2D and 3D mode settings |
2DAnd3DModeSettings |
2D feature set |
2DFeature |
2D Sorting |
2DSorting |
2D or 3D projects |
2Dor3D |
Model file formats |
3D-formats |
9-slicing Sprites |
9SliceSprites |
API updater |
APIUpdater |
AR feature set |
ARFeature |
Getting started with AR development in Unity |
AROverview |
License Troubleshooting |
ActivationFAQ |
Advanced Reflection Probe Features |
AdvancedRefProbe |
Ambisonic Audio |
AmbisonicAudio |
Mesh data |
AnatomyofaMesh |
Single-pass stereo rendering for Android |
Android-SinglePassStereoRendering |
AAR plug-ins and Android Libraries |
AndroidAARPlugins |
JAR plug-ins |
AndroidJARPlugins |
Using Java or Kotlin source files as plug-ins |
AndroidJavaSourcePlugins |
Native (C++) plug-ins for Android |
AndroidNativePlugins |
Extending the UnityPlayerActivity Java Code |
AndroidUnityPlayerActivity |
Animation Clips |
AnimationClips |
Curves |
AnimationCurvesOnImportedClips |
Animation Window Guide |
AnimationEditorGuide |
Euler curve resampling |
AnimationEulerCurveImport |
Events |
AnimationEventsOnImportedClips |
A Glossary of animation terms |
AnimationGlossary |
Animation Layers |
AnimationLayers |
Mask |
AnimationMaskOnImportedClips |
Animation System Overview |
AnimationOverview |
Animation Parameters |
AnimationParameters |
Motion |
AnimationRootMotionNodeOnImportedClips |
Rotation in animations |
AnimationRotate |
Animation Scripting (Legacy) |
AnimationScripting |
Animation |
AnimationSection |
Solo and Mute functionality |
AnimationSoloMute |
Animation State Machines |
AnimationStateMachines |
Legacy Animation System |
Animations |
Animation from external sources |
AnimationsImport |
The Animator Controller Asset |
Animator |
Creating an AnimatorController |
AnimatorControllerCreation |
Animator Controllers |
AnimatorControllers |
Animator Override Controllers |
AnimatorOverrideController |
The Animator Window |
AnimatorWindow |
App thinning |
AppThinning |
macOS |
AppleMac |
Assembly Definition File Format |
AssemblyDefinitionFileFormat |
Managing Asset Dependencies in Unity 4 |
AssetBundleDependencies4x |
Unity Asset Bundle Browser tool |
AssetBundles-Browser |
Building AssetBundles |
AssetBundles-Building |
AssetBundle compression |
AssetBundles-Cache |
AssetBundle Dependencies |
AssetBundles-Dependencies |
AssetBundle Download Integrity and Security |
AssetBundles-Integrity |
Using AssetBundles Natively |
AssetBundles-Native |
Patching with AssetBundles |
AssetBundles-Patching |
Preparing Assets for AssetBundles |
AssetBundles-Preparing |
Troubleshooting |
AssetBundles-Troubleshooting |
AssetBundle workflow |
AssetBundles-Workflow |
Legacy Asset Bundles |
AssetBundles4x |
AssetBundles |
AssetBundlesIntro |
The Asset Database |
AssetDatabase |
Batching with the AssetDatabase |
AssetDatabaseBatching |
Refreshing the Asset Database |
AssetDatabaseRefreshing |
Asset Metadata |
AssetMetadata |
Asset packages |
AssetPackages |
Creating your own asset packages |
AssetPackagesCreate |
Importing local asset packages |
AssetPackagesImport |
Using labels to organize "My Assets" |
AssetPackagesLabels |
Finding your Asset Store packages |
AssetPackagesOrganize |
Purchasing or downloading a package on the Asset Store |
AssetPackagesPurchase |
Asset Server (Team License) |
AssetServer |
Unity''s Asset Store |
AssetStore |
Asset Store Publisher portal |
AssetStoreAdmin |
Connecting your account to Google Analytics |
AssetStoreAnalytics |
Creating your Publisher Account |
AssetStoreCreateAcct |
Creating a new package draft |
AssetStoreCreatePkg |
Deleting a package draft |
AssetStoreDeletePkg |
Adding tags to published packages |
AssetStoreMassLabeler |
Asset Store packages |
AssetStorePackages |
Collecting revenue |
AssetStorePayouts |
Filling in the package details |
AssetStorePkgDetails |
Promoting your Assets |
AssetStorePromotion |
Publishing to the Asset Store |
AssetStorePublishing |
Refunding your customers |
AssetStoreRefunding |
Deprecating your Assets |
AssetStoreRemoving |
Viewing the status of your Asset Store submissions |
AssetStoreStatus |
Submitting your package for approval |
AssetStoreSubmit |
Providing support to your customers |
AssetStoreSupport |
Upgrading packages |
AssetStoreUpgrade |
Uploading assets to your package |
AssetStoreUpload |
Managing your publishing team |
AssetStoreUsers |
Issuing vouchers |
AssetStoreVouchers |
Supported Asset Types |
AssetTypes |
Asset Workflow |
AssetWorkflow |
Asset loading metrics |
AsyncReadManagerMetrics |
Asynchronous shader compilation |
AsynchronousShaderCompilation |
Attributes |
Attributes |
Audio |
Audio |
Audio files |
AudioFiles |
Audio Mixer |
AudioMixer |
AudioGroup Inspector |
AudioMixerInspectors |
Native Audio Plugin SDK |
AudioMixerNativeAudioPlugin |
An overview of the concepts and AudioMixer |
AudioMixerOverview |
Specifics on the AudioMixer window |
AudioMixerSpecifics |
Overview of Usage and API |
AudioMixerUsage |
Audio Overview |
AudioOverview |
Audio Profiler |
AudioProfiler |
Audio Spatializer SDK |
AudioSpatializerSDK |
Humanoid Avatars |
AvatarCreationandSetup |
The Background Tasks window |
BackgroundTasksWindow |
Choosing and configuring a render pipeline and lighting solution |
BestPracticeLightingPipelines |
Understanding optimization in Unity |
BestPracticeUnderstandingPerformanceInUnity |
Asset auditing |
BestPracticeUnderstandingPerformanceInUnity4 |
Strings and text |
BestPracticeUnderstandingPerformanceInUnity5 |
The Resources folder |
BestPracticeUnderstandingPerformanceInUnity6 |
General Optimizations |
BestPracticeUnderstandingPerformanceInUnity7 |
Special optimizations |
BestPracticeUnderstandingPerformanceInUnity8 |
Working with blend shapes |
BlendShapes |
1D Blending |
BlendTree-1DBlending |
2D Blending |
BlendTree-2DBlending |
Additional Blend Tree Options |
BlendTree-AdditionalOptions |
Direct Blending |
BlendTree-DirectBlending |
Build Player Pipeline |
BuildPlayerPipeline |
Build Settings |
BuildSettings |
iOS build settings |
BuildSettingsiOS |
Creating Asset Bundles in Unity 4 |
BuildingAssetBundles4x |
Build Settings |
Buildsettings-linux |
Built-in Particle System |
Built-inParticleSystem |
Legacy Shaders |
Built-inShaderGuide |
Built-in Importers |
BuiltInImporters |
Batch mode and built-in coroutine compatibility |
CLIBatchmodeCoroutines |
C# compiler |
CSharpCompiler |
Cache Server |
CacheServer |
Rays from the Camera |
CameraRays |
Camera Tricks |
CameraTricks |
Cameras |
Cameras |
Cameras |
CamerasOverview |
3D Characters and Animation feature set |
CharacterAnimationFeature |
Character Controllers |
CharacterControllers |
Choosing your particle system solution |
ChoosingYourParticleSystem |
Cinematic Studio feature set |
CinematicStudioFeature |
YAML Class ID Reference |
ClassIDReference |
In-Progress edit notifications |
CollaborateInProgress |
Collider 2D |
Collider2D |
Colliders |
CollidersOverview |
Command line arguments |
CommandLineArguments |
Introduction to components |
Components |
Configurable Enter Play Mode |
ConfigurableEnterPlayMode |
Details of disabling Domain and Scene Reload |
ConfigurableEnterPlayModeDetails |
Importing a model with humanoid animations |
ConfiguringtheAvatar |
Console Window |
Console |
Constraints |
Constraints |
Continuous collision detection (CCD) |
ContinuousCollisionDetection |
Step 4: Apply modifications to your fork |
ContributingApply |
Step 1: Get a Bitbucket account |
ContributingBitbucket |
Step 3: Clone your fork |
ContributingClone |
FAQ |
ContributingFAQ |
Step 6: Wait for feedback |
ContributingFeedback |
Step 2: Fork the repository you want to contribute to |
ContributingFork |
Step 5: Open a pull request on Bitbucket |
ContributingPullRequest |
Further Reading |
ContributingReading |
How to contribute to Unity |
ContributingToUnity |
Cookies |
Cookies |
Coroutines |
Coroutines |
Creating and Using Scripts |
CreatingAndUsingScripts |
Creating components with scripting |
CreatingComponents |
Creating models outside of Unity |
CreatingDCCAssets |
World building |
CreatingEnvironments |
Creating Gameplay |
CreatingGameplay |
Creating Prefabs |
CreatingPrefabs |
Scenes |
CreatingScenes |
Cross-Platform Considerations |
CrossPlatformConsiderations |
CullingGroup API |
CullingGroupAPI |
Creating custom packages |
CustomPackages |
Sprite Editor: Custom Physics Shape |
CustomPhysicsShape |
Custom scripting symbols |
CustomScriptingSymbols |
Customizing your workspace |
CustomizingYourWorkspace |
Deactivate GameObjects |
DeactivatingGameObjects |
Debugging DirectX 12 shaders with PIX |
DebuggingShadersWithPIX |
Applying default presets to Assets by folder |
DefaultPresetsByFolder |
Installing Unity offline without the Hub |
DeployingUnityOffline |
Using the developer dashboard |
DeveloperDashboard |
Engineering feature set |
DeveloperToolsFeature |
Domain Reloading |
DomainReloading |
Draw call batching |
DrawCallBatching |
Dynamic resolution |
DynamicResolution |
Editing Curves |
EditingCurves |
Editing a Prefab in Prefab Mode |
EditingInPrefabMode |
Editing a Prefab via its instances |
EditingPrefabViaInstance |
Editing properties |
EditingValueProperties |
Editor Analytics |
EditorAnalytics |
Unity Editor command line arguments |
EditorCommandLineArguments |
Editor Features |
EditorFeatures |
Effectors 2D |
Effectors2D |
Event Functions |
EventFunctions |
Event System |
EventSystem |
Example: creating a quad |
Example-CreatingaBillboardPlane |
Order of execution for event functions |
ExecutionOrder |
Extending the Editor |
ExtendingTheEditor |
Using external version control systems with Unity |
ExternalVersionControlSystemSupport |
Materials tab |
FBXImporter-Materials |
Model tab |
FBXImporter-Model |
Rig tab |
FBXImporter-Rig |
Feature sets |
FeatureSets |
Format of Text Serialized files |
FormatDescription |
The Frame Debugger window |
FrameDebugger |
The Size of the Frustum at a Given Distance from the Camera |
FrustumSizeAtDistance |
Lightmapping using Enlighten Baked Global Illumination |
GI-Enlighten |
GI cache |
GICache |
Scene View Draw Modes for lighting |
GIVis |
GPU instancing |
GPUInstancing |
The Progressive GPU Lightmapper (preview) |
GPUProgressiveLightmapper |
Immediate Mode GUI (IMGUI) |
GUIScriptingGuide |
GameObjects |
GameObjects |
The Game view |
GameView |
Gameplay and Storytelling feature set |
GameplayStorytellingFeature |
Using meshes with C# scripts |
GeneratingMeshGeometryProcedurally |
Importing a model with non-humanoid (generic) animations |
GenericAnimations |
Installing Unity |
GettingStartedInstallingUnity |
Important Classes - Gizmos & Handles |
GizmosAndHandles |
Gizmos menu |
GizmosMenu |
Glossary |
Glossary |
Graphics |
Graphics |
Graphics API support |
GraphicsAPIs |
Extending the Built-in Render Pipeline with CommandBuffers |
GraphicsCommandBuffers |
Grid snapping |
GridSnapping |
High dynamic range |
HDR |
HDR color picker |
HDRColorPicker |
Support for proprietary model file formats |
HOWTO-ImportObjectsFrom3DApps |
Creating UI elements from scripting |
HOWTO-UICreateFromScripting |
Making UI elements fit the size of their content |
HOWTO-UIFitContentSize |
Designing UI for Multiple Resolutions |
HOWTO-UIMultiResolution |
Creating Screen Transitions |
HOWTO-UIScreenTransition |
Creating a World Space UI |
HOWTO-UIWorldSpace |
The Hierarchy window |
Hierarchy |
IL2CPP Overview |
IL2CPP |
Windows Runtime support |
IL2CPP-WindowsRuntimeSupport |
Managed stack traces with IL2CPP |
IL2CPP-managed-stack-traces |
IME in Unity |
IMEInput |
Import Activity window |
ImportActivityWindow |
Importer Consistency |
ImporterConsistency |
