• Manual
  • Scripting API
  • unity3d.com
Version: 2018.3
  • 2021.1
  • 2020.3
  • 2020.2
  • 2020.1
  • 2019.4
  • 2019.3
  • 2019.2
  • 2019.1
  • 2018.4
  • 2018.3
  • 2018.2
  • 2018.1
  • 2017.4
  • 2017.3
  • 2017.2
  • 2017.1
  • 5.6
  • Manual
  • Scripting API
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Manual

Version: 2018.3
  • 2021.1
  • 2020.3
  • 2020.2
  • 2020.1
  • 2019.4
  • 2019.3
  • 2019.2
  • 2019.1
  • 2018.4
  • 2018.3
  • 2018.2
  • 2018.1
  • 2017.4
  • 2017.3
  • 2017.2
  • 2017.1
  • 5.6
  • Unity User Manual (2018.3)
    • Documentation versions
    • Switching between Unity versions in the documentation
    • Offline documentation
    • Documentation editorial review
  • Working in Unity
    • Getting Started
      • Unity Hub
      • Installing Unity using the Hub
      • Adding components to the Unity Editor
      • Installing Unity without the hub
      • Installing Unity offline without the Hub
      • Unity Hub advanced deployment considerations
      • 2D or 3D projects
      • Project Templates
      • Starting Unity for the first time
        • The Learn tab
      • Opening existing Projects
      • Learning the interface
    • Asset Workflow
      • Common types of Assets
      • Primitive and placeholder objects
      • Asset packages
      • Using the Asset Store
    • The Main Windows
      • The Project window
      • The Scene view
        • Scene view navigation
        • Positioning GameObjects
        • Scene view Control Bar
        • Gizmos menu
      • The Game view
      • The Hierarchy window
      • The Inspector window
        • Assigning icons
        • Editing Properties
        • Swatch libraries
        • Inspector Options
      • The Toolbar
      • Searching
      • Other windows
      • Customizing Your Workspace
      • Unity hotkeys
    • Creating Gameplay
      • Scenes
      • GameObjects
        • GameObject
        • Introduction to components
        • Using Components
        • Transform
        • Creating components with scripting
        • Deactivating GameObjects
        • Tags
        • Static GameObjects
        • Saving Your Work
      • Prefabs
        • Creating Prefabs
        • Editing a Prefab in Prefab Mode
        • Instance overrides
        • Editing a Prefab via its instances
        • Nested Prefabs
        • Prefab Variants
        • Overrides at multiple levels
        • Unpacking Prefab instances
        • Instantiating Prefabs at runtime
      • Input
        • Conventional Game Input
        • Mobile Device Input
          • Mobile Keyboard
      • Transforms
      • Constraints
        • Aim Constraints
        • Look At Constraints
        • Parent Constraints
        • Position Constraints
        • Rotation Constraints
        • Scale Constraints
      • Rotation and Orientation in Unity
      • Lights
      • Cameras
      • Adding Random Gameplay Elements
      • Cross-Platform Considerations
      • Publishing Builds
      • Troubleshooting
    • Editor Features
      • 2D and 3D mode settings
      • Preferences
      • Presets
      • Build Settings
      • Project Settings
        • Input
        • Tags and Layers
        • Audio
        • Time
        • Player
          • Splash Screen
        • Physics
        • Physics 2D
        • Quality
        • Graphics
        • Network Manager
        • Editor
        • Script Execution Order
        • Preset Manager
      • Visual Studio C# integration
      • RenderDoc Integration
      • Editor Analytics
      • Check For Updates
      • IME in Unity
      • Special folder names
      • Exporting Packages
      • Version Control
        • Version control integration
        • Perforce Integration
        • Plastic SCM Integration
        • Using external version control systems with Unity
        • Smart Merge
      • Troubleshooting The Editor
    • 高级开发
      • Profiler overview
        • Profiler window
        • CPU Usage Profiler
        • Rendering Profiler
        • Memory Profiler
        • Audio Profiler
        • Physics Profiler
        • GPU Profiler
        • Global Illumination Profiler
        • UI Profiler
      • Multi-Scene editing
      • Loading Resources at Runtime
      • Plug-ins
        • Plugin Inspector
        • Managed plug-ins
        • Native plug-ins
        • Building plug-ins for desktop platforms
        • Low-level native plug-in interface
          • Low-level native plug-in Profiler API
          • Low-level native plug-in rendering extensions
