Manual
Scripting API
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Scripting API
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Manual
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Unity User Manual (2019.3)
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Trabajando en Unity
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System requirements for Unity 2019.3
Unity Hub
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Unity Hub advanced deployment considerations
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Manejando su Licencia de Unity
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Common types of Assets
Asset packages
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AssetBundle workflow
Preparando Assets para AssetBundles
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Dependencias AssetBundle
Using AssetBundles Natively
AssetBundle Manager
Patching con AssetBundles
Solución de problemas
Unity Asset Bundle Browser tool
Streaming Assets
Applying defaults to assets by folder
Detras de Escenas
The Asset Database
Refreshing the Asset Database
Cache Server
Unity Accelerator
Modificando Assets Fuentes a través del Scripting
Las ventanas principales
The Project window
The Scene view
Scene view navigation
Posicionando GameObjects
Using custom Editor tools
Scene Visibility
Scene view control bar
Scene view Camera
Gizmos menu
The Game view
La ventana de Hierarchy (Jerarquía)
The Inspector window
Asignación de iconos
Editando Propiedades(Properties)
Swatch libraries
Opciones del Inspector
La Barra de Herramientas
Buscando
Other windows
Customizing Your Workspace
Unity Shortcuts
Creación del Gameplay
Escenas
GameObjects
GameObject
Introducción a los componentes.
Usando Components
Primitive and placeholder objects
Transform
Creando componentes desde scripting
Desactivando GameObjects
Tags (Etiquetas)
GameObjects Estáticos
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 run time
Input
Input Convencional de Juego
Mobile device input
Teclado móvil
Transforms
Capas (Layers)
Detección de colisión basado en Layers (capas)
Restricciones
Aim Constraints
Look At Constraints
Parent Constraints
Position Constraints
Rotation Constraints
Scale Constraints
Rotación y Orientación en Unity
Lights (luces)
Cámaras
Agregando Aleatoriamente Elementos de Juego
Consideraciones Multi-plataforma
Publicando Construcciones/Compilaciones
Reducir el tamaño del archivo de su compilación
Construir el Pipeline de un Reproductor
Solución de problemas
Características del Editor
2D and 3D mode settings
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Physics 2D
Player
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Tags (etiquetas) y Layers (capas)
Time
Integración Visual Studio C#
Integración con RenderDoc
Xcode Frame Debugger integration
Analiticas del Editor
Buscar Actualizaciones
IME en Unity
Nombres de carpetas de especiales
Reusing Assets between Projects
Control de Versiones
Version control integrations
Integración Perforce
Plastic SCM Integration
Using external version control systems with Unity
Smart Merge
Multi-Scene editing
Command line arguments
Batch mode and built-in coroutine compatibility
Support for custom Menu Item and Editor features
Asynchronous Shader compilation
Archivos de escena basados en texto
Format of Text Serialized files
UnityYAML
Un ejemplo de un archivo de Escena YAML
YAML Class ID Reference (Referencia del ID de la clase YAML)
Extendiendo el Editor
Ventanas del Editor
Property Drawers
Editores Personalizados
TreeView
Configurable Enter Play Mode
Domain Reloading
Scene Reloading
The details of entering Play Mode
Solución de Problemas del Editor
Analysis
Profiler overview
Getting started with the Profiler window
Profiling your application
Audio Profiler
CPU Usage Profiler module
Global Illumination Profiler module
GPU Profiler
Memory Profiler module
Physics Profiler module
2D Physics Profiler module
Área de Renderización(Rendering Area)
UI and UI Details Profiler
Video Profiler module
Guías de Actualización
Usando la Actualización Automática de API
Upgrading to Unity 2019.3
Upgrading to Unity 2019.2
Upgrading to Unity 2019.1
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
Actualizando a Unity 5.4
5.4 Cambios a la Networking API
Actualizarse a Unity 5.3
Actualizándose a Unity 5.2
Actualizando a Unity 5.0
AI (Inteligencia artificial) en Unity 5.0
Animación en Unity 5.0
Audio en Unity 5.0
Datos Baked en Unity 5.0
Plugins en Unity 5.0
Física en Unity 5.0
Shaders en Unity 5.0
Otras notas de actualización para Unity 5.0
Guía de Actualización de Unity 3.5 a 4.0
Actualizando a 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 Import Settings window
SpeedTree Import Settings window
Model tab
Materials tab
Supported Model file formats
Creating Assets outside of Unity
Modeling characters for optimal performance
Preparing Humanoid Assets for export
Using FBX files in other applications
Limitations on importing Models into Unity
2D
Experiencia de Juego en 2D
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Sprites
Sprite Renderer
Sprite Creator
Sprite Editor (Editor de Sprites)
Sprite Editor: Custom Outline
Sprite Editor: Custom Physics Shape
Sprite Editor: Secondary Textures
Sorting Groups
9-slicing Sprites
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
Sprite Shape Renderer
Tilemap
Grid
Tilemap Renderer
Tile Assets
Creando Tiles
Creating Tilemaps
Tile Palette
Hexagonal Tilemaps
Isometric Tilemaps
Importing and preparing Sprites
Creating an Isometric Tilemap
Creating a Tile Palette for an Isometric Tilemap
Tilemap Renderer Modes
Scriptable Brushes
Painting on Tilemaps
Tilemap Collider 2D
Scriptable Tiles (tejas progamables)
TileBase
Tile
TileData
TileAnimationData
Other useful classes
Ejemplo de un Scriptable Tile
Scriptable Brushes
GridBrushBase
GridBrushEditorBase
Other useful classes
Ejemplo de un Scriptable Brush
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 (Fuerza Constante 2D)
Effectors 2D
Area Effector 2D
Buoyancy Effector 2D
Point Effector 2D
Platform Effector 2D
Surface Effector 2D
Gráficos
Render pipelines
Built-in Render Pipeline
Rendering paths in the Built-in Render Pipeline
Forward rendering path
