Manual
Scripting API
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New in Unity 2019
Working in Unity
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The Asset Database
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AssetBundles
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Building AssetBundles
AssetBundle Dependencies
Using AssetBundles Natively
AssetBundle compression
Patching with AssetBundles
Troubleshooting
Unity Asset Bundle Browser tool
Scripting with Assets
Загрузка ресурсов в реальном времени
Streaming Assets
Applying defaults to assets by folder
Изменение исходных ассетов из кода
Создание геймплея.
Scenes
GameObjects
GameObject
Introduction to components
Использование компонентов
Primitive and placeholder objects
Transform
Creating components with scripting
Отключение Игровых Объектов (GameObjects)
Теги
Static GameObjects
Saving your work
Префабы (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
Трансформации
Слои
Определение столкновений с учётом слоёв.
Constraints
Aim Constraints
Look At Constraints
Parent Constraints
Position Constraints
Rotation Constraints
Scale Constraints
Rotation and Orientation in Unity
Источники света
Камеры
Добавление случайных элементов в игру
Cross-Platform Considerations
Публикация сборок
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Сборка системы приложения
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IME в Unity
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Version control integrations
Интеграция с 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
Text-Based Scene Files
Format of Text Serialized files
UnityYAML
Пример YAML файла сцены
Список ID классов YAML
Расширение редактора
Окна редактора (Editor Windows)
Property Drawers
Пользовательские редакторы (Custom Editors)
TreeView
Configurable Enter Play Mode
Domain Reloading
Scene Reloading
The details of entering Play Mode
Решение проблем в редакторе
Analysis
Profiler overview
Getting started with the Profiler window
Profiling your application
Audio Profiler module
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Global Illumination Profiler module
GPU Usage Profiler module
Memory Profiler module
Physics Profiler module
2D Physics Profiler module
Область Rendering
UI and UI Details Profiler
Video Profiler module
Upgrade Guides
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
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5.4 Networking API Changes
Upgrading to Unity 5.3
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AI in Unity 5.0
Animation in Unity 5.0
Audio in Unity 5.0
Baked Data in Unity 5.0
Plugins in Unity 5.0
Physics in Unity 5.0
Shaders in Unity 5.0
Other Upgrade Notes for Unity 5.0
Руководство по обновлению до Unity 4.0
Обновление до 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
Мобильная клавиатура
Unity XR Input
2D
Геймплей в 2D
2D Sorting
Sprites
Sprite Renderer
Sprite Creator
Sprite Editor
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
Creating 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
TileBase
Tile
TileData
TileAnimationData
Other useful classes
Scriptable Tile example
Scriptable Brushes
GridBrushBase
GridBrushEditorBase
Other useful classes
Scriptable Brush example
Physics Reference 2D
Rigidbody 2D
Collider 2D
Circle Collider 2D (Круговой коллайдер)
Box Collider 2D (Прямоугольный коллайдер)
Polygon Collider 2D
Edge Collider 2D
Capsule Collider 2D
Composite Collider 2D
Физический 2D материал
2D Joints
Distance Joint 2D
Fixed Joint 2D
Friction Joint 2D
Hinge Joint 2D
Relative Joint 2D
Slider Joint 2D
Spring Joint 2D
Target Joint 2D
Wheel Joint 2D
Constant Force 2D
Effectors 2D
Area Effector 2D
Buoyancy Effector 2D
Point Effector 2D
Platform Effector 2D
Surface Effector 2D
Графика
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
Камеры
Using more than one camera
Using Physical Cameras
