· 6 years ago · Sep 09, 2019, 07:36 PM
1Unity Manual
2Unity User Manual (2019.2)
3Documentation versions
4Switching between Unity versions in the documentation
5Offline documentation
6Documentation editorial review
7Packages documentation
8Working in Unity
9Installing Unity
10System requirements for Unity 2019.2
11Unity Hub
12Installing the Unity Hub
13Adding modules to the Unity Editor
14Installing Unity from the command line
15Installing Unity offline without the Hub
16Unity Hub advanced deployment considerations
17Licenses and Activation
18Online activation
19Offline / Manual Activation
20Managing your License
21Activation FAQ
22Getting Started
23Starting Unity for the first time
24The Learn tab
25Opening existing Projects
262D or 3D projects
27Project Templates
28Learning the interface
29Asset Workflow
30Common types of Assets
31Primitive and placeholder objects
32Asset packages
33Using the Asset Store
34Packages
35Getting started
36Concepts
37Global Cache
38Packages window
39List view
40Details view
41Finding packages
42Filter for scope
43Search box
44Adding and removing packages
45Installing from the registry
46Installing a local package
47Removing an installed package
48Disabling a built-in package
49Switching to another package version
50Finding package documentation
51Inspecting packages
52Package Manifest window
53Scripting API for packages
54Accessing package Assets
55Project manifest
56Dependencies
57Embedded dependencies
58Local paths
59Git URLs
60Scoped package registries
61Package conflicts
62Automatic conflict resolution
63Overriding Unity's conflict resolution
64Troubleshooting
65Network issues
66The Main Windows
67The Project window
68The Scene view
69Scene view navigation
70Positioning GameObjects
71Using custom Editor tools
72Scene Visibility
73Scene view control bar
74Scene view Camera
75Gizmos menu
76The Game view
77The Hierarchy window
78The Inspector window
79Assigning icons
80Editing Properties
81Swatch libraries
82Inspector Options
83The Toolbar
84Searching
85Other windows
86Customizing Your Workspace
87Unity Shortcuts
88Creating Gameplay
89Scenes
90GameObjects
91GameObject
92Introduction to components
93Using Components
94Transform
95Creating components with scripting
96Deactivating GameObjects
97Tags
98Static GameObjects
99Saving Your Work
100Prefabs
101Creating Prefabs
102Editing a Prefab in Prefab Mode
103Instance overrides
104Editing a Prefab via its instances
105Nested Prefabs
106Prefab Variants
107Overrides at multiple levels
108Unpacking Prefab instances
109Instantiating Prefabs at run time
110Input
111Conventional Game Input
112Mobile device input
113Mobile Keyboard
114Transforms
115Constraints
116Aim Constraints
117Look At Constraints
118Parent Constraints
119Position Constraints
120Rotation Constraints
121Scale Constraints
122Rotation and Orientation in Unity
123Lights
124Cameras
125Adding Random Gameplay Elements
126Cross-Platform Considerations
127Publishing Builds
128Troubleshooting
129Editor Features
1302D and 3D mode settings
131Preferences
132Presets
133Shortcuts Manager
134Build Settings
135Project Settings
136Audio
137Editor
138Graphics
139Input
140Physics
141Physics 2D
142Player
143Splash Screen
144Preset Manager
145Quality
146Script Execution Order
147Tags and Layers
148Time
149Visual Studio C# integration
150RenderDoc Integration
151Editor Analytics
152Check For Updates
153IME in Unity
154Special folder names
155Reusing Assets between Projects
156Version Control
157Version control integration
158Perforce Integration
159Plastic SCM Integration
160Using external version control systems with Unity
161Smart Merge
162Troubleshooting The Editor
163Advanced Development
164Profiler overview
165Profiler window
166CPU Usage Profiler
167Rendering Profiler
168Memory Profiler
169Audio Profiler
170Physics Profiler
171GPU Profiler
172Global Illumination Profiler
173UI Profiler
174Multi-Scene editing
175Loading Resources at Runtime
176Plug-ins
177Plugin Inspector
178Managed plug-ins
179Native plug-ins
180Building plug-ins for desktop platforms
181Low-level native plug-in interface
182Low-level native plug-in Profiler API
183Low-level native plug-in rendering extensions
184Low-level native plug-in Shader compiler access
185Custom packages
186Naming your package
187Package layout
188Adding tests to a package
189Package manifest
190Assembly definition and packages
191Meeting legal requirements
192Sharing your package
193AssetBundles
194AssetBundle Workflow
195Preparing Assets for AssetBundles
196Building AssetBundles
197AssetBundle Dependencies
198Using AssetBundles Natively
199AssetBundle Manager
200Patching with AssetBundles
201Troubleshooting
202Unity Asset Bundle Browser tool
203Reducing the file size of your build
204Social API
205JSON Serialization
206Streaming Assets
207ScriptableObject
208Advanced Editor Topics
209Build Player Pipeline
210Command line arguments
211Batch mode and built-in coroutine compatibility
212Applying defaults to assets by folder
213Support for custom Menu Item and Editor features
