Overview
Manual
Scripting API
Learn
Tutorials
Live Training
Premium Support
Community
Forums
Answers
Feedback
Issue Tracker
Legacy Documentation: Version 4.5
Unity Manual
Platform Specific
Web
Unity Manual
Unity Overview
Unity Basics
Learning the Interface
Project Browser
Hierarchy
Toolbar
Scene View
Game View
Inspector
Other Views
Customizing Your Workspace
Asset Workflow
Creating Scenes
Publishing Builds
Unity Hotkeys
Preferences
Building Scenes
GameObjects
The GameObject-Component Relationship
Using Components
The Component-Script Relationship
Deactivating GameObjects
Tags
Static GameObjects
Using the Inspector
Editing Properties
Preset Libraries
Inspector Options
Using the Scene View
Scene View Navigation
Positioning GameObjects
Scene View Control Bar
Searching
Prefabs
Lights
Cameras
Creating Gameplay
Instantiating Prefabs at runtime
Input
Conventional Game Input
Mobile Device Input
Mobile Keyboard
Transforms
Gameplay in 2D
Adding Random Gameplay Elements
Trouble Shooting
Editor
Editor Overview
Network Emulation
Visual Studio C# Integration
Analytics
Check For Updates
IME in Unity
Special Folder Names
Version control integration (Team license only)
Perforce Integration
Plastic SCM Integration
Using External Version Control Systems with Unity
Troubleshooting Editor
Editor Reference
Settings Managers
Audio Manager
Editor settings
Input Manager
Network Manager
Physics Manager
Physics 2D Manager
Player Settings
Quality Settings
Graphics Settings
Render Settings
Script Execution Order Settings
Tags and Layers
Time Manager
Network Group
Network View
Editor HOWTOs
Profiler window
CPU Usage Area
Rendering Area
Memory Area
Audio Area
Physics Profiler
GPU Area
Graphics
Graphics Overview
Lighting
Lightmapping Quickstart
Lightmapping In-Depth
Custom Beast Settings
Lightmapping UVs
Light Probes (Pro only)
Linear Lighting (Pro Only)
Cameras
Camera Tricks
Understanding the View Frustum
The Size of the Frustum at a Given Distance from the Camera
Dolly Zoom (AKA the "Trombone" Effect)
Rays from the Camera
Using an Oblique Frustum
Creating an Impression of Large or Small Size
Occlusion Culling (Pro only)
Shaders
Shaders Overview
Materials and Shaders
Built-in Shader Guide
Usage and Performance of Built-in Shaders
Normal Shader Family
Vertex-Lit
Diffuse
Specular
Bumped Diffuse
Bumped Specular
Parallax Diffuse
Parallax Bumped Specular
Decal
Diffuse Detail
Transparent Shader Family
Transparent Vertex-Lit
Transparent Diffuse
Transparent Specular
Transparent Bumped Diffuse
Transparent Bumped Specular
Transparent Parallax Diffuse
Transparent Parallax Specular
Transparent Cutout Shader Family
Transparent Cutout Vertex-Lit
Transparent Cutout Diffuse
Transparent Cutout Specular
Transparent Cutout Bumped Diffuse
Transparent Cutout Bumped Specular
Self-Illuminated Shader Family
Self-Illuminated Vertex-Lit
Self-Illuminated Diffuse
Self-Illuminated Specular
Self-Illuminated Normal mapped Diffuse
Self-Illuminated Normal mapped Specular
Self-Illuminated Parallax Diffuse
Self-Illuminated Parallax Specular
Reflective Shader Family
Reflective Vertex-Lit
Reflective Diffuse
Reflective Specular
Reflective Bumped Diffuse
Reflective Bumped Specular
Reflective Parallax Diffuse
Reflective Parallax Specular
Reflective Normal Mapped Unlit
Reflective Normal mapped Vertex-lit
Terrain Engine
Creating and Editing Terrains
Height Tools
Textures
Trees
Grass and Other Details
Wind Zones
Terrain Settings
Tree Creator
Building Your First Tree
Tree Creator Basics
Branch Group Properties
Leaf Group Properties
Tree - Wind Zones
Particle Systems
GUI
Rich Text
GUI Scripting Guide
GUI Basics
Controls
Customization
Layout Modes
Extending UnityGUI
Extending the Editor
Editor Windows
Property Drawers
Custom Editors
Textures and Videos
Sprite Editor
Sprite Packer
Cluster Rendering
Installing the Cluster Renderer
Setting Up A Clustered Scene
Operating The Cluster
Advanced Rendering Features
HDR (High Dynamic Range) Rendering in Unity
Rendering Paths
Level of Detail (Pro Only)
Using DirectX 11 in Unity 4
Compute Shaders
Sparse Textures
Graphics Hardware Capabilities and Emulation
Procedural Materials
Generating Mesh Geometry Procedurally
Anatomy of a Mesh
Using the Mesh Class
Meshes
3D formats
Optimizing Graphics Performance
Draw Call Batching
Modeling Characters for Optimal Performance
Rendering Statistics Window
Vector Cookbook
Understanding Vector Arithmetic
Direction and Distance from One Object to Another
Computing a Normal/Perpendicular vector
The Amount of One Vector's Magnitude that Lies in Another Vector's Direction
Layers
Layer-Based Collision Detection.
