6;6)
            • Project Settings - VFX (项目设置-特效)
            • Visual Effect Graph Asset (视觉效果图资源)
            • Block Subgraph (分块子图)
            • Operator Subgraph (算子子图)
            • Visual Effect (视觉效果)
            • Property Binders (属性活页夹)
        • -Decals and projectors (贴花和投影仪) (1;1)
          • Projector component (投影仪组件)
        • -Lens flares and halos (透镜光斑和光晕) (4;4)
          • Flare asset (火炬资产)
          • Lens Flare component (透镜光斑组件)
          • Flare Layer component (火炬层组件)
          • Halo component (晕圈分量)
        • -Lines, trails, and billboards (线路、小径和广告牌) (4;4)
          • Line Renderer component (线渲染器组件)
          • Trail Renderer component (轨迹渲染器组件)
          • Billboard Renderer component (公告牌渲染器组件)
          • Billboard asset (广告牌资产)
      • -Sky (天空) (4;7)
        • SkyManager (SkyManager)
        • -Skyboxes (Skyboxes) (1;1)
          • Using skyboxes (使用Skybox)
        • -Skybox shaders (Skybox着色器) (4;4)
          • 6 Sided skybox (6侧Skybox)
          • Cubemap skybox (立方体地图skybox)
          • Panoramic skybox (全景天空盒)
          • Procedural skybox (程序Skybox)
        • Skybox component reference (Skybox组件参考)
      • -Color (颜色) (2;4)
        • -Color space (色彩空间) (3;3)
          • Linear or gamma workflow (线性或伽玛工作流)
          • Gamma Textures with linear rendering (Gamma纹理与线性渲染)
          • Working with linear Textures (使用线性纹理)
        • -High dynamic range (高动态范围) (1;1)
          • HDR color picker (HDR颜色选择器)
      • -Graphics API support (图形API支持) (3;6)
        • DirectX (DirectX)
        • -Metal (金属) (4;4)
          • Introduction to Metal (金属概论)
          • Metal requirements and compatibility (金属要求和兼容性)
          • Debug Metal graphics (调试Metal图形)
          • Optimize Metal graphics (优化Metal图形)
        • OpenGL Core (OpenGL Core)
      • -Graphics performance and profiling (图形性能和性能分析) (5;17)
        • Graphics performance fundamentals (图形性能基础)
        • -Optimizing draw calls (优化绘制调用) (4;5)
          • -GPU instancing (GPU实例化) (1;1)
            • Creating shaders that support GPU instancing (创建支持GPU实例化的着色器)
          • -Draw call batching (绘制调用批处理) (2;2)
            • Static batching (静态配料)
            • Dynamic batching (动态配料)
          • Manually combining meshes (手动组合网格)
          • Scriptable Render Pipeline Batcher (可编写脚本的渲染管道批处理器)
        • -BatchRendererGroup (BatchRendererGroup) (4;7)
          • How BatchRendererGroup works (BatchRendererGroup的工作原理)
          • Getting started with BatchRendererGroup (BatchRendererGroup入门)
          • -Creating a renderer with BatchRendererGroup (使用BatchRendererGroup创建渲染器) (4;4)
            • Initializing a BatchRendererGroup object (初始化BatchRendererGroup对象)
            • Registering meshes and materials (配准网格和材料)
            • Creating batches (创建批次)
            • Creating draw commands (创建绘制命令)
          • DOTS Instancing shaders (DOTS实例化着色器)
        • The Rendering Statistics window (渲染统计信息窗口)
        • -Debug frames in Unity (在Unity中调试帧) (3;3)
          • Frame Debugger window reference (帧调试器窗口参考)
          • Frame Debugger Event Hierarchy (帧调试器事件层次结构)
          • Frame Debugger event information (帧调试器事件信息)
    • -World building (大世界大厦) (3;21)
      • -Terrain (地形) (11;16)
        • Creating and editing Terrains (创建和编辑地形)
        • Create Neighbor Terrains (创建相邻地形)
        • -Terrain tools (地形工具) (6;6)
          • Raise or Lower Terrain (升高或降低地形)
          • Paint Holes (油漆孔)
          • Paint Texture (绘制纹理)
          • Set Height (设置高度)
          • Smooth Height (平滑高度)
          • Stamp Terrain (标记地形)
        • Terrain Layers (地形图层)
        • Brushes (刷子)
        • -Trees (树木) (1;1)
          • SpeedTree (SpeedTree)
        • Wind Zones (风区)
        • Grass and other details (草等细节)
        • Working with Heightmaps (使用高度贴图)
        • Terrain settings (地形设置)
        • Using Terrain at runtime (在运行时使用Terrain)
      • Terrain Tools (地形工具)
      • -Tree Editor (树编辑器) (4;4)
        • Building Your First Tree (建造你的第一棵树)
        • Tree Basics (树基础知识)
        • Branch Group Properties (分支组属性)
        • Leaf Group Properties (叶组属性)
    • -Physics (物理学) (1;31)
      • -Built-in 3D Physics (内置3D物理) (8;31)
        • -Character control (字符控制) (2;2)
          • Introduction to character control (字符控制简介)
          • Character Controller component reference (字符控制器组件参考)
        • -Rigidbody physics (刚体物理学) (6;6)
          • Introduction to rigid body physics (刚体物理学导论)
          • Configure Rigidbody Colliders (配置刚体碰撞器)
          • Apply constant force to a Rigidbody (对刚体施加恒力)
          • Apply interpolation to a Rigidbody (将插值应用于刚体)
          • Rigidbody component reference (刚体元件参照)
          • Constant Force component reference (恒力分量参考)
        • -Collision (碰撞) (11;11)
          • Introduction to collision (碰撞导论)
          • Continuous collision detection (CCD) (连续碰撞检测(CCD))
          • Create a vehicle with Wheel Colliders (使用车轮碰撞器创建车辆)
          • Physics Debug window reference (物理调试窗口参考)
          • Box Collider component reference (Box Collider组件参考)
          • Capsule Collider component reference (胶囊碰撞器组件参考)
          • Terrain Collider component reference (Terrain Collider组件参考)
          • Wheel Collider component reference (车轮碰撞器组件参考)
          • Mesh Collider component reference (网格碰撞器组件参考)
          • Sphere Collider component reference (球体碰撞器组件参考)
          • Physic Material component reference (物理材料组件参考)
        • -Joints (关节) (6;6)
          • Introduction to joints (接头简介)
          • Character Joint component reference (角色关节零部件参考)
          • Configurable Joint component reference (可配置关节组件参考)
          • Fixed Joint component reference (固定关节零部件参考)
          • Hinge Joint component reference (铰链连接零部件参考)
          • Spring Joint component reference (弹簧接头零部件参考)
        • -Articulations (关节) (2;2)
          • Introduction to physics articulations (物理学发音入门)
          • Articulation Body component reference (铰接体部件参考)
        • -Ragdoll physics (布娃娃物理学) (2;2)
          • Create a ragdoll (创建一个布娃娃)
          • Joint and Ragdoll stability (关节和碎布玩偶稳定性)
        • Cloth (布)
        • Multi-scene physics (多场景物理)
    • -Scripting (编写脚本) (6;64)
      • -Setting Up Your Scripting Environment (设置脚本环境) (5;5)
        • Integrated development environment (IDE) support (集成开发环境(IDE)支持)
        • Debug C# code in Unity (在Unity中调试C#代码)
        • Stack trace logging (堆栈跟踪日志记录)
        • Unit Testing (单元测试)
        • Roslyn analyzers and source generators (罗斯林分析仪和源发生器)
      • -Scripting concepts (脚本概念) (10;10)
        • Creating and Using Scripts (创建和使用脚本)
        • Variables and the Inspector (变量和检查员)
        • Instantiating Prefabs at run time (在运行时实例化预制件)
        • Order of execution for event functions (事件函数的执行顺序)
        • Event Functions (事件功能)
        • Coroutines (协同程序)
        • Namespaces (命名空间)
        • Attributes (属性)
        • UnityEvents (UnityEvents)
        • Null Reference Exceptions (空引用异常)
      • -Important Classes (重要课程) (12;12)
