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  • The Inspector panel in Unity

    檢視(Inspector)的主要功能用來 調整物件, 資源和編輯偏好設定

  • is a panel for adjusting

    以物件來說, 檢視裡會有標題欄位

  • settings for any object,

    一個可以設定物件為靜態的勾選框

  • asset and editor preference.

    靜態物件才會被光照貼圖(Lightmapping) 和導航網格(Navigation Mesh)納入運算

  • For objects, the inspector begins with a title,

    再來是標籤(Tag)和圖層(Layer)下拉選單

  • a check box for you to check if the

    標籤允許對單一或多個物件貼標籤 以方便在程式裡呼叫與應用

  • state of the object will remain static in the game.

    而圖層允許你將物件群組化 並規範像是光源或碰撞的規則

  • This means it's a valid candidate for

    在這些屬性底下 是依附在物件上的各種元件

  • light mapping and navigation mesh baking.

    第一個是Transform

  • And then the tag and layer drop-downs.

    物件預設的座標, 旋轉和縮放比例

  • Tags allow you to assign a tag to

    檢視裡的元件可以利用不同方式來調整其欄位

  • one or many objects in order to address them via code.

    你可以在數值上拖曳來進行變動

  • Whilst layers allow you to group objects

    也可以點擊後輸入數值

  • and apply certain rules to these layers

    或是利用右邊的齒輪選項來重置數值

  • such as lighting or collision rules.

    除此之外,在齒輪的左方 有一個藍色書本的按鈕

  • After these elements the inspector then lists

    你可以點選書本 來開啟元件的說明文件

  • the components attached to an object.

    檢視內容會即時顯示選取的資訊

  • Beginning with the transform,

    代表在調整任何資源時 你可以很快速的找到資源並調整

  • the default position, rotation and scale

    由於Unity可以用拖放來設定數值 有時會不小心點到不相干的資源

  • of your object.

    會被切換不相干資源的檢視 而不是你想要檢視的內容

  • On any component the inspector allows

    因此你可以將目前的檢視鎖定 然後完成設定之後再把檢視解鎖

  • you to adjust fields in various ways.

    舉例來說,我要為遊戲的 物件腳本元件指定群組貼圖

  • You can drag over the values,

    但當我點選了第一個貼圖時 我希望檢視的內容停留在遊戲物件

  • you can click and retype,

    而不要切換到材質設定

  • or your can choose to reset the values using

    我可以按住滑鼠左鍵並將貼圖拖過去

  • the cog icon to the right of the component.

    或者可以先點選遊戲物件 然後點選檢視上方的鎖定圖示

  • In addition to the cog there is also a link

    接下來不管我怎麼點選貼圖 檢視裡的內容也不會進行切換

  • to the reference material on the component

    完成之後再按一下鎖定圖示即可解開

  • and you can get to this by clicking the

    檢視就會恢復原來的功能

  • blue book icon, and this will open the

    檢視裡也提供資源的搜尋

  • documentation page on this component.

    例如材質

  • A context sensitive panel, the inspector changes

    當點選著色器(Renderer)指定的貼圖資源 你可以看到資源在專案裡的位置

  • to whatever you have selected,

    該資源也會用黃色外框標記起來 讓你可以快速搜尋到物件的關連資源

  • meaning that you can adjust any object

    在這個範例裡 我們看到一個物件著色器指定了一個材質

  • and immediately dive in to settings and back.

    而在檢視的下方可以預覽材質的設定

  • Because Unity makes use of dragging and dropping to assign values

    我可以直接在檢視裡編輯材質

  • sometimes you may click on items

    其他兩個我沒有選到的物件 因為使用相同的材質所以也跟著改變

  • that take you to their settings,

    所以必須要注意我所調整的材質 是專案內的原始資源

  • rather than the one you wish to apply them to.

    而不是一個實體物件

  • And for this reason you can lock the inspector

    因此當我調整實體物件縮放比例 其他物件的縮放比例則不會變動

  • in order to work with a particular item

    檢視裡的元件可以透過 點選名稱左邊的勾選框來關閉

  • and then unlock once you are done assigning settings.

    同樣的,檢視裡的物件也可以透過 選物件名稱左邊的勾選框來關閉

  • For example on this game object I have a script component

    當物件被關閉時 你會發現他們的名稱在階層裡會變為灰色

  • to which I must assign an array of textures.

    以上是檢視的基本功能說明

  • But when I select my first texture I want the inspector

  • to remain on my game object,

  • rather than showing the texture's settings.

  • I could simply hold down the mouse

  • or I can simply select the object

  • and click on the lock at the top of the inspector.

  • This way when I select one or many textures

  • I can then drag and drop without the inspector changing focus.

  • Once I am done with this I simply click the lock again

  • and I can then select anything that I need to.

  • The inspector also offers a way of finding assets used on objects.

  • For example materials.

  • When clicking on an asset used within a renderer

  • you can see that asset highlighted inside the project panel.

  • It does this by highlighting with a yellow outline.

  • This helps you easily find the assets that your

  • game objects depend upon.

  • In this example we can see an object that has a material

  • assigned to it's renderer.

  • This particular material is then previewed

  • at the bottom of the inspector

  • and I can adjust that material directly from here.

  • However, the other two objects that I don't have selected

  • also use this material, so I must bare in mind that

  • the actual material I am adjusting

  • is the original material asset inside the project

  • and not a particular instance of an object

  • in the same way that I can adjust the scale of this object

  • without adjusting any other objects that

  • also have a scale value.

  • Components within the inspector can also be disabled

  • by clicking the checkbox to the left of their name.

  • And the entire object can be disabled by clicking

  • the checkbox next to it's name

  • at the top of the inspector.

  • When objects are disabled in this way

  • you'll notice that their name is greyed out

  • inside the hierarchy panel.

  • And that's the basics of the inspector in Unity.

The Inspector panel in Unity

檢視(Inspector)的主要功能用來 調整物件, 資源和編輯偏好設定

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