Graphics Reference
Lighting Reference
Light
Light Probe Group
Cameras Reference
Camera
Flare Layer
GUI Layer
Shader Reference
Writing Surface Shaders
Surface Shader Examples
Custom Lighting models in Surface Shaders
Surface Shader Lighting Examples
Surface Shaders with DX11 Tessellation
Writing vertex and fragment shaders
Vertex and Fragment Shader Examples
Accessing shader properties in Cg
Providing vertex data to vertex programs
Built-in shader include files
Predefined shader preprocessor macros
Built-in state variables in shader programs
Making multiple shader program variants
GLSL Shader Programs
ShaderLab syntax: Shader
ShaderLab syntax: Properties
ShaderLab syntax: SubShader
ShaderLab syntax: Pass
ShaderLab syntax: Color, Material, Lighting
ShaderLab syntax: Culling & Depth Testing
ShaderLab syntax: Texture Combiners
ShaderLab syntax: Fog
ShaderLab syntax: Alpha testing
ShaderLab syntax: Blending
ShaderLab syntax: Pass Tags
ShaderLab syntax: Name
ShaderLab syntax: BindChannels
ShaderLab syntax: Stencil
ShaderLab syntax: UsePass
ShaderLab syntax: GrabPass
ShaderLab syntax: SubShader Tags
ShaderLab syntax: Fallback
ShaderLab syntax: CustomEditor
ShaderLab syntax: other commands
Advanced ShaderLab topics
Unity's Rendering Pipeline
Performance Tips when Writing Shaders
Rendering with Replaced Shaders
Custom Material Editors
Using Depth Textures
Camera's Depth Texture
Platform Specific Rendering Differences
Shader Level of Detail
Debugging DirectX 11 shaders with Visual Studio
ShaderLab built-in values
Particle system
Particle Systems (Legacy, prior to release 3.5)
Ellipsoid Particle Emitter (Legacy)
Mesh Particle Emitter (Legacy)
Particle Animator (Legacy)
Particle Renderer (Legacy)
World Particle Collider (Legacy)
GUI
UnityGUI Group
GUI Skin
GUI Style
GUI Text
GUI Texture
Visual Effects Reference
Halo
Lens Flare
Flare
Line Renderer
Trail Renderer
Projector
Image Effect Reference
Antialiasing (PostEffect)
Bloom
FastBloom
Bloom and Lens Flares
Blur Effect
Blur
Camera Motion Blur
Color Correction Curves
Color Correction
Color Correction Lookup Texture
Contrast Enhance
Contrast Stretch
Crease
Depth of Field 3.4
Depth of Field
Edge Detection
Edge Detect Effect Normals
Fisheye
Global Fog
Glow
Grayscale
Motion Blur
Noise And Grain
Noise
Screen Overlay
Sepia Tone
Sun Shafts
Screen Space Ambient Obscurance
Screen Space Ambient Occlusion (SSAO)
Tilt Shift
Tonemapping
Twirl
Vignetting (and Chromatic Aberration)
Vortex
Mesh Components
Meshes
Material
Mesh Filter
Mesh Renderer
Skinned Mesh Renderer
Text Mesh
Text Asset
Font
Texture Components
3D Textures
Procedural Material Assets
Render Texture
2D Textures
Movie Texture
Rendering Components
Cubemap Texture
Occlusion Area (Pro Only)
Occlusion Portals
Skybox
LOD Group
Unity's Rendering behind the scenes
Deferred Lighting Rendering Path
Forward Rendering Path Details
Vertex Lit Rendering Path Details
Hardware Requirements for Unity's Graphics Features
Sprite Renderer
Graphics HOWTOs
Graphics Questions
Applying Edge Padding to Alpha Textures
How do I Use Normal Maps?
How do I use Detail Textures?
How do I Make a Cubemap Texture?
How do I Make a Skybox?
How do I make a Mesh Particle Emitter? (Legacy Particle System)
How do I make a Splash Screen?
How do I make a Spot Light Cookie?
How do I fix the rotation of an imported model?
How do I use Water?
FBX export guide
Art Asset Best-Practice Guide
How do I import Models from my 3D app?