          • Low-level native plug-in Shader compiler access
      • AssetBundles
        • AssetBundle Workflow
        • Preparing Assets for AssetBundles
        • Building AssetBundles
        • AssetBundle Dependencies
        • Using AssetBundles Natively
        • AssetBundle Manager
        • Patching with AssetBundles
        • Troubleshooting
        • Unity Asset Bundle Browser tool
      • Reducing the file size of your build
      • Social API
      • JSON Serialization
      • Streaming Assets
      • ScriptableObject
    • Editor 高级主题
      • Build Player Pipeline
      • Command line arguments
        • Batch mode and built-in coroutine compatibility
      • Applying defaults to assets by folder
      • Support for custom Menu Item and Editor features
      • Behind the Scenes
      • AssetDatabase
      • Text-Based Scene Files
        • Description of the Format
        • An Example of a YAML Scene File
        • YAML Class ID Reference
      • Cache Server
      • Modifying Source Assets Through Scripting
      • Extending the Editor
        • Editor Windows
        • Property Drawers
        • Custom Editors
        • TreeView
      • Running Editor Script Code on Launch
    • Licenses and Activation
      • Online activation
      • Offline / Manual Activation
      • Managing your License
      • 关于激活的常见问题解答
    • Upgrade Guides
      • Using the Automatic API Updater
      • Upgrading to Unity 2018.3
      • Upgrading to Unity 2018.2
      • Upgrading to Unity 2018.1
      • Upgrading to Unity 2017.3
      • Upgrading to Unity 2017.2
      • Upgrading to Unity 2017.1
      • Upgrading to Unity 5.6
      • Upgrading to Unity 5.5
      • Upgrading to Unity 5.4
        • 5.4 Networking API Changes
      • Upgrading to Unity 5.3
      • Upgrading to Unity 5.2
      • Upgrading to Unity 5.0
        • AI in Unity 5.0
        • Animation in Unity 5.0
        • Audio in Unity 5.0
        • Baked Data in Unity 5.0
        • Plugins in Unity 5.0
        • Physics in Unity 5.0
        • Shaders in Unity 5.0
        • Other Upgrade Notes for Unity 5.0
      • Upgrading to Unity 4.0
      • Upgrading to Unity 3.5
  • Importing
    • Importing Models
      • Importing humanoid animations
      • Importing non-humanoid animations
    • Model Import Settings window
      • Model tab
      • Rig tab
        • Avatar Mapping tab
        • Avatar Muscle & Settings tab
        • Avatar Mask window
        • Human Template window
      • Animation tab
        • Euler curve resampling
        • Extracting animation clips
        • Loop optimization on Animation clips
        • Curves
        • Events
        • Mask
        • Motion
      • Materials tab
      • SketchUp Settings
    • SpeedTree Import Settings window
      • Model tab
      • Materials tab
    • Supported Model file formats
    • Limitations when importing from other applications
    • Exporting from other applications
      • Humanoid Asset preparation
  • 2D
    • Gameplay in 2D
    • 2D Sorting
    • Sprites
      • Sprite Renderer
      • Sprite Creator
      • Sprite Editor
        • Sprite Editor: Custom Outline
        • Sprite Editor: Custom Physics Shape
      • (Legacy) Sprite Packer
      • Sorting Group
      • 9 切片精灵
      • Sprite Masks
      • Sprite Atlas
        • Master and Variant Sprite Atlases
          • Variant Sprite Atlas
        • Sprite Atlas workflow
        • Preparing Sprite Atlases for distribution
          • Methods of distribution
          • Late Binding
          • Resolving different Sprite Atlas scenarios
        • Sprite Packer Modes
        • (Legacy) Sprite Packer
    • Tilemap
      • Tile Assets
      • Tilemap Renderer
      • Creating Tiles
      • Creating Tilemaps
      • Tile Palette
      • Painting on Tilemaps
      • Hexagonal Tilemaps
      • Tilemap Collider 2D
      • Isometric Tilemaps
        • Importing and preparing Sprites
        • Creating an Isometric Tilemap
        • Creating a Tile Palette for an Isometric Tilemap
        • Tilemap Renderer Modes
        • Scriptable Brushes
      • Scriptable Tiles
        • TileBase
        • Tile
        • TileData
        • TileAnimationData
        • Other useful classes
        • Scriptable Tile example
      • Scriptable Brushes
        • GridBrushBase
        • GridBrushEditorBase
        • Other useful classes
        • Scriptable Brush example
    • Physics Reference 2D
      • Rigidbody 2D
      • Collider 2D
        • Circle Collider 2D