Deferred Shading rendering path
Legacy Deferred rendering path
Vertex Lit Rendering Path
Hardware Requirements for the Built-in Render Pipeline
Universal Render Pipeline
High Definition Render Pipeline
Scriptable Render Pipeline
Scriptable Render Pipeline (SRP) Batcher
Light Explorer extension
Cámaras
Usando más de una cámara
Using Physical Cameras
Trucos para la Cámara
Entendiendo el View Frustum
El tamaño del Frustum en una distancia dada desde la cámara
Los rayos de la Cámara
Using an Oblique Frustum
Occlusion Culling (eliminación selectiva)
Occlusion Area
Occlusion Portals
Dynamic resolution
Referencia de Cámaras
Camera
Flare Layer
GUI Layer (Legacy)
Post-processing
Anti-aliasing
Ambient Occlusion
Bloom
Chromatic Aberration
Color Grading
Deferred Fog
Depth of Field
Auto Exposure
Grain
Motion Blur
Screen Space Reflection
Vignette
Iluminación (Lighting)
Visión general de iluminación
Lighting Window
Light Explorer
Fuentes de Luz
Tipos de luz
The Light Inspector
Utilizando Luces
Cookies
Shadows (Sombras)
Shadows (Sombras)
Sombras de las Directional light
Global Illumination (Iluminación Global)
Lightmapping
Progressive GPU Lightmapper (Preview)
Progressive CPU Lightmapper
Lightmapping: Getting started
Lightmap seam stitching
UV overlap feedback
Custom fall-off
Parámetros de un Lightmap
Lightmapping using Enlighten (deprecated)
Using precomputed lighting
LOD y GI en tiempo real
Baked ambient occlusion
LOD para lightmaps baked
Light Probes
Light Probes: Technical information
Light Probe Groups
Placing Light Probes using scripting
Light Probes for moving objects
Light Probes y el Mesh Renderer
Light Probes and Scene loading
Light Probe Proxy Volume component
Reflection probes
Tipos de Reflection Probe
Utilizando Reflection Probes
Características Avanzadas de las Sondas de Reflexión (Reflection Probes)
Reflection probe performance and optimisation
Modos de iluminación
Iluminación: información técnica y terminología
Real-time lighting
Mixed lighting
Baked Indirect mode
Modo Shadowmask
Shadowmask
Distance Shadowmask
Subtractive mode
Iluminación baked
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
Color space
Flujo de trabajo lineal o gamma
Gamma Textures with linear rendering
Working with linear Textures
Light troubleshooting and performance
Temas relacionados
Meshes, Materials, Shaders and Textures
Componentes Mesh
Meshes
Material
Mesh Filter
Mesh Renderer
Skinned Mesh Renderer
Text Mesh
Asset de Texto
Font (Fuente)
Procedural Mesh Geometry
Anatomía de una Malla (Mesh)
Utilizando la clase Mesh
Example - Creating a quad
Creando y utilizando Materiales
Physically Based Rendering Material Validator
Accediendo y Modificando los parámetros del Material vía script
Texturas 2D
Textures
Importing Textures
Texture Types
Texture compression formats for platform-specific overrides
Render Texture
Custom Render Textures
Movie Textures
Texturas 3D
Texture arrays (arreglos de Textura)
Sombreadores(Shaders) con Funciones Fijas
Standard Shader
Contenido y Contexto
Flujo de trabajo Metallic vs Specular
Parámetros del Material
Rendering Mode
Color Albedo y Transparencia
Specular mode: Specular parameter
Modo Metálico: Parámetro Metallic (metálico)
Smoothness
Normal map (Bump mapping)
Heightmap
Occlusion Map
Emission
Secondary Maps (Detail Maps) & Detail Mask
El efecto Fresnel
Material charts (Tablas de material)
Cree su propio
Standard Particle Shaders
Legacy Shaders (Shaders de Legado)
El Uso y rendimiento de shaders integrados
La Familia de Sombreadores Normales
Vertex-Lit
Difuso (Diffuse)
Especular (Specular)
Bumped Diffuse
Bumped Specular
Parallax Diffuse
Parallax Bumped Specular
Decal
Diffuse Detail
La Familia Transparente de Sombreadores
Transparent Vertex-Lit
Transparent Diffuse
Transparent Specular
Transparent Bumped Diffuse
Transparent Bumped Specular
Transparent Parallax Diffuse
Transparent Parallax Specular
Familia de Sombreadores Transparentes Recortados
Transparent Cutout Vertex-Lit
Transparent Cutout Diffuse
Transparent Cutout Specular
Transparent Cutout Bumped Diffuse
Transparent Cutout Bumped Specular
La Familia de Sombreadores Auto-Iluminados
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
Familia de Sombreadores Reflectivos
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
Referencia del Shader
Writing Surface Shaders
Ejemplos del Surface Shader
Custom lighting models in Surface Shaders
Ejemplos de Iluminación del Surface Shader
Surface Shaders con Teselación DX11 / OpenGL Core
Writing vertex and fragment shaders
Ejemplos del Vertex y Fragment Shader
Semánticas de Shader
Accediendo propiedades shader en Cg/HLSL
Proporcionar datos del vértice a programas vertex
El Sombreador integrado incluye archivos
Macros del preprocesador Shader predefinidas
Funciones Shader integradas de ayuda
Variables shader integradas
Creando varias variants de programas shader
GLSL Shader programs
Shading language used in Unity
Niveles Objetivo de Compilación Shader
Tipos de dato Shader y precisión
Using sampler states
Sintaxis ShaderLab
ShaderLab: Propiedades
ShaderLab: SubShader
ShaderLab: Pass
ShaderLab culling and depth testing
ShaderLab: Blending
ShaderLab: Pass Tags
ShaderLab: Stencil
ShaderLab: Name
ShaderLab: Legacy Lighting
ShaderLab: Combinadores de Texturas Legacy
ShaderLab: Legacy Alpha Testing (Pruebas Alpha de Legacy)
ShaderLab: Legacy Fog
ShaderLab: Legacy BindChannels
ShaderLab: UsePass
ShaderLab: GrabPass
ShaderLab: SubShader Tags (etiquetas SubShader)
ShaderLab sintaxis: Fallback
ShaderLab: CustomEditor (Editor Personalizado)
ShaderLab sintaxis: otros comandos
Assets Shader
Temas Avanzados de ShaderLab
Surface Shaders and rendering paths
Consejos de rendimiento al escribir shaders
Rendering con Shaders Remplazados
Custom Shader GUI (GUI Shader Personalizado)
Utilizando Depth Textures (Texturas de profundidad)
La Depth Texture (Textura de Profundidad) de la cámara
Diferencias especificas de rendering por plataforma
Shader Level of Detail (Nivel de detalle)
Texture arrays (arreglos de Textura)
Debugging DirectX 11/12 shaders with Visual Studio
Debugging DirectX 12 shaders with PIX
Implementando la Función Fija TexGen en Shaders
Particle systems in Unity
Qué es un Sistema de Partículas?