Importing assets |
ImportingAssets |
Importing a model |
ImportingModelFiles |
Importing Textures |
ImportingTextures |
Input |
Input |
Input Modules |
InputModules |
Focused Inspectors |
InspectorFocused |
Working in the Inspector |
InspectorOptions |
Installing Unity from the command line |
InstallingUnity |
Instantiating Prefabs at run time |
InstantiatingPrefabs |
Inverse Kinematics |
InverseKinematics |
JSON Serialization |
JSONSerialization |
C# Job System |
JobSystem |
Creating jobs |
JobSystemCreatingJobs |
JobHandle and dependencies |
JobSystemJobDependencies |
What is a job system? |
JobSystemJobSystems |
What is multithreading? |
JobSystemMultithreading |
NativeContainer |
JobSystemNativeContainer |
C# Job System Overview |
JobSystemOverview |
ParallelFor jobs |
JobSystemParallelForJobs |
ParallelForTransform jobs |
JobSystemParallelForTransformJobs |
The safety system in the C# Job System |
JobSystemSafetySystem |
Scheduling jobs |
JobSystemSchedulingJobs |
C# Job System tips and troubleshooting |
JobSystemTroubleshooting |
Joints |
Joints |
2D Joints |
Joints2D |
Lightmaps and LOD |
LODForBakedGI |
LOD and Enlighten Realtime Global Illumination |
LODRealtimeGI |
Late Binding |
LateBinding |
Layer-based collision detection |
LayerBasedCollision |
Layers |
Layers |
Legacy Topics |
LegacyTopics |
Level of Detail (LOD) for meshes |
LevelOfDetail |
Licenses and activation |
LicensesAndActivation |
Light Explorer extension |
LightExplorerExtension |
Light Mode: Baked |
LightMode-Baked |
Light Mode: Mixed |
LightMode-Mixed |
Lighting Mode: Baked Indirect |
LightMode-Mixed-BakedIndirect |
Lighting Mode: Shadowmask |
LightMode-Mixed-Shadowmask |
Lighting Mode: Subtractive |
LightMode-Mixed-Subtractive |
Light Mode: Realtime |
LightMode-Realtime |
Light Modes |
LightModes |
Light Probes |
LightProbes |
Light Probes and the Mesh Renderer |
LightProbes-MeshRenderer |
Light Probes for moving objects |
LightProbes-MovingObjects |
Placing Light Probes using scripting |
LightProbes-Placing-Scripting |
Light Probes: Technical information |
LightProbes-TechnicalInformation |
Types of light |
Lighting |
Ambient occlusion |
LightingBakedAmbientOcclusion |
The Light Explorer window |
LightingExplorer |
Lightmap UVs introduction |
LightingGiUvs |
Generating lightmap UVs |
LightingGiUvs-GeneratingLightmappingUVs |
Visualizing lightmap UVs |
LightingGiUvs-visualizing |
Introduction to lighting |
LightingInUnity |
Lighting |
LightingOverview |
Lighting Data Asset |
LightmapSnapshot |
Lightmapping |
Lightmappers |
Lightmapping: Getting started |
Lightmapping |
Lightmap seam stitching |
Lightmapping-SeamStitching |
Directional Mode |
LightmappingDirectional |
Lightmaps: Technical information |
Lightmaps-TechnicalInformation |
Lights |
Lights |
Color space |
LinearLighting |
Gamma Textures with linear rendering |
LinearRendering-GammaTextures |
Linear or gamma workflow |
LinearRendering-LinearOrGammaWorkflow |
Working with linear Textures |
LinearRendering-LinearTextures |
Loading Resources at Runtime |
LoadingResourcesatRuntime |
Loading texture and mesh data |
LoadingTextureandMeshData |
Loading texture and mesh data |
LoadingTextureandMeshData |
Log files |
LogFiles |
Loop optimization on Animation clips |
LoopingAnimationClips |
Low-level native plug-in Profiler API |
LowLevelNativePluginProfiler |
Low-level native plug-in rendering extensions |
LowLevelNativePluginRenderingExtensions |
Low-level native plug-in Shader compiler access |
LowLevelNativePluginShaderCompilerAccess |
Debug C# code in Unity |
ManagedCodeDebugging |
Managed code stripping |
ManagedCodeStripping |
Manage your License through the command line |
ManagingYourUnityLicense |
Offline (manual) license activation |
ManualActivationGuide |
Documentation versions |
ManualVersions |
Master and Variant Sprite Atlases |
MasterVariantAtlases |
Physically Based Rendering Material Validator |
MaterialValidator |
Materials |
Materials |
Using materials with C# scripts |
MaterialsAccessingViaScript |
Animation FAQ |
MecanimFAQ |
Performance and optimization |
MecanimPeformanceandOptimization |
Messaging System |
MessagingSystem |
Lightmapping and shaders |
MetaPass |
Metal |
Metal |
Methods of distribution |
MethodDistribution |
Mobile feature set |
MobileFeature |
Mobile device input |
MobileInput |
Mobile Keyboard |
MobileKeyboard |
Creating models for optimal performance |
ModelingOptimizedCharacters |
Modifying Source Assets Through Scripting |
ModifyingSourceAssetsThroughScripting |
Mono overview |
Mono |
Multi-display |
MultiDisplay |
Work with multiple scenes in Unity |
MultiSceneEditing |
Using more than one camera |
MultipleCameras |
Avatar Muscle & Settings tab |
MuscleDefinitions |
Namespaces |
Namespaces |
Low-level native plug-in interface |
NativePluginInterface |
Native plug-ins |
NativePlugins |
NavMesh building components |
NavMesh-BuildingComponents |
Navigation and Pathfinding |
Navigation |
Nested Prefabs |
NestedPrefabs |
Sub-State Machines |
NestedStateMachines |
Null Reference Exceptions |
NullReferenceException |
Using an oblique frustum |
ObliqueFrustum |
Occlusion culling |
OcclusionCulling |
Offline documentation |
OfflineDocumentation |
OpenGL Core |
OpenGLCoreDetails |
Open-source repositories |
OpenSourceRepositories |
Graphics performance fundamentals |
OptimizingGraphicsPerformance |
Managing your Organization |
OrgsManagingyourOrganization |
Managing your Organization’s Projects |
OrgsManagingyourOrganizationsProjects |
Subscriptions and seats |
OrgsSubscriptionsAndSeats |
Unity Organizations |
OrgsUnityOrganizations |
Working with Unity Teams |
OrgsWorkingwithUnityTeams |
Additional windows |
OtherViews |
Unity''s Package Manager |
Packages |
Packages and feature sets |
PackagesList |
Importing assets simultaneously |
ParallelImport |
Collision module |
PartSysCollisionModule |
Color by Speed module |
PartSysColorBySpeedModule |
Color over Lifetime module |
PartSysColorOverLifeModule |
Custom Data module |
PartSysCustomDataModule |
Emission module |
PartSysEmissionModule |
External Forces module |
PartSysExtForceModule |
Force over Lifetime module |
PartSysForceOverLifeModule |
Inherit Velocity module |
PartSysInheritVelocity |
Particle System GPU Instancing |
PartSysInstancing |
Lifetime by Emitter Speed module |
PartSysLifetimeByEmitterSpeedModule |
Lights module |
PartSysLightsModule |
Limit Velocity over Lifetime module |
PartSysLimitVelOverLifeModule |
Main module |
PartSysMainModule |
Noise module |
PartSysNoiseModule |
Components and Modules |
PartSysReference |
Renderer module |
PartSysRendererModule |
Rotation by Speed module |
PartSysRotBySpeedModule |
Rotation over Lifetime module |
PartSysRotOverLifeModule |
Shape module |
PartSysShapeModule |
Size by Speed module |
PartSysSizeBySpeedModule |
Size over Lifetime module |
PartSysSizeOverLifeModule |
Sub Emitters module |
PartSysSubEmitModule |
Texture Sheet Animation module |
PartSysTexSheetAnimModule |
Trails module |
PartSysTrailsModule |
Triggers module |
PartSysTriggersModule |
Using the Built-in Particle System |
PartSysUsage |
Velocity over Lifetime module |
PartSysVelOverLifeModule |
Particle System vertex streams and Standard Shader support |
PartSysVertexStreams |
Particle System modules |
ParticleSystemModules |
Particle systems |
ParticleSystems |
Using Physical Cameras |
PhysicalCameras |
Physics Reference 2D |
Physics2DReference |
3D Physics Reference |
Physics3DReference |
Physics Debug Visualization |
PhysicsDebugVisualization |
Physics HOWTOs |
PhysicsHowTos |
3D Physics for object-oriented projects |
PhysicsOverview |
Physics |
PhysicsSection |
Plastic SCM plugin for Unity |
PlasticSCMAccessRemoteProjects |
Add integrations |
PlasticSCMAddIntegrations |
Add team members |
PlasticSCMAddMembers |
Create projects |
PlasticSCMCreateProjects |
Export Collaborate projects |
PlasticSCMExportProjects |
Upgrade from Collaborate without moving the history |
PlasticSCMMigrateCollabHistory |
Plastic SCM plugin for Unity |
PlasticSCMPlugin |
Getting started with Plastic SCM |
PlasticSCMPluginGettingStarted |
Reconnect Unity Cloud Build |
PlasticSCMReconnectCB |
Upgrade from Collaborate to Plastic SCM |
PlasticSCMUpgradeCollab |
Conditional Compilation |
PlatformDependentCompilation |
Platform development |
PlatformSpecific |
Playables API |
Playables |
Playables Examples |
Playables-Examples |
The PlayableGraph |
Playables-Graph |
ScriptPlayable and PlayableBehaviour |
Playables-ScriptPlayable |
Unity Standalone Player command line arguments |
PlayerCommandLineArguments |
Linux Player settings |
PlayerSettings-linux |
MacOS Player settings |
PlayerSettings-macOS |
Import and configure plug-ins |
PluginInspector |
Plug-ins |
Plugins |
Building and using plug-ins for Android |
PluginsForAndroid |
Building plug-ins for desktop platforms |
PluginsForDesktop |
Building plug-ins for iOS |
PluginsForIOS |
Position GameObjects |
PositioningGameObjects |
Post-processing and full-screen effects |
PostProcessingOverview |
Instance overrides |
PrefabInstanceOverrides |
Overrides at multiple levels |
PrefabOverridesMultiLevel |
Prefab Variants |
PrefabVariants |
Prefabs |
Prefabs |
Preferences |
Preferences |
Presets |
Presets |
Primitive and placeholder objects |
PrimitiveObjects |
Profiler overview |
Profiler |
Creating custom Profiler counters |
Profiler-creating-custom-counters |
Creating Custom Profiler modules |
Profiler-creating-custom-modules |
Customizing the Profiler |
Profiler-customizing |
Creating a custom module details panel |
Profiler-customizing-details-view |
Audio Profiler module |
ProfilerAudio |
CPU Usage Profiler module |
ProfilerCPU |
Global Illumination Profiler module |
ProfilerGI |
GPU Usage Profiler module |
ProfilerGPU |
Memory Profiler module |
ProfilerMemory |
Physics Profiler module |
ProfilerPhysics |
Rendering Profiler module |
ProfilerRendering |
UI and UI Details Profiler |
ProfilerUI |
The Profiler window |
ProfilerWindow |
Custom fall-off |
ProgressiveLightmapper-CustomFallOff |
Fixing lightmap UV overlap |
ProgressiveLightmapper-UVOverlap |
The Project window |
ProjectView |
Publishing Builds |
PublishingBuilds |
Rotation and orientation in Unity |
QuaternionAndEulerRotationsInUnity |
2D game development quickstart guide |
Quickstart2D |
Art styles for 2D games |
Quickstart2DArt |
Creating a 2D game |
Quickstart2DCreate |
Game perspectives for 2D games |
Quickstart2DPerspective |
Initial setup for 2D games |
Quickstart2DSetup |
3D game development quickstart guide |
Quickstart3D |
Creating a 3D game |
Quickstart3DCreate |
Quickstart guides |
QuickstartGuides |
Joint and Ragdoll stability |
RagdollStability |
Raycasters |
Raycasters |
Reducing the file size of your build |
ReducingFilesize |
Reflection Probe performance |
RefProbePerformance |
Types of Reflection Probe |
RefProbeTypes |
Reflection Probes |
ReflectionProbes |
RenderDoc Integration |
RenderDocIntegration |
Legacy Deferred rendering path |
RenderTech-DeferredLighting |
Deferred Shading rendering path |
RenderTech-DeferredShading |
Forward rendering path |
RenderTech-ForwardRendering |
Hardware requirements for the Built-in Render Pipeline |
RenderTech-HardwareRequirements |
Vertex Lit Rendering Path |
RenderTech-VertexLit |
Rendering paths in the Built-in Render Pipeline |
RenderingPaths |
The Rendering Statistics window |
RenderingStatistics |
Retargeting of Humanoid animations |
Retargeting |
Rigidbody overview |
RigidbodiesOverview |
Root Motion - how it works |
RootMotion |
Running Editor Script Code on Launch |
RunningEditorCodeOnLaunch |