Importing Objects From Maya
Importing Objects From Cinema 4D
Importing Objects From 3D Studio Max
Importing Objects From Cheetah3D
Importing Objects From Modo
Importing Objects From Lightwave
Importing Objects From Blender
Shadows in Unity
Directional Shadow Details
Troubleshooting Shadows
Shadow Size Computation
Optimizing for integrated graphics cards
Graphics Tutorials
Example - Creating a Billboard Plane
Shaders: ShaderLab & Fixed Function shaders
Shaders: Vertex and Fragment Programs
Physics
Physics Overview
Rigidbodies
Colliders
Collider combinations
3D Physics Reference
Box Collider
Capsule Collider
Character Controller
Character Joint
Configurable Joint
Constant Force
Fixed Joint
Hinge Joint
Mesh Collider
Physics Material
Rigidbody
Sphere Collider
Spring Joint
Interactive Cloth
Cloth Renderer
Skinned Cloth
Wheel Collider
Terrain Collider
2D Physics Reference
Rigidbody 2D
Circle Collider 2D
Box Collider 2D
Polygon Collider 2D
Edge Collider 2D
Physics Material 2D
Spring Joint 2D
Distance Joint 2D
Hinge Joint 2D
Slider Joint 2D
Wheel Joint 2D
Physics HOWTOs
Ragdoll Wizard
Scripting
Scripting Overview
Creating and Using Scripts
Controlling GameObjects Using Components
Event Functions
Creating and Destroying GameObjects
Coroutines
Special Folders and Script Compilation Order
Namespaces
Attributes
Execution Order of Event Functions
Understanding Automatic Memory Management
Platform Dependent Compilation
Generic Functions
Script Serialization
Scripting Tools
Console
MonoDevelop
Profiler (Pro only)
Log Files
Audio
Audio Overview
Audio Files
Tracker Modules
Audio Reference
Audio Components
Audio Clip
Audio Listener
Audio Source
Audio Filters (Pro only)
Audio Low Pass Filter (Pro only)
Audio High Pass Filter (Pro only)
Audio Echo Filter (Pro only)
Audio Distortion Filter (Pro only)
Audio Reverb Filter (Pro only)
Audio Chorus Filter (Pro only)
Reverb Zones
Microphone
Animation
Animation Overview
Mecanim Animation System
A Glossary of Animation and Mecanim terms
Asset Preparation and Import
Using Humanoid Characters
Preparing your own character
Importing Animations
Splitting Animations
Working with humanoid animations
Creating the Avatar
Configuring the Avatar
Muscle setup
Retargeting of Humanoid animations
Inverse Kinematics (Pro only)
Generic Animations in Mecanim
Bringing Characters to Life
Looping animation clips
Animator and Animator Controller
Animation State Machines
State Machine Basics
Animation Parameters
Blend Trees
1D Blending
2D Blending
Additional Blend Tree Options
Animation Blend Shapes
Mecanim Advanced topics
Working with Animation Curves in Mecanim (Pro only)
Sub-State Machines
Animation Layers
Solo and Mute functionality
Target Matching
Root Motion - how it works
Tutorial: Scripting Root Motion for "in-place" humanoid animations
Mecanim Performance and Optimization
Legacy animation system
Animation Scripting (Legacy)
Animation View Guide (Legacy)
Using the Animation View (Legacy)
Using Animation Curves (Legacy)
Editing Curves
Objects with Multiple Moving Parts
Using Animation Events
Animation Reference
Animation
Animation Clip
Animator Component
Animator Controller
Creating an AnimatorController
Animation States
Animation Transitions
Avatar Body Mask
Avatar Skeleton Mask
Human Template files
Importing models
Models
FBX Importer, Rig options
FBX Importer - Animations Tab
Animation HOWTOs
Mecanim FAQ
Using Blender and Rigify
Navigation and Pathfinding
Navigation Overview
Navigation Meshes
Enabling a Character to Navigate
Off-mesh Links
Navigation Layers and Costs
Navigation Reference
NavMesh Agent
Navmesh Obstacle
Off-mesh links
Architecture
Architecture Overview
Asset Import and Creation
Primitive Objects
Importing Assets
Asset Store
Asset Store Access and Navigation
Asset Store Publisher Administration
Asset Store FAQ
Asset Server (Team License Only)
Setting up the Asset Server
Cache Server (Team license only)
Behind the Scenes
AssetDatabase
Loading Resources at Runtime
Modifying Source Assets Through Scripting
Build Player Pipeline
Reducing the File Size of the Build
Plugins (Pro/Mobile-Only Feature)
Building Plugins for Desktop Platforms
Low-level Native Plugin Interface
Textual Scene File Format
Description of the Format
An Example of a YAML Scene File
YAML Class ID Reference
Streaming Assets
Command line arguments
Running Editor Script Code on Launch
Architecture Reference
GameObject
ScriptableObject
Transform
Asset Components
Using Mono DLLs in a Unity Project
Network Reference Guide
High Level Networking Concepts
Networking Elements in Unity
Network Views
RPC Details
State Synchronization Details
Network Instantiate
Network Level Loading
Master Server
Building the Unity Networking Servers on your own
Minimizing Network Bandwidth
Networking on Mobile devices.
