Version: 2019.3
Scene Visibility
Scene view Camera

Scene view control bar

You can use the Scene view control bar to choose various options for viewing the Scene and also to control whether lighting and audio are enabled. These controls only affect the Scene view during development and have no effect on the built game.

绘制模式 (Draw mode) 菜单

第一个下拉菜单选择要用于描绘场景的__绘制模式__。可用选项为:

Draw Mode 功能
Shading Mode
Shaded Show surfaces with their textures visible.
Wireframe Draw meshes with a wireframe representation.
Shaded Wireframe Show meshes textured and with wireframes overlaid
Miscellaneous
Shadow Cascades Show directional light shadow cascades.
Render Paths Show the rendering path for each GameObject using a color code:

Blue indicates deferred shading
Green indicates deferred lighting
Yellow indicates forward rendering
Red indicates vertex lit
Alpha Channel Render colors with alpha.
Overdraw Render GameObjects as transparent “silhouettes”. The transparent colors accumulate, making it easy to spot places where one object is drawn over another.
Mipmaps Show ideal texture sizes using a color code:

Red indicates that the texture is larger than necessary (at the current distance and resolution)
Blue indicates that the texture could be larger. The ideal texture sizes depend on the resolution at which your application will run and how close the Camera can get to particular surfaces.
Texture Streaming Tint GameObjects green, red, or blue, depending on their status in the Texture Streaming system. For more information, see documentation on Texture Streaming debugging.
Deferred 通过这些模式,可以单独查看 G 缓冲区的每个元素(__AlbedoSpecularSmoothness__ 和 Normal__)。请参阅有关延迟着色的文档以了解更多信息。| |Global Illumination||The following modes are available to help visualise aspects of the Global Illumination system: UV Charts, Systems, Albedo, Emissive, Irradiance, Directionality, Baked, Clustering__ and Lit Clustering. See documentation on GI Visualisations for information about each of these modes.
Material Validator 材质验证器 (Material Validator) 有两种模式:__Albedo__ 和 Metal Specular。使用这些模式可以检查基于物理的材质是否使用建议范围内的值。请参阅基于物理的材质验证器以了解更多信息。

2D、Lighting 和 Audio 开关

Render Mode 菜单的右侧有三个按钮,用于打开或关闭 Scene 视图的某些选项:

  • __2D__:在场景的 2D 和 3D 视图之间切换。在 2D 模式下,摄像机朝向正 z 方向,x 轴指向右方,y 轴指向上方。
  • __Lighting__:打开或关闭 Scene 视图光照(光源、对象着色等)。
  • __Audio__:打开或关闭 Scene 视图音频效果。

Effects 按钮和菜单

该菜单(由 Audio 按钮右侧的小山丘图标激活)具有在 Scene 视图中启用或禁用渲染效果的选项。

  • __Skybox__:在场景的背景中渲染的天空盒纹理
  • __Fog__:视图随着与摄像机之间的距离变远而逐渐消褪到单调颜色。
  • __Flares__:光源上的镜头光晕。
  • __Animated Materials__:定义动画化的材质是否显示动画

Effects 按钮本身充当一次性启用或禁用所有效果的开关。

Scene visibility switch

The Scene visibility switch toggles Scene visibility for GameObjects on and off. When it’s on, Unity applies the Scene visibility settings. When it’s off, Unity ignores them. This switch also displays the number of hidden GameObjects in the Scene.

For more information, see the documentation on Scene Visibility.

Component Editor Tools panel switch

The Component Editor Tools panel switch toggles a toolbar for custom commands that affect the current selection. The toolbar appears in a window inside the main Scene view window.

For more information see the documentation on Using Custom Editor Tools.

Camera settings menu

The Camera settings menu contains options for configuring the Scene view camera. For more information, see the documentation on Camera settings.

Gizmos 菜单

Gizmos 菜单包含用于控制对象、图标和辅助图标的显示方式的许多选项。此菜单在 Scene 视图和 Game 视图中均可用。请参阅有关 Gizmos 菜单手册页的文档以了解更多信息。

搜索框

The rightmost item on the control bar is a search box that lets you filter items in the Scene view by their names and/or types (you can select which with the small menu at the left of the search box). The set of items that match the search filter are also shown in the Hierarchy view which, by default, is located to the left of the Scene view.

  • Scene Visibility Switch added in 2019.1 NewIn20191
  • Scene view Camera settings added in 2019.1
  • Component Editor Tools panel switch added in 2019.1
Scene Visibility
Scene view Camera