Utilizando Sistemas de Partículas en Unity
Creating a simple explosion
Creating exhaust smoke from a vehicle
Particle System vertex streams and Standard Shader support
Particle System GPU Instancing
Particle System C# Job System integration
Particle Systems reference
Particle System
Módulos del Sistema de Partículas
Particle System Main module
Emission module
Módulo Shape (forma)
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
Módulo Size Over Lifetime
Módulo Size By Speed
Rotation Over Lifetime module
Rotation By Speed module
External Forces module
Collision module
Módulo Triggers
Sub Emitters module
Texture Sheet Animation module
Lights module
Trails module
Módulo de datos personalizados
Renderer module
Particle System Force Field
El Motor del Terreno
Crear y editar Terrenos
Create Neighbor Terrains
Terrain tools
Raise or Lower Terrain
Paint Holes
Paint Texture
Set Height
Smooth Height
Stamp Terrain
Terrain Layers
Brushes
Árboles
SpeedTree
Zonas de Viento(Wind Zones)
El pasto/césped y otros detalles
Working with Heightmaps
Ajustes de Terreno
Visual Effects Components
Halo
Lens Flare
Flare
Line Renderer
Trail Renderer
Billboard Renderer
Billboard Asset
Projector
Componentes de Renderización
Cubemap
Skybox
Reflection Probe
LOD Group
Advanced rendering features
Renderizado HDR(Imágenes de Alto Rango Dinámico) en Unity
HDR color picker
Level of Detail (LOD)
Graphics API support
DirectX
Metal
OpenGL Core
Compute shaders
Buffers de comando de gráficos (buffers de comando de gráficos)
GPU instancing
Sparse Textures (Texturas Dispersas)
CullingGroup API
Subida Asincrónica de Texturas
Optimizando el Rendimiento Gráfico
Agrupamiento de Draw Calls
La Ventana Para Renderizar Estadísticas
Frame Debugger (Depurador de frames)
Optimizando el Tiempo de Carga del Shader
Texture Streaming
Streaming Controller
Texture Streaming API
Graphics tutorials
Shaders: ShaderLab y shaders con función fija
Shaders: programas vertex y fragment
Cómo importar Texturas Alpha?
How to make a Skybox
Cómo creo una Spot Light Cookie?
Cómo arreglo la rotación de un modelo importado?
Art Asset best practice guide
Importing models from 3D modeling software
Cómo realizar un renderizado Estereoscópico
Física
Visión General de la Física
Visión general del Rigidbody
Colliders
Joints (Articulaciones)
Character Controllers (Controladores de Personaje)
Continuous collision detection (CCD)
Physics Debug Visualization
Referencia de física en 3D
Box Collider
Capsule Collider
El Character Controller ( Controlador del personaje)
Character Joint
Configurable Joint
Constant Force (fuerza constante)
Fixed Joint
Hinge Joint
Mesh Collider
Rigidbody
Sphere Collider
Spring Joint
Cloth
Wheel Collider
Terrain Collider
Physic Material (Material de Física)
Los cómos de la Física
Ragdoll Wizard (Asistente de Ragdoll)
Estabilidad de Articulaciones y Ragdoll
Wheel Collider Tutorial
Scripting
Visión General de Scripting
Creando y usando scripts
Variables and the Inspector
Controlar GameObjects utilizando componentes
Event Functions (Funciones de Evento)
Administrador del Tiempo y Framerate
Creando y destruyendo GameObjects.
Coroutines (corrutinas)
Namespaces
Attributes
Order of Execution for Event Functions
Understanding Automatic Memory Management
Compilación dependiente de la plataforma
Carpetas especiales y orden de compilación script
Assembly Definitions
Assembly Definition properties
Managed code stripping
.NET profile support
Referencing additional class library assemblies
Stable scripting runtime: known limitations
Generic Functions
Scripting restrictions
Script Serialization
Serialización incorporada
Serialización personalizada
Errores de serialización de scripts
UnityEvents (Eventos de Unity)
Qué es una Null Reference Exception? (Excepción con Referencia Null)
Importando Clases
"Recetas" para usar Vectores
Entendiendo la Aritmética de Vectores
Dirección y Distancia de Un Objeto a Otro
Computando un vector de Normal/Perpendicular
La Cantidad de la magnitud de un Vector que se encuentra en la dirección de otro Vector.
JSON Serialization
ScriptableObject
Corriendo Código Script del Editor en la Ejecución
Herramientas de Scripting
Console Window
Log Files (Archivos de Registro)
C# compiler
IL2CPP
Construir un proyecto usando IL2CPP
Compiler options
Soporte de Windows Runtime
How IL2CPP works
Optimizar los tiempos de compilación de IL2CPP
Managed bytecode stripping with IL2CPP
Integrated development environment (IDE) support
Debugging C# code in Unity
Event System
Messaging System (Sistema de Mensajería)
Input Modules (Módulos de Input)
Eventos Soportados
Raycasters
Referencia al Event System (Sistema de Eventos)
Event System Manager (Administrador del Event System)
Graphic Raycaster
Physics Raycaster (Raycaster de física)
Physics 2D Raycaster (Raycaster 2D de física)
Standalone Input Module (Módulo Input Standalone)
Touch Input Module (Módulo de Input Táctil)
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
Plug-ins
Inspector de Plugins
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
Multijugador y Networking (redes)
Multiplayer Overview
Configurando un proyecto multijugador
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
La API de Alto Nivel Multijugador
Conceptos de Sistemas HLAPI de Redes
GameObjects en red
GameObjects del Jugador
Custom Player Spawning
Spawning GameObjects
Custom Spawn Functions
Network Authority
Sincronización de estado
Advanced State Synchronization
Network visibility
Customizing network visibility
Scene GameObjects
Acciones y comunicación
Acciones Remotas
Network Manager callbacks
Callbacks del NetworkBehaviour
Network Messages
Tratar con clientes y servidores
Clientes y servidores en red
Host Migration (Migración de anfitrión)
Network Discovery
Multiplayer Lobby
Using the Transport Layer API
NetworkReader and NetworkWriter serializers
Configurando Unity Multiplayer
Integrando el Multiplayer Service
Integración utilizando el HUD
Integración utilizando el API de Alto Nivel de Unity
Integración utilizando el NetworkTransport
Errores comunes
Customized Matchmaking callbacks
Recomendaciones de Networking en Dispositivos Móviles.