Трюки с камерой
Основные сведения об усечённой пирамиде видимости (View Frustum)
Размер усечённой пирамиды на данном расстоянии от камеры
Лучи из камеры
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
Справочник по камерам
Camera
Flare Layer
GUI Layer
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
Using Lights
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 and Realtime GI
Light Probes
Light Probes: Technical information
Light Probe Groups
Placing Light Probes using scripting
Light Probes for moving objects
Light Probes and the Mesh Renderer
Light Probes and Scene loading
Light Probe Proxy Volume component
Reflection Probes
Types of Reflection Probe
Using Reflection Probes
Продвинутые возможности 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
Mesh Components
Meshes
Меш фильтр (Mesh Filter)
Mesh Renderer
Skinned Mesh Renderer
Текстовый меш
Ассет текста (Text Asset)
Шрифт (Font)
Procedural Mesh Geometry
Анатомия мешей
Using the Mesh Class
Example - Creating a quad
Creating and Using Materials
Материал
Physically Based Rendering Material Validator
Accessing and Modifying Material parameters via script
Текстуры
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
Writing Shaders
Standard Shader
Content and Context
Metallic vs. specular workflow
Material parameters
Rendering Mode
Albedo Color and Transparency
Specular mode: Specular parameter
Metallic mode: Metallic Parameter
Smoothness
Normal map (Bump mapping)
Heightmap
Occlusion Map
Emission
Secondary Maps (Detail Maps) & Detail Mask
The Fresnel Effect
Material charts
Make your own
Standard Particle Shaders
Legacy Shaders
Использование и производительность встроенных шейдеров
Семейство шейдеров нормалей (Normal Shader Family)
Vertex-Lit
Рассеивание (Diffuse)
Specular
Рельефное рассеивание (Bumped Diffuse)
Рельефная зеркальность (Bumped Specular)
Параллаксное рассеивание (Parallax Diffuse)
Parallax Bumped Specular
Деколь (Decal)
Детальное рассеивание (Diffuse Detail)
Семейство Transparent шейдеров
Transparent Vertex-Lit
Transparent Diffuse
Transparent Specular
Transparent Bumped Diffuse
Transparent Bumped Specular
Transparent Parallax Diffuse
Transparent Parallax Specular
Семейство Transparent Cutout шейдеров
Transparent Cutout Vertex-Lit
Transparent Cutout Diffuse
Transparent Cutout Specular
Transparent Cutout Bumped Diffuse
Transparent Cutout Bumped Specular
Семейство Self-Illuminated шейдеров
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
Семейство отражающих (reflective) шейдеров
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
Shader Reference
Writing Surface Shaders
Surface Shaders and rendering paths
Примеры поверхностных шейдеров
Custom lighting models in Surface Shaders
Surface Shader lighting examples
Поверхностные шейдеры с использованием тесселяции DX11
Writing vertex and fragment shaders
Примеры вершинных и фрагментных шейдеров
Shader semantics
Accessing shader properties in Cg/HLSL
Providing vertex data to vertex programs
Встроенные подключаемые файлы для шейдеров
Стандартные шейдерные предпроцессорные макросы
Built-in shader helper functions
Built-in shader variables
Shader variants and keywords
GLSL Shader programs
Shading language used in Unity
Shader Compilation Target Levels
Shader data types and precision
Using sampler states
Синтаксис ShaderLab: Shader
Синтаксис ShaderLab: свойства
Синтаксис ShaderLab: SubShader
Синтаксис ShaderLab: Pass
ShaderLab culling and depth testing
Синтаксис ShaderLab: Blending
Синтаксис ShaderLab: тэги Pass
Синтаксис ShaderLab: Stencil
Синтаксис ShaderLab: Name
Синтаксис ShaderLab: цвет, материал, освещение
ShaderLab: Legacy Texture Combiners
Синтакс ShaderLab: Альфа тестинг (Alpha testing)
Синтаксис ShaderLab: туман
Синтаксис ShaderLab: BindChannels
Синтаксис ShaderLab: UsePass
Синтаксис ShaderLab: GrabPass
ShaderLab: SubShader Tags
Синтаксис ShaderLab: Fallback