214Asynchronous Shader compilation
215Behind the Scenes
216AssetDatabase
217Text-Based Scene Files
218Description of the Format
219An Example of a YAML Scene File
220YAML Class ID Reference
221Cache Server
222Modifying Source Assets Through Scripting
223Extending the Editor
224Editor Windows
225Property Drawers
226Custom Editors
227TreeView
228Running Editor Script Code on Launch
229Upgrade Guides
230Using the Automatic API Updater
231Upgrading to Unity 2019.2
232Upgrading to Unity 2019.1
233Upgrading to Unity 2018.3
234Upgrading to Unity 2018.2
235Upgrading to Unity 2018.1
236Upgrading to Unity 2017.3
237Upgrading to Unity 2017.2
238Upgrading to Unity 2017.1
239Upgrading to Unity 5.6
240Upgrading to Unity 5.5
241Upgrading to Unity 5.4
2425.4 Networking API Changes
243Upgrading to Unity 5.3
244Upgrading to Unity 5.2
245Upgrading to Unity 5.0
246AI in Unity 5.0
247Animation in Unity 5.0
248Audio in Unity 5.0
249Baked Data in Unity 5.0
250Plugins in Unity 5.0
251Physics in Unity 5.0
252Shaders in Unity 5.0
253Other Upgrade Notes for Unity 5.0
254Upgrading to Unity 4.0
255Upgrading to Unity 3.5
256Importing
257Importing Models
258Importing humanoid animations
259Importing non-humanoid animations
260Model Import Settings window
261Model tab
262Rig tab
263Avatar Mapping tab
264Avatar Muscle & Settings tab
265Avatar Mask window
266Human Template window
267Animation tab
268Euler curve resampling
269Extracting animation clips
270Loop optimization on Animation clips
271Curves
272Events
273Mask
274Motion
275Materials tab
276SketchUp Import Settings window
277SpeedTree Import Settings window
278Model tab
279Materials tab
280Supported Model file formats
281Limitations when importing from other applications
282Importing skinned Meshes
283Exporting from other applications
284Humanoid Asset preparation
2852D
286Gameplay in 2D
2872D Sorting
288Sprites
289Sprite Renderer
290Sprite Creator
291Sprite Editor
292Sprite Editor: Custom Outline
293Sprite Editor: Custom Physics Shape
294Sprite Editor: Secondary Textures
295Sorting Group
2969-slicing Sprites
297Sprite Masks
298Sprite Atlas
299Master and Variant Sprite Atlases
300Variant Sprite Atlas
301Sprite Atlas workflow
302Preparing Sprite Atlases for distribution
303Methods of distribution
304Late Binding
305Resolving different Sprite Atlas scenarios
306Sprite Packer Modes
307(Legacy) Sprite Packer
308Sprite Shape Renderer
309Tilemap
310Grid
311Tilemap Renderer
312Tile Assets
313Creating Tiles
314Creating Tilemaps
315Tile Palette
316Hexagonal Tilemaps
317Isometric Tilemaps
318Importing and preparing Sprites
319Creating an Isometric Tilemap
320Creating a Tile Palette for an Isometric Tilemap
321Tilemap Renderer Modes
322Scriptable Brushes
323Painting on Tilemaps
324Tilemap Collider 2D
325Scriptable Tiles
326TileBase
327Tile
328TileData
329TileAnimationData
330Other useful classes
331Scriptable Tile example
332Scriptable Brushes
333GridBrushBase
334GridBrushEditorBase
335Other useful classes
336Scriptable Brush example
337Physics Reference 2D
338Rigidbody 2D
339Collider 2D
340Circle Collider 2D
341Box Collider 2D
342Polygon Collider 2D
343Edge Collider 2D
344Capsule Collider 2D
345Composite Collider 2D
346Physics Material 2D
3472D Joints
348Distance Joint 2D
349Fixed Joint 2D
350Friction Joint 2D
351Hinge Joint 2D
352Relative Joint 2D
353Slider Joint 2D
354Spring Joint 2D
355Target Joint 2D
356Wheel Joint 2D
357Constant Force 2D
358Effectors 2D
359Area Effector 2D
360Buoyancy Effector 2D
361Point Effector 2D
362Platform Effector 2D
363Surface Effector 2D
364Graphics
365Graphics Overview
366Lighting
367Lighting overview
368Lighting Window
369Light Explorer
370Light sources
371Types of light
372The Light Inspector
373Using Lights
374Cookies
375Shadows
376Shadows
377Directional light shadows
378Global Illumination
379Lightmapping
380Lightmapping Settings
381Progressive GPU Lightmapper (Preview)
382Progressive CPU Lightmapper
383Lightmapping: Getting started
384Lightmap seam stitching
385UV overlap feedback
386Custom fall-off
387Enlighten
388Using precomputed lighting
389LOD and Realtime GI
390Lightmapping: Getting started
391Lightmap seam stitching
392UV overlap feedback
393Custom fall-off
394Lightmap Parameters
395Baked ambient occlusion
396LOD for baked lightmaps
397Light Probes
398Light Probes: Technical information
399Light Probe Groups
400Placing probes using scripting
401Light Probes for moving objects
402Light Probes and the Mesh Renderer
403Light Probe Proxy Volume component
404Reflection probes
405Types of Reflection Probe
406Using Reflection Probes
407Advanced Reflection Probe Features
408Reflection probe performance and optimisation
409Lighting Modes
410Lighting: Technical information and terminology
411Real-time lighting
412Mixed lighting
413Baked Indirect mode
414Shadowmask mode
415Shadowmask
416Distance Shadowmask
417Subtractive mode
418Baked lighting
419GI visualizations in the Scene view
420Lighting Data Asset
421Lightmap Directional Modes
422Lightmaps: Technical information