ShaderLab: legacy alpha testing |
SL-AlphaTest |
ShaderLab command: AlphaToMask |
SL-AlphaToMask |
ShaderLab: legacy vertex data channel mapping |
SL-BindChannels |
ShaderLab command: Blend |
SL-Blend |
ShaderLab command: BlendOp |
SL-BlendOp |
Built-in shader helper functions |
SL-BuiltinFunctions |
Built-in shader include files |
SL-BuiltinIncludes |
Built-in macros |
SL-BuiltinMacros |
Cameras and depth textures |
SL-CameraDepthTexture |
ShaderLab command: ColorMask |
SL-ColorMask |
ShaderLab command: Conservative |
SL-Conservative |
ShaderLab command: Cull |
SL-Cull |
ShaderLab: assigning a custom editor |
SL-CustomEditor |
Shader data types and precision |
SL-DataTypesAndPrecision |
Debugging shaders using Visual Studio |
SL-DebuggingD3D11ShadersWithVS |
ShaderLab: assigning a fallback |
SL-Fallback |
ShaderLab: legacy fog |
SL-Fog |
GLSL in Unity |
SL-GLSLShaderPrograms |
ShaderLab command: GrabPass |
SL-GrabPass |
ShaderLab: legacy lighting |
SL-Material |
Declaring and using shader keywords in HLSL |
SL-MultipleProgramVariants |
ShaderLab: assigning a name to a Pass |
SL-Name |
ShaderLab command: Offset |
SL-Offset |
ShaderLab: grouping commands with the Category block |
SL-Other |
ShaderLab: specifying package requirements |
SL-PackageRequirements |
ShaderLab: defining a Pass |
SL-Pass |
ShaderLab: assigning tags to a Pass |
SL-PassTags |
Writing shaders for different graphics APIs |
SL-PlatformDifferences |
pragma directives in HLSL |
SL-PragmaDirectives |
ShaderLab: defining material properties |
SL-Properties |
Accessing shader properties in Cg/HLSL |
SL-PropertiesInPrograms |
ShaderLab |
SL-Reference |
Surface Shaders and rendering paths |
SL-RenderPipeline |
Using sampler states |
SL-SamplerStates |
ShaderLab: legacy texture combining |
SL-SetTexture |
ShaderLab: defining a Shader object |
SL-Shader |
Targeting graphics APIs and platforms in HLSL |
SL-ShaderCompilationAPIs |
Targeting shader models and GPU features in HLSL |
SL-ShaderCompileTargets |
ShaderLab: assigning a LOD value to a SubShader |
SL-ShaderLOD |
Optimizing shader runtime performance |
SL-ShaderPerformance |
HLSL in Unity |
SL-ShaderPrograms |
Replacing shaders at runtime |
SL-ShaderReplacement |
Shader semantics |
SL-ShaderSemantics |
Writing shaders overview |
SL-ShadingLanguage |
ShaderLab command: Stencil |
SL-Stencil |
ShaderLab: defining a SubShader |
SL-SubShader |
ShaderLab: assigning tags to a SubShader |
SL-SubShaderTags |
Surface Shader examples |
SL-SurfaceShaderExamples |
Custom lighting models in Surface Shaders |
SL-SurfaceShaderLighting |
Surface Shader lighting examples |
SL-SurfaceShaderLightingExamples |
Surface Shaders with DX11 / OpenGL Core Tessellation |
SL-SurfaceShaderTessellation |
Writing Surface Shaders |
SL-SurfaceShaders |
Built-in shader variables |
SL-UnityShaderVariables |
ShaderLab command: UsePass |
SL-UsePass |
Custom shader fundamentals |
SL-VertexFragmentShaderExamples |
Providing vertex data to vertex programs |
SL-VertexProgramInputs |
ShaderLab command: ZClip |
SL-ZClip |
ShaderLab command: ZTest |
SL-ZTest |
ShaderLab command: ZWrite |
SL-ZWrite |
Scriptable Render Pipeline Batcher |
SRPBatcher |
Safe Mode |
SafeMode |
Save your work |
Saving |
Pick and select GameObjects |
ScenePicking |
Scene Reloading |
SceneReloading |
Scene view Camera |
SceneViewCamera |
Scene view navigation |
SceneViewNavigation |
Scene visibility |
SceneVisibility |
Assembly definitions |
ScriptCompilationAssemblyDefinitionFiles |
Special folders and script compilation order |
ScriptCompileOrderFolders |
Scriptable Render Pipeline fundamentals |
ScriptableRenderPipeline |
Scripted Importers |
ScriptedImporters |
Scripting with Assets |
ScriptingAssets |
Scripting concepts |
ScriptingConcepts |
Important Classes |
ScriptingImportantClasses |
Scripting restrictions |
ScriptingRestrictions |
Tutorial: Scripting Root Motion for "in-place" humanoid animations |
ScriptingRootMotion |
Scripting |
ScriptingSection |
Setting Up Your Scripting Environment |
ScriptingSettingUp |
Integrated development environment (IDE) support |
ScriptingToolsIDEs |
Important Classes - Transform |
ScriptingTransform |
Search in the Editor |
Searching |
Setting up your project for Unity services |
SettingUpProjectServices |
Setting up the Asset Server |
SettinguptheAssetServer |
Autodesk Interactive shader |
Shader-Autodesk-Interactive |
Shaders |
Shaders |
Shaders core concepts |
ShadersOverview |
Shadow troubleshooting |
ShadowPerformance |
Shadows |
Shadows |
Shortcuts Manager |
ShortcutsManager |
Single Pass Instanced rendering |
SinglePassInstancing |
Single Pass Stereo rendering (Double-Wide rendering) |
SinglePassStereoRendering |
Single-Pass Stereo Rendering for HoloLens |
SinglePassStereoRenderingHoloLens |
Smart merge |
SmartMerge |
Sparse Textures |
SparseTextures |
Special folder names |
SpecialFolders |
SpeedTree |
SpeedTree |
Materials tab |
SpeedTreeImporter-Materials |
Model tab |
SpeedTreeImporter-Model |
Extracting animation clips |
Splittinganimations |
Preparing Sprite Atlases for distribution |
SpriteAtlasDistribution |
Sprite Atlas version 2 (Experimental) |
SpriteAtlasExperimental |
Resolving different Sprite Atlas scenarios |
SpriteAtlasScenarios |
Sprite Atlas workflow |
SpriteAtlasWorkflow |
Sprite Creator |
SpriteCreator |
Sprite Editor |
SpriteEditor |
Sprite Editor: Secondary Textures |
SpriteEditor-SecondaryTextures |
Sprite Editor: Custom Outline |
SpriteOutlineEditor |
Sprite Packer |
SpritePacker |
Sprite Packer Modes |
SpritePackerModes |
Sprites |
Sprites |
Stack trace logging |
StackTrace |
Content and Context |
StandardShaderContextAndContent |
The Fresnel Effect |
StandardShaderFresnel |
Make your own |
StandardShaderMakeYourOwn |
Material charts |
StandardShaderMaterialCharts |
Albedo Color and Transparency |
StandardShaderMaterialParameterAlbedoColor |
Secondary Maps (Detail Maps) & Detail Mask |
StandardShaderMaterialParameterDetail |
Emission |
StandardShaderMaterialParameterEmission |
Heightmap |
StandardShaderMaterialParameterHeightMap |
Metallic mode: Metallic Parameter |
StandardShaderMaterialParameterMetallic |
Normal map (Bump mapping) |
StandardShaderMaterialParameterNormalMap |
Occlusion Map |
StandardShaderMaterialParameterOcclusionMap |
Rendering Mode |
StandardShaderMaterialParameterRenderingMode |
Smoothness |
StandardShaderMaterialParameterSmoothness |
Specular mode: Specular parameter |
StandardShaderMaterialParameterSpecular |
Material parameters |
StandardShaderMaterialParameters |
Metallic vs. specular workflow |
StandardShaderMetallicVsSpecular |
State Machine Basics |
StateMachineBasics |
State Machine Behaviours |
StateMachineBehaviours |
State Machine Transitions |
StateMachineTransitions |
Static GameObjects |
StaticObjects |
The status bar |
StatusBar |
Streaming Assets |
StreamingAssets |
Structure of a Unity Xcode Project |
StructureOfXcodeProject |
Rich Text |
StyledText |
Supported Events |
SupportedEvents |
Supporting presets |
SupportingPresets |
Switching between Unity versions in the documentation |
SwitchingDocumentationVersions |
Tags |
Tags |
Target Matching |
TargetMatching |
Terms of use |
TermsOfUse |
Terrain Tools |
TerrainTools |
Text-Based Scene Files |
TextSceneFormat |
The Mipmap Streaming system |
TextureStreaming |
The Mipmap Streaming system API |
TextureStreaming-API |
Texture types |
TextureTypes |
Textures |
Textures |
Creating Tilemaps |
Tilemap-CreatingTilemaps |
Creating Tiles |
Tilemap-CreatingTiles |
Hexagonal Tilemaps |
Tilemap-Hexagonal |
Isometric Tilemaps |
Tilemap-Isometric |
Creating an Isometric Tilemap |
Tilemap-Isometric-CreateIso |
Creating a Tile Palette for an Isometric Tilemap |
Tilemap-Isometric-Palette |
Tilemap Renderer Modes |
Tilemap-Isometric-RenderModes |
Scriptable Brushes |
Tilemap-Isometric-ScriptableBrushes |
Importing and preparing Sprites for an Isometric Tilemap |
Tilemap-Isometric-SpritesImport |
Painting on Tilemaps |
Tilemap-Painting |
Creating a Tile Palette |
Tilemap-Palette |
Scriptable Brushes |
Tilemap-ScriptableBrushes |
Scriptable Brush example |
Tilemap-ScriptableBrushes-Example |
GridBrushBase |
Tilemap-ScriptableBrushes-GridBrushBase |
GridBrushEditorBase |
Tilemap-ScriptableBrushes-GridBrushEditorBase |
Other useful classes |
Tilemap-ScriptableBrushes-OtherClasses |
TilemapEditorTool |
Tilemap-ScriptableBrushes-TilemapEditorTool |
Scriptable Tiles |
Tilemap-ScriptableTiles |
Scriptable Tile example |
Tilemap-ScriptableTiles-Example |
Other useful classes |
Tilemap-ScriptableTiles-OtherClasses |
Tile |
Tilemap-ScriptableTiles-Tile |
TileAnimationData |
Tilemap-ScriptableTiles-TileAnimationData |
TileBase |
Tilemap-ScriptableTiles-TileBase |
TileData |
Tilemap-ScriptableTiles-TileData |
Tile Assets |
Tilemap-TileAsset |
Tilemap workflow |
Tilemap-workflow |
Select Tool |
TilemapPainting-SelectionTool |
Important Classes - Time |
TimeFrameManagement |
The Toolbar |
Toolbar |
Tracker Modules |
TrackerModules |
Transfer a Project to a new Organization |
TransferringProjects |
TreeView |
TreeViewAPI |
Troubleshooting |
TroubleShooting |
Troubleshooting Android development |
TroubleShootingAndroid |
Troubleshooting The Editor |
TroubleShootingEditor |
Troubleshooting on iOS devices |
TroubleShootingIPhone |
Comparison of UI systems in Unity |
UI-system-compare |
Animation Integration |
UIAnimationIntegration |
Auto Layout |
UIAutoLayout |
Get started with UI Builder |
UIB-getting-started |
Set up the Canvas |
UIB-getting-started-canvas |
Create and manage UI Documents (UXML) |
UIB-getting-started-documents |
Runtime UI vs Editor Extension Authoring |
UIB-getting-started-editor-ext |
Inline styles vs style sheets |
UIB-getting-started-inline |
Workflow overview |
UIB-getting-started-workflow |
Interface overview |
UIB-interface-overview |
Structuring UI |
UIB-structuring-ui |
Structuring UXML attributes |
UIB-structuring-ui-attributes |
Using custom (C#) elements |
UIB-structuring-ui-custom-elements |
Working with elements |
UIB-structuring-ui-elements |
Using UXML instances as templates |
UIB-structuring-ui-templates |
Styling UI |
UIB-styling-ui |
Set background images |
UIB-styling-ui-backgrounds |
Creating and managing StyleSheets (USS) |
UIB-styling-ui-creating-uss |
Positioning elements |
UIB-styling-ui-positioning |
Styling individual inline elements |
UIB-styling-ui-styling-individual |
Styling text |
UIB-styling-ui-text |
Styling USS selectors with UI Builder |
UIB-styling-ui-using-uss-selectors |
USS Variables in UI Builder |
UIB-styling-ui-using-uss-variables |
Testing UI |
UIB-testing-ui |
Debug styles |
UIB-testing-ui-debugging-styles |
Testing inside the UI Builder |
UIB-testing-ui-testing-inside |
Basic Layout |
UIBasicLayout |
UI Builder |
UIBuilder |
Canvas |
UICanvas |
Bindings |
UIE-Binding |
Capture events |
UIE-Capture-Events |
Change events |
UIE-Change-Events |
Click events |
UIE-Click-Events |
Command events |
UIE-Command-Events |
Controls |
UIE-Controls |
Controls reference |
UIE-Controls-Reference |
Drag and drop events |
UIE-Drag-Events |
UXML elements reference |
UIE-ElementRef |
Control behavior with Events |
UIE-Events |
Dispatching events |
UIE-Events-Dispatching |
Handling events |
UIE-Events-Handling |
Event reference |
UIE-Events-Reference |
Synthesizing events |
UIE-Events-Synthesizing |
Focus events |
UIE-Focus-Events |
Get started with UI Toolkit |
UIE-Getting-Started |
Create a Custom Inspector |
UIE-HowTo-CreateCustomInspector |
Create a custom Editor window |
UIE-HowTo-CreateEditorWindow |
Creating your first runtime UI |