Social API
Architecture HOWTOs
AssetBundles (Pro only)
AssetBundles FAQ
Building AssetBundles
Downloading AssetBundles
Loading and unloading objects from an AssetBundle
Keeping Track of loaded AssetBundles
Storing and loading binary data in an AssetBundle
Protecting Content
Managing asset dependencies
Including scripts in AssetBundles
Upgrade Guide from Unity 3.5 to 4.0
Unity 3.5 upgrade guide
Unity 4.0 Activation - Overview
Managing your Unity 4.x license
Step-by-Step Guide to Online Activation of Unity 4.0
Step-by-Step Guide to Manual Activation of Unity 4.0
Editor Version Release Dates
How do I reuse assets between projects?
How do I install or upgrade Standard Assets?
Porting a Project Between Platforms
Mobile Developer Checklist
Crashes
Profiling
Optimizations
Installing Multiple Versions of Unity
Platform Specific
Apple Mac
How to deliver an application to the Apple Mac Store
iOS
Getting Started with iOS Development
Unity iOS Basics
Account Setup
Inside the iOS build process
Structure of a Unity XCode Project
Customizing an iOS Splash Screen
iOS Hardware Guide
iOS Advanced Topics
Unity Remote 4
Unity Remote 3 (DEPRECATED)
iOS Scripting
iOS Game Controller support
Advanced Unity Mobile Scripting
Optimizing Performance in iOS.
iOS Specific Optimizations
Measuring Performance with the Built-in Profiler
Optimizing the Size of the Built iOS Player
Optimizing Physics Performance
Building Plugins for iOS
Preparing your application for "In App Purchases"
Customising WWW Requests on iOS
Features currently not supported by Unity iOS
Troubleshooting on iOS devices
Reporting crash bugs on iOS
Android
Getting Started with Android Development
Android SDK Setup
Unity Remote 4
Android Remote (DEPRECATED)
Troubleshooting Android development
Inside the Android Build Process
Reporting crash bugs under Android
Features currently not supported by Unity Android
Support for Split Application Binary (.OBB)
Android Scripting
Android-Advanced
Building Plugins for Android
Customizing an Android Splash Screen
Blackberry 10
Getting Started with Blackberry 10 Development
Setting up Unity to Build to Your Blackberry10 Device
Blackberry10 Details
Plugins for Blackberry 10
BlackBerry 10 Controller
Debugging on Blackberry10
Blackberry10 FAQ
Windows
Windows Store Apps
Windows Store Apps: Getting Started
Windows Store Apps: Deployment
Windows Store Apps: Debugging
Windows Store Apps: Profiler
Windows Store Apps : Command line arguments
Windows Store Apps: Plugins
Windows Store Apps: Association launching
Windows Store Apps : Project Types
AppCallbacks class
Windows Store Apps: Missing .NET Types
Windows Store Apps: FAQ
Windows Store Apps : Examples
Windows Phone 8
Windows Phone 8: Getting Started
Windows Phone 8: Deployment
Windows Phone 8: Debugging
Windows Phone 8: Profiler
Interaction between Unity and Windows Phone step by step guide
Windows Phone 8: Plugins
Windows Phone Plugins step by step guide (using C#)
Windows Phone Plugins step by step guide (using C++)
Windows Phone 8 : Missing .NET Types
Windows Phone 8: FAQ
WP8 Examples
Web
Getting Started with Flash Development
Flash: Setup
Flash: Building & Running
Flash: Debugging
Flash: What is and is not supported
Flash: Embedding Unity Generated Flash Content in Larger Flash Projects
Example: Supplying Data from Flash to Unity
Example: Calling ActionScript Functions from Unity
Example: Browser JavaScript Communication
Example: Accessing the Stage
Example: Flash Vars
Web Player Deployment
HTML code to load Unity content
Working with UnityObject2
Customizing the Unity Web Player loading screen
Customizing the Unity Web Player's Behavior
Unity Web Player and browser communication
Using web player templates
Web Player Streaming
Webplayer Release Channels
Using the Chain of Trust system in the Web Player
Security Sandbox of the Webplayer
Troubleshooting Webplayer
Previous
WP8 Examples
Next
Getting Started with Flash Development
Web
Previous
WP8 Examples
Next
Getting Started with Flash Development