#Синтаксис ShaderLab: CustomEditor
Синтаксис ShaderLab: другие команды
Shader assets
Расширенные возможности ShaderLab
Optimizing shader variants
Asynchronous Shader compilation
Performance tips when writing shaders
Rendering with Replaced Shaders
Custom Shader GUI
Использование текстур глубины
Текстура глубины камеры
Особенности рендеринга различных платформ
ShaderLab: SubShader LOD value
Using texture arrays in shaders
Debugging DirectX 11/12 shaders with Visual Studio
Debugging DirectX 12 shaders with PIX
Implementing Fixed Function TexGen in 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
Particle System modules
Particle System Main module
Emission module
Shape Module
Velocity over Lifetime module
Noise module
Limit Velocity Over Lifetime module
Inherit Velocity module
Force Over Lifetime module
Color Over Lifetime module
Color By Speed module
Size over Lifetime module
Size by Speed module
Rotation Over Lifetime module
Rotation By Speed module
External Forces module
Collision module
Triggers module
Sub Emitters module
Texture Sheet Animation module
Lights module
Trails module
Custom Data module
Renderer module
Particle System Force Field
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
Creating and editing Terrains
Create Neighbor Terrains
Terrain tools
Raise or Lower Terrain
Paint Holes
Paint Texture
Set Height
Smooth Height
Stamp Terrain
Terrain Layers
Brushes
Деревья
SpeedTree
Зоны ветра
Grass and other details
Working with Heightmaps
Terrain settings
Using Terrain at runtime
Terrain Tools
Tree Editor
Создание вашего первого дерева
Основы Tree Creator'а
Branch Group Properties
Свойства Leaf Group
Sky
Skyboxes
Using skyboxes
Skybox Shaders
6 Sided skybox
Cubemap skybox
Panoramic skybox
Procedural skybox
Skybox component reference
Visual Effects Components
Halo
Блик (Lens Flare)
Flare
Line Renderer
Trail Renderer
Billboard Renderer
Billboard Asset
Проектор
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
Делимые текстуры (Sparse Textures)
CullingGroup API
Asynchronous Texture Upload
Оптимизация производительности графики
Батчинг вызовов отрисовки (Draw Call Batching)
Окно Rendering Statistics
Frame Debugger
Texture Streaming
Streaming Controller
Texture Streaming API
Color space
Linear or gamma workflow
Gamma Textures with linear rendering
Working with linear Textures
Graphics tutorials
Как мне исправить вращение импортированной модели?
Art Asset best practice guide
Importing models from 3D modeling software
Physics
3D Physics for object-oriented projects
Rigidbodies (твёрдые тела)
Colliders
Сочленения (Joints)
Контроллеры персонажа (Character Controllers)
Continuous collision detection (CCD)
Multi-scene physics
Physics Debug Visualization
Справка по 3D физике
Box Collider
Capsule Collider
Character Controller
Character Joint
Configurable Joint
Constant Force (постоянная сила)
Fixed Joint
Hinge Joint
Mesh Collider
Rigidbody (Твердое тело)
Sphere Collider
Spring Joint
Cloth
Wheel Collider
Terrain Collider
Физический материал (Physics Material)
Руководства по физике
Мастер Ragdoll
Joint and Ragdoll stability
Wheel Collider Tutorial
Скриптинг
Обзор Скриптинга
Создание и Использование Скриптов
Variables and the Inspector
Controlling GameObjects using components
Функции событий
Time and Framerate Management
Создание и уничтожение игровых объектов (GameObjects)
Coroutines
Пространства имён
Attributes
Order of Execution for Event Functions
Understanding Automatic Memory Management
Platform dependent compilation
Специальные папки и порядок компиляции скриптов
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
Built-in serialization
Custom serialization
Script serialization errors
Unity События (UnityEvents)
What is a Null Reference Exception?
Important Classes
Рецепты использования векторов
Понимание векторной арифметики
Направление и расстояние от одного объекта до другого.