423Material properties and the GI system
424Global Illumination UVs
425Importing UVs from Autodesk® Maya® to Unity
426Generating Lightmap UVs
427GI cache
428Light troubleshooting and performance
429Related topics
430Linear rendering overview
431Linear or gamma workflow
432Gamma Textures with linear rendering
433Working with linear Textures
434Cameras
435Using more than one camera
436Using Physical Cameras
437Camera Tricks
438Understanding the View Frustum
439The Size of the Frustum at a Given Distance from the Camera
440Dolly Zoom (AKA the "Trombone" Effect)
441Rays from the Camera
442Using an Oblique Frustum
443Creating an Impression of Large or Small Size
444Occlusion Culling
445Dynamic resolution
446Materials, Shaders & Textures
447Textures
448Creating and Using Materials
449Standard Shader
450Content and Context
451Metallic vs Specular Workflow
452Material parameters
453Rendering Mode
454Albedo Color and Transparency
455Specular mode: Specular parameter
456Metallic mode: Metallic Parameter
457Smoothness
458Normal map (Bump mapping)
459Heightmap
460Occlusion Map
461Emission
462Secondary Maps (Detail Maps) & Detail Mask
463The Fresnel Effect
464Material charts
465Make your own
466Standard Particle Shaders
467Physically Based Rendering Material Validator
468Accessing and Modifying Material parameters via script
469Writing Shaders
470Legacy Shaders
471Usage and Performance of Built-in Shaders
472Normal Shader Family
473Vertex-Lit
474Diffuse
475Specular
476Bumped Diffuse
477Bumped Specular
478Parallax Diffuse
479Parallax Bumped Specular
480Decal
481Diffuse Detail
482Transparent Shader Family
483Transparent Vertex-Lit
484Transparent Diffuse
485Transparent Specular
486Transparent Bumped Diffuse
487Transparent Bumped Specular
488Transparent Parallax Diffuse
489Transparent Parallax Specular
490Transparent Cutout Shader Family
491Transparent Cutout Vertex-Lit
492Transparent Cutout Diffuse
493Transparent Cutout Specular
494Transparent Cutout Bumped Diffuse
495Transparent Cutout Bumped Specular
496Self-Illuminated Shader Family
497Self-Illuminated Vertex-Lit
498Self-Illuminated Diffuse
499Self-Illuminated Specular
500Self-Illuminated Normal mapped Diffuse
501Self-Illuminated Normal mapped Specular
502Self-Illuminated Parallax Diffuse
503Self-Illuminated Parallax Specular
504Reflective Shader Family
505Reflective Vertex-Lit
506Reflective Diffuse
507Reflective Specular
508Reflective Bumped Diffuse
509Reflective Bumped Specular
510Reflective Parallax Diffuse
511Reflective Parallax Specular
512Reflective Normal Mapped Unlit
513Reflective Normal mapped Vertex-lit
514Video overview
515Video Player component
516Migrating from MovieTexture to VideoPlayer
517Video Clips
518Video sources
519Video file compatibility
520Understanding video files
521Video transparency support
522Panoramic video
523Terrain Engine
524Creating and editing Terrains
525Create Neighbor Terrains
526Terrain tools
527Raise or Lower Terrain
528Paint Texture
529Set Height
530Smooth Height
531Stamp Terrain
532Terrain Layers
533Brushes
534Trees
535SpeedTree
536Wind Zones
537Grass and other details
538Working with Heightmaps
539Terrain settings
540Tree Editor
541Building Your First Tree
542Tree Basics
543Branch Group Properties
544Leaf Group Properties
545Tree - Wind Zones
546Particle Systems
547What is a Particle System?
548Using Particle Systems in Unity
549Particle System How-Tos
550A Simple Explosion
551Exhaust Smoke from a Vehicle
552Particle System vertex streams and Standard Shader support
553Particle System GPU Instancing
554Post-processing overview
555Anti-aliasing
556Ambient Occlusion
557Bloom
558Chromatic Aberration
559Color Grading
560Deferred Fog
561Depth of Field
562Auto Exposure
563Grain
564Motion Blur
565Screen Space Reflection
566Vignette
567Advanced Rendering Features
568High Dynamic Range Rendering
569HDR color picker
570Rendering Paths
571Level of Detail (LOD)
572Graphics API support
573DirectX
574Metal
575OpenGL Core
576Compute shaders
577Graphics Command Buffers
578GPU instancing
579Sparse Textures
580CullingGroup API
581Asynchronous Texture Upload
582Procedural Mesh Geometry
583Anatomy of a Mesh
584Using the Mesh Class
585Example - Creating a Quad
586Optimizing graphics performance
587Draw call batching
588Modeling characters for optimal performance
589Rendering Statistics Window
590Frame Debugger
591Optimizing Shader Load Time
592Texture Streaming
593Streaming Controller
594Texture Streaming API
595Layers
596Layer-based collision detection
597Graphics Reference
598Cameras Reference
599Camera
600Flare Layer
601GUI Layer (Legacy)
602Shader Reference
603Writing Surface Shaders
604Surface Shader examples
605Custom lighting models in Surface Shaders
606Surface Shader lighting examples
607Surface Shaders with DX11 / OpenGL Core Tessellation
608Writing vertex and fragment shaders
609Vertex and fragment shader examples
610Shader semantics
611Accessing shader properties in Cg/HLSL
612Providing vertex data to vertex programs
613Built-in shader include files
614Predefined Shader preprocessor macros