        • Box Collider 2D
        • Polygon Collider 2D
        • Edge Collider 2D
        • Capsule Collider 2D
        • Composite Collider 2D
      • Physics Material 2D
      • 2D Joints
        • Distance Joint 2D
        • Fixed Joint 2D
        • Friction Joint 2D
        • Hinge Joint 2D
        • Relative Joint 2D
        • Slider Joint 2D
        • Spring Joint 2D
        • Target Joint 2D
        • Wheel Joint 2D
      • Constant Force 2D
      • Effectors 2D
        • Area Effector 2D
        • Buoyancy Effector 2D
        • Point Effector 2D
        • Platform Effector 2D
        • Surface Effector 2D
  • Graphics
    • Graphics Overview
      • Lighting
        • Lighting overview
        • Lighting Window
        • Light Explorer
        • Light sources
          • Types of light
          • The Light Inspector
          • Using Lights
          • Cookies
        • Shadows
          • Shadows
          • Directional light shadows
        • Global Illumination
          • Lightmapping
            • Progressive GPU Lightmapper (Preview)
            • Progressive CPU Lightmapper
              • Lightmapping: Getting started
              • Lightmap seam stitching
              • UV overlap feedback
              • Custom fall-off
            • Enlighten
              • Using precomputed lighting
              • LOD and Realtime GI
            • Lightmapping: Getting started
            • Lightmap seam stitching
            • UV overlap feedback
            • Custom fall-off
          • Lightmap Parameters
          • Baked ambient occlusion
          • LOD for baked lightmaps
          • Light Probes
            • Light Probes: Technical information
            • Light Probe Groups
            • Placing probes using scripting
            • Light Probes for moving objects
            • Light Probes and the Mesh Renderer
            • Light Probe Proxy Volume component
          • Reflection probes
            • Types of Reflection Probe
            • Using Reflection Probes
            • 高级反射探针功能
            • Reflection probe performance and optimisation
          • Lighting Modes
            • Lighting: Technical information and terminology
            • Real-time lighting
            • Mixed lighting
              • Baked Indirect mode
              • Shadowmask mode
                • Shadowmask
                • Distance Shadowmask
              • Subtractive mode
            • Baked lighting
          • GI visualizations in the Scene view
          • Lighting Data Asset
          • Lightmap Directional Modes
          • Lightmaps: Technical information
          • Material properties and the GI system
          • Global Illumination UVs
            • Importing UVs from Autodesk® Maya® to Unity
            • Generating Lightmap UVs
          • GI cache
        • Light troubleshooting and performance
        • Related topics
          • Linear rendering overview
            • Linear or gamma workflow
            • Gamma Textures with linear rendering
            • Working with linear Textures
      • Cameras
        • Using more than one camera
        • Using Physical Cameras
        • Camera Tricks
          • Understanding the View Frustum
          • The Size of the Frustum at a Given Distance from the Camera
          • Dolly Zoom (AKA the "Trombone" Effect)
          • Rays from the Camera
          • Using an Oblique Frustum
          • Creating an Impression of Large or Small Size
        • Occlusion Culling
        • Dynamic resolution
      • Materials, Shaders & Textures
        • Textures
        • Creating and Using Materials
        • Standard Shader
          • Content and Context
          • Metallic vs Specular Workflow
          • Material parameters
            • Rendering Mode
            • Albedo Color and Transparency
            • Specular mode: Specular parameter
            • Metallic mode: Metallic Parameter
            • Smoothness
            • Normal map (Bump mapping)
            • Heightmap
            • Occlusion Map
            • Emission
            • Secondary Maps (Detail Maps) & Detail Mask
            • The Fresnel Effect
          • Material charts
          • Make your own
        • Standard Particle Shaders
        • Physically Based Rendering Material Validator
        • Accessing and Modifying Material parameters via script
        • Writing Shaders
        • Legacy Shaders
          • Usage and Performance of Built-in Shaders
          • Normal Shader Family
            • Vertex-Lit