Вычисление нормали/перпендикуляра
Величина одного вектора, лежащая в направлении другого вектора
JSON Serialization
ScriptableObject
Выполнение Editor скриптов при запуске редактора Unity
Инструменты Скриптинга
Console Window
Файлы логов
Unity Test Framework
C# compiler
IL2CPP
Building a project using IL2CPP
Compiler options
Windows Runtime support
How IL2CPP works
Optimizing IL2CPP build times
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
Plugin Inspector
Managed plug-ins
Native plug-ins
Building plug-ins for desktop platforms
Low-level native plug-in interface
Low-level native plug-in Profiler API
Low-level native plug-in rendering extensions
Low-level native plug-in Shader compiler access
Multiplayer and Networking
Multiplayer Overview
Setting up a multiplayer project
Using the Network Manager
Using the Network Manager HUD
The Network Manager HUD in LAN mode
The Network Manager HUD in Matchmaker mode
Converting a single-player game to Unity Multiplayer
Debugging Information
The Multiplayer High Level API
Networking HLAPI System Concepts
Networked GameObjects
Player GameObjects
Custom Player Spawning
Spawning GameObjects
Custom Spawn Functions
Network Authority
State synchronization
Advanced State Synchronization
Network visibility
Customizing network visibility
Scene GameObjects
Actions and communication
Remote Actions
Network Manager callbacks
NetworkBehaviour callbacks
Network Messages
Dealing with clients and servers
Network clients and servers
Host Migration
Network Discovery
Multiplayer Lobby
Using the Transport Layer API
NetworkReader and NetworkWriter serializers
Setting up Unity Multiplayer
Integrating the Multiplayer Service
Integration using the HUD
Integration using Unity's High-Level API
Integration using NetworkTransport
Common Errors
Customized Matchmaking callbacks
Сетевые соединения на мобильных устройствах.
Multiplayer Component Reference
Network Animator
Network Discovery
Network Identity
Network Lobby Manager
Network Lobby Player
Network Manager HUD
Network Manager
Network Proximity Checker
NetworkStartPosition
Network Transform
Network Transform Child
Network Transform Visualizer
Multiplayer Classes Reference
NetworkBehaviour
NetworkClient
NetworkConnection
NetworkServer
NetworkServerSimple
Multiplayer Encryption Plug-ins
UnityWebRequest
Common operations: using the HLAPI
Retrieving text or binary data from an HTTP Server (GET)
Retrieving a Texture from an HTTP Server (GET)
Downloading an AssetBundle from an HTTP server (GET)
Sending a form to an HTTP server (POST)
Uploading raw data to an HTTP server (PUT)
Advanced operations: Using the LLAPI
Creating UnityWebRequests
Creating UploadHandlers
Creating DownloadHandlers
Аудио
Аудио. Обзор.