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
Clases Multijugador de referencia
NetworkBehaviour
NetworkClient
NetworkConnection
NetworkServer
NetworkServerSimple
Multiplayer Encryption Plug-ins
UnityWebRequest
Operaciones comunes: utilizando 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)
Enviando un formulario a un servidor HTTP (POST)
Uploading raw data to an HTTP server (PUT)
Advanced operations: Using the LLAPI
Creating UnityWebRequests
Creating UploadHandlers
Creating DownloadHandlers
Audio
Vista General del Audio
Archivos de Audio
Tracker Modules
Audio Mixer (Mezclador de Audio)
Una vista general de los conceptos y el AudioMixer
Detalles Específicos de la ventana del AudioMixer
Inspector del AudioGroup
Vista General del Uso y el API
Plugin SDK del Audio Nativo de Unity
Audio Spatializer SDK
Audio Profiler (Perfilador de Audio)
Ambisonic Audio
Referencias de Audio
Audio Clip
Audio Listener
Audio Source (Fuente de Audio)
Audio Mixer (Mezclador de Audio)
Audio Filters (Filtros de Audio)
Audio Low Pass Filter (Filtro de Audio Low Pass)
Audio High Pass Filter
Audio Echo Filter
Audio Distortion Filter
Audio Reverb Filter
Audio Chorus Filter
Audio Effects (Efectos de audio)
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
Audio Low Pass Simple Effect
Audio High Pass Simple Effect
Reverb Zones (Zonas de reverberación)
Micrófono
Configuraciones de Audio
Descripción general de video
Video Player component
Migrating from MovieTexture to VideoPlayer
Video Clips
Fuentes de video
Video file compatibility
Understanding video files
Video transparency support
Video panorámico
Animación
Visión general del Sistema de Animación
Clips de Animación (Animation Clips)
Animation from external sources
Avatares humanoides
Guía de la ventana de animación
Using the Animation view
Creating a new Animation Clip
Animating a GameObject
Using Animation Curves
Edición de Curves
Key manipulation in Dopesheet mode
Manipulación de keys (claves) en el modo de Curva
Objetos con Múltiples Partes Moviéndose
Utilizando Animation Events (eventos de animación)
Animator Controllers
El Asset del Animator Controller
La Ventana Animator
Animation State Machines (Máquinas de Estado de Animación)
Lo básico de los Estados de Maquina
Parámetros de animación
Transiciones de State Machine (Estados de Maquina)
State Machine Behaviours (Comportamientos de Maquinas de Estado)
Sub-State Machines (Sub-Estados de Maquina)
Capas de Animación
Funcionalidad "Solo" y "Mute"
Target Matching (Haciendo que coincida con un objetivo)
Inverse Kinematics (Cinemática Inversa)
Root Motion - Cómo funciona
Tutorial: Scripting Root Motion para animaciones humanoide "in -place (en su lugar)"
Blend Trees (Árboles de Mezcla)
1D Blending (Mezclando en 1 Dimensión)
2D Blending (Mezclando en Dos Dimensiones)
Direct Blending (Mezcla Directa)
Opciones Adicionales para los Blend Trees (Árboles de Mezclas)
Working with blend shapes
Animator Override Controllers
Retargeting de Animaciones Humanoides
Performance and optimization
Animation Reference
Animator component
Animator Controller
Crear un AnimatorController
Animation States (Estados de Animación)
Animation transitions
Preguntas más frecuentes de Animación
Playables API
The PlayableGraph
ScriptPlayable and PlayableBehaviour
Playables Examples
Un Glosario de términos de Animación
User interfaces (UI)
UIElements Developer Guide
The Visual Tree
The Layout Engine
The UXML format
Writing UXML Templates
Loading UXML from C#
UXML elements reference
UQuery
Styles and Unity style sheets
USS selectors
USS Properties types
USS supported properties
USS Writing style sheets
The Event System
Dispatching Events
Responding to Events
Supporting drag and drop
Synthesizing Events
Event Type Reference
Built-in Controls
Bindings
Supporting IMGUI
ViewData persistence
Unity UI
Canvas
Diseño Básico
Componentes Visuales
Componentes de Interacción
Integración de Animación
Diseño Automático
Rich Text
Referencia UI
Rect Transform
Canvas Components (Componentes del Canvas)
Canvas
Canvas Scaler (Escalador del Canvas)
Canvas Group (Grupo Canvas)
Canvas Renderer
Componentes Visuales
Text (Texto)
Image (Imagen)
Raw Image
Mask
RectMask2D
Componentes de UI Effect (Efecto UI)
Shadow (Sombras)
Outline (Contorno)
Posición como UV1
Componentes de Interacción
Selectable Base Class
Transition Options (Opciones de Transición)
Opciones de Navegación
Button (Botón)
Toggle
Toggle Group (Grupo Toggle)
Slider (Deslizador)
Scrollbar (Barra de desplazamiento)
Dropdown (Desplegable)
Input Field (Campo de Input)
Scroll Rect
Auto Layout (Diseño Automático)
Layout Element (Elemento de Diseño)
Content Size Fitter (Ajustador del tamaño del contenido)
Aspect Ratio Fitter (Ajustador de la relación de aspecto)
Horizontal Layout Group (Grupo de diseño horizontal)
Vertical Layout Group (Grupo de diseño vertical)
Grid Layout Group (Grupo de diseño en cuadriculas)
Los cómos del UI
Diseñando UI para Múltiples Resoluciones
Hacer que los elementos UI encajen con el tamaño de su contenido
Creando un World Space UI (UI del Espacio del Mundo)
Creando elementos UI desde scripting
Creando Transiciones de Pantalla
Immediate Mode GUI (IMGUI)
Conceptos básicos de IMGUI
Controles
Personalización
Modos de Diseño
Extendiendo el UnityGUI
GUI Skin (Sistema IMGUI)
GUI Style (Sistema IMGUI)
Navegación y Pathfinding (Búsqueda de Caminos)
Visión General de la Navegación
Sistema de Navegación de Unity
Trabajos interiores del Sistema de Navegación
Construyendo un NavMesh
Componentes de construcción del NavMesh
NavMesh Surface
NavMesh Modifier
NavMesh Modifier Volume
NavMesh Link
NavMesh building components API
Ajustes Bake Avanzados del NavMesh
Creando un Agente NavMesh
Creando un NavMesh Obstacle (Obstáculo NavMesh)
Creando un Off-mesh Link (Enlace Off-mesh)
Construyendo Off-Mesh Links (Enlaces Off-mesh) Automáticamente