            • Diffuse
            • Specular
            • Bumped Diffuse
            • Bumped Specular
            • Parallax Diffuse
            • Parallax Bumped Specular
            • Decal
            • Diffuse Detail
          • Transparent Shader Family
            • Transparent Vertex-Lit
            • Transparent Diffuse
            • Transparent Specular
            • Transparent Bumped Diffuse
            • Transparent Bumped Specular
            • Transparent Parallax Diffuse
            • Transparent Parallax Specular
          • Transparent Cutout Shader Family
            • Transparent Cutout Vertex-Lit
            • Transparent Cutout Diffuse
            • Transparent Cutout Specular
            • Transparent Cutout Bumped Diffuse
            • Transparent Cutout Bumped Specular
          • Self-Illuminated Shader Family
            • Self-Illuminated Vertex-Lit
            • Self-Illuminated Diffuse
            • Self-Illuminated Specular
            • Self-Illuminated Normal mapped Diffuse
            • Self-Illuminated Normal mapped Specular
            • Self-Illuminated Parallax Diffuse
            • Self-Illuminated Parallax Specular
          • Reflective Shader Family
            • Reflective Vertex-Lit
            • Reflective Diffuse
            • Reflective Specular
            • Reflective Bumped Diffuse
            • Reflective Bumped Specular
            • Reflective Parallax Diffuse
            • Reflective Parallax Specular
            • Reflective Normal Mapped Unlit
            • Reflective Normal mapped Vertex-lit
      • Video overview
        • Video Player component
        • Video Clips
        • Video sources
          • Video file compatibility
          • Understanding video files
        • Video transparency support
        • Panoramic video
      • Terrain Engine
        • Creating and editing Terrains
        • Terrain tools
          • Create Neighbor Terrains
          • Raise or Lower Terrain
          • Paint Texture
          • Set Height
          • Smooth Height
          • Stamp Terrain
        • Terrain Layers
        • Brushes
        • Trees
          • SpeedTree
        • Wind Zones
        • Grass and other details
        • Working with Heightmaps
        • Terrain settings
      • Tree Editor
        • Building Your First Tree
        • Tree Basics
        • Branch Group Properties
        • Leaf Group Properties
        • Tree - Wind Zones
      • Particle Systems
        • What is a Particle System?
        • Using Particle Systems in Unity
        • Particle System How-Tos
          • A Simple Explosion
          • Exhaust Smoke from a Vehicle
          • Particle System vertex streams and Standard Shader support
          • Particle System GPU Instancing
      • Post-processing overview
        • Anti-aliasing
        • Ambient Occlusion
        • Bloom
        • Chromatic Aberration
        • Color Grading
        • Deferred Fog
        • Depth of Field
        • Auto Exposure
        • Grain
        • Motion Blur
        • Screen Space Reflection
        • Vignette
      • Advanced Rendering Features
        • High Dynamic Range Rendering
          • HDR color picker
        • Rendering Paths
        • Level of Detail (LOD)
        • Graphics API support
          • DirectX
          • Metal
          • OpenGL Core
        • Compute shaders
        • Graphics Command Buffers
        • GPU instancing
        • Sparse Textures
        • Graphics hardware capabilities and emulation
        • CullingGroup API
        • Asynchronous Texture Upload
      • Procedural Mesh Geometry
        • 网格剖析
        • Using the Mesh Class
        • Example - Creating a Quad
      • Optimizing graphics performance
        • Draw call batching
        • Modeling characters for optimal performance
        • Rendering Statistics Window
        • Frame Debugger
        • Optimizing Shader Load Time
        • Texture Streaming
          • Streaming Controller
          • Texture Streaming API
      • Layers
        • Layer-based collision detection
    • Graphics Reference
      • Cameras Reference
        • Camera
        • Flare Layer
        • GUI Layer (Legacy)
      • Shader Reference
        • Writing Surface Shaders
          • Surface Shader examples
          • Custom lighting models in Surface Shaders
          • Surface Shader lighting examples
          • Surface Shaders with DX11 / OpenGL Core Tessellation
        • Writing vertex and fragment shaders
          • Vertex and fragment shader examples