615Built-in shader helper functions
616Built-in shader variables
617Making multiple shader program variants
618GLSL Shader programs
619Shading Language used in Unity
620Shader Compilation Target Levels
621Shader data types and precision
622Using sampler states
623ShaderLab Syntax
624ShaderLab: Properties
625ShaderLab: SubShader
626ShaderLab: Pass
627ShaderLab: Culling & Depth Testing
628ShaderLab: Blending
629ShaderLab: Pass Tags
630ShaderLab: Stencil
631ShaderLab: Name
632ShaderLab: Legacy Lighting
633ShaderLab: Legacy Texture Combiners
634ShaderLab: Legacy Alpha Testing
635ShaderLab: Legacy Fog
636ShaderLab: Legacy BindChannels
637ShaderLab: UsePass
638ShaderLab: GrabPass
639ShaderLab: SubShader Tags
640ShaderLab: Fallback
641ShaderLab: CustomEditor
642ShaderLab: other commands
643Shader assets
644Advanced ShaderLab topics
645Unity's Rendering Pipeline
646Performance tips when writing shaders
647Rendering with Replaced Shaders
648Custom Shader GUI
649Using Depth Textures
650Camera's Depth Texture
651Platform-specific rendering differences
652Shader Level of Detail
653Texture arrays
654Debugging DirectX 11/12 shaders with Visual Studio
655Debugging DirectX 12 shaders with PIX
656Implementing Fixed Function TexGen in Shaders
657Particle Systems reference
658Particle System
659Particle System modules
660Particle System Main module
661Emission module
662Shape Module
663Velocity over Lifetime module
664Noise module
665Limit Velocity Over Lifetime module
666Inherit Velocity module
667Force Over Lifetime module
668Color Over Lifetime module
669Color By Speed module
670Size over Lifetime module
671Size by Speed module
672Rotation Over Lifetime module
673Rotation By Speed module
674External Forces module
675Collision module
676Triggers module
677Sub Emitters module
678Texture Sheet Animation module
679Lights module
680Trails module
681Custom Data module
682Renderer module
683Particle System Force Field
684Particle Systems (Legacy, prior to release 3.5)
685Ellipsoid Particle Emitter (Legacy)
686Mesh Particle Emitter (Legacy)
687Particle Animator (Legacy)
688Particle Renderer (Legacy)
689World Particle Collider (Legacy)
690Visual Effects Reference
691Halo
692Lens Flare
693Flare
694Line Renderer
695Trail Renderer
696Billboard Renderer
697Billboard Asset
698Projector
699Mesh Components
700Meshes
701Material
702Mesh Filter
703Mesh Renderer
704Skinned Mesh Renderer
705Text Mesh
706Text Asset
707Font
708Texture Components
709Textures
710Importing Textures
711Texture Types
712Texture compression formats for platform-specific overrides
713Render Texture
714Custom Render Textures
715Movie Textures
7163D Textures
717Texture arrays
718Rendering Components
719Cubemap
720Occlusion Area
721Occlusion Portals
722Skybox
723Reflection Probe
724LOD Group
725Rendering Pipeline Details
726Deferred shading rendering path
727Forward Rendering Path Details
728Legacy Deferred Lighting Rendering Path
729Vertex Lit Rendering Path Details
730Hardware Requirements for Unity's Graphics Features
731Graphics HOWTOs
732How do I Import Alpha Textures?
733How do I Make a Skybox?
734How do I make a Mesh Particle Emitter? (Legacy Particle System)
735How do I make a Spot Light Cookie?
736How do I fix the rotation of an imported model?
737Water in Unity
738Art Asset best practice guide
739Importing models from 3D modeling software
740How to do Stereoscopic Rendering
741Graphics Tutorials
742Shaders: ShaderLab and fixed function shaders
743Shaders: vertex and fragment programs
744Scriptable Render Pipeline
745Scriptable Render Pipeline (SRP) Batcher
746Light Explorer extension
747Physics
748Physics Overview
749Rigidbody overview
750Colliders
751Joints
752Character Controllers
753Continuous collision detection (CCD)
754Physics Debug Visualization
7553D Physics Reference
756Box Collider
757Capsule Collider
758Character Controller
759Character Joint
760Configurable Joint
761Constant Force
762Fixed Joint
763Hinge Joint
764Mesh Collider
765Rigidbody
766Sphere Collider
767Spring Joint
768Cloth
769Wheel Collider
770Terrain Collider
771Physic Material
772Physics HOWTOs
773Ragdoll Wizard
774Joint and Ragdoll stability
775Wheel Collider Tutorial
776Scripting
777Scripting Overview
778Creating and Using Scripts
779Variables and the Inspector
780Controlling GameObjects using components
781Event Functions
782Time and Framerate Management
783Creating and Destroying GameObjects
784Coroutines
785Namespaces
786Attributes
787Order of Execution for Event Functions
788Understanding Automatic Memory Management
789Platform dependent compilation
790Special folders and script compilation order
791Assembly Definitions
792Assembly Definition properties
793Managed code stripping
794.NET profile support
795Referencing additional class library assemblies
796Stable scripting runtime: known limitations
797Generic Functions
798Scripting restrictions
799Script Serialization
800Built-in serialization
801Custom serialization
802Script serialization errors
803UnityEvents
804What is a Null Reference Exception?