Аудио файлы
Трекерные модули
Audio Mixer
An overview of the concepts and AudioMixer
Specifics on the AudioMixer window
AudioGroup Inspector
Overview of Usage and API
Native Audio Plugin SDK
Audio Spatializer SDK
Audio Profiler
Ambisonic Audio
Справочник по аудио
Audio Clip
Audio Listener
Audio Source
Audio Mixer
Аудио эффекты (только для Pro версии)
Audio Low Pass Filter (только для Unity Pro)
Audio High Pass Filter
Audio Echo Filter (только для Unity Pro)
Audio Distortion Filter (только для Unity Pro)
Audio Reverb Filter (только для Unity Pro)
Audio Chorus Filter (только для Unity Pro)
Audio Effects
Audio Low Pass Effect
Audio High Pass Effect
Audio Echo Effect
Audio Flange Effect
Audio Distortion Effect
Audio Normalize Effect
Audio Parametric Equalizer Effect
Audio Pitch Shifter Effect
Audio Chorus Effect
Audio Compressor Effect
Audio SFX Reverb Effect
Audio Low Pass Simple Effect
Audio High Pass Simple Effect
Reverb Zones
Микрофон
Audio Settings
Video overview
Video Player component
Migrating from MovieTexture to VideoPlayer
Video Clips
Video sources
Video file compatibility
Understanding video files
Video transparency support
Panoramic video
Анимация
Animation System Overview
Анимационные клипы
Animation from external sources
Humanoid Avatars
Руководство по Animation Window
Using the Animation view
Creating a new Animation Clip
Animating a GameObject
Using Animation Curves
Редактирование кривых
Key manipulation in Dopesheet mode
Key manipulation in Curves mode
Объекты с множеством двигающихся частей
Using Animation Events
Animator Controllers (контроллеры аниматоров)
Аниматор и контроллер аниматора
The Animator Window
Конечные автоматы в анимации
State Machine Basics
Параметры анимации
State Machine Transitions
State Machine Behaviours
Вложенные конечные автоматы
Слои анимации
Функциональность Solo и Mute
Target Matching
Инверсная кинематика (только для Pro версий)
Root Motion - как оно работает
Туториал: Скриптинг Root Motion для гуманоидных "in-place" анимаций.
Blend Trees (Деревья смешивания)
Одномерное смешивание
Двумерное смешивание
Direct Blending
Дополнительные опции Blend Tree (Древа смешивания)
Working with blend shapes
Animator Override Controllers
Переназначение гуманоидных анимаций
Performance and optimization
Animation Reference
Animator component
Animator Controller
Создание Контроллера Аниматора
Состояния анимации
Animation transitions
Кривые анимации и события
Playables API
The PlayableGraph
ScriptPlayable and PlayableBehaviour
Playables Examples
Словарь терминов анимации и Mecanim.
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
Сanvas (Полотно)
Basic Layout
Визуальные компоненты
Компоненты взаимодействия
Animation Integration
Auto Layout
Rich Text
Event System
Messaging System
Модули ввода
Supported Events
Трассировщики лучей (Raycasters)
Справка по пользовательским интерфейсам
Rect Transform
Canvas Components
Холст (Canvas)
Canvas Scaler
Canvas Group
Canvas Renderer
Visual Components
Text
Image
Raw Image
Mask
RectMask2D
UI Effect Components
Shadow
Outline
Position as UV1
Interaction Components
Selectable Base Class
Transition Options
Navigation Options
Button
Toggle
Toggle Group
Slider
Scrollbar
Dropdown
Input Field
Scroll Rect
Auto Layout
Layout Element
Content Size Fitter
Aspect Ratio Fitter
Horizontal Layout Group
Vertical Layout Group
Grid Layout Group
Справка по системе событий
Event System Manager
Graphic Raycaster
Physics Raycaster
Physics 2D Raycaster
Standalone Input Module
Touch Input Module
Event Trigger
Практические рекомендации по работе с UI (пользовательскими интерфейсами)
Создание интерфейса (UI) под разные разрешения экрана
Создание элементов интерфейса с подгонкой их размеров под их контент
Создание интерфейса на основе мировых координат (World Space UI)
Создание элементов интерфейса путём скриптинга
Creating Screen Transitions
Immediate Mode GUI (IMGUI)
IMGUI Basics
Контролы
Кастомизация
Режимы расположения
Расширение UnityGUI
GUI Скин
GUI Style (IMGUI System)
Навигация и поиск пути
Navigation Overview
Navigation System in Unity
Inner Workings of the Navigation System
Building a NavMesh
NavMesh building components