          • Shader semantics
          • Accessing shader properties in Cg/HLSL
          • Providing vertex data to vertex programs
          • Built-in shader include files
          • Predefined Shader preprocessor macros
          • Built-in shader helper functions
          • Built-in shader variables
          • Making multiple shader program variants
          • GLSL Shader programs
          • Shading Language used in Unity
          • Shader Compilation Target Levels
          • Shader data types and precision
          • Using sampler states
        • ShaderLab Syntax
          • ShaderLab: Properties
          • ShaderLab: SubShader
            • ShaderLab: Pass
              • ShaderLab: Culling & Depth Testing
              • ShaderLab: Blending
              • ShaderLab: Pass Tags
              • ShaderLab: Stencil
              • ShaderLab: Name
              • ShaderLab: Legacy Lighting
              • ShaderLab: Legacy Texture Combiners
              • ShaderLab: Legacy Alpha Testing
              • ShaderLab: Legacy Fog
              • ShaderLab: Legacy BindChannels
            • ShaderLab: UsePass
            • ShaderLab: GrabPass
            • ShaderLab: SubShader Tags
          • ShaderLab: Fallback
          • ShaderLab: CustomEditor
          • ShaderLab: other commands
        • Shader assets
        • Advanced ShaderLab topics
          • Unity's Rendering Pipeline
          • Performance tips when writing shaders
          • Rendering with Replaced Shaders
          • Custom Shader GUI
          • Using Depth Textures
          • Camera's Depth Texture
          • Platform-specific rendering differences
          • Shader Level of Detail
          • Texture arrays
          • Debugging DirectX 11/12 shaders with Visual Studio
          • Debugging DirectX 12 shaders with PIX
          • Implementing Fixed Function TexGen in Shaders
      • Particle Systems reference
        • Particle System
        • Particle System modules
          • Particle System Main module
          • Emission module
          • Shape Module
          • Velocity over Lifetime module
          • Noise module
          • Limit Velocity Over Lifetime module
          • Inherit Velocity module
          • Force Over Lifetime module
          • Color Over Lifetime module
          • Color By Speed module
          • Size over Lifetime module
          • Size by Speed module
          • Rotation Over Lifetime module
          • Rotation By Speed module
          • External Forces module
          • Collision module
          • Triggers module
          • Sub Emitters module
          • Texture Sheet Animation module
          • Lights module
          • Trails module
          • Custom Data module
          • Renderer module
        • Particle System Force Field
        • Particle Systems (Legacy, prior to release 3.5)
          • Ellipsoid Particle Emitter (Legacy)
          • Mesh Particle Emitter (Legacy)
          • Particle Animator (Legacy)
          • Particle Renderer (Legacy)
          • World Particle Collider (Legacy)
      • Visual Effects Reference
        • Halo
        • Lens Flare
          • Flare
        • Line Renderer
        • Trail Renderer
        • Billboard Renderer
        • Billboard Asset
        • Projector
      • Mesh Components
        • Meshes
        • Material
        • Mesh Filter
        • Mesh Renderer
        • Skinned Mesh Renderer
        • Text Mesh
          • Text Asset
          • Font
      • Texture Components
        • Textures
          • Importing Textures
          • Texture Types
          • Texture compression formats for platform-specific overrides
        • Render Texture
          • Custom Render Textures
        • Movie Textures
        • 3D Textures
        • Texture arrays
      • Rendering Components
        • Cubemap
        • Occlusion Area
        • Occlusion Portals
        • Skybox
        • Reflection Probe
        • LOD Group
      • Rendering Pipeline Details
        • Deferred shading rendering path
        • Forward Rendering Path Details
        • Legacy Deferred Lighting Rendering Path
        • Vertex Lit Rendering Path Details
        • Hardware Requirements for Unity's Graphics Features
    • Graphics HOWTOs
      • How do I Import Alpha Textures?
      • How do I Make a Skybox?
      • How do I make a Mesh Particle Emitter? (Legacy Particle System)
      • How do I make a Spot Light Cookie?
      • How do I fix the rotation of an imported model?