805Important Classes
806Vector Cookbook
807Understanding Vector Arithmetic
808Direction and Distance from One Object to Another
809Computing a Normal/Perpendicular vector
810The Amount of One Vector's Magnitude that Lies in Another Vector's Direction
811Scripting Tools
812Console Window
813Log Files
814Unity Test Runner
815Writing and executing tests in Unity Test Runner
816C# compiler
817IL2CPP
818Building a project using IL2CPP
819Compiler options
820Windows Runtime support
821How IL2CPP works
822Optimizing IL2CPP build times
823Managed bytecode stripping with IL2CPP
824Integrated development environment (IDE) support
825Debugging C# code in Unity
826Event System
827Messaging System
828Input Modules
829Supported Events
830Raycasters
831Event System Reference
832Event System Manager
833Graphic Raycaster
834Physics Raycaster
835Physics 2D Raycaster
836Standalone Input Module
837Touch Input Module
838Event Trigger
839C# Job System
840C# Job System Overview
841What is multithreading?
842What is a job system?
843The safety system in the C# Job System
844NativeContainer
845Creating jobs
846Scheduling jobs
847JobHandle and dependencies
848ParallelFor jobs
849ParallelForTransform jobs
850C# Job System tips and troubleshooting
851Multiplayer and Networking
852Multiplayer Overview
853Setting up a multiplayer project
854Using the Network Manager
855Using the Network Manager HUD
856The Network Manager HUD in LAN mode
857The Network Manager HUD in Matchmaker mode
858Converting a single-player game to Unity Multiplayer
859Debugging Information
860The Multiplayer High Level API
861Networking HLAPI System Concepts
862Networked GameObjects
863Player GameObjects
864Custom Player Spawning
865Spawning GameObjects
866Custom Spawn Functions
867Network Authority
868State synchronization
869Advanced State Synchronization
870Network visibility
871Customizing network visibility
872Scene GameObjects
873Actions and communication
874Remote Actions
875Network Manager callbacks
876NetworkBehaviour callbacks
877Network Messages
878Dealing with clients and servers
879Network clients and servers
880Host Migration
881Network Discovery
882Multiplayer Lobby
883Using the Transport Layer API
884NetworkReader and NetworkWriter serializers
885Setting up Unity Multiplayer
886Integrating the Multiplayer Service
887Integration using the HUD
888Integration using Unity's High-Level API
889Integration using NetworkTransport
890Common Errors
891Customized Matchmaking callbacks
892Networking Tips for Mobile devices.
893Multiplayer Component Reference
894Network Animator
895Network Discovery
896Network Identity
897Network Lobby Manager
898Network Lobby Player
899Network Manager HUD
900Network Manager
901Network Proximity Checker
902NetworkStartPosition
903Network Transform
904Network Transform Child
905Network Transform Visualizer
906Multiplayer Classes Reference
907NetworkBehaviour
908NetworkClient
909NetworkConnection
910NetworkServer
911NetworkServerSimple
912UnityWebRequest
913Common operations: using the HLAPI
914Retrieving text or binary data from an HTTP Server (GET)
915Retrieving a Texture from an HTTP Server (GET)
916Downloading an AssetBundle from an HTTP server (GET)
917Sending a form to an HTTP server (POST)
918Uploading raw data to an HTTP server (PUT)
919Advanced operations: Using the LLAPI
920Creating UnityWebRequests
921Creating UploadHandlers
922Creating DownloadHandlers
923Audio
924Audio Overview
925Audio files
926Tracker Modules
927Audio Mixer
928An overview of the concepts and AudioMixer
929Specifics on the AudioMixer window
930AudioGroup Inspector
931Overview of Usage and API
932Native Audio Plugin SDK
933Audio Spatializer SDK
934Audio Profiler
935Ambisonic Audio
936Audio Reference
937Audio Clip
938Audio Listener
939Audio Source
940Audio Mixer
941Audio Filters
942Audio Low Pass Filter
943Audio High Pass Filter
944Audio Echo Filter
945Audio Distortion Filter
946Audio Reverb Filter
947Audio Chorus Filter
948Audio Effects
949Audio Low Pass Effect
950Audio High Pass Effect
951Audio Echo Effect
952Audio Flange Effect
953Audio Distortion Effect
954Audio Normalize Effect
955Audio Parametric Equalizer Effect
956Audio Pitch Shifter Effect
957Audio Chorus Effect
958Audio Compressor Effect
959Audio SFX Reverb Effect
960Audio Low Pass Simple Effect
961Audio High Pass Simple Effect
962Reverb Zones
963Microphone
964Audio Settings
965Animation
966Animation System Overview
967Animation Clips
968Animation from external sources
969Humanoid Avatars
970Animation Window Guide
971Using the Animation view
972Creating a new Animation Clip
973Animating a GameObject
974Using Animation Curves
975Editing Curves
976Key manipulation in Dopesheet mode
977Key manipulation in Curves mode
978Objects with Multiple Moving Parts
979Using Animation Events
980Animator Controllers
981The Animator Controller Asset
982The Animator Window
983Animation State Machines
984State Machine Basics
985Animation Parameters
986State Machine Transitions
987State Machine Behaviours
988Sub-State Machines
989Animation Layers
990Solo and Mute functionality
991Target Matching
992Inverse Kinematics
993Root Motion - how it works
994Tutorial: Scripting Root Motion for "in-place" humanoid animations