UIE-HowTo-CreateRuntimeUI |
IMGUI events |
UIE-IMGUI-Events |
Migrate from Immediate Mode GUI (IMGUI) to UI Toolkit |
UIE-IMGUI-migration |
Input events |
UIE-Input-Events |
Keyboard events |
UIE-Keyboard-Events |
Layout events |
UIE-Layout-Events |
The Layout Engine |
UIE-LayoutEngine |
Load UXML from C# scripts |
UIE-LoadingUXMLcsharp |
Mouse events |
UIE-Mouse-Events |
Panel events |
UIE-Panel-Events |
Pointer events |
UIE-Pointer-Events |
Tooltip event |
UIE-Tooltip-Events |
USS transform |
UIE-Transform |
Migrate from Unity UI (UGUI) to UI Toolkit |
UIE-Transitioning-From-UGUI |
USS transition |
UIE-Transitions |
UQuery |
UIE-UQuery |
Style UI with USS |
UIE-USS |
USS custom properties (variables) |
UIE-USS-CustomProperties |
USS properties reference |
UIE-USS-Properties-Reference |
USS properties data types |
UIE-USS-PropertyTypes |
USS selectors |
UIE-USS-Selectors |
Complex Selectors |
UIE-USS-Selectors-Complex |
Pseudo-classes |
UIE-USS-Selectors-Pseudo-Classes |
Simple selectors |
UIE-USS-Selectors-Simple |
USS properties syntax |
UIE-USS-SupportedProperties |
Built-in Unity variables |
UIE-USS-UnityVariables |
Write style sheets |
UIE-USS-WritingStyleSheets |
Structure UI with UXML |
UIE-UXML |
ViewData persistence |
UIE-ViewData |
The Visual Tree |
UIE-VisualTree |
Write UXML Templates |
UIE-WritingUXMLTemplate |
Apply styles with C# scripts |
UIE-apply-styles-with-csharp |
Create a drag-and-drop UI inside a custom Editor window |
UIE-create-drag-and-drop-ui |
Create a tabbed menu for runtime |
UIE-create-tabbed-menu-for-runtime |
Examples |
UIE-examples |
Manage UI asset references from C# scripts |
UIE-manage-asset-reference |
Migration guides |
UIE-migration-guides |
Simple UI Toolkit workflow |
UIE-simple-ui-toolkit-workflow |
UI Toolkit |
UIElements |
UI How Tos |
UIHowTos |
Interaction Components |
UIInteractionComponents |
UI Reference |
UIReference |
Create user interfaces (UI) |
UIToolkits |
Visual Components |
UIVisualComponents |
Multiplayer and Networking |
UNet |
Multiplayer Classes Reference |
UNetClassesReference |
Converting a single-player game to Unity Multiplayer |
UNetConverting |
Debugging Information |
UNetDebugging |
Multiplayer Encryption Plug-ins |
UNetEncryptionPlugins |
Setting up a multiplayer project |
UNetGettingStarted |
Using the Network Manager |
UNetManager |
Using the Network Manager HUD |
UNetManagerHUD |
The Network Manager HUD in LAN mode |
UNetManagerHUDLanMode |
The Network Manager HUD in Matchmaker mode |
UNetManagerHUDMatchMakerMode |
Multiplayer Overview |
UNetOverview |
Multiplayer Component Reference |
UNetReference |
Understanding the View Frustum |
UnderstandingFrustum |
Undo |
UndoWindow |
2D |
Unity2D |
Unity Accelerator |
UnityAccelerator |
Unity Ads |
UnityAds |
Legacy Analytics |
UnityAnalytics |
Unity Analytics A/B Testing |
UnityAnalyticsABTesting |
Advanced Integration (SDK) |
UnityAnalyticsAdvancedSDK |
Attach Game Script |
UnityAnalyticsAttachSDK |
Basic Integration (SDK) |
UnityAnalyticsBasicSDK |
COPPA Compliance |
UnityAnalyticsCOPPA |
Core Events |
UnityAnalyticsCoreEvents |
Create Game Script |
UnityAnalyticsCreateSDK |
Custom Event scripting |
UnityAnalyticsCustomEventScripting |
Custom Events |
UnityAnalyticsCustomEvents |
Custom Events |
UnityAnalyticsCustomEventsSDK |
Overview page |
UnityAnalyticsDashbaordOverview |
Legacy Analytics Dashboard |
UnityAnalyticsDashboard |
Configure page |
UnityAnalyticsDashboardConfigure |
Event Manager |
UnityAnalyticsDashboardEventManager |
Raw Data Export page |
UnityAnalyticsDashboardRDE |
Remote Settings page |
UnityAnalyticsDashboardRemoteSettings |
Data Explorer |
UnityAnalyticsDataExplorer |
Unity Analytics and the EU General Data Protection Regulation (GDPR) |
UnityAnalyticsDataPrivacy |
Unity Analytics DataPrivacy API |
UnityAnalyticsDataPrivacyAPI |
Data reset |
UnityAnalyticsDataReset |
Analytics Event limits |
UnityAnalyticsEventLimits |
Analytics event parameters |
UnityAnalyticsEventParameters |
Legacy Analytics Events |
UnityAnalyticsEvents |
Funnel Analyzer page |
UnityAnalyticsFunnelAnalyzer |
Funnels |
UnityAnalyticsFunnels |
Import SDK |
UnityAnalyticsImportSDK |
Market Insights |
UnityAnalyticsMarketInsights |
What to Do if Project IDs Don''t Match |
UnityAnalyticsMismatchedProjectId |
Monetization |
UnityAnalyticsMonetization |
Monetization |
UnityAnalyticsMonetizationSDK |
Legacy Analytics Overview |
UnityAnalyticsOverview |
Unity Analytics and PIPL |
UnityAnalyticsPIPL |
Unity Analytics Raw Data Export |
UnityAnalyticsRawDataExport |
Receipt Verification |
UnityAnalyticsReceiptVerification |
Receipt Verification |
UnityAnalyticsReceiptVerificationSDK |
Remote Settings |
UnityAnalyticsRemoteSettings |
Remote Settings component |
UnityAnalyticsRemoteSettingsComponent |
Creating and changing Remote Settings |
UnityAnalyticsRemoteSettingsCreating |
Enabling Remote Settings |
UnityAnalyticsRemoteSettingsEnabling |
Managing Remote Settings in the Unity Editor |
UnityAnalyticsRemoteSettingsManaging |
Remote Settings network requests |
UnityAnalyticsRemoteSettingsNetRequests |
Remote Settings scripting |
UnityAnalyticsRemoteSettingsScripting |
Testing Remote Settings |
UnityAnalyticsRemoteSettingsTesting |
Using Remote Settings in a Unity project |
UnityAnalyticsRemoteSettingsUsing |
Legacy Unity Analytics (SDK Workflow) |
UnityAnalyticsSDK |
Segment Builder |
UnityAnalyticsSegmentBuilder |
Setting Up Legacy Analytics |
UnityAnalyticsSetup |
Standard Events |
UnityAnalyticsStandardEvents |
Analytics Metrics, Segments, and Terminology |
UnityAnalyticsTerminology |
Play To Validate |
UnityAnalyticsTestSDK |
Unity Analytics Re-integrate SDK to 5.1 |
UnityAnalyticsUpgrade51ToSDK |
Upgrade Unity Analytics 5.1 to 5.2 onwards |
UnityAnalyticsUpgradeFrom51 |
Upgrade Unity Analytics 4.x-5.1 (SDK) to 5.2 onwards |
UnityAnalyticsUpgradeFromSDK |
Upgrading Unity Analytics |
UnityAnalyticsUpgrading |
User Attributes |
UnityAnalyticsUserAttributes |
User Attributes |
UnityAnalyticsUserAttributesSDK |
Unity Cloud Content Delivery |
UnityCCD |
Unity CCD Command-line interface (CLI) |
UnityCCDCLI |
Using CCD via the command-line interface |
UnityCCDCLIWalkthrough |
Unity CCD Develop Dashboard |
UnityCCDDashboard |
Cloud Content Delivery interfaces |
UnityCCDInterfaces |
Unity Cloud Build |
UnityCloudBuild |
Using Addressables in Unity Cloud Build |
UnityCloudBuildAddressables |
Advanced options |
UnityCloudBuildAdvancedOptions |
Custom scripting #define directives |
UnityCloudBuildCustomScriptingDefineDirectives |
Development builds |
UnityCloudBuildDevelopmentBuilds |
Including specific Scenes |
UnityCloudBuildIncludingSpecificScenes |
Build manifest |
UnityCloudBuildManifest |
Build manifest as JSON |
UnityCloudBuildManifestAsJSON |
Build manifest as ScriptableObject |
UnityCloudBuildManifestAsScriptableObject |
Pre- and post-export methods |
UnityCloudBuildPreAndPostExportMethods |
Cloud Build REST API |
UnityCloudBuildRestAPI |
Scheduled builds |
UnityCloudBuildScheduledBuilds |
Setting up Cloud Build |
UnityCloudBuildSettingUp |
Using the Unity Developer Dashboard to configure Cloud Build for Git |
UnityCloudBuildVcsGit |
Using the Unity Developer Dashboard to configure Cloud Build for Mercurial |
UnityCloudBuildVcsMercurial |
Using the Unity Developer Dashboard to configure Cloud Build for Perforce |
UnityCloudBuildVcsPerforce |
Using the Unity Developer Dashboard to configure Unity Cloud Build for Plastic |
UnityCloudBuildVcsPlastic |
Using Apache Subversion (SVN) with Unity Cloud Build |
UnityCloudBuildVcsSubversion |
Xcode frameworks |
UnityCloudBuildXcodeFrameworks |
Building for iOS |
UnityCloudBuildiOS |
Unity Cloud Diagnostics |
UnityCloudDiagnostics |
Unity Collaborate |
UnityCollaborate |
Adding team members to your Unity project |
UnityCollaborateAddingTeammates |
Enabling Cloud Build with Collaborate |
UnityCollaborateEnableCloudBuild |
Moving your Project to another version control system |
UnityCollaborateExportProject |
Excluding Assets from publishing to Collaborate |
UnityCollaborateIgnoreFiles |
Managing cloud storage |
UnityCollaborateManageCloudStorage |
Publishing individual files to Collaborate |
UnityCollaboratePartialPublish |
Resolving file conflicts |
UnityCollaborateResolvingConflicts |
Reverting files |
UnityCollaborateRevertingFiles |
Restoring previous versions of a project |
UnityCollaborateRollback |
Setting up Unity Collaborate |
UnityCollaborateSettingUp |
Collaborate troubleshooting tips |
UnityCollaborateTroubleShooting |
Managing Unity Editor versions |
UnityCollaborateUpgradeConsiderations |
Viewing history |
UnityCollaborateViewingHistory |
UnityEvents |
UnityEvents |
Unity shortcuts |
UnityHotkeys |
Unity IAP |
UnityIAP |
Configuration for the Amazon Appstore |
UnityIAPAmazonConfiguration |
Amazon Appstore and Amazon Underground Store |
UnityIAPAmazonExtendedFunctionality |
Configuring for Apple App Store and Mac App Store |
UnityIAPAppleConfiguration |
Browsing Product Metadata |
UnityIAPBrowsingMetadata |
Codeless IAP |
UnityIAPCodelessIAP |
Cross-store installation issues with Android in-app purchase stores |
UnityIAPCrossStoreInstallationIssues |
Defining products |
UnityIAPDefiningProducts |
Configuring for Google Play Store |
UnityIAPGoogleConfiguration |
Google Play |
UnityIAPGooglePlay |
Handling purchase failures |
UnityIAPHandlingPurchaseFailures |
Handling purchases |
UnityIAPIStoreHandlingPurchases |
Initialization |
UnityIAPIStoreInitialization |
Retrieving products |
UnityIAPIStoreRetrievingProducts |
Implementing a Store |
UnityIAPImplementingAStore |
Initialization |
UnityIAPInitialization |
Initiating Purchases |
UnityIAPInitiatingPurchases |
Store Configuration |
UnityIAPModuleConfiguration |
Store Extensions |
UnityIAPModuleExtension |
Registering your store |
UnityIAPModuleRegistration |
Store Modules |
UnityIAPModules |
Processing Purchases |
UnityIAPProcessingPurchases |
Purchase Receipts |
UnityIAPPurchaseReceipts |
Restoring Transactions |
UnityIAPRestoringTransactions |
Setting up Unity IAP |
UnityIAPSettingUp |
Store Extensions |
UnityIAPStoreExtensions |
Subscription Product support |
UnityIAPSubscriptionProducts |
Universal Windows Platform |
UnityIAPUniversalWindows |
Receipt validation |
UnityIAPValidatingReceipts |
Configuring for Windows Store |
UnityIAPWindowsConfiguration |
iOS & Mac App Stores |
UnityIAPiOSMAS |
Unity Integrations |
UnityIntegrations |
Unity User Manual 2021.3 (LTS) |
UnityManual |
Multiplayer Services |
UnityMultiplayerService |
Working in Unity |
UnityOverview |
Unity Remote |
UnityRemote5 |
Unity Services |
UnityServices |
UnityWebRequest |
UnityWebRequest |
Creating DownloadHandlers |
UnityWebRequest-CreatingDownloadHandlers |
Creating UnityWebRequests |
UnityWebRequest-CreatingUnityWebRequests |
Creating UploadHandlers |
UnityWebRequest-CreatingUploadHandlers |
Downloading an AssetBundle from an HTTP server (GET) |
UnityWebRequest-DownloadingAssetBundle |
Common operations: using the HLAPI |
UnityWebRequest-HLAPI |
Advanced operations: Using the LLAPI |
UnityWebRequest-LLAPI |
Retrieving text or binary data from an HTTP Server (GET) |
UnityWebRequest-RetrievingTextBinaryData |
Retrieving a Texture from an HTTP Server (GET) |
UnityWebRequest-RetrievingTexture |
Sending a form to an HTTP server (POST) |
UnityWebRequest-SendingForm |
Uploading raw data to an HTTP server (PUT) |
UnityWebRequest-UploadingRawData |
UnityYAML |
UnityYAML |
Using Unity as a Library in other applications |
UnityasaLibrary |
Integrating Unity into Android applications |
UnityasaLibrary-Android |