NavMesh Surface
NavMesh Modifier
NavMesh Modifier Volume
NavMesh Link
NavMesh building components API
Advanced NavMesh Bake Settings
Creating a NavMesh Agent
Creating a NavMesh Obstacle
Creating an Off-mesh Link
Building Off-Mesh Links Automatically
Building Height Mesh for Accurate Character Placement
Navigation Areas and Costs
Loading Multiple NavMeshes using Additive Loading
Using NavMesh Agent with Other Components
Справочник по навигации
Навмеш агент (#NavMesh Agent)
Nav Mesh Obstacle
Off-Mesh Link
Navigation How-Tos
Telling a NavMeshAgent to Move to a Destination
Moving an Agent to a Position Clicked by the Mouse
Making an Agent Patrol Between a Set of Points
Coupling Animation and Navigation
Unity Services
Setting up your project for 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
Setting Up 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
Analytics events
Core Events
Standard Events
Custom Events
Custom Event scripting
Analytics Event Tracker
Analytics event parameters
Analytics Event limits
Funnels
Remote Settings
Creating and changing Remote Settings
Using Remote Settings in a Unity project
Remote Settings network requests
Enabling Remote Settings
Managing Remote Settings in the Unity Editor
Remote Settings component
Remote Settings scripting
Testing Remote Settings
Unity Analytics A/B Testing
Monetization
Receipt Verification
User Attributes
Unity Analytics Raw Data Export
Data reset
Upgrading Unity Analytics
Upgrade Unity Analytics 4.x-5.1 (SDK) to 5.2 onwards
Upgrade Unity Analytics 5.1 to 5.2 onwards
Unity Analytics Re-integrate SDK to 5.1
What to Do if Project IDs Don't Match
COPPA Compliance
Unity Analytics and the EU General Data Protection Regulation (GDPR)
Unity Analytics DataPrivacy API
Analytics Metrics, Segments, and Terminology
Unity Cloud Build
Automated Build Generation
Supported platforms
Supported versions of Unity
Version control systems
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
Using Apache Subversion (SVN) with 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
Building for iOS
Advanced options
Development builds
Pre- and post-export methods
Xcode frameworks
Custom scripting #define directives
Including specific Scenes
Using Addressables in Unity Cloud Build
Build manifest
Build manifest as JSON
Build manifest as ScriptableObject
Cloud Build REST API
Unity IAP
Setting up Unity IAP
Configuring for Apple App Store and Mac App Store
Configuring for Google Play Store
Configuring for Windows Store
Configuration for the Amazon Appstore
Samsung Galaxy IAP configuration
Cross Platform Guide
Codeless IAP
Defining products
Subscription Product support
Initialization
Browsing Product Metadata
Initiating Purchases
Processing Purchases
Handling purchase failures
Restoring Transactions
Purchase Receipts
Receipt validation
Store Extensions
Cross-store installation issues with Android in-app purchase stores
Store Guides
iOS & Mac App Stores
Universal Windows Platform
Google Play
Amazon Appstore and Amazon Underground Store
Samsung Galaxy apps
CloudMoolah MOO store
Implementing a Store
Initialization
Retrieving products
Handling purchases
Store Modules
Registering your store
Store Configuration
Store Extensions
Unity Collaborate
Setting up Unity Collaborate
Adding team members to your Unity Project
Viewing history
Enabling Cloud Build with Collaborate
Managing Unity Editor versions
Reverting files
Resolving file conflicts
Excluding Assets from publishing to Collaborate
Publishing individual files to Collaborate
Restoring previous versions of a project
In-Progress edit notifications
Managing cloud storage
Moving your Project to another version control system
Unity Accelerator
Collaborate troubleshooting tips
Unity Cloud Diagnostics
Unity Integrations
Multiplayer Services
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
Open-source repositories
Как предложить изменения (contribute) в Unity
Step 1: Get a Bitbucket account
Step 2: Fork the repository you want to contribute to
Step 3: Clone your fork
Шаг 4: Примените модификации к вашему форку
Шаг 5: Создайте запрос на обновление (Pull Request) на Bitbucket
Шаг 6: Ожидайте отзыв
