Manual
Scripting API
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Overriding Unity's conflict resolution
Solución de problemas
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Package layout
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New in Unity 2019
Working in Unity
Installing Unity
System requirements for Unity 2019.4
Unity Hub
Installing the Unity Hub
Adding modules to the Unity Editor
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Unity Hub advanced deployment considerations
Licencias y Activación
Online activation
Offline / Manual Activation
Manejando su Licencia de Unity
Preguntas frecuentes de Activación
Starting Unity
The Learn screen
Opening existing Projects
2D or 3D projects
Project Templates
Learning the interface
Unity's interface
The Project window
The Scene view
Scene view navigation
Picking and selecting GameObjects
Posicionando GameObjects
Grid snapping
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
Editing Properties
Swatch libraries
Opciones del Inspector
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Additional windows
Searching in the Editor
Customizing your workspace
Unity shortcuts
Asset workflow
Common types of assets
Asset packages
Using the Asset Store
Purchasing or downloading a package on the Asset Store
Finding your Assets packages
Using labels to organize "My Assets"
Creating your own Asset packages
Importing local Asset packages
The Asset Database
Refreshing the Asset Database
Batching with the AssetDatabase
AssetBundles
AssetBundle workflow
Preparando Assets para AssetBundles
Construyendo AssetBundles
Dependencias AssetBundle
Using AssetBundles Natively
AssetBundle compression
Patching con AssetBundles
Solución de problemas
Unity Asset Bundle Browser tool
Scripting with Assets
Cargando recursos en tiempo de ejecución
Streaming Assets
Applying defaults to assets by folder
Modificando Assets Fuentes a través del Scripting
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)
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 run time
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
Preferences
Presets
Shortcuts Manager
Build Settings
Project Settings
Audio
Editor
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Physics
Physics 2D
Player
Splash Screen
Preset Manager
Quality
Script Execution Order settings
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
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 module
CPU Usage Profiler module
Global Illumination Profiler module
GPU Usage Profiler module
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
Using the API Updater
Upgrading to Unity 2019 LTS
Upgrading to Unity 2018 LTS
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
Input
Input Manager
Mobile device input
Teclado móvil
Unity XR Input
2D
Experiencia de Juego en 2D
asdf
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
Extending the Built-in Render Pipeline with Command Buffers
Hardware Requirements for the Built-in Render Pipeline
Universal Render Pipeline
High Definition Render Pipeline
Scriptable Render Pipeline
Scriptable Render Pipeline introduction
Creating a custom Scriptable Render Pipeline
Creating a Render Pipeline Asset and Render Pipeline Instance
Setting the active Render Pipeline Asset
Scheduling and executing rendering commands in the Scriptable Render Pipeline
Scriptable Render Pipeline (SRP) Batcher
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
Getting started with occlusion culling
Using occlusion culling with dynamic GameObjects
Occlusion culling and Scene loading
Occlusion Areas
Occlusion Portals
The Occlusion Culling window
Occlusion culling additional resources
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
Lighting
Introduction to lighting
Light sources
Lights
Types of light
Utilizando Luces
Light Modes
Light Mode: Realtime
Light Mode: Mixed
Light Mode: Baked
Cookies
Emissive materials
Ambient light
Shadows
Shadow mapping
Configuring shadows
Shadow Distance
Shadow Cascades
Shadow troubleshooting
The Lighting window
Lighting Mode
Lighting Mode: Baked Indirect
Lighting Mode: Shadowmask
Lighting Mode: Subtractive
The Light Explorer window
Light Explorer extension
Lightmapping
The Progressive Lightmapper
The Progressive GPU Lightmapper (preview)
Lightmapping using Enlighten (deprecated)
Lightmapping: Getting started
Lightmap Parameters Asset
Directional Mode
Lightmaps and LOD
Ambient occlusion
Lightmaps: Technical information
Lightmapping and the Shader Meta Pass
Lightmap UVs
Importing UVs from Autodesk® Maya® to Unity
Generating lightmap UVs
UV overlap
Lightmap seam stitching
Custom fall-off
Realtime Global Illumination using Enlighten (deprecated)
LOD y GI en tiempo real
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
Reflection Probe
Precomputed lighting data
Generating lighting data
Lighting Data Asset
GI cache
Scene View Draw Modes for lighting
Meshes, Materials, Shaders and Textures
Componentes Mesh
Meshes
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
Material
Physically Based Rendering Material Validator
Accediendo y Modificando los parámetros del Material vía script
Texturas 2D
Importing Textures
Texture Import Settings
Texture types
Texture compression formats for platform-specific overrides
Render Texture
Custom Render Textures
Movie Textures
3D textures
Texture arrays
Cubemaps
Sombreadores(Shaders) con Funciones Fijas
Standard Shader
Contenido y Contexto
Metallic vs. specular workflow
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
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
Surface Shaders and rendering paths
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
Shader variants and keywords
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