Integrating Unity into Windows and UWP applications |
UnityasaLibrary-Windows |
Integrating Unity into native iOS applications |
UnityasaLibrary-iOS |
Unpacking Prefab instances |
UnpackingPrefabInstances |
Upgrading to Unity 2017.1 |
UpgradeGuide20171 |
Upgrading to Unity 2017.2 |
UpgradeGuide20172 |
Upgrading to Unity 2017.3 |
UpgradeGuide20173 |
Upgrading to Unity 2018 LTS |
UpgradeGuide2018LTS |
Upgrading to Unity 2019 LTS |
UpgradeGuide2019LTS |
Upgrading to Unity 2020 LTS |
UpgradeGuide2020LTS |
Upgrading to Unity 2021 LTS |
UpgradeGuide2021LTS |
Upgrading to Unity 3.5 |
UpgradeGuide3435 |
Upgrading to Unity 4.0 |
UpgradeGuide3540 |
Upgrading to Unity 5.0 |
UpgradeGuide5 |
AI in Unity 5.0 |
UpgradeGuide5-AI |
Animation in Unity 5.0 |
UpgradeGuide5-Animation |
Audio in Unity 5.0 |
UpgradeGuide5-Audio |
Baked Data in Unity 5.0 |
UpgradeGuide5-BakedDataFormats |
Other Upgrade Notes for Unity 5.0 |
UpgradeGuide5-Misc |
Physics in Unity 5.0 |
UpgradeGuide5-Physics |
Plugins in Unity 5.0 |
UpgradeGuide5-Plugins |
Shaders in Unity 5.0 |
UpgradeGuide5-Shaders |
Upgrading to Unity 5.2 |
UpgradeGuide52 |
Upgrading to Unity 5.3 |
UpgradeGuide53 |
Upgrading to Unity 5.4 |
UpgradeGuide54 |
5.4 Networking API Changes |
UpgradeGuide54Networking |
Upgrading to Unity 5.5 |
UpgradeGuide55 |
Upgrading to Unity 5.6 |
UpgradeGuide56 |
Legacy Upgrade Guides |
UpgradeGuideLegacy |
Upgrading Unity |
UpgradeGuides |
Using components |
UsingComponents |
Using custom Editor tools |
UsingCustomEditorTools |
Managed plug-ins |
UsingDLL |
DirectX |
UsingDX11GL3Features |
Creating models for animation |
UsingHumanoidChars |
Using Lights |
UsingLights |
Generating lighting data |
UsingPrecomputedLighting |
Using Reflection Probes |
UsingReflectionProbes |
Unity''s interface |
UsingTheEditor |
The Inspector window |
UsingTheInspector |
The Scene view |
UsingTheSceneView |
Using the Mesh Class |
UsingtheMeshClass |
Visual Effect Graph |
VFXGraph |
VR Audio Spatializers |
VRAudioSpatializer |
VR feature set |
VRFeature |
VR frame timing |
VRFrameTiming |
Getting started with VR development in Unity |
VROverview |
XR API reference |
VRReference |
Variables and the Inspector |
VariablesAndTheInspector |
Variant Sprite Atlas |
VariantSpriteAtlas |
Important Classes - Vectors |
VectorCookbook |
Check For Updates |
VersionCheck |
Version Control |
VersionControl |
Version control integrations |
Versioncontrolintegration |
Video sources |
Video |
Panoramic video |
VideoPanoramic |
Video overview |
VideoPlayer |
Migrating from MovieTexture to VideoPlayer |
VideoPlayer-MigratingFromMovieTexture |
Video file compatibility |
VideoSources-FileCompatibility |
Understanding video files |
VideoSources-VideoFiles |
Video transparency support |
VideoTransparency |
Scene view View Options toolbar |
ViewModes |
Visual Studio C# integration |
VisualStudioIntegration |
Visual Studio project generation for Windows Standalone |
VisualStudioprojectgenerationWindows |
New in Unity 2021 LTS |
WhatsNew2021LTS |
Wheel Collider Tutorial |
WheelColliderTutorial |
Windows |
Windows |
Windows Debugging |
WindowsDebugging |
Windows General |
WindowsGeneral |
WindowsLowIntegrity |
WindowsLowIntegrity |
Windows Player: C++ source code plugins for IL2CPP |
WindowsPlayerCPlusPlusSourceCodePluginsForIL2CPP |
Windows Player: IL2CPP build files |
WindowsPlayerIL2CPPBuildProducedFiles |
Windows Player: IL2CPP Scripting Backend |
WindowsPlayerIL2CPPScriptingBackend |
Windows Player build binaries |
WindowsStandaloneBinaries |
Universal Windows Platform |
WindowsStore |
3D World Building feature set |
WorldBuildingFeature |
XR |
XR |
XR Plug-in Framework |
XRPluginArchitecture |
Xcode frame debugger Unity integration |
XcodeFrameDebuggerIntegration |
An Example of a YAML Scene File |
YAMLSceneExample |
Analysis |
analysis |
Android |
android |
Android mobile scripting |
android-API |
Application patching |
android-AppPatching |
Building for Android |
android-BuildProcess |
Building your Chrome OS application |
android-ChromeOS-building-your-application |
Debugging on a Chrome OS device |
android-ChromeOS-debugging |
Developing for Chrome OS |
android-ChromeOS-developing |
Getting started with Chrome OS |
android-ChromeOS-getting-started |
Chrome OS |
android-ChromeOS-introducing |
Chrome OS Player Settings |
android-ChromeOS-player-settings |
Preparing your development environment for Chrome OS |
android-ChromeOS-preparing-your-development-environment |
Requirements and compatibility |
android-ChromeOS-requirements-and-compatibility |
Support user input on Chrome OS devices |
android-ChromeOS-support-user-input |
APK expansion files |
android-OBBsupport |
Request runtime permissions |
android-RequestingPermissions |
Create the main APK expansion file |
android-apk-expansion-files-create-main |
Create the patch APK expansion file |
android-apk-expansion-files-create-patch |
Host APK expansion files |
android-apk-expansion-files-host |
APK expansion files in Unity |
android-apk-expansion-files-in-unity |
Android application size restrictions |
android-application-size-restrictions |
Create a custom asset pack |
android-asset-packs-create-custom |
Asset packs in Unity |
android-asset-packs-in-unity |
Manage asset packs at runtime |
android-asset-packs-manage |
Set up Play Asset Delivery |
android-asset-packs-set-up |
Introduction to asset splitting |
android-asset-splitting |
Reporting crash bugs under Android |
android-bugreporting |
Android Build Settings |
android-build-settings |
Building and delivering for Android |
android-building-and-delivering |
Debugging on an Android device |
android-debugging-on-an-android-device |
Developing for Android |
android-developing |
Device features and permissions |
android-device-features-and-permissions |
Digital distribution services for Android |
android-distribution |
Delivering to Google Play |
android-distribution-google-play |
Exporting an Android project |
android-export-process |
Getting started with Android |
android-getting-started |
Gradle for Android |
android-gradle-overview |
Gradle troubleshooting |
android-gradle-troubleshooting |
Graphics for Android |
android-graphics |
Input for Android devices |
android-input |
Introducing Android |
android-introducing |
Android keystores |
android-keystore |
Add keys to a keystore |
android-keystore-add-keys |
Android keystores in Unity |
android-keystore-concept |
Create a new keystore |
android-keystore-create |
Load a keystore |
android-keystore-load |
Keystore Manager window reference |
android-keystore-manager |
Unity Launcher Manifest |
android-launcher-manifest |
Unity Library Manifest |
android-library-manifest |
Android App Manifest |
android-manifest |
Declare permissions for an application |
android-permissions-declare |
Android permissions in Unity |
android-permissions-in-unity |
Requirements and compatibility |
android-requirements-and-compatibility |
Android environment setup |
android-sdksetup |
Android symbols |
android-symbols |
Testing and debugging |
android-testing-and-debugging |
Android thread configuration |
android-thread-configuration |
Key manipulation in Dopesheet mode |
animeditor-AdvancedKeySelectionAndManipulation |
Animating a GameObject |
animeditor-AnimatingAGameObject |
Using Animation Curves |
animeditor-AnimationCurves |
Creating a new Animation Clip |
animeditor-CreatingANewAnimationClip |
Key manipulation in Curves mode |
animeditor-KeyManipulationInCurvesMode |
Objects with Multiple Moving Parts |
animeditor-MultipleParts |
Using the Animation view |
animeditor-UsingAnimationEditor |
Creating a custom Search Provider |
api |
Registering an Action Handler |
api-action-handler |
Registering a Search Provider |
api-register-provider |
The SearchProvider class |
api-search-provider-class |
Performing a search |
api-searching |
Bake data in multiple scenes |
bakemultiplescenes |
Using the Built-in Render Pipeline |
built-in-render-pipeline |
Example shaders for the Built-in Render Pipeline |
built-in-shader-examples |
Visualizing vertex data |
built-in-shader-examples-vertex-data |
Aim Constraints |
class-AimConstraint |
Analytics Event Tracker |
class-AnalyticsEventTracker |
Animation |
class-Animation |
Animation tab |
class-AnimationClip |
Animator component |
class-Animator |
Animator Controller |
class-AnimatorController |
Area Effector 2D |
class-AreaEffector2D |
Articulation Body |
class-ArticulationBody |
Assembly Definition properties |
class-AssemblyDefinitionImporter |
Assembly Definition Reference properties |
class-AssemblyDefinitionReferenceImporter |
Audio Chorus Effect |
class-AudioChorusEffect |
Audio Chorus Filter |
class-AudioChorusFilter |
Audio Clip |
class-AudioClip |
Audio Compressor Effect |
class-AudioCompressor |
Audio Distortion Effect |
class-AudioDistortionEffect |
Audio Distortion Filter |
class-AudioDistortionFilter |
Audio Echo Effect |
class-AudioEchoEffect |
Audio Echo Filter |
class-AudioEchoFilter |
Audio Filters |
class-AudioEffect |
Audio Effects |
class-AudioEffectMixer |
Audio Flange Effect |
class-AudioFlangeEffect |
Audio High Pass Effect |
class-AudioHighPassEffect |
Audio High Pass Filter |
class-AudioHighPassFilter |
Audio High Pass Simple Effect |
class-AudioHighPassSimpleEffect |
Audio Listener |
class-AudioListener |
Audio Low Pass Effect |
class-AudioLowPassEffect |
Audio Low Pass Filter |
class-AudioLowPassFilter |
Audio Low Pass Simple Effect |
class-AudioLowPassSimpleEffect |
Audio |
class-AudioManager |
Audio Mixer |
class-AudioMixer |
Audio Normalize Effect |
class-AudioNormalizeEffect |
Audio Parametric Equalizer Effect |
class-AudioParamEQEffect |
Audio Pitch Shifter Effect |
class-AudioPitchShifterEffect |
Audio SFX Reverb Effect |
class-AudioReverbEffect |
Audio Reverb Filter |
class-AudioReverbFilter |
Reverb Zones |
class-AudioReverbZone |
Audio Settings |
class-AudioSettings |
Audio Source |
class-AudioSource |
Avatar Mapping tab |
class-Avatar |
Avatar Mask window |
class-AvatarMask |
Billboard asset |
class-BillboardAsset |
Billboard Renderer component |
class-BillboardRenderer |
Blend Trees |
class-BlendTree |
Box Collider |
class-BoxCollider |
Box Collider 2D |
class-BoxCollider2D |
Brushes |
class-Brush |
Buoyancy Effector 2D |
class-BuoyancyEffector2D |
Camera component |
class-Camera |
Canvas |
class-Canvas |
Canvas Group |
class-CanvasGroup |
Canvas Renderer |
class-CanvasRenderer |
Capsule Collider |
class-CapsuleCollider |
Capsule Collider 2D |
class-CapsuleCollider2D |
Character Controller |
class-CharacterController |
Character Joint |
class-CharacterJoint |
Circle Collider 2D |
class-CircleCollider2D |
Cloth |
class-Cloth |
Composite Collider 2D |
class-CompositeCollider2D |
Compute shaders |
class-ComputeShader |
Configurable Joint |
class-ConfigurableJoint |
Constant Force |
class-ConstantForce |
Constant Force 2D |
class-ConstantForce2D |
Cubemaps |
class-Cubemap |
Cubemap arrays |
class-CubemapArray |
Custom Collider 2D |
class-CustomCollider2D |
Custom Render Textures |
class-CustomRenderTexture |
Important Classes - Debug |
class-Debug |
Distance Joint 2D |
class-DistanceJoint2D |
Edge Collider 2D |
class-EdgeCollider2D |
Editor |
class-EditorManager |
Model Import Settings window |
class-FBXImporter |
Fixed Joint |
class-FixedJoint |
Fixed Joint 2D |
class-FixedJoint2D |
Flare asset |
class-Flare |
Flare Layer component |
class-FlareLayer |
Font assets |
class-Font |
Friction Joint 2D |
class-FrictionJoint2D |
GUI Skin (IMGUI System) |
class-GUISkin |
GUI Style (IMGUI System) |
class-GUIStyle |
Important Classes - GameObject |