Construyendo un Height Mesh (Mesh de altura) para una colocación precisa del personaje
Áreas de Navegación y Costos
Cargar Múltiples NavMeshes utilizando el Additive Loading
Utilizando el NavMesh Agent con otros componentes
Navigation Reference
NavMesh Agent
Nav Mesh Obstacle
Off-Mesh Link (Enlace Off-Mesh)
Los 'Cómos' de la Navegación
Decirle a un NavMeshAgent para Mover a un Destino
Mover un Agente a una Posición clickeada por el Mouse (ratón)
Hacer que un Agente Patrulle entre un conjunto de puntos
El acoplamiento de Animación y Navegación
Servicios de Unity
Configurando su proyecto para Unity Services
Unity Organizations
Subscriptions and seats
Managing your Organization
Managing your Organization’s Projects
Transfer a Project to a new Organization
Working with Unity Teams
Unity Ads
Unity developer integration
Unity Analytics
Unity Analytics Overview
Configurando Analytics
Analytics Dashboard
Overview page
Data Explorer
Funnel Analyzer page
Segment Builder
Remote Settings page
Raw Data Export page
Event Manager
Configure page
Market Insights
Eventos de analítica
Core Events (eventos centrales)
Standard Events
Custom Events
Custom Event scripting
Analytics Event Tracker
Analytics event parameters
Analytics Event limits
Funnels
Configuración remota
Creating and changing Remote Settings
Using Remote Settings in a Unity project
Remote Settings (configuraciones remotas) de peticiones de red
Enabling Remote Settings
Managing Remote Settings in the Unity Editor
Remote Settings component
Scripting de Remote Settings
Testing Remote Settings
Unity Analytics A/B Testing
Monetization (Monetización)
Verificación del Recibo
User Attributes (Atributos de Usuario)
Unity Analytics Raw Data Export (Exportación de datos sin procesar)
Restablecimiento de datos
Actualizando Unity Analytics
Actualice Unity Analytics 4.x-5.1 (SDK) a 5.2 o posterior
Actualice Unity Analytics 5.1 a 5.2 o posterior
Re-integración del SDK de Unity Analytics a 5.1
Qué hacer si los IDs del proyecto no coinciden
COPPA Compliance
Unity Analytics and the EU General Data Protection Regulation (GDPR)
Unity Analytics DataPrivacy API
Métricas, segmentos y terminología de Analytics
Unity Cloud Build
Automated Build Generation
Supported platforms
Versiones soportadas de Unity
Sistemas de control de versiones
Using the Unity Developer Dashboard to configure Unity Cloud Build for Git
Using the Unity Editor to configure Unity Cloud Build for Git
Using the Unity Developer Dashboard to configure Unity Cloud Build for Mercurial
Using the Unity Editor to configure Unity Cloud Build for Mercurial
Utilizar Apache Subversion (SVN) con Unity Cloud Build
Using the Unity Developer Dashboard to configure Unity Cloud Build for Perforce
Using the Unity Editor to configure Unity Cloud Build for Perforce
Construyendo para iOS
Opciones Avanzadas
Development builds
Pre- and post-export methods
Xcode frameworks
Custom scripting #define directives
Including specific Scenes
Manifest de la construcción
Construya un manifest como un JSON
Manifest de construcción como ScriptableObject
Cloud Build REST API
Unity IAP
Configurando el Unity IAP
Configurando la Apple App Store y la Mac App Store
Configurando para la Google Play Store
Configurando para la Windows Store
Configuration for the Amazon Appstore
Configuración del Samsung Galaxy IAP
Guia Multi Plataforma
Codeless IAP
Definiendo productos
Subscription Product support
Inicialización
Mirando Metadata del Producto
Iniciando Compras
Procesando Compras
Manejando fallas en las compras
Recuperando Transacciones
Recibos de Compra
Validación de Recibo
Extensiones de la Store (tienda)
Cross-store installation issues with Android in-app purchase stores
Guías de Tiendas
iOS & Mac App Stores
Universal Windows Platform
Google Play
Amazon Appstore y Amazon Underground Stor
Aplicaciones Samsung Galaxy
CloudMoolah MOO store
Implementando una Tienda
Inicialización
Recuperando productos
Manejando compras
Módulos de la Tienda
Registrando su store (tienda)
Configuración de la tienda
Extensiones de la Store (tienda)
IAP Promo
IAP Promo integration
IAP Promo Product Catalogs
Promociones
Native Promos
Unity Collaborate
Setting up Unity Collaborate
Agregar miembros del equipo a su Proyecto de Unity
Ver el historial
Habilitando Cloud Build con Collaborate
Gestión de versiones del ediitor de Unity
Revirtiendo archivos
Resolviendo conflictos de archivo
Excluding Assets from publishing to Collaborate
Publicar archivos individuales a Collaborate
Restoring previous versions of a project
Notificaciones de edición en progreso
Managing cloud storage
Moving your Project to another version control system
Consejos para solucionar problemas de Collaborate
Unity Cloud Diagnostics
Unity Integrations
Servicios Multiplayer
XR
Getting started with AR development in Unity
Getting started with VR development in Unity
XR Plugin Architecture
Unity XR Input
XR API reference
Single Pass Stereo rendering (Double-Wide rendering)
Single Pass Instanced rendering
Single-Pass Stereo Rendering for HoloLens
VR Audio Spatializers
VR frame timing
Repositorios Open-source
Cómo contribuir a Unity
Paso 1: Obtener una cuenta de Bitbucket
Paso 2: Fork el repositorio al cual usted quiere contribuir
Step 3: Clone Su Fork
Paso 4: Aplique las modificaciones a su fork
Paso 5: Abra una solicitud Pull en Bitbucket
Paso 6: Espere al Feedback (retroalimentación)
Lecturas Adicionales
FAQ (Preguntas más frecuentes)
Publicando en la Asset Store
Agregando keywords (palabras clave) a Assets
Administración de Publicado de la Asset Store
Asset Store FAQ (Preguntas freucuentes)
Guía de Publicación en la Asset Store
DeprecateAssetGuide (Guía de assets obsoletos)
Manual de la Asset Store
Visión General de la Sección de la Administración de Publicador
Configurando Google Analytics
Viendo el estado de sus envíos al Asset Store:
Reembolsando sus clientes.
Eliminando sus Recursos(Assets) del Asset Store.