        • Important Classes - GameObject (重要类GameObject)
        • Important Classes - MonoBehaviour (重要类MonoBehaviour)
        • Important Classes - Object (重要类-对象)
        • Important Classes - Transform (重要类-转换)
        • Important Classes - Vectors (重要类-向量)
        • Important Classes - Quaternion (重要类-四元数)
        • ScriptableObject (ScriptableObject)
        • Important Classes - Time (重要课程-时间)
        • Important Classes - Mathf (重要类Mathf)
        • Important Classes - Random (重要课程-随机)
        • Important Classes - Debug (重要类-调试)
        • Important Classes - Gizmos & Handles (重要类-小控件和句柄)
      • -Unity architecture (Unity架构) (5;22)
        • -Overview of .NET in Unity (Unity中的.NET概述) (4;4)
          • .NET profile support (.NET配置文件支持)
          • Stable scripting runtime: known limitations (稳定的脚本运行时:已知限制)
          • Referencing additional class library assemblies (引用其他类库程序集)
          • C# compiler (C#编译器)
        • -Scripting backends (脚本后端) (5;8)
          • Mono overview (单声道概述)
          • -IL2CPP Overview (IL2CPP概述) (4;4)
            • Handling platform specific settings for IL2CPP additional arguments (处理IL2CPP附加参数的平台特定设置)
            • Linux IL2CPP cross-compiler (Linux IL2CPP交叉编译器)
            • Windows Runtime support (Windows运行时支持)
            • Managed stack traces with IL2CPP (使用IL2CPP管理堆栈跟踪)
          • Scripting restrictions (脚本限制)
          • Managed code stripping (托管代码剥离)
          • The Unity linker (Unity链接器)
        • -Code reloading in the Unity Editor (在Unity编辑器中重新加载代码) (2;4)
          • -Configurable Enter Play Mode (可配置进入播放模式) (3;3)
            • Domain Reloading (域名重新加载)
            • Scene Reloading (场景重新加载)
            • Details of disabling Domain and Scene Reload (禁用域和场景重新加载的详细信息)
          • Running Editor Script Code on Launch (启动时运行编辑器脚本代码)
        • Script serialization (脚本序列化)
        • -Script compilation (脚本编译) (3;5)
          • Special folders and script compilation order (特殊文件夹和脚本编译顺序)
          • -Conditional Compilation (条件编译) (1;1)
            • Custom scripting symbols (自定义脚本符号)
          • -Assembly definitions (程序集定义) (3;3)
            • Assembly Definition properties (程序集定义属性)
            • Assembly Definition Reference properties (程序集定义引用属性)
            • Assembly Definition File Format (部件定义文件格式)
      • -Plug-ins (插件) (5;7)
        • Import and configure plug-ins (导入和配置插件)
        • Managed plug-ins (托管插件)
        • Native plug-ins (原生插件)
        • Building plug-ins for desktop platforms (为桌面平台构建插件)
        • -Low-level native plug-in interface (低级本机插件接口) (3;3)
          • Low-level native plug-in rendering extensions (低级本机插件呈现扩展)
          • Low-level native plug-in Shader compiler access (低级本机插件Shader编译器访问)
          • -Memory Manager API for low-level native plug-ins (用于低级本机插件的内存管理器API) (1;1)
            • IUnityMemoryManager API reference (IUnityMemoryManager API参考)
      • -Job system (工作制) (6;8)
        • Job system overview (作业系统概述)
        • Jobs overview (工作概述)
        • -Thread safe types (线程安全类型) (3;3)
          • Implement a custom native container (实现自定义本机容器)
          • Copying NativeContainer structures (复制NativeContainer结构)
          • Custom NativeContainer example (自定义NativeContainer示例)
        • Create and run a job (创建并运行作业)
        • Job dependencies (作业依赖性)
        • Parallel jobs (并行作业)
    • -Multiplayer and Networking (多人游戏和网络) (12;34)
      • Multiplayer Overview (多人游戏概述)
      • Setting up a multiplayer project (设置多人游戏项目)
      • Using the Network Manager (使用网络管理器)
      • Using the Network Manager HUD (使用Network Manager HUD)
      • The Network Manager HUD in LAN mode (LAN模式下的Network Manager HUD)
      • The Network Manager HUD in Matchmaker mode (Matchmaker模式下的Network Manager HUD)
      • Converting a single-player game to Unity Multiplayer (将单人游戏转换为Unity多人游戏)
      • Debugging Information (调试信息)
      • -Multiplayer Component Reference (多人游戏组件参考) (12;12)
        • Network Animator (网络动画师)
        • Network Discovery (网络发现)
        • Network Identity (网络标识)
        • Network Lobby Manager (网络大堂经理)
        • Network Lobby Player (网络大堂播放器)
        • Network Manager HUD (网络管理器HUD)
        • Network Manager (网络管理器)
        • Network Proximity Checker (网络邻近检查器)
        • NetworkStartPosition (网络起始位置)
        • Network Transform (网络转型)
        • Network Transform Child (网络转换子级)
        • Network Transform Visualizer (网络转换可视化工具)
      • -Multiplayer Classes Reference (多人游戏类参考) (5;5)
        • NetworkBehaviour (网络行为)
        • NetworkClient (网络客户端)
        • NetworkConnection (网络连接)
        • NetworkServer (网络服务器)
        • NetworkServerSimple (NetworkServerSimple)
      • Multiplayer Encryption Plug-ins (多人游戏加密插件)
      • -UnityWebRequest (UnityWebRequest) (2;8)
        • -Common operations: using the HLAPI (常见操作:使用HLAPI) (5;5)
          • Retrieving text or binary data from an HTTP Server (GET) (从HTTP服务器(GET)检索文本或二进制数据)
          • Retrieving a Texture from an HTTP Server (GET) (从HTTP服务器检索纹理(GET))
          • Downloading an AssetBundle from an HTTP server (GET) (从HTTP服务器下载AssetBundle(GET))
          • Sending a form to an HTTP server (POST) (将表单发送到HTTP服务器(POST))
          • Uploading raw data to an HTTP server (PUT) (将原始数据上传到HTTP服务器(PUT))
        • -Advanced operations: Using the LLAPI (高级操作:使用LLAPI) (3;3)
          • Creating UnityWebRequests (创建UnityWebRequests)
          • Creating UploadHandlers (创建UploadHandlers)
          • Creating DownloadHandlers (创建DownloadHandlers)
    • -Audio (音频) (8;36)
      • Audio overview (音频概述)
      • Audio files (音频文件)
      • Tracker Modules (跟踪器模块)
      • -Audio Mixer (音频混音器) (4;4)
        • An overview of the concepts and Audio Mixer (概述的概念和混音器)
        • Specifics on the Audio Mixer window (音频混合器窗口的详细信息)
        • AudioGroup Inspector (AudioGroup检查员)
        • Overview of Usage and API (用法和API概述)
      • -Native audio plug-in SDK (原生音频插件SDK) (1;1)
        • Audio Spatializer SDK (音频空间仪SDK)
      • Audio Profiler (音频分析器)
      • Ambisonic Audio (立体声音响)
      • -Audio Reference (音频参考) (9;26)
        • Audio Clip (音频clip)
        • Audio Listener (Audio Listener音频)
        • Audio Source (音频源)
        • Audio Mixer (音频混音器)
        • -Audio Filters (音频过滤器) (6;6)
          • Audio Low Pass Filter (音频低通滤波器Low Pass Filter)
          • Audio High Pass Filter (音频高通滤波器)
          • Audio Echo Filter (音频回声滤波器)
          • Audio Distortion Filter (音频失真滤波器)
          • Audio Reverb Filter (Audio Reverb滤波器)
          • Audio Chorus Filter (Audio Chorus滤波器)
        • -Audio Effects (音频效果) (13;13)
          • Audio Low Pass Effect (音频低通效果)
          • Audio High Pass Effect (音频高通效果)
          • Audio Echo Effect (音频回声效果)
          • Audio Flange Effect (音频凸缘效果)
          • Audio Distortion Effect (音频失真效果)
          • Audio Normalize Effect (音频规格化效果)
          • Audio Parametric Equalizer Effect (音频参数均衡器效果)
          • Audio Pitch Shifter Effect (音频音高转换器效果)
          • Audio Chorus Effect (音频合唱效果)