class-GameObject |
Graphics |
class-GraphicsSettings |
Grid |
class-Grid |
Halo component |
class-Halo |
Hinge Joint |
class-HingeJoint |
Hinge Joint 2D |
class-HingeJoint2D |
Human Template window |
class-HumanTemplate |
Input Manager |
class-InputManager |
LOD Group |
class-LODGroup |
Lens Flare component |
class-LensFlare |
Lights |
class-Light |
Light Probe Groups |
class-LightProbeGroup |
Light Probe Proxy Volume component |
class-LightProbeProxyVolume |
Lighting Settings Asset |
class-LightingSettings |
Lightmap Parameters Asset |
class-LightmapParameters |
Line Renderer component |
class-LineRenderer |
Look At Constraints |
class-LookAtConstraint |
Material Inspector reference |
class-Material |
Important Classes - Mathf |
class-Mathf |
Mesh asset |
class-Mesh |
Mesh Collider |
class-MeshCollider |
Mesh Filter component |
class-MeshFilter |
Mesh Renderer component |
class-MeshRenderer |
Microphone |
class-Microphone |
Important Classes - MonoBehaviour |
class-MonoBehaviour |
Script Execution Order settings |
class-MonoManager |
Movie Textures |
class-MovieTexture |
NavMesh Agent |
class-NavMeshAgent |
Nav Mesh Obstacle |
class-NavMeshObstacle |
Network Animator |
class-NetworkAnimator |
NetworkBehaviour |
class-NetworkBehaviour |
NetworkClient |
class-NetworkClient |
NetworkConnection |
class-NetworkConnection |
Network Discovery |
class-NetworkDiscovery |
Network Identity |
class-NetworkIdentity |
Network Lobby Manager |
class-NetworkLobbyManager |
Network Lobby Player |
class-NetworkLobbyPlayer |
Network Manager HUD |
class-NetworkManagerHUD |
Network Manager |
class-NetworkManagerUNet |
Network Proximity Checker |
class-NetworkProximityChecker |
NetworkServer |
class-NetworkServer |
NetworkServerSimple |
class-NetworkServerSimple |
NetworkStartPosition |
class-NetworkStartPosition |
Network Transform |
class-NetworkTransform |
Network Transform Child |
class-NetworkTransformChild |
Network Transform Visualizer |
class-NetworkTransformVisualizer |
Important Classes - Object |
class-Object |
Occlusion Areas |
class-OcclusionArea |
Occlusion Portals |
class-OcclusionPortal |
Off-Mesh Link |
class-OffMeshLink |
Package Manager |
class-PackageManager |
Package Manifest window |
class-PackageManifestImporter |
Parent Constraints |
class-ParentConstraint |
Particle System |
class-ParticleSystem |
Particle System Force Field |
class-ParticleSystemForceField |
Physic Material |
class-PhysicMaterial |
Physics 2D |
class-Physics2DManager |
Physics |
class-PhysicsManager |
Physics Material 2D |
class-PhysicsMaterial2D |
Platform Effector 2D |
class-PlatformEffector2D |
Player |
class-PlayerSettings |
Android Player settings |
class-PlayerSettingsAndroid |
Splash Image Player settings |
class-PlayerSettingsSplashScreen |
Universal Windows Platform Player Settings |
class-PlayerSettingsWSA |
WebGL Player settings |
class-PlayerSettingsWebGL |
iOS Player settings |
class-PlayerSettingsiOS |
Point Effector 2D |
class-PointEffector2D |
Polygon Collider 2D |
class-PolygonCollider2D |
Position Constraints |
class-PositionConstraint |
Preset Manager |
class-PresetManager |
Projector component |
class-Projector |
Quality |
class-QualitySettings |
Important Classes - Quaternion |
class-Quaternion |
Important Classes - Random |
class-Random |
Rect Transform |
class-RectTransform |
Reflection Probe |
class-ReflectionProbe |
Relative Joint 2D |
class-RelativeJoint2D |
Render Texture |
class-RenderTexture |
Rigidbody |
class-Rigidbody |
Rigidbody 2D |
class-Rigidbody2D |
Rotation Constraints |
class-RotationConstraint |
Scale Constraints |
class-ScaleConstraint |
ScriptableObject |
class-ScriptableObject |
Shader assets |
class-Shader |
SketchUp Import Settings window |
class-SketchUpImporter |
Skinned Mesh Renderer component |
class-SkinnedMeshRenderer |
Skybox component reference |
class-Skybox |
Slider Joint 2D |
class-SliderJoint2D |
Sorting Groups |
class-SortingGroup |
SpeedTree Import Settings window |
class-SpeedTreeImporter |
Sphere Collider |
class-SphereCollider |
Spring Joint |
class-SpringJoint |
Spring Joint 2D |
class-SpringJoint2D |
Sprite Atlas |
class-SpriteAtlas |
Sprite Masks |
class-SpriteMask |
Sprite Renderer |
class-SpriteRenderer |
Sprite Shape Renderer |
class-SpriteShapeRenderer |
Animation States |
class-State |
Streaming Controller component |
class-StreamingController |
Surface Effector 2D |
class-SurfaceEffector2D |
Tags and Layers |
class-TagManager |
Target Joint 2D |
class-TargetJoint2D |
Terrain Collider |
class-TerrainCollider |
Terrain Layers |
class-TerrainLayer |
Text assets |
class-TextAsset |
Text Mesh component (legacy) |
class-TextMesh |
Texture arrays |
class-Texture2DArray |
3D textures |
class-Texture3D |
Texture Import Settings |
class-TextureImporter |
Recommended, default, and supported texture formats, by platform |
class-TextureImporterOverride |
Tilemap |
class-Tilemap |
Tilemap Collider 2D |
class-TilemapCollider2D |
Tilemap Renderer |
class-TilemapRenderer |
Time |
class-TimeManager |
Trail Renderer component |
class-TrailRenderer |
Transforms |
class-Transform |
Animation transitions |
class-Transition |
Tree Editor |
class-Tree |
Project Settings - VFX |
class-VFXManager |
Video Clips |
class-VideoClip |
Video Player component |
class-VideoPlayer |
Visual Effect |
class-VisualEffect |
Visual Effect Graph Asset |
class-VisualEffectAsset |
Block Subgraph |
class-VisualEffectSubgraphBlock |
Operator Subgraph |
class-VisualEffectSubgraphOperator |
Wheel Collider |
class-WheelCollider |
Wheel Joint 2D |
class-WheelJoint2D |
Wind Zones |
class-WindZone |
Code reloading in the Unity Editor |
code-reloading-editor |
2D Animation |
com.unity.2d.animation |
2D Pixel Perfect |
com.unity.2d.pixel-perfect |
2D PSD Importer |
com.unity.2d.psdimporter |
2D Sprite |
com.unity.2d.sprite |
2D SpriteShape |
com.unity.2d.spriteshape |
2D Tilemap Editor |
com.unity.2d.tilemap |
2D Tilemap Extras |
com.unity.2d.tilemap.extras |
Adaptive Performance |
com.unity.adaptiveperformance |
Addressables |
com.unity.addressables |
Advertisement |
com.unity.ads |
iOS 14 Advertising Support |
com.unity.ads.ios-support |
Analytics Library |
com.unity.analytics |
Animation Rigging |
com.unity.animation.rigging |
Burst |
com.unity.burst |
Cinemachine |
com.unity.cinemachine |
Version Control |
com.unity.collab-proxy |
Collections |
com.unity.collections |
WebGL Publisher |
com.unity.connect.share |
Editor Coroutines |
com.unity.editorcoroutines |
Alembic |
com.unity.formats.alembic |
FBX Exporter |
com.unity.formats.fbx |
JetBrains Rider Editor |
com.unity.ide.rider |
Visual Studio Editor |
com.unity.ide.visualstudio |
Visual Studio Code Editor |
com.unity.ide.vscode |
Input System |
com.unity.inputsystem |
Tutorial Framework |
com.unity.learn.iet-framework |
Tutorial Authoring Tools |
com.unity.learn.iet-framework.authoring |
Live Capture |
com.unity.live-capture |
Localization |
com.unity.localization |
Mathematics |
com.unity.mathematics |
ML Agents |
com.unity.ml-agents |
Android Logcat |
com.unity.mobile.android-logcat |
Mobile Notifications |
com.unity.mobile.notifications |
AI |
com.unity.modules.ai |
Android JNI |
com.unity.modules.androidjni |
Animation |
com.unity.modules.animation |
Asset Bundle |
com.unity.modules.assetbundle |
Audio |
com.unity.modules.audio |
Cloth |
com.unity.modules.cloth |
Director |
com.unity.modules.director |
Image Conversion |
com.unity.modules.imageconversion |
IMGUI |
com.unity.modules.imgui |
JSONSerialize |
com.unity.modules.jsonserialize |
NVIDIA |
com.unity.modules.nvidia |
Particle System |
com.unity.modules.particlesystem |
Physics |
com.unity.modules.physics |
Physics 2D |
com.unity.modules.physics2d |
Screen Capture |
com.unity.modules.screencapture |
Terrain |
com.unity.modules.terrain |
Terrain Physics |
com.unity.modules.terrainphysics |
Tilemap |
com.unity.modules.tilemap |
UI |
com.unity.modules.ui |
UIElements |
com.unity.modules.uielements |
Umbra |
com.unity.modules.umbra |
Unity Analytics |
com.unity.modules.unityanalytics |
Unity Web Request |
com.unity.modules.unitywebrequest |
Unity Web Request Asset Bundle |
com.unity.modules.unitywebrequestassetbundle |
Unity Web Request Audio |
com.unity.modules.unitywebrequestaudio |
Unity Web Request Texture |
com.unity.modules.unitywebrequesttexture |
Unity Web Request WWW |
com.unity.modules.unitywebrequestwww |
Vehicles |
com.unity.modules.vehicles |
Video |
com.unity.modules.video |
VR |
com.unity.modules.vr |
Wind |
com.unity.modules.wind |
XR |
com.unity.modules.xr |
Profile Analyzer |
com.unity.performance.profile-analyzer |
Polybrush |
com.unity.polybrush |
Post Processing |
com.unity.postprocessing |
ProBuilder |
com.unity.probuilder |
Unity Profiling Core API |
com.unity.profiling.core |
In App Purchasing |
com.unity.purchasing |
Unity Distribution Portal |
com.unity.purchasing.udp |
Recorder |
com.unity.recorder |
Remote Config |
com.unity.remote-config |
Core RP Library |
com.unity.render-pipelines.core |
High Definition RP |
com.unity.render-pipelines.high-definition |
Universal RP |
com.unity.render-pipelines.universal |
Scriptable Build Pipeline |
com.unity.scriptablebuildpipeline |
Sequences |
com.unity.sequences |
Shader Graph |
com.unity.shadergraph |
Terrain Tools |
com.unity.terrain-tools |
Test Framework |
com.unity.test-framework |
Code Coverage |
com.unity.testtools.codecoverage |
TextMeshPro |
com.unity.textmeshpro |
Timeline |
com.unity.timeline |
Unity Transport |
com.unity.transport |
Unity UI |
com.unity.ugui |
Unity UI |
com.unity.ugui |
Visual Effect Graph |
com.unity.visualeffectgraph |
Visual Scripting |
com.unity.visualscripting |
ARCore XR Plugin |
com.unity.xr.arcore |
AR Foundation |
com.unity.xr.arfoundation |
ARKit XR Plugin |
com.unity.xr.arkit |
ARKit Face Tracking |
com.unity.xr.arkit-face-tracking |
Magic Leap XR Plugin |
com.unity.xr.magicleap |
XR Plugin Management |
com.unity.xr.management |
Oculus XR Plugin |
com.unity.xr.oculus |
OpenXR Plugin |
com.unity.xr.openxr |
Manually combining meshes |
combining-meshes |
Animation Reference |
comp-AnimationGroup |
Canvas Components |
comp-CanvasComponents |
Project Settings |
comp-ManagerGroup |
Mesh components |
comp-MeshGroup |
Auto Layout |
comp-UIAutoLayout |
UI Effect Components |
comp-UIEffects |
Interaction Components |
comp-UIInteraction |
Visual Components |
comp-UIVisual |
Configuring your Unity Project for XR |
configuring-project-for-xr |
Create functional layers in Unity |
create-layers |
Creating cookies for the Built-in Render Pipeline |
creating-cookies-built-in-render-pipeline |
Assembly definition and packages |
cus-asmdef |
Documenting your package |
cus-document |
Package layout |
cus-layout |
Meeting legal requirements |
cus-legal |
Naming your package |
cus-naming |
Creating samples for packages |
cus-samples |
Sharing your package |
cus-share |
Adding tests to a package |
cus-tests |
Deep learning super sampling |
deep-learning-super-sampling |
Deep linking |
deep-linking |
Deep linking on Android |
deep-linking-android |
Deep linking on iOS |
deep-linking-ios |
Deep linking on macOS |
deep-linking-macos |
Deep linking on Universal Windows Platform |
deep-linking-universal-windows-platform |
Device Simulator |
device-simulator |
Adding a device |
device-simulator-adding-a-device |
Device Simulator introduction |
device-simulator-introduction |
Extending the device simulator |
device-simulator-plugins |
Simulated classes |
device-simulator-simulated-classes |
The Simulator view |
device-simulator-view |
Referencing additional class library assemblies |