Proporcionando Soporte
Promociones de la Asset Store
Platform development
Using Unity as a Library in other applications
Standalone
Standalone Player settings
PC, Mac & Linux Standalone build settings
Multi-display (varias pantallas)
macOS
macOS Player: IL2CPP Scripting Backend
macOS Player: C++ source code plugins for IL2CPP
Entregando su aplicación al Mac App Store
Apple TV
tvOS build considerations
tvOS build settings
Apple TV Player settings
WebGL
WebGL Player settings
Empezar con el desarrollo de WebGL
Compatibilidad del navegador con WebGL
Building and running a WebGL project
WebGL: Deploying compressed builds
Server configuration for WebAssembly streaming
Debugging and troubleshooting WebGL builds
Gráficas WebGL
WebGL Networking (redes)
Utilizando Audio en WebGL
Consideraciones de rendimiento WebGL
Embedded Resources on WebGL
Memory in WebGL
WebGL: Interacting with browser scripting
Utilizando plantillas WebGL
Bloqueo del cursor y modo de pantalla completa en WebGL
Input en WebGL
iOS
Integrating Unity into native iOS applications
Iniciando con desarrollo iOS
Lo básico de Unity iOS
Configuración de una cuenta iOS
Dentro del proceso de Construcción de iOS
Structure of a Unity Xcode Project
Personalizando una Pantalla Splash iOS
Guia del Hardware de iOS
iOS build settings
iOS Player settings
iOS Player settings - Icon
iOS Player settings - Resolution and presentation
iOS Player settings - Splash image
iOS Player settings - Debugging and crash reporting
iOS Player settings - Other settings
iOS Player settings - XR settings
iOS 2D Texture Overrides
Temas Avanzados de iOS
Unity Remote
Scripting de iOS
Soporte para el Controlador del Juego iOS
Advanced iOS scripting
Optimizing Performance on iOS
iOS-specific optimizations
Measuring performance with the built-in profiler
Optimizing the size of the built iOS Player
Optimizando el rendimiento de físicas
Construyendo Plugins para iOS
Preparing your application for In-App Purchases (IAP)
Customising WWW requests on iOS
App thinning
Seguimientos de pila administrados en iOS
Social API (API Social)
Características actualmente no soportadas por Unity iOS.
Troubleshooting on iOS devices
Reportando bugs de falla en iOS
Android
Android environment setup
Integrating Unity into Android applications
Unity Remote
Android Player settings
Building apps for Android
Personalizando una Pantalla de Bienvenida (Splash Screen) en Android
Gradle for Android
Android Manifest
Requesting Permissions
Support for APK expansion files (OBB)
App patching for fast development iteration
Android 2D Texture Overrides
Un Solo Pase de Stereo Rendering para Android
Construyendo y utilizando plug-ins para Android
AAR plug-ins and Android Libraries
JAR plug-ins
Extending the UnityPlayerActivity Java Code
Plug-ins #Native (C ++) para Android
Plug-ins #Native (C ++) para Android
Android mobile scripting
Troubleshooting Android development
Gradle troubleshooting
Reporting crash bugs under Android
Windows
Integrating Unity into Windows and UWP applications
Windows General
Binarios de compilación del reproductor independiente de Windows
Depuración en Windows
WindowsLowIntegrity
Windows Player: IL2CPP Scripting Backend
Windows Player: IL2CPP build files
Windows Player: C++ source code plugins for IL2CPP
Universal Windows Platform
Cómo empezar
Universal Windows Platform: Deployment
Universal Windows Platform (UWP) build settings
Universal Windows Platform: Profiler
Universal Windows Platform: Command line arguments
Universal Windows Platform: Association launching
Clase AppCallbacks
Universal Windows Platform: WinRT API in C# scripts
Universal Windows Platform Player Settings
Universal Windows Platform: IL2CPP scripting back end
Universal Windows Platform: Generated project with IL2CPP scripting backend
Universal Windows Platform: Plugins on IL2CPP Scripting Backend
Universal Windows Platform: Debugging on IL2CPP Scripting Backend
FAQ (Preguntas más frecuentes)
Universal Windows Platform: Ejemplos
Universal Windows Platform: Code snippets
Known issues
Lista de Verificación para Desarrolladores en Móviles
Caídas
Profiling
Optimizaciones
Practical guide to optimization for mobiles
Métodos Gráficos
Métodos de Scripting y Gameplay
Optimizaciones de Renderizado
Optimizando Scripts
Experimental
Scripted Importers
Look Dev
Overview
The Look Dev view
Control Panel (Panel de control)
Settings menu
Views menu
Entornos HDRI en Look Dev
La vista HDRI
HDRI menus
Environment Shadow
Tópicos de legado
Windows Store: Windows SDKs
Windows Phone 8.1
Windows Phone 8.1: Depuración
Windows 8.1 Universal Applications
Universal Windows 10 Applications: Empezando
Servidor de Assets (Recursos) (Licencia de Equipo)
Configurando el Servidor de Asset (Recursos)
Asset Bundles Legacy (Viejos)
Creando Asset Bundles en Unity 4
Manejando dependencias de Asset en Unity 4
Legacy Animation System
Animation
Scripting de Animación (Legacy)
GUI Anterior
GUI Text (Componente UI Legacy)
GUI Texture (Componente Legacy UI)
Legacy Unity Analytics (Flujo de trabajo SDK)
Integración Básica (SDK)
Importe SDK
Cree un Script de Juego
Adjunte un Script del Juego
Play (Reproduzca) para Validar
Integración Avanzada (SDK)
Eventos Personalizados
Monetization (Monetización)
Verificación del Recibo
User Attributes (Atributos de Usuario)
LegacyUnityRemote (UnityRemote legacy)
Unity Remote
Unity Remote 3 (DEPRECATED)
Guía de mejores prácticas
Entendiendo optimización en Unity
Profiling
Memoria
Coroutines
Asset auditing
Understanding the managed heap
Strings and text
The Resources folder
General Optimizations
Special optimizations
Hacer imágenes visuales creíbles en Unity
Preparing Assets for Unity
Preparing render settings in Unity
Lighting strategy
Modeling
Shading
Outdoor lighting and Scene setup
Iluminación interior y local
Understanding post-processing
Dynamic lighting