          • Audio Compressor Effect (音频压缩器效果)
          • Audio SFX Reverb Effect (音频SFX混响效果)
          • Audio Low Pass Simple Effect (音频低通简单效果)
          • Audio High Pass Simple Effect (音频高通简单效果)
        • Reverb Zones (混响区)
        • Microphone (麦克风)
        • Audio Settings (音频设置)
    • -Video overview (视频概览) (1;7)
      • -Video Player component (视频播放器组件) (7;7)
        • Migrating from MovieTexture to VideoPlayer (从MovieTexture迁移到VideoPlayer)
        • Video Clips (视频剪辑)
        • Video sources (视频来源)
        • Video file compatibility (视频文件兼容性)
        • Understanding video files (了解视频文件)
        • Video transparency support (视频透明度支持)
        • Panoramic video (全景视频)
    • -Animation (动画) (11;43)
      • Animation System Overview (动画系统概述)
      • Rotation in animations (动画中的旋转)
      • -Animation Clips (动画剪辑) (2;10)
        • -Animation from external sources (来自外部来源的动画) (1;1)
          • Humanoid Avatars (人形化身)
        • -Animation Window Guide (动画窗口向导) (9;9)
          • Using the Animation view (使用动画视图)
          • Creating a new Animation Clip (创建新的动画剪辑)
          • Animating a GameObject (设置游戏对象的动画)
          • Using Animation Curves (使用动画曲线)
          • Editing Curves (编辑曲线)
          • Key manipulation in Dopesheet mode (多普勒模式下的按键操作)
          • Key manipulation in Curves mode (曲线模式下的关键点操作)
          • Objects with Multiple Moving Parts (具有多个移动部件的对象)
          • Using Animation Events (使用动画事件)
      • -Animator Controllers (Animator控制器) (6;18)
        • The Animator Controller Asset (Animator控制器资源)
        • The Animator Window (“动画制作器”窗口)
        • -Animation State Machines (动画状态机) (10;10)
          • State Machine Basics (状态机基础知识)
          • Animation Parameters (动画参数)
          • State Machine Transitions (状态机转换)
          • State Machine Behaviours (状态机行为)
          • Sub-State Machines (子状态机)
          • Animation Layers (动画层)
          • Solo and Mute functionality (独奏和静音功能)
          • Target Matching (目标匹配)
          • Inverse Kinematics (逆运动学)
          • -Root Motion - how it works (根运动-它的工作原理) (1;1)
            • Tutorial: Scripting Root Motion for "in-place" humanoid animations (教程:为“就地”人形动画编写根运动脚本)
        • -Blend Trees (混合树) (4;4)
          • 1D Blending (一维混合)
          • 2D Blending (二维混合)
          • Direct Blending (直接混合)
          • Additional Blend Tree Options (其他混合树选项)
        • Working with blend shapes (使用混合变形)
        • Animator Override Controllers (动画制作器覆盖控制器)
      • Retargeting of Humanoid animations (人形动画的重定向)
      • Performance and optimization (性能和优化)
      • -Animation Reference (动画参考) (2;4)
        • Animator component (Animator组件)
        • -Animator Controller (Animator控制器) (3;3)
          • Creating an AnimatorController (创建AnimatorController)
          • Animation States (动画状态)
          • Animation transitions (动画过渡)
      • Animation FAQ (动画常见问题)
      • -Playables API (Playables API) (3;3)
        • The PlayableGraph (PlayableGraph)
        • ScriptPlayable and PlayableBehaviour (ScriptPlayable和PlayableBehaviour)
        • Playables Examples (可播放示例)
      • A Glossary of animation terms (动画术语表)
      • -Legacy Animation System (传统动画系统) (2;2)
        • Animation (动画)
        • Animation Scripting (Legacy) (动画脚本(旧版))
    • -Create user interfaces (UI) (创建用户界面(UI)) (4;263)
      • Comparison of UI systems in Unity (Unity中UI系统的比较)
      • -UI Toolkit (UI工具包) (12;198)
        • Get started with UI Toolkit (开始使用UI Toolkit)
        • -UI Builder (UI生成器) (7;7)
          • UI Builder interface overview (UI Builder界面概述)
          • Get started with UI Builder (开始使用UI Builder)
          • Work with elements (使用元素)
          • Use UXML instances as templates (使用UXML实例作为模板)
          • Style UI with UI Builder (使用UI Builder设置UI样式)
          • Assign USS variables in UI Builder (在UI Builder中指定USS变量)
          • Test UI (测试UI)
        • -Structure UI (结构UI) (8;93)
          • -The visual tree (视觉树) (4;4)
            • Introduction to visual elements and the visual tree (介绍视觉元素和视觉树)
            • Panels (面板)
            • Draw order (抽纸顺序)
            • Coordinate and position systems (坐标和位置系统)
          • -Structure UI with UXML (使用UXML构建UI) (7;7)
            • Introduction to UXML (UXML简介)
            • Add styles to UXML (向UXML添加样式)
            • Reuse UXML files (重用UXML文件)
            • Reference other files from UXML (引用UXML中的其他文件)
            • Load UXML and USS C# scripts (加载UXML和USS C#脚本)
            • Instantiate UXML from C# scripts (从C#脚本实例化UXML)
            • Find visual elements with UQuery (使用UQuery查找视觉元素)
          • Structure UI with C# scripts (使用C#脚本构建UI)
          • -Custom controls (自定义控件) (3;3)
            • Create a custom control (创建自定义控件)
            • Expose custom control to UXML and UI Builder (将自定义控件公开给UXML和UI生成器)
            • Customize UXML tag names and attributes (自定义UXML标记名称和属性)
          • Best practices for managing elements (管理元素的最佳做法)
          • Encapsulate UXML documents with logic (用逻辑封装UXML文档)
          • -UXML elements reference (UXML元素引用) (65;65)
            • UXML element BindableElement (UXML元素BindableElement)
            • UXML element VisualElement (UXML元素VisualElement)
            • UXML element BoundsField (UXML元素BoundsField)
            • UXML element BoundsIntField (UXML元素BoundsIntField)
            • UXML element Box (UXML元素Box)
            • UXML element Button (UXML元素按钮)
            • UXML element ColorField (UXML元素ColorField)
            • UXML element CurveField (UXML元素CurveField)
            • UXML element DoubleField (UXML元素DoubleField)
            • UXML element DropdownField (UXML元素DropdownField)
            • UXML element EnumField (UXML元素EnumField)
            • UXML element EnumFlagsField (UXML元素EnumFlags字段)
            • UXML element FloatField (UXML元素FloatField)
            • UXML element Foldout (UXML元素折叠)
            • UXML element GradientField (UXML元素GradientField)
            • UXML element GroupBox (UXML元素GroupBox)
            • UXML element Hash128Field (UXML元素Hash128Field)
            • UXML element HelpBox (UXML元素HelpBox)
            • UXML element IMGUIContainer (UXML元素IMGUIContainer)
            • UXML element Image (UXML元素图像)
            • UXML element InspectorElement (UXML元素InspectorElement)
            • UXML element IntegerField (UXML元素IntegerField)
            • UXML element Label (UXML元素标签)
            • UXML element LayerField
            • UXML element LayerMaskField (UXML元素LayerMaskField)
            • UXML element LongField (UXML元素LongField)
            • UXML element ListView (UXML元素ListView)
            • UXML element MaskField (UXML元素MaskField)
            • UXML element MinMaxSlider (UXML元素MinMaxSlider)
            • UXML element MultiColumnListView (UXML元素MultiColumnListView)
            • UXML element MultiColumnTreeView (UXML元素MultiColumnTreeView)
            • UXML element ObjectField (UXML元素ObjectField)
            • UXML element PopupWindow (UXML元素PopupWindow)