      • Water in Unity
      • Art Asset best practice guide
      • Importing models from 3D modeling software
      • How to do Stereoscopic Rendering
    • Graphics Tutorials
      • Shaders: ShaderLab and fixed function shaders
      • Shaders: vertex and fragment programs
    • Scriptable Render Pipeline
  • Physics
    • Physics Overview
      • Rigidbody overview
      • Colliders
      • Joints
      • Character Controllers
      • Continuous collision detection (CCD)
      • Physics Debug Visualization
    • 3D Physics Reference
      • Box Collider
      • Capsule Collider
      • Character Controller
      • Character Joint
      • Configurable Joint
      • Constant Force
      • Fixed Joint
      • Hinge Joint
      • Mesh Collider
      • Rigidbody
      • Sphere Collider
      • Spring Joint
      • Cloth
      • Wheel Collider
      • Terrain Collider
      • Physic Material
    • Physics HOWTOs
      • Ragdoll Wizard
      • Joint and Ragdoll stability
    • Wheel Collider Tutorial
  • Scripting
    • Scripting Overview
      • Creating and Using Scripts
      • Variables and the Inspector
      • Controlling GameObjects using components
      • Event Functions
      • Time and Framerate Management
      • Creating and Destroying GameObjects
      • Coroutines
      • Namespaces
      • Attributes
      • Order of Execution for Event Functions
      • Understanding Automatic Memory Management
      • Platform dependent compilation
      • Special folders and script compilation order
      • Script compilation and assembly definition files
      • Managed code stripping
      • .NET profile support
      • Referencing additional class library assemblies
      • Stable scripting runtime: known limitations
      • Generic Functions
      • Scripting restrictions
      • Script Serialization
        • Built-in serialization
        • Custom serialization
        • Script serialization errors
      • UnityEvents
      • What is a Null Reference Exception?
      • Important Classes
      • Vector Cookbook
        • Understanding Vector Arithmetic
        • Direction and Distance from One Object to Another
        • Computing a Normal/Perpendicular vector
        • 一个矢量的大小位于另一个矢量方向上的量
    • Scripting Tools
      • Console Window
      • Log Files
      • Unity Test Runner
        • Writing and executing tests in Unity Test Runner
      • C# compiler
      • IL2CPP
        • Building a project using IL2CPP
        • Compiler options
        • Windows Runtime support
        • How IL2CPP works
        • Optimizing IL2CPP build times
        • Managed bytecode stripping with IL2CPP
      • Integrated development environment (IDE) support
      • Debugging C# code in Unity
    • Event System
      • Messaging System
      • Input Modules
      • Supported Events
      • Raycasters
      • Event System Reference
        • Event System Manager
        • Graphic Raycaster
        • Physics Raycaster
        • Physics 2D Raycaster
        • Standalone Input Module
        • Touch Input Module
        • Event Trigger
    • C# Job System
      • C# Job System Overview
      • What is multithreading?
      • What is a job system?
      • The safety system in the C# Job System
      • NativeContainer
      • Creating jobs
      • Scheduling jobs
      • JobHandle and dependencies
      • ParallelFor jobs
      • ParallelForTransform jobs
      • C# Job System tips and troubleshooting
  • Multiplayer and Networking
    • Multiplayer Overview
    • Setting up a multiplayer project
    • Using the Network Manager
    • Using the Network Manager HUD
    • The Network Manager HUD in LAN mode
    • The Network Manager HUD in Matchmaker mode
    • Converting a single-player game to Unity Multiplayer
    • Debugging Information
    • The Multiplayer High Level API
      • Networking HLAPI System Concepts
      • Networked GameObjects
        • Player GameObjects
        • Custom Player Spawning
        • Spawning GameObjects
        • Custom Spawn Functions
        • Network Authority
        • State synchronization
        • Advanced State Synchronization
        • Network visibility
        • Customizing network visibility
        • Scene GameObjects
      • Actions and communication
        • Remote Actions
        • Network Manager callbacks
        • NetworkBehaviour callbacks
        • Network Messages
      • Dealing with clients and servers
        • Network clients and servers
        • Host Migration
        • Network Discovery
        • Multiplayer Lobby
      • Using the Transport Layer API
        • NetworkReader and NetworkWriter serializers
      • Setting up Unity Multiplayer
        • Integrating the Multiplayer Service
        • Integration using the HUD
        • Integration using Unity's High-Level API
        • Integration using NetworkTransport
        • Common Errors
        • Customized Matchmaking callbacks
      • Networking Tips for Mobile devices.