Best Practice: Setting up the Lighting Pipeline
Expert guides
New in Unity 2019.3
Glossary
Unity User Manual (2019.3)
Packages
Packages by keywords
XR
Unity's Package Manager
Packages by keywords
Packages contain the following keywords:
Keyword:
Matching packages:
2d
2D Animation
2D Common
2D IK
2D Path
2D PSD Importer
2D Sprite
2D SpriteShape
2D Tilemap Editor
2D
2D Pixel Perfect
3d
ProBuilder
abc
Alembic
adapt
Remote Config
adaptive
Adaptive Performance
AP Samsung Android
ads
Advertisement
Ads IAP Mediation Adaptor
aec
Unity Reflect
ai
AI Planner
aim
Cinemachine
alembic
Alembic
USD
align
ProGrids
analytics
Analytics Library
android
Unity Android Platform
Unity Distribution Portal
Google VR Android
Oculus Android
Android
Android Logcat
Mobile Notifications
animation
2D Animation
Alembic
FBX Exporter
USD
PlayableGraph Visualizer
Unity Recorder
Timeline
Animation
Animation Rigging
anything
Quick Search
AOV
Unity AOV Recorder
ap
Adaptive Performance
AP Samsung Android
api
Multiplayer HLAPI
Quick Search
app update
Remote Config
ar
Vuforia Engine AR
ARCore XR Plugin
AR Foundation
ARKit XR Plugin
Google VR Android
Google VR iOS
Magic Leap XR Plugin
XR Management
Windows XR Plugin
Windows Mixed Reality
AR
AR Subsystems
arcore
ARCore XR Plugin
arkit
ARKit XR Plugin
array
ProGrids
asmjs
Unity Web Platform
assembly
USD
asset
Addressables
Asset Bundle Browser
Asset Graph
USD
assetbundles
Addressables
Asset Bundle Browser
Asset Graph
Scriptable Build Pipeline
assetimporter
2D PSD Importer
assets
Quick Search
audio
Google Resonance Audio
augmented
Vuforia Engine AR
ARCore XR Plugin
AR Foundation
ARKit XR Plugin
Magic Leap XR Plugin
Windows XR Plugin
automation
Asset Graph
backup
Unity Collaborate
behavior
AI Planner
blender
ProBuilder
block
ProBuilder
Brush
Terrain Tools
build
Build Report Inspector
Mobile BuildReport
Unity Platforms
Unity Android Platform
Unity Linux Platform
Unity macOS Platform
Unity Web Platform
Unity Windows Platform
Scriptable Build Pipeline
XR Management
bundle
Addressables
Asset Bundle Browser
Asset Graph
Scriptable Build Pipeline
bundles
Addressables
Asset Bundle Browser
Asset Graph
Scriptable Build Pipeline
cache
Scriptable Build Pipeline
camera
Cinemachine
Canvas
Unity UI
capture
Unity AOV Recorder
Unity Recorder
cardboard
Google Resonance Audio
Google VR Android
Google VR iOS
cinemachine
Cinemachine
cinematic
Cinemachine
cinematography
Cinemachine
clay
Polybrush
clearshot
Cinemachine
clip
Unity Recorder
cloth
Alembic
cloud
Unity Collaborate
collab
Unity Collaborate
collaborate
Unity Collaborate
collections
Collections
collision
Cinemachine
compose
Cinemachine
composition
Cinemachine
conditional
Remote Config
condtions
Remote Config
config
Remote Config
configuration
Remote Config
connect
Share WebGL Game
Constraints
Animation Rigging
continuous delivery
Remote Config
core
Adaptive Performance
AP Samsung Android
ARCore XR Plugin
AR Foundation
coroutine
Editor Coroutines
coroutines
Editor Coroutines
coverage
Code Coverage
cube
ProBuilder
cutscene
Cinemachine
daydream
Google Resonance Audio
Google VR Android
Google VR iOS
debug
Immediate Window
deploy
Remote Config
deprecated
Google Resonance Audio
Google VR Android
Google VR iOS
Oculus Android
Oculus Desktop
OpenVR Desktop
Windows Mixed Reality
description
USD
design
ProBuilder
desktop
Oculus Desktop
development
Immediate Window
Device
Device Simulator
dolly
Cinemachine
dots
Collections
DOTS Editor
Entities
Jobs
Hybrid Renderer
editor
Editor Coroutines
Quick Search
Timeline
effect
Visual Effect Graph
engine
Vuforia Engine AR
entities
DOTS Editor
Entities
events
Input System
experiment
Remote Config
experimentation
Remote Config
export
USD
facial
Alembic
fbx
FBX Exporter
ProBuilder
feature flagging
Remote Config
film
Film and TV Toolbox
Filter
Terrain Tools
firebase
Remote Config
follow
Cinemachine
foundation
AR Foundation
fps
Cinemachine
framing
Cinemachine
freelook
Cinemachine
Game Foundation
Game Foundation
gamepad
Input System
gamesdk
AP Samsung Android
gear
Oculus Android
gearvr
Oculus Android
geometry
USD
ProBuilder
go
Oculus XR Plugin
Oculus Android
google
Google Resonance Audio
Google VR Android
Google VR iOS
graph
Asset Graph
PlayableGraph Visualizer
Visual Effect Graph
graphics
High Definition RP
Lightweight RP
Universal RP
Vector Graphics
graybox
ProBuilder
greybox
ProBuilder
grid
ProGrids
gvr
Google Resonance Audio
Google VR Android
Google VR iOS
handheld
Cinemachine
havok
Havok Physics for Unity
Helpers
XR Legacy Input Helpers
high-level
Multiplayer HLAPI
hlapi
Multiplayer HLAPI
holo
Windows Mixed Reality
hololens
Windows XR Plugin
Windows Mixed Reality
html
Unity Web Platform
hybrid
Hybrid Renderer
iap
Ads IAP Mediation Adaptor
In App Purchasing
Unity Distribution Portal
ide
Immediate Window
ik
2D IK
images
Unity AOV Recorder
Unity Recorder
import
Asset Graph
USD
importer
Vector Graphics
impulse
Cinemachine
industrial
Unity Reflect
input
Input System
Input
XR Legacy Input Helpers
inspector
Build Report Inspector
interaction
XR Interaction Toolkit
Interaction
XR Interaction Subsystems
internal
Subsystem Registration
Inventory
Game Foundation
ios
Google VR iOS
iOS
Mobile Notifications
Item Stats
Game Foundation
jobs
Jobs
keyboard
Input System
layer
Unity AOV Recorder
lens
Cinemachine
level
ProBuilder
linux
Unity Linux Platform
Logcat
Android Logcat
mac
Unity macOS Platform
macos
Unity macOS Platform
magicleap
Magic Leap XR Plugin
management
XR Management
manipulation
ProGrids
Mask
Terrain Tools
max
FBX Exporter
ProBuilder
maya
FBX Exporter
ProBuilder
mediation
Ads IAP Mediation Adaptor
memory
Memory Profiler
memoryprofiler
Memory Profiler
menu
Quick Search
mesh
ProBuilder
mixed
Windows XR Plugin
Windows Mixed Reality
mobile
Adaptive Performance
AP Samsung Android
Mobile BuildReport
Lightweight RP
Universal RP
Mobile
Android Logcat