            • UXML element ProgressBar (UXML元素ProgressBar)
            • UXML element PropertyField (UXML元素PropertyField)
            • UXML element RadioButton (UXML元素RadioButton)
            • UXML element RadioButtonGroup (UXML元素RadioButtonGroup)
            • UXML element RectField (UXML元素字段)
            • UXML element RectIntField (UXML元素IntField)
            • UXML element RepeatButton (UXML元素RepeatButton)
            • UXML element ScrollView (UXML元素ScrollView)
            • UXML element Scroller (UXML元素滚动器)
            • UXML element Slider (UXML元素Slider)
            • UXML element SliderInt (UXML元素SliderInt)
            • UXML element TagField (UXML元素TagField)
            • UXML element TextElement (UXML Element TextElement)
            • UXML element TextField (UXML元素TextField)
            • UXML element Toggle (UXML元素切换)
            • UXML element Toolbar (UXML元素工具栏)
            • UXML element ToolbarBreadcrumbs (UXML元素工具栏面包屑)
            • UXML element ToolbarButton (UXML元素工具栏按钮)
            • UXML element ToolbarMenu (UXML元素工具栏菜单)
            • UXML element ToolbarPopupSearchField (UXML元素工具栏PopupSearchField)
            • UXML element ToolbarSearchField (UXML元素ToolbarSearchField)
            • UXML element ToolbarSpacer (UXML元素ToolbarSpacer)
            • UXML element ToolbarToggle (UXML元素工具栏切换)
            • UXML element TreeView (UXML元素TreeView)
            • UXML element TwoPaneSplitView (UXML元素TwoPaneSplitView)
            • UXML element UnsignedIntegerField (UXML元素UnsignedIntegerField)
            • UXML element UnsignedLongField (UXML元素UnsignedLongField)
            • UXML element Vector2Field (UXML元素Vector2Field)
            • UXML element Vector2IntField (UXML元素Vector2IntField)
            • UXML element Vector3Field (UXML元素Vector3Field)
            • UXML element Vector3IntField (UXML元素Vector3IntField)
            • UXML element Vector4Field (UXML元素Vector4Field)
          • -Structure UI examples (结构UI示例) (11;11)
            • Create list and tree views (创建列表视图和树视图)
            • Create a complex list view (创建复杂列表视图)
            • Create a list view runtime UI (创建列表视图运行时UI)
            • Wrap content inside a scroll view (在滚动视图内换行内容)
            • Create a tabbed menu for runtime (为运行时创建选项卡式菜单)
            • Create a pop-up window (创建弹出窗口)
            • Use Toggle to create a conditional UI (使用Toggle创建条件UI)
            • Create a custom control with two attributes (创建具有两个属性的自定义控件)
            • Create a slide toggle custom control (创建滑动切换自定义控件)
            • Create a bindable custom control (创建可绑定的自定义控件)
            • Create a custom style for a custom control (为自定义控件创建自定义样式)
        • -Style UI (样式UI) (7;28)
          • Introduction to USS (USS简介)
          • -USS selectors (USS选择器) (10;10)
            • Type selectors (类型选择器)
            • Name selectors (名称选择器)
            • Class selectors (类选择器)
            • Universal selectors (通用选择器)
            • Descendant selectors (后代选择器)
            • Child selectors (子选择器)
            • Multiple selectors (多重选择器)
            • Selector lists (选择器列表)
            • Pseudo-classes (伪类)
            • Selector precedence (选择器优先级)
          • -USS properties (USS属性) (9;11)
            • USS data types (USS数据类型)
            • USS common properties (USS通用属性)
            • Position element with the layout engine (使用布局引擎定位元素)
            • Relative and absolute positioning (相对和绝对定位)
            • -Set background images (设置背景图像) (3;3)
              • Set background images with an image asset (使用图像资源设置背景图像)
              • Image import settings (图像导入设置)
              • 9-Slice images with UI Toolkit (9-使用UI Toolkit切片图像)
            • USS transform
            • USS transition (USS过渡)
            • USS properties reference (USS属性参考)
            • USS color keywords (USS颜色关键字)
          • -USS custom properties (variables) (USS自定义属性(变量)) (3;3)
            • Create USS variables (创建USS变量)
            • Introduction to USS built-in variables (USS内置变量介绍)
            • USS built-in variable references (USS内置变量引用)
          • Apply styles in C# scripts (在C#脚本中应用样式)
          • Best practices for USS (USS的最佳实践)
          • Theme Style Sheet (TSS) (主题样式表(TSS))
        • UI Toolkit Debugger (UI Toolkit调试器)
        • -Control behavior with events (用事件控制行为) (5;25)
          • Dispatch events (调度事件)
          • Handle events (处理事件)
          • Synthesize and send events (合成并发送事件)
          • -Event reference (事件参考) (17;17)
            • Capture events (捕获事件)
            • Change events (变更事件)
            • Click events (点击事件)
            • Command events (命令事件)
            • Drag-and-drop events (拖放事件)
            • Layout events (布局事件)
            • Focus events (焦点事件)
            • Input events (输入事件)
            • Keyboard events (键盘事件)
            • Mouse events (鼠标事件)
            • Navigation events (导航事件)
            • Panel events (小组活动)
            • Pointer events (指针事件)
            • Tooltip event (工具提示事件)
            • Transition events (过渡事件)
            • Contextual menu events (上下文菜单事件)
            • IMGUI events (IMGUI事件)
          • -Event examples (事件示例) (5;5)
            • Create a transition in a custom Editor window (在自定义编辑器窗口中创建过渡)
            • Create a drag-and-drop UI inside a custom Editor window (在自定义编辑器窗口中创建拖放UI)
            • Create a drag-and-drop UI to drag between Editor windows (创建拖放UI以在编辑器窗口之间拖动)
            • Create a transition event (创建过渡事件)
            • Create looping transitions (创建循环变换)
        • -UI Renderer (UI Renderer) (4;4)
          • Generate 2D visual content (生成2D可视内容)
          • Create a pie chart in the Editor and runtime UI (在编辑器和运行时UI中创建饼图)
          • Use Vector API to create a radial progress indicator (使用Vector API创建径向进度指示器)
          • Use Mesh API to create a radial progress indicator (使用网格API创建径向进度指示器)
        • -Support for Editor UI (支持编辑器UI) (4;18)
          • Create a custom Editor window (创建自定义编辑器窗口)
          • Create a Custom Inspector (创建自定义检查器)
          • -SerializedObject data binding (SerializedObject数据绑定) (4;15)
            • Bindable elements reference (可绑定元素引用)
            • Bindable data types and fields (可绑定的数据类型和字段)
            • Binding system implementation details (绑定系统实现细节)
            • -Binding examples (绑定示例) (12;12)
              • Bind with binding path in C# script (在C#脚本中使用绑定路径绑定)
              • Bind without the binding path (不使用绑定路径绑定)
              • Bind with UXML and C# script (绑定UXML和C#脚本)
              • Create a binding with the Inspector (使用Inspector创建绑定)
              • Bind to nested properties (绑定到嵌套属性)
              • Bind to a UXML template (绑定到UXML模板)
              • Receive callbacks when a bound property changes (当绑定属性更改时接收回调)
              • Receive callbacks when any bound properties change (当任何绑定属性更改时接收回调)
              • Bind to a list with ListView (使用ListView绑定到列表)
              • Bind to a list without ListView (绑定到不带ListView的列表)