995Blend Trees
9961D Blending
9972D Blending
998Direct Blending
999Additional Blend Tree Options
1000Animation Blend Shapes
1001Animator Override Controllers
1002Retargeting of Humanoid animations
1003Performance and optimization
1004Animation Reference
1005Animator component
1006Animator Controller
1007Creating an AnimatorController
1008Animation States
1009Animation transitions
1010Animation FAQ
1011Playables API
1012The PlayableGraph
1013ScriptPlayable and PlayableBehaviour
1014Playables Examples
1015A Glossary of animation terms
1016Timeline
1017Timeline overview
1018Timeline workflows
1019Creating a Timeline Asset and Timeline instance
1020Recording basic animation with an Infinite clip
1021Converting an Infinite clip to an Animation clip
1022Creating humanoid animation
1023Using Animation Override Tracks and Avatar Masking
1024Timeline Editor window
1025Timeline Preview and Timeline Selector
1026Timeline Playback Controls
1027Track List
1028Adding tracks
1029Selecting tracks
1030Duplicating tracks
1031Deleting tracks
1032Locking tracks
1033Muting tracks
1034Reordering tracks and rendering priority
1035Organizing tracks into Track groups
1036Hiding and showing Track groups
1037Clips view
1038Navigating the Clips view
1039Adding clips
1040Selecting clips
1041Positioning clips
1042Tiling clips
1043Duplicating clips
1044Trimming clips
1045Splitting clips
1046Resetting clips
1047Changing clip play speed
1048Setting gap extrapolation
1049Easing-in and Easing-out clips
1050Blending clips
1051Matching clip offsets
1052Curves view
1053Hiding and showing curves
1054Navigating the Curves view
1055Selecting keys
1056Adding keys
1057Editing keys
1058Changing interpolation and shape
1059Deleting keys
1060Timeline Settings
1061Timeline and the Inspector Window
1062Setting Timeline properties
1063Setting Track properties
1064Activation Track properties
1065Animation Track properties
1066Setting Clip properties
1067Activation Clip properties
1068Animation Clip common properties
1069Animation Clip playable asset properties
1070Audio Clip properties
1071Playable Director component
1072Timeline glossary
1073User interfaces (UI)
1074UIElements Developer Guide
1075The Visual Tree
1076The Layout Engine
1077The UXML format
1078Writing UXML Templates
1079Loading UXML from C#
1080UXML elements reference
1081UQuery
1082Styles and Unity style sheets
1083USS selectors
1084USS Properties types
1085USS supported properties
1086USS Writing style sheets
1087The Event System
1088Dispatching Events
1089Responding to Events
1090Supporting drag and drop
1091Synthesizing Events
1092Event Type Reference
1093Built-in Controls
1094Bindings
1095Supporting IMGUI
1096ViewData persistence
1097Unity UI: Unity User Interface
1098Canvas
1099Basic Layout
1100Visual Components
1101Interaction Components
1102Animation Integration
1103Auto Layout
1104Rich Text
1105UI Reference
1106Rect Transform
1107Canvas Components
1108Canvas
1109Canvas Scaler
1110Canvas Group
1111Canvas Renderer
1112Visual Components
1113Text
1114Image
1115Raw Image
1116Mask
1117RectMask2D
1118UI Effect Components
1119Shadow
1120Outline
1121Position as UV1
1122Interaction Components
1123Selectable Base Class
1124Transition Options
1125Navigation Options
1126Button
1127Toggle
1128Toggle Group
1129Slider
1130Scrollbar
1131Dropdown
1132Input Field
1133Scroll Rect
1134Auto Layout
1135Layout Element
1136Content Size Fitter
1137Aspect Ratio Fitter
1138Horizontal Layout Group
1139Vertical Layout Group
1140Grid Layout Group
1141UI How Tos
1142Designing UI for Multiple Resolutions
1143Making UI elements fit the size of their content
1144Creating a World Space UI
1145Creating UI elements from scripting
1146Creating Screen Transitions
1147Immediate Mode GUI (IMGUI)
1148IMGUI Basics
1149Controls
1150Customization
1151IMGUI Layout Modes
1152Extending IMGUI
1153GUI Skin (IMGUI System)
1154GUI Style (IMGUI System)
1155Navigation and Pathfinding
1156Navigation Overview
1157Navigation System in Unity
1158Inner Workings of the Navigation System
1159Building a NavMesh
1160NavMesh building components
1161NavMesh Surface
1162NavMesh Modifier
1163NavMesh Modifier Volume
1164NavMesh Link
1165NavMesh building components API
1166Advanced NavMesh Bake Settings
1167Creating a NavMesh Agent
1168Creating a NavMesh Obstacle
1169Creating an Off-mesh Link
1170Building Off-Mesh Links Automatically
1171Building Height Mesh for Accurate Character Placement
1172Navigation Areas and Costs
1173Loading Multiple NavMeshes using Additive Loading
1174Using NavMesh Agent with Other Components
1175Navigation Reference
1176NavMesh Agent
1177Nav Mesh Obstacle
1178Off-Mesh Link
1179Navigation How-Tos
1180Telling a NavMeshAgent to Move to a Destination
1181Moving an Agent to a Position Clicked by the Mouse
1182Making an Agent Patrol Between a Set of Points
1183Coupling Animation and Navigation
1184Unity Services
1185Setting up your project for Unity Services
1186Unity Organizations
1187Subscriptions and seats
1188Managing your Organization
1189Managing your Organization’s Projects
1190Transfer a Project to a new Organization
1191Working with Unity Teams
1192Unity Ads
1193Unity developer integration
1194Unity Analytics