dotnetProfileAssemblies |
Stable scripting runtime: known limitations |
dotnetProfileLimitations |
.NET profile support |
dotnetProfileSupport |
Dynamic batching |
dynamic-batching |
Custom Editors |
editor-CustomEditors |
Editor Windows |
editor-EditorWindows |
Property Drawers |
editor-PropertyDrawers |
Features (detail) view |
fs-details |
Installing a feature set |
fs-install |
Creating shaders that support GPU instancing |
gpu-instancing-shader |
Gradle templates |
gradle-templates |
Color |
graphics-color |
Graphics performance and profiling |
graphics-performance-profiling |
Graphics tiers |
graphics-tiers |
IMGUI Basics |
gui-Basics |
Controls |
gui-Controls |
Customization |
gui-Customization |
Extending IMGUI |
gui-Extending |
IMGUI Layout Modes |
gui-Layout |
Handling platform specific settings for IL2CPP additional arguments |
handling-IL2CPP-additional-args |
Using the High Definition Render Pipeline |
high-definition-render-pipeline |
How Unity builds Android applications |
how-unity-builds-android-applications |
Managed stack traces on iOS |
iOSManagedStackTraces |
Advanced iOS scripting |
iOSMobileAdvanced |
Importing LOD Meshes |
importing-lod-meshes |
Incremental build pipeline |
incremental-build-pipeline |
iOS |
iphone |
iOS Scripting |
iphone-API |
Inside the iOS build process |
iphone-BuildProcess |
Preparing your application for In-App Purchases (IAP) |
iphone-Downloadable-Content |
Getting started with iOS development |
iphone-GettingStarted |
Measuring performance with the built-in profiler |
iphone-InternalProfiler |
Optimizing Physics Performance |
iphone-Optimizing-Physics |
iOS account setup |
iphone-accountsetup |
Unity iOS Basics |
iphone-basic |
Reporting crash bugs on iOS |
iphone-bugreporting |
iOS-specific optimizations |
iphone-iOS-Optimization |
iOS Game Controller support |
iphone-joystick |
Optimizing Performance on iOS |
iphone-performance |
Optimizing the size of the built iOS Player |
iphone-playerSizeOptimization |
Add a layer to a layerMask |
layermask-add |
Remove a layer from a layerMask |
layermask-remove |
Set a layerMask |
layermask-set |
Layers and layerMasks |
layers-and-layermasks |
Light Probes and Scene loading |
light-probes-and-scene-loading |
Ambient light |
lighting-ambient-light |
Emissive materials |
lighting-emissive-materials |
Light sources |
lighting-light-sources |
Lighting Mode |
lighting-mode |
Precomputed lighting data |
lighting-precomputed-data |
The Lighting window |
lighting-window |
Lightmap UVs |
lightmap-uvs |
Linux |
linux |
Linux IL2CPP cross-compiler |
linux-IL2CPPcrosscompiler |
macOS Player: IL2CPP Scripting Backend |
macOSIL2CPPScriptingBackend |
macOS Player: C++ source code plugins for IL2CPP |
macOSPlayerCPlusPlusSourceCodePluginsForIL2CPP |
Building your macOS application |
macos-building |
Notarizing your macOS application |
macos-building-notarization |
Delivering your macOS application |
macos-delivery |
Digital distribution services for macOS applications |
macos-distribution |
Delivering to the Mac App Store |
macos-distribution-mac-app-store |
Materials introduction |
materials-introduction |
Memory allocator customization |
memory-allocator-customization |
Meshes |
mesh |
Compressing mesh data |
mesh-compression |
Meshes introduction |
mesh-introduction |
Models |
models |
Importing models into Unity |
models-importing |
Preparing your model files for export |
models-preparing |
Loading Multiple NavMeshes using Additive Loading |
nav-AdditiveLoading |
Advanced NavMesh Bake Settings |
nav-AdvancedSettings |
Making an Agent Patrol Between a Set of Points |
nav-AgentPatrol |
Navigation Areas and Costs |
nav-AreasAndCosts |
Building a NavMesh |
nav-BuildingNavMesh |
Building Off-Mesh Links Automatically |
nav-BuildingOffMeshLinksAutomatically |
Coupling Animation and Navigation |
nav-CouplingAnimationAndNavigation |
Creating a NavMesh Agent |
nav-CreateNavMeshAgent |
Creating a NavMesh Obstacle |
nav-CreateNavMeshObstacle |
Creating an Off-mesh Link |
nav-CreateOffMeshLink |
Building Height Mesh for Accurate Character Placement |
nav-HeightMesh |
Navigation How-Tos |
nav-HowTos |
Inner Workings of the Navigation System |
nav-InnerWorkings |
Using NavMesh Agent with Other Components |
nav-MixingComponents |
Moving an Agent to a Position Clicked by the Mouse |
nav-MoveToClickPoint |
Telling a NavMeshAgent to Move to a Destination |
nav-MoveToDestination |
Navigation System in Unity |
nav-NavigationSystem |
Navigation Overview |
nav-Overview |
Social API |
net-SocialAPI |
Occlusion culling additional resources |
occlusion-culling-additional-resources |
Using occlusion culling with dynamic GameObjects |
occlusion-culling-dynamic-gameobjects |
Getting started with occlusion culling |
occlusion-culling-getting-started |
Occlusion culling and Scene loading |
occlusion-culling-scene-loading |
The Occlusion Culling window |
occlusion-culling-window |
Optimizing draw calls |
optimizing-draw-calls |
Overlays |
overlays |
Create custom Overlays |
overlays-custom |
Override the Android App Manifest |
overriding-android-manifest |
Overview of .NET in Unity |
overview-of-dot-net-in-unity |
Built-in packages |
pack-build |
Core packages |
pack-core |
Experimental packages |
pack-exp |
Packages by keywords |
pack-keys |
Pre-release packages |
pack-preview |
Release Candidates |
pack-releasecandidate |
Released packages |
pack-safe |
Particle System C# Job System integration |
particle-system-job-system-integration |
Perforce Integration |
perForceIntegration |
Disabling garbage collection |
performance-disabling-garbage-collection |
Garbage collection best practices |
performance-garbage-collection-best-practices |
Garbage collector overview |
performance-garbage-collector |
Incremental garbage collection |
performance-incremental-garbage-collection |
Managed memory |
performance-managed-memory |
Memory in Unity |
performance-memory-overview |
Analyzing profiler traces |
performance-profiler-traces |
Profiling tools |
performance-profiling-tools |
Physics articulations |
physics-articulations |
Multi-scene physics |
physics-multi-scene |
Play Asset Delivery |
play-asset-delivery |
2D Physics Profiler module |
profiler-2d-physics-profiler-module |
Asset Loading Profiler module |
profiler-asset-loading-module |
File Access Profiler module |
profiler-file-access-module |
Common Profiler markers |
profiler-markers |
Profiler Module Editor |
profiler-module-editor |
Profiling your application |
profiler-profiling-applications |
Video Profiler module |
profiler-video-profiler-module |
Virtual Texturing Profiler module |
profiler-virtual-texturing-module |
The Progressive Lightmapper |
progressive-lightmapper |
Realtime Global Illumination using Enlighten |
realtime-gi-using-enlighten |
Render pipelines |
render-pipelines |
Render pipeline feature comparison |
render-pipelines-feature-comparison |
Render pipelines introduction |
render-pipelines-overview |
Roslyn analyzers and source generators |
roslyn-analyzers |
Scene Templates |
scene-templates |
Creating scene templates |
scene-templates-creating |
Customizing new scene creation |
scene-templates-customizing-scene-instantiation |
Editing scene templates |
scene-templates-editing |
Scene template settings |
scene-templates-settings |
Creating, loading, and saving Scenes |
scenes-working-with |
Using Animation Events |
script-AnimationWindowEvent |
Aspect Ratio Fitter |
script-AspectRatioFitter |
Button |
script-Button |
Canvas Scaler |
script-CanvasScaler |
Content Size Fitter |
script-ContentSizeFitter |
Dropdown |
script-Dropdown |
Event System Manager |
script-EventSystem |
Event Trigger |
script-EventTrigger |
Graphic Raycaster |
script-GraphicRaycaster |
Grid Layout Group |
script-GridLayoutGroup |
Horizontal Layout Group |
script-HorizontalLayoutGroup |
Image |
script-Image |
Input Field |
script-InputField |
Layout Element |
script-LayoutElement |
Mask |
script-Mask |
Outline |
script-Outline |
Physics 2D Raycaster |
script-Physics2DRaycaster |
Physics Raycaster |
script-PhysicsRaycaster |
Position as UV1 |
script-PositionAsUV1 |
Raw Image |
script-RawImage |
RectMask2D |
script-RectMask2D |
Scroll Rect |
script-ScrollRect |
Scrollbar |
script-Scrollbar |
Selectable Base Class |
script-Selectable |
Navigation Options |
script-SelectableNavigation |
Transition Options |
script-SelectableTransition |
Script serialization |
script-Serialization |
Built-in serialization |
script-Serialization-BuiltInUse |
Custom serialization |
script-Serialization-Custom |
Script serialization errors |
script-Serialization-Errors |
Shadow |
script-Shadow |
Slider |
script-Slider |
Standalone Input Module |
script-StandaloneInputModule |
Terrain |
script-Terrain |
Text |
script-Text |
Toggle |
script-Toggle |
Toggle Group |
script-ToggleGroup |
Touch Input Module |
script-TouchInputModule |
Property Binders |
script-VFXPropertyBinder |
Vertical Layout Group |
script-VerticalLayoutGroup |
Script compilation |
script-compilation |
Scriptable Render Pipeline introduction |
scriptable-render-pipeline-introduction |
Scripting backends |
scripting-backends |
Use scripts to edit multiple scenes |
scriptmultiplescenes |
Additional Search filters |
search-additional-searchfilters |
Search Object Picker |
search-advanced-object-picker |
Execute API methods |
search-api |
Search the Unity Asset Store |
search-asset-store |
Search Project Assets |
search-assets |
The calculator |
search-calculator |
Functions reference |
search-expression-functions-ref |
Search expressions |
search-expressions |
Search for files |
search-files |
Filter searches |
search-filters |
Help Search Provider |
search-help |
The Index Manager |
search-index-manager |
Search the Unity main menu |
search-menu |
Unity Search |
search-overview |
Search for packages |
search-packages |
Search Providers |
search-providers |
Search query operators |
search-query-operators |
Search saved queries |
search-saved-queries |
Search the current Scene |
search-scene |
Search Settings and Preferences |
search-settings |
Search tables |
search-tables |
Search usage |
search-usage |
Setup multiple scenes |
setupmultiplescenes |
Bumped Diffuse |
shader-NormalBumpedDiffuse |
Bumped Specular |
shader-NormalBumpedSpecular |
Decal |
shader-NormalDecal |
Diffuse |
shader-NormalDiffuse |
Diffuse Detail |
shader-NormalDiffuseDetail |
Normal Shader Family |
shader-NormalFamily |
Parallax Diffuse |
shader-NormalParallaxDiffuse |
Parallax Bumped Specular |
shader-NormalParallaxSpecular |
Specular |
shader-NormalSpecular |
Vertex-Lit |
shader-NormalVertexLit |
Usage and Performance of Built-in Shaders |
shader-Performance |
Reflective Bumped Diffuse |
shader-ReflectiveBumpedDiffuse |
Reflective Bumped Specular |
shader-ReflectiveBumpedSpecular |
Reflective Normal Mapped Unlit |
shader-ReflectiveBumpedUnlit |
Reflective Normal mapped Vertex-lit |
shader-ReflectiveBumpedVertexLit |
Reflective Diffuse |
shader-ReflectiveDiffuse |
Reflective Shader Family |
shader-ReflectiveFamily |
Reflective Parallax Diffuse |
shader-ReflectiveParallaxDiffuse |
Reflective Parallax Specular |
shader-ReflectiveParallaxSpecular |
Reflective Specular |
shader-ReflectiveSpecular |
Reflective Vertex-Lit |
shader-ReflectiveVertexLit |
Self-Illuminated Normal mapped Diffuse |
shader-SelfIllumBumpedDiffuse |
Self-Illuminated Normal mapped Specular |
shader-SelfIllumBumpedSpecular |
Self-Illuminated Diffuse |
shader-SelfIllumDiffuse |
Self-Illuminated Shader Family |
shader-SelfIllumFamily |
Self-Illuminated Parallax Diffuse |
shader-SelfIllumParallaxDiffuse |