Optimizing shader variants
Asynchronous Shader compilation
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
ShaderLab: SubShader LOD value
Using texture arrays in shaders
Debugging DirectX 11/12 shaders with Visual Studio
Debugging DirectX 12 shaders with PIX
Implementando la Función Fija TexGen en Shaders
Tutorial: ShaderLab and fixed function shaders
Tutorial: vertex and fragment programs
Particle systems
Choosing your particle system solution
Built-in Particle System
Using the Built-in Particle System
Particle System vertex streams and Standard Shader support
Particle System GPU Instancing
Particle System C# Job System integration
Components and Modules
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
Built-in Particle System examples
Creating a simple explosion
Creating exhaust smoke from a vehicle
Visual Effect Graph
Project Settings - VFX
Visual Effect Graph Asset
Block Subgraph
Operator Subgraph
Visual Effect
Property Binders
Creating environments
Terrain
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
Using Terrain at runtime
Terrain Tools
Editor de Árboles
Construyendo Su Primer Árbol
Conceptos Básicos del Tree (árbol)
Propiedades del Branch Group
Propiedades del Grupo de Hojas (Leaf Group)
Sky
Skyboxes
Using skyboxes
Skybox Shaders
6 Sided skybox
Cubemap skybox
Panoramic skybox
Procedural skybox
Skybox component reference
Visual Effects Components
Halo
Lens Flare
Flare
Line Renderer
Trail Renderer
Billboard Renderer
Billboard Asset
Projector
Advanced rendering features
High dynamic range
HDR color picker
Level of Detail (LOD) for meshes
LOD Group
Importing LOD Meshes
Graphics API support
DirectX
Metal
OpenGL Core
Compute shaders
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)
Texture Streaming
Streaming Controller
Texture Streaming API
Color space
Flujo de trabajo lineal o gamma
Gamma Textures with linear rendering
Working with linear Textures
Graphics tutorials
Cómo arreglo la rotación de un modelo importado?
Art Asset best practice guide
Importing models from 3D modeling software
Física
3D Physics for object-oriented projects
Visión general del Rigidbody
Colliders
Joints (Articulaciones)
Character Controllers (Controladores de Personaje)
Continuous collision detection (CCD)
Multi-scene physics
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)
Unity Test Framework
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 stack traces with IL2CPP
Integrated development environment (IDE) support
Debugging C# code in Unity
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
Event System
Messaging System (Sistema de Mensajería)
Input Modules (Módulos de Input)
Eventos Soportados
Raycasters
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)
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
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 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
Using the Unity Developer Dashboard to configure Unity Cloud Build for Plastic
Construyendo para iOS
Opciones Avanzadas
Development builds
Pre- and post-export methods
Xcode frameworks
Custom scripting #define directives
Including specific Scenes
Using Addressables in Unity Cloud Build
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)
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
Unity Accelerator
Consejos para solucionar problemas de Collaborate
Unity Cloud Diagnostics
Unity Integrations
Servicios Multiplayer
Unity Distribution Portal
Getting started with UDP
Distributing your game with UDP
Implementing in-app purchases with the UDP package
Testing your game in the UDP sandbox
Managing and publishing your game on the UDP console
Using UDP with other services
UDP reference
UDP troubleshooting
XR
Getting started with AR development in Unity
Getting started with VR development in Unity
XR Plug-in Framework
Configuring your Unity Project for XR
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)
Asset Store Publishing
Creating your Publisher Account
Creating a new package draft
Deleting a package draft
Uploading Assets to your package
Filling in the package details
Submitting your package for approval
Viewing the status of your Asset Store submissions
Collecting revenue
Providing support to your customers
Adding tags to published packages
Connecting your account to Google Analytics
Promoting your Assets
Refunding your customers
Upgrading packages
Deprecating your Assets
Issuing vouchers
Managing your publishing team
Asset Store Publisher portal
Platform development
Using Unity as a Library in other applications
Enabling deep linking
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
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
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
Building plug-ins for iOS
Preparing your application for In-App Purchases (IAP)
App thinning
Seguimientos de pila administrados en iOS
Social API (API Social)
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
Un Solo Pase de Stereo Rendering para Android
Building and using plug-ins for Android
AAR plug-ins and Android Libraries
JAR plug-ins
Extending the UnityPlayerActivity Java Code
Plug-ins #Native (C ++) para Android
Using Java or Kotlin source files as plug-ins
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
Windows Device Portal Deployment
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
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)
Cache Server
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)
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)
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
Setting up the Rendering Pipeline and Lighting in Unity
Expert guides
Glossary
Unity Manual
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