1195Unity Analytics Overview
1196Setting Up Analytics
1197Analytics Dashboard
1198Overview page
1199Data Explorer
1200Funnel Analyzer page
1201Segment Builder
1202Remote Settings page
1203Livestream page
1204Raw Data Export page
1205Event Manager
1206Configure page
1207Market Insights
1208Analytics events
1209Core Events
1210Standard Events
1211Custom Events
1212Custom Event scripting
1213Analytics Event Tracker
1214Analytics event parameters
1215Analytics Event limits
1216Funnels
1217Remote Settings
1218Creating and changing Remote Settings
1219Using Remote Settings in a Unity project
1220Remote Settings network requests
1221Enabling Remote Settings
1222Managing Remote Settings in the Unity Editor
1223Remote Settings component
1224Remote Settings scripting
1225Testing Remote Settings
1226Unity Analytics A/B Testing
1227Monetization
1228Receipt Verification
1229User Attributes
1230Unity Analytics Raw Data Export
1231Data reset
1232Upgrading Unity Analytics
1233Upgrade Unity Analytics 4.x-5.1 (SDK) to 5.2 onwards
1234Upgrade Unity Analytics 5.1 to 5.2 onwards
1235Unity Analytics Re-integrate SDK to 5.1
1236What to Do if Project IDs Don't Match
1237COPPA Compliance
1238Unity Analytics and the EU General Data Protection Regulation (GDPR)
1239Unity Analytics DataPrivacy API
1240Analytics Metrics, Segments, and Terminology
1241Unity Cloud Build
1242Automated Build Generation
1243Supported platforms
1244Supported versions of Unity
1245Version control systems
1246Using the Unity Developer Dashboard to configure Unity Cloud Build for Git
1247Using the Unity Editor to configure Unity Cloud Build for Git
1248Using the Unity Developer Dashboard to configure Unity Cloud Build for Mercurial
1249Using the Unity Editor to configure Unity Cloud Build for Mercurial
1250Using Apache Subversion (SVN) with Unity Cloud Build
1251Using the Unity Developer Dashboard to configure Unity Cloud Build for Perforce
1252Using the Unity Editor to configure Unity Cloud Build for Perforce
1253Building for iOS
1254Advanced options
1255Development builds
1256Pre- and post-export methods
1257Xcode frameworks
1258Custom scripting #define directives
1259Including specific Scenes
1260Build manifest
1261Build manifest as JSON
1262Build manifest as ScriptableObject
1263Cloud Build REST API
1264Unity IAP
1265Setting up Unity IAP
1266Configuring for Apple App Store and Mac App Store
1267Configuring for Google Play Store
1268Configuring for Windows Store
1269Configuration for the Amazon Appstore
1270Samsung Galaxy IAP configuration
1271Cross Platform Guide
1272Codeless IAP
1273Defining products
1274Subscription Product support
1275Initialization
1276Browsing Product Metadata
1277Initiating Purchases
1278Processing Purchases
1279Handling purchase failures
1280Restoring Transactions
1281Purchase Receipts
1282Receipt validation
1283Store Extensions
1284Cross-store installation issues with Android in-app purchase stores
1285Store Guides
1286iOS & Mac App Stores
1287Universal Windows Platform
1288Google Play
1289Amazon Appstore and Amazon Underground Store
1290Samsung Galaxy apps
1291CloudMoolah MOO store
1292Unity IAP Xiaomi integration guide
1293Unity Channel SDK and API extensions
1294Implementing a Store
1295Initialization
1296Retrieving products
1297Handling purchases
1298Store Modules
1299Registering your store
1300Store Configuration
1301Store Extensions
1302IAP Promo
1303IAP Promo integration
1304IAP Promo Product Catalogs
1305Promotions
1306Native Promos
1307Unity Collaborate
1308Setting up Unity Collaborate
1309Adding team members to your Unity Project
1310Viewing history
1311Enabling Cloud Build with Collaborate
1312Managing Unity Editor versions
1313Reverting files
1314Resolving file conflicts
1315Excluding Assets from publishing to Collaborate
1316Publishing individual files to Collaborate
1317Restoring previous versions of a project
1318In-Progress edit notifications
1319Managing cloud storage
1320Moving your Project to another version control system
1321Collaborate troubleshooting tips
1322Unity Cloud Diagnostics
1323Unity Integrations
1324Multiplayer Services
1325XR
1326XR SDKs
1327Google VR
1328Google VR hardware and software requirements
1329Google VR quick start guide
1330Supported APIs and SDKs
1331Google VR controllers and input devices
1332Google VR features overview
1333Unity Google VR Video Async Reprojection
1334Google VR resources and troubleshooting
1335Vuforia
1336Vuforia hardware and software requirements
1337Vuforia quick start guide
1338Setting up your Project for Vuforia
1339Setting up Image Targets
1340Importing and activating the Target Database in Unity
1341Adding Image Targets to your Scene
1342Displaying 3D models on top of tracked images
1343Vuforia platform configuration settings
1344Vuforia tips, troubleshooting and resources
1345Windows Mixed Reality
1346WMR hardware and software requirements
1347*WMR* quick start guide
1348WMR input and interaction concepts
1349WMR testing during development
1350HoloLens WorldAnchor persistence
1351HoloLens Anchor Sharing
1352HoloLens Web Camera
1353HoloLens photo capture
1354HoloLens video capture
1355HoloLens Spatial Mapping
1356Spatial Mapping components