    • Multiplayer Component Reference
      • Network Animator
      • Network Discovery
      • Network Identity
      • Network Lobby Manager
      • Network Lobby Player
      • Network Manager HUD
      • Network Manager
      • Network Proximity Checker
      • NetworkStartPosition
      • Network Transform
      • Network Transform Child
      • Network Transform Visualizer
    • Multiplayer Classes Reference
      • NetworkBehaviour
      • NetworkClient
      • NetworkConnection
      • NetworkServer
      • NetworkServerSimple
    • UnityWebRequest
      • Common operations: using the HLAPI
        • Retrieving text or binary data from an HTTP Server (GET)
        • Retrieving a Texture from an HTTP Server (GET)
        • Downloading an AssetBundle from an HTTP server (GET)
        • Sending a form to an HTTP server (POST)
        • Uploading raw data to an HTTP server (PUT)
      • Advanced operations: Using the LLAPI
        • Creating UnityWebRequests
        • Creating UploadHandlers
        • Creating DownloadHandlers
  • Audio
    • Audio Overview
    • Audio files
    • Tracker Modules
    • Audio Mixer
      • An overview of the concepts and AudioMixer
      • Specifics on the AudioMixer window
      • AudioGroup Inspector
      • Overview of Usage and API
    • Native Audio Plugin SDK
      • Audio Spatializer SDK
    • Audio Profiler
    • 立体混响声音频
    • Audio Reference
      • Audio Clip
      • Audio Listener
      • Audio Source
      • Audio Mixer
      • Audio Filters
        • Audio Low Pass Filter
        • Audio High Pass Filter
        • Audio Echo Filter
        • Audio Distortion Filter
        • Audio Reverb Filter
        • Audio Chorus Filter
      • Audio Effects
        • Audio Low Pass Effect
        • Audio High Pass Effect
        • Audio Echo Effect
        • Audio Flange Effect
        • Audio Distortion Effect
        • Audio Normalize Effect
        • Audio Parametric Equalizer Effect
        • Audio Pitch Shifter Effect
        • Audio Chorus Effect
        • Audio Compressor Effect
        • Audio SFX Reverb Effect
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  • Animation
    • Animation System Overview
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        • Humanoid Avatars
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        • Using Animation Curves
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        • Objects with Multiple Moving Parts
        • Using Animation Events
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        • Animation Layers
        • Solo and Mute functionality
        • Target Matching
        • Inverse Kinematics
        • Root Motion - how it works
          • Tutorial: Scripting Root Motion for "in-place" humanoid animations
      • Blend Trees
        • 1D Blending
        • 2D Blending
        • Direct Blending
        • Additional Blend Tree Options
      • Animation Blend Shapes
      • Animator Override Controllers
    • Retargeting of Humanoid animations
    • Performance and optimization
    • Animation Reference
      • Animator Component
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        • Creating an AnimatorController
        • Animation States
        • Animation transitions
    • Animation FAQ
    • Playables API
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      • ScriptPlayable and PlayableBehaviour
      • Playables Examples
    • A Glossary of animation terms
  • Timeline
    • Timeline overview
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      • Creating a Timeline Asset and Timeline instance
      • Recording basic animation with an Infinite clip
      • Converting an Infinite clip to an Animation clip
      • Creating humanoid animation
      • Using Animation Override Tracks and Avatar Masking
    • Timeline Editor window
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      • Track List
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        • Selecting tracks
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        • Deleting tracks
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        • Matching clip offsets
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        • Navigating the Curves view
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        • Adding keys
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        • Changing interpolation and shape
        • Deleting keys
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        • Activation Track properties
        • Animation Track properties
      • Setting Clip properties
        • Activation Clip properties
        • Animation Clip common properties
        • Animation Clip playable asset properties
        • Audio Clip properties
    • Playable Director component
    • Timeline glossary
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      • NavMesh Agent
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      • Telling a NavMeshAgent to Move to a Destination
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      • Coupling Animation and Navigation
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3D Textures
Rendering Components

Texture arrays

See Advanced ShaderLab topics.

3D Textures
Rendering Components
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