Mobile Notifications
model
USD
ProBuilder
modeling
FBX Exporter
Polybrush
ProBuilder
mono cecil
Mono Cecil
mouse
Input System
mr
Windows Mixed Reality
multiplayer
Multiplayer HLAPI
networking
Multiplayer HLAPI
noise
Cinemachine
Noise
Terrain Tools
Notifications
Mobile Notifications
nunit
Custom NUnit
obj
ProBuilder
oculus
Oculus XR Plugin
Oculus Android
Oculus Desktop
omni
Quick Search
open
OpenVR Desktop
opencover
Code Coverage
openvr
OpenVR Desktop
optimize
Build Report Inspector
orbit
Cinemachine
osx
Unity macOS Platform
override
Remote Config
packages
Quick Search
parameter
Remote Config
particles
Visual Effect Graph
pass
Unity AOV Recorder
path
2D Path
perfect
2D Pixel Perfect
performance
Adaptive Performance
AP Samsung Android
High Definition RP
Lightweight RP
Universal RP
Performance testing API
physics
Havok Physics for Unity
Unity Physics
pipeline
USD
High Definition RP
Lightweight RP
Universal RP
pixel
2D Pixel Perfect
plan
AI Planner
planner
AI Planner
platform
Unity Platforms
Unity Android Platform
Unity Linux Platform
Unity macOS Platform
Unity Web Platform
Unity Windows Platform
playable
PlayableGraph Visualizer
playablegraph
PlayableGraph Visualizer
probuilder
ProBuilder
profile
Build Report Inspector
profiler
Memory Profiler
profiling
Memory Profiler
Progression
Game Foundation
prototype
ProBuilder
provider
Adaptive Performance
AP Samsung Android
psdimporter
2D PSD Importer
purchasing
In App Purchasing
Unity Distribution Portal
push
Polybrush
quest
Oculus XR Plugin
Oculus Android
quick
Quick Search
reality
Vuforia Engine AR
ARCore XR Plugin
AR Foundation
ARKit XR Plugin
Magic Leap XR Plugin
Windows XR Plugin
Windows Mixed Reality
recorder
Unity AOV Recorder
Unity Recorder
recording
Unity AOV Recorder
Unity Recorder
registration
Subsystem Registration
remote
Remote Config
remote config
Remote Config
remote settings
Remote Config
render
Unity AOV Recorder
High Definition RP
Lightweight RP
Universal RP
rendering
High Definition RP
Lightweight RP
Universal RP
Hybrid Renderer
report
Build Report Inspector
Mobile BuildReport
resonance
Google Resonance Audio
resources
Addressables
Asset Graph
revit
Unity Reflect
rift
Oculus XR Plugin
Oculus Desktop
rig
Cinemachine
Rigging
Animation Rigging
roll-out
Remote Config
rules
Remote Config
Samples
Film and TV Toolbox
samsung
Adaptive Performance
AP Samsung Android
scene
USD
Quick Search
scripting
Immediate Window
sculpting
Polybrush
SDF
TextMesh Pro
sdk
Vuforia Engine AR
Google VR Android
Google VR iOS
XR Management
Oculus Android
Oculus Desktop
search
Quick Search
Searcher
searcher
Searcher
segment
Remote Config
segmentation
Remote Config
segmenting
Remote Config
server
Scriptable Build Pipeline
settings
Remote Config
shading
USD
shape
2D SpriteShape
ProBuilder
share
Share WebGL Game
simulation
Alembic
Simulator
Device Simulator
size
Build Report Inspector
sketchup
Unity Reflect
smartsprite
2D SpriteShape
snap
ProGrids
snapshot
Memory Profiler
spatialize
Google Resonance Audio
spline
2D SpriteShape
sprite
2D Pixel Perfect
2D Sprite
sprite editor window
2D Sprite
spriteshape
2D SpriteShape
staged rollouts
Remote Config
standalone
Oculus Desktop
steam
OpenVR Desktop
steamvr
OpenVR Desktop
subsystem
Adaptive Performance
AP Samsung Android
Subsystem Registration
AR Subsystems
XR Interaction Subsystems
svg
Vector Graphics
taget
Remote Config
tailor
Remote Config
targeting
Remote Config
team
Unity Collaborate
teams
Unity Collaborate
terrain
Polybrush
Terrain
Terrain Tools
terrain2d
2D SpriteShape
test
Custom NUnit
Remote Config
Performance testing API
Code Coverage
Test
Test Framework
TestFramework
Test Framework
testing
Code Coverage
Text
TextMesh Pro
TextMesh Pro
TextMesh Pro
TextMeshPro
TextMesh Pro
Tilemap
2D Tilemap Editor
time
Build Report Inspector
timeline
PlayableGraph Visualizer
Timeline
tool
Memory Profiler
Quick Search
Toolbox
Terrain Tools
toolkit
XR Interaction Toolkit
tools
Timeline
Tools
Film and TV Toolbox
touch
Input System
TPD
XR Legacy Input Helpers
track
Cinemachine
Tracked Pose Driver
XR Legacy Input Helpers
tune
Remote Config
TV
Film and TV Toolbox
ugui
Unity UI
UI
Unity UI
unittest
Custom NUnit
unity
Advertisement
Analytics Library
Unity AOV Recorder
Collections
DOTS Editor
Entities
Game Foundation
Jobs
Mathematics
Unity Physics
In App Purchasing
Quick Search
Unity Recorder
Unity Reflect
Hybrid Renderer
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Unity UI
Unity UI
universal
USD
usd
USD
usdz
USD
utilities
Adaptive Performance
AP Samsung Android
AR Foundation
utility
Adaptive Performance
AP Samsung Android
AR Foundation
variants
Remote Config
variation
Remote Config
vector
Vector Graphics
vfx
Visual Effect Graph
video
Unity Recorder
virtual
Google VR Android
Google VR iOS
Oculus XR Plugin
Oculus Android
Oculus Desktop
OpenVR Desktop
Virtual Currency
Game Foundation
Virtual Goods
Game Foundation
visualeffect
Visual Effect Graph
vr
Input System
Google VR Android
Google VR iOS
XR Management
Oculus XR Plugin
Oculus Android
Oculus Desktop
OpenVR Desktop
Windows Mixed Reality
VR
XR Interaction Toolkit
vuforia
Vuforia Engine AR
Wallet
Game Foundation
wasm
Unity Web Platform
web
Unity Web Platform
WebRTC
webgl
Share WebGL Game
Unity Web Platform
webrtc
WebRTC
whitebox
ProBuilder
win
Unity Windows Platform
windows
Unity Windows Platform
Windows XR Plugin
Windows Mixed Reality
windowsmr
Windows Mixed Reality
xr
Vuforia Engine AR
Input System
ARCore XR Plugin
AR Foundation
ARKit XR Plugin
Google VR Android
Google VR iOS
Magic Leap XR Plugin
XR Management
Oculus XR Plugin
Oculus Android
Oculus Desktop
OpenVR Desktop
Windows XR Plugin
Windows Mixed Reality
XR
AR Subsystems
XR Interaction Toolkit
XR Interaction Subsystems
XR Legacy Input Helpers
xreditorsubsystem
Magic Leap XR Plugin
Oculus XR Plugin
Windows XR Plugin
XR
Unity's Package Manager