              • Bind a custom control (绑定自定义控件)
              • Bind a custom control to custom data type (将自定义控件绑定到自定义数据类型)
          • View data persistence (查看数据持久性)
        • -Support for runtime UI (支持运行时UI) (6;6)
          • Get started with runtime UI (开始使用运行时UI)
          • Render UI in the Game view (在游戏视图中渲染UI)
          • Panel Settings properties reference (面板设置属性参考)
          • Runtime UI event system (运行时UI事件系统)
          • Performance consideration for runtime UI (运行时UI的性能注意事项)
          • FAQ for input and event systems with UI Toolkit (使用UI Toolkit的输入和事件系统的常见问题解答)
        • -Work with text (使用文本) (10;12)
          • Get started with text (开始使用文本)
          • Style text with USS (使用USS设置文本样式)
          • Style text with rich text tags (使用格式文本标记设置文本样式)
          • Supported rich text tags (支持的富文本标记)
          • -Font assets (字体资源) (3;3)
            • Introduction to font assets (字体资源简介)
            • Font Asset properties reference (字体资源属性参考)
            • Font Asset Creator properties reference (字体资源创建器属性参考)
          • Style sheets (样式表)
          • -Include sprites in text (在文本中包含精灵) (1;1)
            • Sprite Asset properties reference (精灵资源特性参考)
          • Color gradients (颜色梯度)
          • Panel Text Settings assets (面板文字设置资源)
          • Fallback font (后备字体)
        • Examples (示例)
        • -Migration guides (移民指南) (2;2)
          • Migrate from Unity UI (uGUI) to UI Toolkit (从Unity UI(uGUI)迁移到UI Toolkit)
          • Migrate from Immediate Mode GUI (IMGUI) to UI Toolkit (从即时模式GUI(IMGUI)迁移到UI Toolkit)
      • -Unity UI (Unity UI) (10;53)
        • Canvas (帆布)
        • Basic Layout (基本布局)
        • Visual Components (视觉组件)
        • Interaction Components (交互组件)
        • Animation Integration (动画集成)
        • Auto Layout (自动布局)
        • Rich Text (富文本)
        • -Event System (Event系统) (4;4)
          • Messaging System (Messaging系统)
          • Input Modules (输入模块)
          • Supported Events (支持的活动)
          • Raycasters (雷卡斯特)
        • -UI Reference (UI参考) (7;37)
          • Rect Transform (矩形变换)
          • -Canvas Components (Canvas组件) (4;4)
            • Canvas (帆布)
            • Canvas Scaler (画布缩放器)
            • Canvas Group (帆布组)
            • Canvas Renderer (Canvas Renderer的使用)
          • -Visual Components (视觉组件) (6;8)
            • Text (文本)
            • Image (图像)
            • Raw Image (原始图像)
            • Mask (面具)
            • RectMask2D (Mask2D)
            • -UI Effect Components (UI效果组件) (3;3)
              • Shadow (影子)
              • Outline (概要)
              • Position as UV1 (位置为UV1)
          • -Interaction Components (交互组件) (9;10)
            • -Selectable Base Class (可选基类) (2;2)
              • Transition Options (过渡选项)
              • Navigation Options (导航选项)
            • Button (Button)
            • Toggle (Toggle)
            • Toggle Group (Toggle集团)
            • Slider (Slider的)
            • Scrollbar (Scrollbar的)
            • Dropdown (dropdown下载)
            • Input Field (输入字段)
            • Scroll Rect (滚动矩形)
          • -Auto Layout (自动布局) (6;6)
            • Layout Element (layout元素)
            • Content Size Fitter (内容大小拟合员)
            • Aspect Ratio Fitter (纵横比滤波器)
            • Horizontal Layout Group (水平布局组)
            • Vertical Layout Group (垂直布局组)
            • Grid Layout Group (网格布局组)
          • -Event System Reference (事件系统参考) (7;7)
            • Event System Manager (事件系统管理器)
            • Graphic Raycaster (图形Raycaster)
            • Physics Raycaster (物理Raycaster)
            • Physics 2D Raycaster (Physics 2D Raycaster)
            • Standalone Input Module (独立输入模块)
            • Touch Input Module (触摸输入模块)
            • Event Trigger (事件触发器)
          • Font assets (字体资源)
        • -UI How Tos (UI如何处理) (5;5)
          • Designing UI for Multiple Resolutions (为多分辨率设计UI)
          • Making UI elements fit the size of their content (使UI元素适合其内容的大小)
          • Creating a World Space UI (创建世界空间UI)
          • Creating UI elements from scripting (通过脚本创建UI元素)
          • Creating Screen Transitions (创建屏幕过渡)
      • -Immediate Mode GUI (IMGUI) (即时模式GUI(IMGUI)) (8;11)
        • IMGUI Basics (IMGUI基础知识)
        • Controls (控制)
        • Customization (定制化)
        • IMGUI Layout Modes (IMGUI布局模式)
        • Extending IMGUI (扩展IMGUI)
        • GUI Skin (IMGUI System) (GUI皮肤(IMGUI系统))
        • GUI Style (IMGUI System) (GUI样式(IMGUI系统))
        • -Extending the Editor with IMGUI (用IMGUI扩展编辑器) (4;4)
          • Editor Windows (编辑器窗口)
          • Property Drawers (物业抽屉)
          • Custom Editors (自定义编辑器)
          • TreeView (TreeView)
    • -Unity Services (Unity服务) (12;83)
      • -Setting up your project for Unity services (为Unity服务设置项目) (1;1)
        • Using the developer dashboard (使用开发人员仪表板)
      • -Unity Organizations (Unity组织) (4;4)
        • Subscriptions and seats (订阅和座位)
        • Managing your Organization (管理您的组织)
        • Managing your Organization’s Projects (管理您组织的项目)
        • Transfer a Project to a new Organization (将项目转移到新组织)
      • Unity Ads (Unity广告)
      • -Legacy Analytics (传统分析) (16;35)
        • Legacy Analytics: Overview (传统分析:概览)
        • Setting Up Legacy Analytics (设置旧版分析)
        • -Legacy Analytics Dashboard (传统分析仪表板) (9;9)
          • Overview page (概览页)
          • Legacy Analytics: Data Explorer (传统分析:数据浏览器)
          • Legacy Analytics: Funnel Analyzer (传统分析:漏斗分析仪)
          • Legacy Analytics: Segment Builder (传统分析:线段生成器)
          • Remote Settings page (“远程设置”页)
          • Raw Data Export page (原始数据导出页面)
          • Legacy Analytics: Event Manager (传统分析:活动管理器)
          • Legacy Analytics: Configure page (传统分析:配置页面)
          • Legacy Analytics: Market Insights (传统分析:市场洞察)
        • -Legacy Analytics Events (传统分析事件) (6;6)
          • Core Events (核心活动)
          • Standard Events (标准事件)
          • -Custom Events (自定义事件) (1;1)
            • Custom Event scripting (自定义事件脚本)
          • Analytics Event Tracker (分析事件跟踪器)
          • Analytics event parameters (分析事件参数)
          • Analytics Event limits (分析事件限制)
        • Legacy Analytics: Funnels (传统分析:漏斗)
        • -Legacy Analytics: Remote Settings (传统分析:远程设置) (2;7)
          • Creating and changing Remote Settings (创建和更改远程设置)
          • -Using Remote Settings in a Unity project (在Unity项目中使用远程设置) (6;6)
            • Remote Settings network requests (远程设置网络请求)
            • Enabling Remote Settings (启用远程设置)
            • Managing Remote Settings in the Unity Editor (在Unity编辑器中管理远程设置)
            • Remote Settings component (远程设置组件)
            • Remote Settings scripting (远程设置脚本)
            • Testing Remote Settings (测试远程设置)
        • Unity Analytics A/B Testing (Unity Analytics A/B测试)
        • -Monetization (货币化) (1;1)
          • Receipt Verification (收货验证)
        • User Attributes (用户属性)
        • Legacy Analytics: Raw Data Export (传统分析:原始数据导出)
        • Legacy Analytics: Data reset (传统分析:数据复位)
        • Legacy Analytics: COPPA Compliance (传统分析:COPPA合规性)