Self-Illuminated Parallax Specular |
shader-SelfIllumParallaxSpecular |
Self-Illuminated Specular |
shader-SelfIllumSpecular |
Self-Illuminated Vertex-Lit |
shader-SelfIllumVertexLit |
Standard Particle Shaders |
shader-StandardParticleShaders |
Standard Shader |
shader-StandardShader |
Transparent Bumped Diffuse |
shader-TransBumpedDiffuse |
Transparent Bumped Specular |
shader-TransBumpedSpecular |
Transparent Cutout Bumped Diffuse |
shader-TransCutBumpedDiffuse |
Transparent Cutout Bumped Specular |
shader-TransCutBumpedSpecular |
Transparent Cutout Diffuse |
shader-TransCutDiffuse |
Transparent Cutout Specular |
shader-TransCutSpecular |
Transparent Cutout Vertex-Lit |
shader-TransCutVertexLit |
Transparent Diffuse |
shader-TransDiffuse |
Transparent Parallax Diffuse |
shader-TransParallaxDiffuse |
Transparent Parallax Specular |
shader-TransParallaxSpecular |
Transparent Specular |
shader-TransSpecular |
Transparent Vertex-Lit |
shader-TransVertexLit |
Transparent Cutout Shader Family |
shader-TransparentCutoutFamily |
Transparent Shader Family |
shader-TransparentFamily |
Branching in shaders |
shader-branching |
Built-in shaders |
shader-built-in |
Shader compilation |
shader-compilation |
Conditionals in shaders |
shader-conditionals |
Error and loading shaders |
shader-error |
Using Shader Graph |
shader-graph |
include and include_with_pragmas directives in HLSL |
shader-include-directives |
Shaders introduction |
shader-introduction |
Shader keywords |
shader-keywords |
Using shader keywords with the material Inspector |
shader-keywords-material-inspector |
Using shader keywords with C# scripts |
shader-keywords-scripts |
Shader loading |
shader-loading |
The Shader class |
shader-objects |
Understanding shader performance |
shader-performance-debugging |
ShaderLab: Predefined Pass tags in the Built-in Render Pipeline |
shader-predefined-pass-tags-built-in |
Preprocessor directives in HLSL |
shader-preprocessor-directives |
ShaderLab: adding shader programs |
shader-shaderlab-code-blocks |
ShaderLab: commands |
shader-shaderlab-commands |
ShaderLab legacy functionality |
shader-shaderlab-legacy |
6 Sided skybox |
shader-skybox-6sided |
Cubemap skybox |
shader-skybox-cubemap |
Panoramic skybox |
shader-skybox-panoramic |
Procedural skybox |
shader-skybox-procedural |
Shader variant collections |
shader-variant-collections |
Shader variant stripping |
shader-variant-stripping |
Shader variants |
shader-variants |
Branching, variants, and keywords |
shader-variants-and-keywords |
Writing shaders |
shader-writing |
Example shaders |
shader-writing-vertex-fragment |
Shadow Cascades |
shadow-cascades |
Configuring shadows |
shadow-configuration |
Shadow Distance |
shadow-distance |
Shadow mapping |
shadow-mapping |
Sky |
sky |
Skybox shaders |
skybox-shaders |
Skyboxes |
skyboxes |
Using skyboxes |
skyboxes-using |
Creating a Render Pipeline Asset and Render Pipeline Instance in a custom render pipeline |
srp-creating-render-pipeline-asset-and-render-pipeline-instance |
Creating a simple render loop in a custom render pipeline |
srp-creating-simple-render-loop |
Creating a custom render pipeline |
srp-custom |
Creating a custom render pipeline based on the Scriptable Render Pipeline |
srp-custom-getting-started |
How to get, set, and configure the active render pipeline |
srp-setting-render-pipeline-asset |
Scheduling and executing rendering commands in the Scriptable Render Pipeline |
srp-using-scriptable-render-context |
Static batching |
static-batching |
Cache Management for Virtual Texturing |
svt-cache-management |
Enabling Streaming Virtual Texturing in your project |
svt-enable-in-project |
Virtual Texturing error material |
svt-error-material |
How Streaming Virtual Texturing works |
svt-how-it-works |
Marking textures as "Virtual Texturing Only" |
svt-marking-textures |
Streaming Virtual Texturing requirements and compatibility |
svt-requirements-compatibility |
Streaming Virtual Texturing |
svt-streaming-virtual-texturing |
Using Streaming Virtual Texturing in Shader Graph |
svt-use-in-shader-graph |
System requirements for Unity 2021 LTS |
system-requirements |
Create Neighbor Terrains |
terrain-CreateNeighborTerrains |
Grass and other details |
terrain-Grass |
Working with Heightmaps |
terrain-Heightmaps |
Terrain settings |
terrain-OtherSettings |
Paint Holes |
terrain-PaintHoles |
Paint Texture |
terrain-PaintTexture |
Raise or Lower Terrain |
terrain-RaiseLowerTerrain |
Using Terrain at runtime |
terrain-Runtime |
Set Height |
terrain-SetHeight |
Smooth Height |
terrain-SmoothHeight |
Stamp Terrain |
terrain-StampTerrain |
Terrain tools |
terrain-Tools |
Trees |
terrain-Trees |
Creating and editing Terrains |
terrain-UsingTerrains |
Unit Testing |
testing-editortestsrunner |
Texture formats |
texture-compression-formats |
Mipmaps |
texture-mipmaps |
Mipmaps introduction |
texture-mipmaps-introduction |
Tile Palette Preferences |
tile-palette-preferences |
Branch Group Properties |
tree-Branches |
Building Your First Tree |
tree-FirstTree |
Leaf Group Properties |
tree-Leaves |
Tree Basics |
tree-Structure |
Developing for tvOS |
tvOS-developing |
tvOS |
tvOS-introducing |
Building your application for tvOS |
tvos-building-your-application |
Debugging Your Application |
tvos-debugging |
tvOS Player Settings |
tvos-player-settings |
Requirements and compatibility |
tvos-requirements-and-compatibility |
Setting up app navigation from the Unity UI |
tvos-setting-up-application-navigation |
Supporting input devices on tvOS |
tvos-supporting-input-devices |
Unity Distribution Portal |
udp |
UDP API |
udp-api |
Distributing your game with UDP |
udp-distribution |
Using Firebase with UDP builds |
udp-firebase |
Getting started with UDP |
udp-getting-started |
Implementing IAP products |
udp-implementing-iap |
Managing and publishing your game on the UDP console |
udp-managing-and-publishing |
UDP reference |
udp-reference |
Testing your game in the UDP sandbox |
udp-sandbox-testing |
UDP SDK data collection |
udp-sdk-data-collection |
Using UDP with other services |
udp-service-interoperability |
UDP troubleshooting |
udp-troubleshooting |
Unity architecture |
unity-architecture |
Unity for Android |
unity-for-android |
The Unity linker |
unity-linker |
Unity Remote |
unity-remote-ios |
Using the Universal Render Pipeline |
universal-render-pipeline |
Scripting API for packages |
upm-api |
Accessing package assets |
upm-assets |
Global Cache |
upm-cache |
Concepts |
upm-concepts |
Configuration |
upm-config |
Customizing the shared cache locations |
upm-config-cache |
Solving network issues |
upm-config-network |
Scoped registry authentication |
upm-config-scoped |
Resolution and conflict |
upm-conflicts |
Lock files |
upm-conflicts-auto |
Dependency and resolution |
upm-dependencies |
Finding package documentation |
upm-docs |
Embedded dependencies |
upm-embed |
Troubleshooting |
upm-errors |
Git dependencies |
upm-git |
Inspecting packages |
upm-inspect |
Package states and lifecycle |
upm-lifecycle |
Local folder or tarball paths |
upm-localpath |
Package manifest |
upm-manifestPkg |
Project manifest |
upm-manifestPrj |
Network issues |
upm-network |
Scoped Registries |
upm-scoped |
Versioning |
upm-semver |
Package Manager window |
upm-ui |
Adding and removing |
upm-ui-actions |
Details view |
upm-ui-details |
Disabling a built-in package |
upm-ui-disable |
Packages list context |
upm-ui-filter |
Asset Store package filters |
upm-ui-filter2 |
Finding packages and feature sets |
upm-ui-find |
Installing from a Git URL |
upm-ui-giturl |
Importing an Asset Store package |
upm-ui-import |
Installing from a registry |
upm-ui-install |
List view |
upm-ui-list |
Installing a package from a local folder |
upm-ui-local |
Adding a registry package by name |
upm-ui-quick |
Removing an installed package |
upm-ui-remove |
Search box |
upm-ui-search |
Sorting the list |
upm-ui-sort |
Installing a package from a local tarball file |
upm-ui-tarball |
Switching to another package version |
upm-ui-update |
Updating your Asset Store package |
upm-ui-update2 |
Uses of layers in Unity |
use-layers |
SkyManager |
using-skymanager |
Visual effects |
visual-effects |
Decals and projectors |
visual-effects-decals |
Lens flares and halos |
visual-effects-lens-flares |
Lines, trails, and billboards |
visual-effects-lines-trails-billboards |
Vulkan swapchain pre-rotation |
vulkan-swapchain-pre-rotation |
WebGL |
webgl |
Reduce load times with AssetBundles |
webgl-assetbundles |
Audio in WebGL |
webgl-audio |
WebGL browser compatibility |
webgl-browsercompatibility |
Building your WebGL application |
webgl-building |
Building and distributing a WebGL project |
webgl-building-distribution |
Configure a WebGL Canvas size |
webgl-canvas-size |
Cursor locking and full-screen mode in WebGL |
webgl-cursorfullscreen |
Debugging and troubleshooting WebGL builds |
webgl-debugging |
Compressed builds and server configuration |
webgl-deploying |
Developing for WebGL |
webgl-develop |
Distribution size and code stripping |
webgl-distributionsize-codestripping |
Embedded Resources on WebGL |
webgl-embeddedresources |
Getting started with WebGL development |
webgl-gettingstarted |
WebGL Graphics |
webgl-graphics |
Input in WebGL |
webgl-input |
Interaction with browser scripting |
webgl-interactingwithbrowserscripting |
Introducing WebGL |
webgl-intro |
Memory in WebGL |
webgl-memory |
WebGL Networking |
webgl-networking |
WebGL performance considerations |
webgl-performance |
Server configuration code samples |
webgl-server-configuration-code-samples |
Advanced overview |
webgl-technical-overview |
WebGL templates |
webgl-templates |
AppCallbacks class |
windowsstore-appcallbacks |
Universal Windows Platform: Association launching |
windowsstore-assocation-launching |
Universal Windows Platform (UWP) build settings |
windowsstore-buildsettings |
Universal Windows Platform: Code snippets |
windowsstore-code-snippets |
Universal Windows Platform: Command line arguments |
windowsstore-commandlinearguments |
Universal Windows Platform: Debugging on IL2CPP Scripting Backend |
windowsstore-debugging-il2cpp |
Universal Windows Platform: Deployment |
windowsstore-deployment |
Windows Device Portal Deployment |
windowsstore-deviceportal |
Universal Windows Platform: Examples |
windowsstore-examples |
FAQ |
windowsstore-faq |
Universal Windows Platform: Generated project with IL2CPP scripting backend |
windowsstore-generatedproject-il2cpp |
Getting Started |
windowsstore-gettingstarted |
Universal Windows Platform: IL2CPP scripting back end |
windowsstore-il2cpp |
Known issues |
windowsstore-knownissues |
Universal Windows Platform: Plugins on IL2CPP Scripting Backend |
windowsstore-plugins-il2cpp |
Universal Windows Platform: Profiler |
windowsstore-profiler |
Universal Windows Platform: WinRT API in C# scripts |
windowsstore-scripts |
Ragdoll Wizard |
wizard-RagdollWizard |
Universal Render Pipeline compatibility in XR |
xr-render-pipeline-compatibility |
Unity XR SDK |
xr-sdk |
Unity AR project template |
xr-template-ar |
Unity VR project template |
xr-template-vr |
Unity XR Input |
xr_input |
XR SDK Display subsystem |
xrsdk-display |
XR SDK Input subsystem |
xrsdk-input |
XR SDK Meshing subsystem |
xrsdk-meshing |
XR SDK PreInit interface |
xrsdk-pre-init-interface |
Creating an XR provider |
xrsdk-provider-setup |
Runtime discovery and activation of subsystems |
xrsdk-runtime-discovery |
XR SDK Stats interface |
xrsdk-stats |
UnitySubsystemsManifest.json |
xrsdk-unity-subsystems-manifest-json |