Дополнительные материалы
ЧаВо
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
Автономный
Standalone Player settings
PC, Mac & Linux Standalone build settings
Multi-display
macOS
macOS Player: IL2CPP Scripting Backend
macOS Player: C++ source code plugins for IL2CPP
Delivering your application to the Mac App Store
Apple TV
tvOS build considerations
tvOS build settings
Apple TV Player settings
WebGL
WebGL Player settings
Getting started with WebGL development
WebGL Browser Compatibility
Building and running a WebGL project
WebGL: Deploying compressed builds
Server configuration for WebAssembly streaming
Debugging and troubleshooting WebGL builds
WebGL Graphics
WebGL Networking
Using Audio In WebGL
WebGL performance considerations
Embedded Resources on WebGL
Memory in WebGL
WebGL: Interacting with browser scripting
Using WebGL Templates
Cursor locking and full-screen mode in WebGL
Input in WebGL
iOS
Integrating Unity into native iOS applications
Первые шаги в iOS разработке
Основы Unity iOS
iOS account setup
Внутри процесса сборки под iOS
Structure of a Unity Xcode Project
Настройка начального экрана 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
Продвинутые темы по iOS
Unity Remote
IOS cкриптинг
Поддержка игровых контроллеров на 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
Оптимизация производительности физики
Building plug-ins for iOS
Preparing your application for In-App Purchases (IAP)
App thinning
Managed stack traces on iOS
Social API
Troubleshooting on iOS devices
Сообщение об ошибках, приводящих к "падениям" на iOS
Android
Android environment setup
Integrating Unity into Android applications
Unity Remote
Android Player settings
Building apps for Android
Кастомизация экрана приветствия (Splash Screen) на Android
Gradle for Android
Android Manifest
Requesting Permissions
Support for APK expansion files (OBB)
App patching for fast development iteration
Single-Pass Stereo Rendering for Android
Building and using plug-ins for Android
AAR plug-ins and Android Libraries
JAR plug-ins
Extending the UnityPlayerActivity Java Code
Native (C++) plug-ins for 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
Windows standalone Player build binaries
Windows Debugging
WindowsLowIntegrity
Windows Player: IL2CPP Scripting Backend
Windows Player: IL2CPP build files
Windows Player: C++ source code plugins for IL2CPP
Universal Windows Platform
Приложения Windows Store: Приступая к работе
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
Класс 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
ЧаВо
Universal Windows Platform: Examples
Universal Windows Platform: Code snippets
Known issues
Чеклист Мобильного Разработчика
Сбои
Профилирование
Оптимизации
Practical guide to optimization for mobiles
Графические приёмы
Приёмы в коде и игровом процессе
Оптимизации рендеринга
Оптимизация скриптов
Experimental
Scripted Importers
Legacy Topics
Windows Store: Windows SDKs
Windows Phone 8.1
Windows Phone 8.1: Debugging
Универсальные приложения Windows (Windows Universal Applications)
Universal Windows 10 Applications: Getting Started
Asset Server (Только Pro)
Настройка Asset Server
Cache Server
Legacy Asset Bundles
Creating Asset Bundles in Unity 4
Managing Asset Dependencies in Unity 4
Legacy Animation System
Animation
Animation Scripting (Legacy)
Legacy Unity Analytics (SDK Workflow)
Basic Integration (SDK)
Import SDK
Create Game Script
Attach Game Script
Play To Validate
Advanced Integration (SDK)
Custom Events
Monetization
Receipt Verification
User Attributes
Best practice guides
Understanding optimization in Unity
Profiling
Memory
Coroutines
Asset auditing
Understanding the managed heap
Strings and text
The Resources folder
General Optimizations
Special optimizations
Making believable visuals in Unity
Preparing Assets for Unity
Preparing render settings in Unity
Lighting strategy
Modeling
Shading
Outdoor lighting and Scene setup
Indoor and local lighting
Understanding post-processing
Dynamic lighting
Setting up the Rendering Pipeline and Lighting in Unity
Expert guides
Glossary
Unity Manual
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