        • -Unity Analytics and the EU General Data Protection Regulation (GDPR) (Unity Analytics和欧盟通用数据保护条例(GDPR)) (1;1)
          • Unity Analytics DataPrivacy API (Unity Analytics DataPrivacy API)
        • Legacy Analytics: Unity Analytics and PIPL (传统分析:Unity Analytics和PIPL)
        • Analytics Metrics, Segments, and Terminology (分析指标、分段和术语)
        • Google Play data safety section for Legacy Analytics (Google Play数据安全部分的Legacy Analytics)
      • Unity Cloud Content Delivery (Unity云内容交付)
      • Unity Build Automation (formerly Cloud Build) (Unity Build Automation(以前称为Cloud Build))
      • -Unity IAP (Unity IAP) (4;27)
        • -Setting up Unity IAP (设置Unity IAP) (4;4)
          • Configuring for Apple App Store and Mac App Store (为Apple App Store和Mac App Store配置)
          • Configuring for Google Play Store (为Google Play商店配置)
          • Configuring for Windows Store (为Windows应用商店配置)
          • Configuration for the Amazon Appstore (Amazon Appstore的配置)
        • -Cross Platform Guide (跨平台指南) (13;13)
          • Codeless IAP (无代码IAP)
          • Defining products (定义产品)
          • Subscription Product support (订阅产品支持)
          • Initialization (初始化)
          • Browsing Product Metadata (浏览产品元数据)
          • Initiating Purchases (启动采购)
          • Processing Purchases (处理采购)
          • Handling purchase failures (处理采购失败)
          • Restoring Transactions (还原事务)
          • Purchase Receipts (采购收据)
          • Receipt validation (收据验证)
          • Store Extensions (商店扩展)
          • Cross-store installation issues with Android in-app purchase stores (Android应用内购买商店的跨商店安装问题)
        • -Store Guides (商店指南) (4;4)
          • iOS & Mac App Stores (iOS & Mac应用商店)
          • Universal Windows Platform (通用Windows平台)
          • Google Play
          • Amazon Appstore and Amazon Underground Store (Amazon Appstore和Amazon Underground Store)
        • -Implementing a Store (实现商店) (4;6)
          • Initialization (初始化)
          • Retrieving products (检索产品)
          • Handling purchases (处理采购)
          • -Store Modules (存储模块) (3;3)
            • Registering your store (注册您的商店)
            • Store Configuration (存储配置)
            • Store Extensions (商店扩展)
      • Unity Cloud Diagnostics (Unity云诊断)
      • Unity Integrations (Unity集成)
      • Multiplayer Services (多人游戏服务)
      • -Unity Distribution Portal (Unity分发门户) (8;9)
        • Getting started with UDP (UDP入门)
        • Distributing your game with UDP (使用UDP分发游戏)
        • Implementing IAP products (实施IAP产品)
        • Testing your game in the UDP sandbox (在UDP沙箱中测试游戏)
        • Managing and publishing your game on the UDP console (在UDP控制台上管理和发布游戏)
        • -Using UDP with other services (使用UDP与其他服务) (1;1)
          • Using Firebase with UDP builds (使用Firebase与UDP构建)
        • -UDP reference (UDP引用) (2;2)
          • UDP API (UDP API)
          • UDP SDK data collection (UDP SDK数据收集)
        • UDP troubleshooting (UDP故障排除)
      • Unity Accelerator (Unity加速器)
    • -XR (XR) (7;24)
      • -Overview (概览) (4;4)
        • XR packages (XR封装)
        • AR development in Unity (Unity中的AR开发)
        • VR development in Unity (Unity中的VR开发)
        • XR architecture (XR架构)
      • -XR Project set up (XR项目设置) (6;6)
        • Choose XR provider plug-ins (选择XR提供程序插件)
        • Create an XR project (创建XR项目)
        • Set up an XR scene (设置XR场景)
        • XR input options (XR输入选项)
        • XR Origin (XR起源)
        • XR Plug-in Management settings (XR插件管理设置)
      • Run an XR application (运行XR应用程序)
      • -XR graphics (XR图形) (3;3)
        • Universal Render Pipeline compatibility in XR (XR中的通用渲染管道兼容性)
        • -Stereo rendering (立体绘制) (1;1)
          • Single-pass instanced rendering and custom shaders (单通道实例化渲染和自定义着色器)
        • VR frame timing (VR帧定时)
      • -XR audio (XR音频) (1;1)
        • Audio Spatializers (音频空间器)
      • XR API reference (XR API参考)
      • -Unity XR SDK (Unity XR SDK) (4;8)
        • -Provider setup (提供商设置) (2;2)
          • Creating an XR provider (创建XR提供程序)
          • UnitySubsystemsManifest.json
        • Runtime discovery and activation of subsystems (子系统的运行时发现和激活)
        • -Subsystems (子系统) (3;3)
          • XR SDK Input subsystem (XR SDK输入子系统)
          • XR SDK Display subsystem (XR SDK显示子系统)
          • XR SDK Meshing subsystem (XR SDK网格子系统)
        • -Interfaces (接口) (2;2)
          • XR SDK PreInit interface (XR SDK PreInit接口)
          • XR SDK Stats interface (XR SDK Stats接口)
    • -Unity's Asset Store (Unity的资产商店) (2;21)
      • -Asset Store packages (资产存储包) (3;3)
        • Purchasing or downloading a package on the Asset Store (在Asset Store上购买或下载软件包)
        • Finding your Asset Store packages (查找您的资产存储包)
        • Using labels to organize "My Assets" (使用标签组织“我的资产”)
      • -Publishing to the Asset Store (发布到资产存储区) (18;18)
        • Creating your Publisher Account (创建您的发布者帐户)
        • Creating a new package draft (创建新的包草稿)
        • Deleting a package draft (删除软件包草稿)
        • Uploading assets to your package (将资产上载到您的包)
        • Filling in the package details (填写包装详情)
        • Submitting your package for approval (提交您的软件包以供审批)
        • Viewing the status of your Asset Store submissions (查看资产存储提交的状态)
        • Collecting revenue (征收税收)
        • Providing support to your customers (为您的客户提供支持)
        • Adding tags to published packages (向已发布的包添加标记)
        • Connecting your account to Google Analytics (将您的帐户连接到Google Analytics)
        • Promoting your Assets (推广您的资产)
        • Refunding your customers (为您的客户退款)
        • Upgrading packages (升级软件包)
        • Deprecating your Assets (放弃您的资产)
        • Issuing vouchers (发放凭证)
        • Managing your publishing team (管理您的发布团队)
        • Asset Store Publisher portal (资产存储发布者门户)
    • -Platform development (平台开发) (12;170)
      • Using Unity as a Library in other applications (在其他应用程序中使用Unity作为库)
      • Deep linking (深度链接)
      • Xcode frame debugger Unity integration (Xcode帧调试器Unity集成)
      • -Android (安卓系统) (5;62)
        • -Introducing Android (Android简介) (6;6)
          • Android requirements and compatibility (Android要求和兼容性)
          • Gradle for Android (Gradle for Android)
          • Android App Manifest (安卓应用程序清单)
          • Unity Launcher Manifest (Unity Launcher清单)
          • Unity Library Manifest (Unity库清单)
          • How Unity builds Android applications (Unity如何构建Android应用程序)
        • -Getting started with Android (Android入门) (3;6)
          • Android environment setup (Android环境设置)
          • Android Player settings (Android Player设置)
          • -Android keystores (Android密钥库) (4;4)
            • Keystore Manager window reference (密钥库管理器窗口参考)
            • Create a new keystore (创建新密钥库)
            • Add keys to a keystore (向密钥库添加密钥)
            • Load a keystore (加载密钥库)
        • -Developing for Android (开发Android) (10;37)
          • Android mobile scripting (Android移动的脚本)
          • Input for Android devices (Android设备输入)
          • -Android application size restrictions (Android应用程序大小限制) (3;8)
            • Introduction to asset splitting (资产拆分简介)
            • -APK expansion files (APK扩展文件) (3;3)
              • APK expansion files in Unity (APK扩展文件在Unity)
              • Manually install an APK expansion file (手动安装APK扩展文件)
              • Host APK expansion files (主机APK扩展文件)
            • -Play Asset Delivery (播放资产交付) (4;4)
              • Asset packs in Unity (Unity中的资产包)
              • Set up Play Asset Delivery (设置Play资产交付)
              • Create a custom asset pack (创建自定义资产包)
              • Manage asset packs at runtime (在运行时管理资产包)
          • -Graphics for Android (Android图形) (3;3)
            • Screen configuration (屏幕配置)
            • Single-pass stereo rendering for Android (适用于Android的单通道立体渲染)
            • Framebuffer orientation (帧缓冲区方向)
          • -Testing and debugging (测试与调试) (6;6)
            • Debugging on an Android device (在Android设备上调试)
            • Android symbols (Android符号)
            • Simulate an Android device (模拟Android设备)
            • Profile on an Android device (Android设备上的配置文件)
            • Unity Remote (Unity遥控器)
            • Application patching (应用程序修补)
          • -Create and use plug-ins in Android (在Android中创建和使用插件) (3;12)
            • -Android plug-in types (Android插件类型) (4;9)
              • -Android Library Projects and Android Archive plug-ins (Android Library项目和Android Archive插件) (3;3)
                • Introducing Android Library Projects and Android Archive plug-ins (Android Library项目和Android Archive插件简介)
                • Import an Android Library Project (导入Android库项目)
                • Import an Android Archive plug-in (导入Android Archive插件)
              • JAR plug-ins (JAR插件)
              • -Native plug-ins for Android (适用于Android的原生插件) (4;4)
                • Introducing native plug-ins for Android (Android原生插件介绍)
                • Create a native plug-in for Android (为Android创建本机插件)
                • Import a native plug-in for Android (导入适用于Android的原生插件)
                • Call native plug-in for Android code (调用Android代码的原生插件)
              • Java and Kotlin source plug-ins (Java和科特林源插件)
            • Call Java and Kotlin plug-in code from C# scripts (从C#脚本调用Java和科特林插件代码)
            • -Extend the default Unity activity (扩展默认Unity活动) (2;2)
              • Create a custom activity (创建自定义活动)
              • Specify Android Player command-line arguments (指定Android Player命令行参数)
          • Integrating Unity into Android applications (整合Unity到Android应用程序)
          • Deep linking on Android (Android上的深度链接)
          • Android thread configuration (Android线程配置)
          • -Device features and permissions (设备功能和权限) (3;3)
            • Android permissions in Unity (Unity中的Android权限)
            • Declare permissions for an application (声明应用程序的权限)
            • Request runtime permissions (请求运行时权限)
        • -Building and delivering for Android (为Android构建和交付) (7;7)
          • Gradle templates (格拉德尔模板)
          • Override the Android App Manifest (覆盖Android应用程序清单)
          • Android Build Settings (Android构建设置)
          • Build your application for Android (为Android构建应用程序)
          • Export an Android project (导出Android项目)
          • Optimize distribution size (优化分销规模)
          • -Digital distribution services for Android (Android的数字分发服务) (1;1)
            • Delivering to Google Play (向Google Play交付)
        • -ChromeOS (ChromeOS) (4;6)
          • Requirements and compatibility (要求和兼容性)
          • -Getting started with ChromeOS (开始使用ChromeOS) (2;2)
            • Preparing your development environment for ChromeOS (为ChromeOS准备开发环境)
            • ChromeOS Player Settings (ChromeOS播放器设置)
          • -Developing for ChromeOS (开发ChromeOS) (2;2)
            • Support user input on ChromeOS devices (在ChromeOS设备上支持用户输入)
            • Debugging on a ChromeOS device (在ChromeOS设备上调试)
          • Build for ChromeOS (为ChromeOS构建)
      • -Dedicated Server (专用服务器) (5;7)
        • Introduction to Dedicated Server (专用服务器简介)
        • -Get started with Dedicated Server (开始使用专用服务器) (3;3)
          • Dedicated Server requirements (专用服务器要求)
          • Dedicated Server Player settings (专用服务器播放器设置)
          • Dedicated Server optimizations (专用服务器优化)
        • Build your application for Dedicated Server (为专用服务器构建应用程序)
        • Dedicated Server AssetBundles (专用服务器资产捆绑包)
        • Desktop Headless Mode (台式机无头模式)
      • -iOS (iOS) (6;29)
        • -Introducing iOS (iOS简介) (4;4)
          • Unity for iOS (Unity for iOS)
          • iOS requirements and compatibility (iOS要求和兼容性)
          • How Unity builds iOS applications (Unity如何构建iOS应用程序)
          • Structure of a Unity Xcode Project (Unity Xcode项目的结构)
        • -Getting started with iOS (iOS入门) (2;2)
          • iOS environment setup (iOS环境设置)
          • iOS Player settings (iOS Player设置)
        • -Developing for iOS (为iOS开发) (12;18)
          • iOS Scripting (iOS脚本)
          • -Input for iOS devices (iOS设备的输入) (2;4)
            • iOS input overview (iOS输入概述)
            • -Game Controller support (游戏控制器支持) (3;3)
              • Game Controller overview (游戏控制器概述)
              • Detect Game Controllers (检测游戏控制器)
              • Handle Game Controller input (处理游戏控制器输入)
          • Simulate an iOS device (模拟iOS设备)
          • Unity Remote (Unity遥控器)
          • Managed stack traces on iOS (iOS上的托管堆栈跟踪)
          • -Optimizing Performance on iOS (在iOS上优化性能) (4;4)
            • iOS-specific optimizations (iOS特定优化)
            • Measuring performance with the built-in profiler (使用内置分析器测量性能)
            • Optimizing the size of the built iOS Player (优化内置iOS播放器的大小)
            • Optimizing Physics Performance (优化物理性能)
          • Building plug-ins for iOS (为iOS构建插件)
          • Integrating Unity into native iOS applications (将Unity集成到原生iOS应用程序)
          • Deep linking on iOS (iOS上的深度链接)
          • iOS authorizations in Unity (Unity中的iOS授权)
          • Preparing your application for In-App Purchases (IAP) (准备应用程序内购买(IAP))
          • Social API (社交API)
        • -Building and delivering for iOS (为iOS构建和交付) (3;3)
          • iOS build settings (iOS构建设置)
          • Build for iOS (为iOS构建)
          • App thinning (App细化)
        • Troubleshooting on iOS devices (iOS设备故障排除)
        • Reporting crash bugs on iOS (报告iOS上的崩溃错误)
      • -Linux (Linux) (3;3)
        • Linux Player settings (Linux Player设置)
        • Linux Build Settings (Linux构建设置)
        • Troubleshooting the Linux Editor issues (解决Linux编辑器问题)
      • -macOS (macOS) (3;7)
        • macOS player settings (macOS播放器设置)
        • -macOS development (macOS开发) (2;2)
          • Deep linking for macOS (macOS的深度链接)
          • Use IL2CPP with macOS (在macOS中使用IL2CPP)
        • -Build and distribute a macOS application (构建和分发macOS应用程序) (4;4)
          • Build a macOS application (构建macOS应用程序)
          • macOS build settings (macOS构建设置)
          • Code sign and notarize your macOS application (对macOS应用程序进行代码签名和公证)
          • Deliver applications to the Mac App Store (将应用程序交付到Mac App Store)
      • -tvOS (tvOS) (4;6)
        • Requirements and compatibility (要求和兼容性)
        • tvOS Player Settings (tvOS播放器设置)
        • -Developing for tvOS (开发tvOS) (3;3)
          • Supporting input devices on tvOS (支持tvOS上的输入设备)
          • Setting up app navigation from the Unity UI (从Unity UI设置应用程序导航)
          • Debugging Your Application (调试应用程序)
        • Building your application for tvOS (为tvOS构建应用程序)
      • -WebGL (WebGL) (4;24)
        • -WebGL Introduction (WebGL简介) (4;4)
          • WebGL browser compatibility (WebGL浏览器兼容性)
          • WebGL graphics (WebGL图形)
          • Audio in WebGL (WebGL音频)
          • Embedded resources in WebGL (WebGL中的嵌入式资源)
        • -Getting started with WebGL development (WebGL开发入门) (3;3)
          • Advanced overview (高级概述)
          • WebGL Player settings (WebGL Player设置)
          • Texture Compression in WebGL (WebGL中的纹理压缩)
        • -WebGL Development (WebGL开发) (10;10)
          • WebGL native plug-ins for Emscripten (Emscripten的WebGL原生插件)
          • Memory in Unity WebGL (Unity WebGL中的内存)
          • Cache behavior in WebGL (WebGL中的缓存行为)
          • Interaction with browser scripting (与浏览器脚本交互)
          • Input in WebGL (WebGL输入)
          • Debug and troubleshoot WebGL builds (调试WebGL构建并排除故障)
          • WebGL performance considerations (WebGL性能注意事项)
          • WebGL Networking (WebGL网络)
          • Cursor locking and full-screen mode in WebGL (WebGL中的光标锁定和全屏模式)
          • WebGL browser access to device features (WebGL浏览器访问设备功能)
        • -Build and distribute a WebGL application (构建和分发WebGL应用程序) (5;7)
          • -Build your WebGL application (构建WebGL应用程序) (3;3)
            • Reduce load times with AssetBundles (使用AssetBundles缩短加载时间)
            • Distribution size and code stripping (分布大小和代码剥离)
            • Texture Compression in WebGL (WebGL中的纹理压缩)
          • WebGL templates (WebGL模板)
          • Configure a WebGL Canvas size (配置WebGL画布大小)
          • Deploy WebGL application (部署WebGL应用程序)
          • Server configuration code samples (服务器配置代码示例)
      • -Windows (视窗) (4;7)
        • Integrating Unity into Windows applications (将Unity集成到Windows应用程序)
        • Windows Player settings
        • -Develop for Windows (为Windows开发) (4;4)
          • Visual Studio project generation for Windows (Windows的Visual Studio项目生成)
          • Windows debugging (Windows调试)
          • Windows integrity control
          • Windows Player: IL2CPP Scripting Backend (Windows Player:IL2CPP脚本后端)
        • Windows Build Settings (Windows生成设置)
      • -Universal Windows Platform (通用Windows平台) (4;22)
        • -Introduction to Universal Windows Platform (通用Windows平台简介) (2;2)
          • UWP requirements and compatibility (UWP要求和兼容性)
          • Integrate Unity into UWP applications (将Unity集成到UWP应用程序中)
        • -Get started with Universal Windows Platform (通用Windows平台入门) (2;2)
          • Set up your environment for UWP (为UWP设置环境)
          • UWP Player settings (UWP播放器设置)
        • -Develop for Universal Windows Platform (通用Windows平台开发) (8;13)
          • Use deep linking on UWP (在UWP上使用深度链接)
          • Connect the profiler to UWP (将刻画器连接到UWP)
          • UWP scripting symbols (UWP脚本符号)
          • -IL2CPP scripting backend for UWP (UWP的IL2CPP脚本后端) (2;6)
            • -Use UWP plug-ins with IL2CPP (UWP插件与IL2CPP一起使用) (4;4)
              • Use managed UWP plug-ins (使用托管UWP插件)
              • Call and implement native UWP plug-ins (调用并实现本机UWP插件)
              • Author native UWP plug-ins (编写本机UWP插件)
              • Use P/Invoke (使用P/Invoke)
            • -Debug UWP applications with IL2CPP (使用IL2CPP调试UWP应用程序) (2;2)
              • Debug C# code (调试C#代码)
              • Debug generated C++ code (调试生成的C++代码)
          • WinRT API in C# scripts for UWP (用于UWP的C#脚本中的WinRT API)
          • AppCallbacks class reference (AppCallbacks类引用)
          • Command line arguments for UWP (UWP的命令行参数)
          • Association launching for UWP (UWP协会启动)
        • -Build and deliver for Universal Windows Platform (为通用Windows平台构建和交付) (5;5)
          • UWP build settings (UWP生成设置)
          • Generate your Visual Studio C++ solution (生成Visual Studio C++解决方案)
          • Package a UWP app in Visual Studio (在Visual Studio中打包UWP应用程序)
          • Deploy a UWP application (部署UWP应用程序)
          • Deploy a UWP app with the Windows Device Portal (使用Windows设备门户部署UWP应用程序)
    • -Unity Search (Unity搜索) (5;22)
      • -Search usage (搜索使用) (3;3)
        • Filter searches (筛选搜索)
        • Search query operators (搜索查询运算符)
        • The Index Manager (索引管理器)
      • Search tables (搜索表)
      • -Search Providers (搜索提供商) (13;13)
        • Search Project Assets (搜索项目资产)
        • Search the current Scene (搜索当前场景)
        • Search the Unity main menu (搜索Unity主菜单)
        • Search Object Picker (搜索对象选取器)
        • Search Settings and Preferences (搜索设置和首选项)
        • Help Search Provider (帮助搜索提供程序)
        • The calculator (计算器)
        • Search for files (搜索文件)
        • Execute API methods (执行API方法)
        • Search for packages (搜索包裹)
        • Search the Unity Asset Store (搜索Unity资产商店)
        • Search saved queries (搜索已保存的查询)
        • Additional Search filters (其他搜索过滤器)
      • -Search expressions (搜索表达式) (1;1)
        • Functions reference (功能参考)
      • -Creating a custom Search Provider (创建自定义搜索提供程序) (4;4)
        • The SearchProvider class (SearchProvider类)
        • Registering a Search Provider (注册搜索提供程序)
        • Performing a search (执行搜索)
        • Registering an Action Handler (注册操作处理程序)
    • -Legacy navigation and pathfinding (传统导航和寻路) (3;19)
      • -Navigation Overview (导航概述) (12;12)
        • Navigation System in Unity (Unity中的导航系统)
        • Inner Workings of the Navigation System (导航系统内部工作原理)
        • Building a NavMesh (构建NavMesh)
        • Advanced NavMesh Bake Settings (高级NavMesh烘焙设置)
        • Creating a NavMesh Agent (创建NavMesh Agent)
        • Creating a NavMesh Obstacle (创建NavMesh障碍)
        • Creating an OffMesh Link (创建离网链接)
        • Building OffMesh Links Automatically (自动构建离网链接)
        • Building Height Mesh for Accurate Character Placement (建立高度网格以实现精确的字符放置)
        • Navigation Areas and Costs (航行区域和费用)
        • Loading Multiple NavMeshes using Additive Loading (使用加性加载加载多个NavMesh)
        • Using NavMesh Agent with Other Components (将NavMesh Agent与其他组件一起使用)
      • -Navigation Reference (导航参考) (3;3)
        • NavMesh Agent (NavMesh代理)
        • NavMesh Obstacle (NavMesh障碍物)
        • OffMesh Link (脱离网格链接)
      • -Navigation How-Tos (导航操作指南) (4;4)
        • Telling a NavMeshAgent to Move to a Destination (告诉NavMeshAgent移动到目标)
        • Moving an Agent to a Position Clicked by the Mouse (将座席移动到鼠标单击的位置)
        • Making an Agent Patrol Between a Set of Points (使代理在一组点之间巡逻)
        • Coupling Animation and Navigation (耦合动画和导航)
    • Glossary (词汇表)