1357SpatialMapping General Settings
1358Spatial Mapping Collider
1359Spatial Mapping Renderer
1360Spatial Mapping low level API
1361Spatial Mapping common troubleshooting issues
1362Unity XR Input
1363Input for Windows Mixed Reality
1364Input for OpenVR controllers
1365Input for Oculus
1366Daydream Controllers
1367XR API reference
1368Mixed Reality Devices
1369VR overview
1370VR devices
1371Oculus
1372OpenVR
1373Single Pass Stereo rendering (Double-Wide rendering)
1374Single Pass Instanced rendering
1375Single-Pass Stereo Rendering for HoloLens
1376VR Audio Spatializers
1377VR frame timing
1378Open-source repositories
1379How to contribute to Unity
1380Step 1: Get a Bitbucket account
1381Step 2: Fork the repository you want to contribute to
1382Step 3: Clone your fork
1383Step 4: Apply modifications to your fork
1384Step 5: Open a pull request on Bitbucket
1385Step 6: Wait for feedback
1386Further Reading
1387FAQ
1388Asset Store Publishing
1389Adding Keywords to Assets
1390Asset Store Publisher Administration
1391Asset Store FAQ
1392Asset Store Publishing Guide
1393DeprecateAssetGuide
1394Asset Store Manual
1395Publisher Admin Section Overview
1396Setting up Google Analytics
1397Viewing the status of your Asset Store submissions
1398Refunding your customers
1399Removing your Assets from the Asset Store
1400Providing support
1401Asset Store promotions
1402Platform-specific
1403Standalone
1404Standalone Player settings
1405Multi-display
1406macOS
1407macOS Player: IL2CPP Scripting Backend
1408macOS Player: C++ source code plugins for IL2CPP
1409Delivering your application to the Mac App Store
1410Apple TV
1411Building games for Apple TV
1412Apple TV Player settings
1413WebGL
1414WebGL Player settings
1415Getting started with WebGL development
1416WebGL Browser Compatibility
1417Building and running a WebGL project
1418WebGL: Deploying compressed builds
1419Debugging and troubleshooting WebGL builds
1420WebGL Graphics
1421WebGL Networking
1422Using Audio In WebGL
1423WebGL performance considerations
1424Embedded Resources on WebGL
1425Memory in WebGL
1426WebGL: Interacting with browser scripting
1427Using WebGL Templates
1428Cursor locking and full-screen mode in WebGL
1429Input in WebGL
1430iOS
1431Getting started with iOS development
1432Unity iOS Basics
1433iOS account setup
1434Inside the iOS build process
1435Structure of a Unity XCode Project
1436Customizing an iOS Splash Screen
1437iOS Hardware Guide
1438iOS Player settings
1439iOS 2D Texture Overrides
1440Upgrading to 64-bit iOS
1441iOS Advanced Topics
1442Unity Remote
1443iOS Scripting
1444iOS Game Controller support
1445Advanced Unity Mobile Scripting
1446Optimizing Performance on iOS
1447iOS-specific optimizations
1448Measuring performance with the built-in profiler
1449Optimizing the size of the built iOS Player
1450Optimizing Physics Performance
1451Building Plugins for iOS
1452Preparing your application for In-App Purchases (IAP)
1453Customising WWW requests on iOS
1454App thinning
1455Managed stack traces on iOS
1456Features currently not supported by Unity iOS
1457Troubleshooting on iOS devices
1458Reporting crash bugs on iOS
1459Android
1460Getting started with Android development
1461Android environment setup
1462Unity Remote
1463Troubleshooting Android development
1464Building apps for Android
1465Reporting crash bugs under Android
1466Support for APK expansion files (OBB)
1467Android Scripting
1468Advanced Unity mobile scripting
1469Building and using plug-ins for Android
1470AAR plug-ins and Android Libraries
1471JAR plug-ins
1472Extending the UnityPlayerActivity Java Code
1473Native (C++) plug-ins for Android
1474Using Java or Kotlin source files as plug-ins
1475Customizing an Android Splash Screen
1476Single-Pass Stereo Rendering for Android
1477Android Player settings
1478Android 2D Textures Overrides
1479Gradle for Android
1480Gradle troubleshooting
1481Android Manifest
1482Requesting Permissions
1483App patching for fast development iteration
1484Facebook
1485Getting started with Facebook development
1486Facebook Player settings
1487Windows
1488Windows General
1489Windows standalone Player build binaries
1490Windows Debugging
1491WindowsLowIntegrity
1492Windows Player: IL2CPP Scripting Backend
1493Windows Player: IL2CPP build files
1494Windows Player: C++ source code plugins for IL2CPP
1495Universal Windows Platform
1496Getting Started
1497Universal Windows Platform: Deployment
1498Universal Windows Platform: Profiler
1499Universal Windows Platform: Command line arguments
1500Universal Windows Platform: Association launching
1501AppCallbacks class
1502Universal Windows Platform: WinRT API in C# scripts
1503Universal Windows Player settings
1504Universal Windows Platform: IL2CPP scripting back end
1505Universal Windows Platform: Generated project with IL2CPP scripting backend
1506Universal Windows Platform: Plugins on IL2CPP Scripting Backend
1507Universal Windows Platform: Debugging on IL2CPP Scripting Backend
1508FAQ
1509Universal Windows Platform: Examples
1510Universal Windows Platform: Code snippets
1511Known issues
1512Mobile Developer Checklist
1513Crashes
1514Profiling
1515Optimizations
1516Practical guide to optimization for mobiles
1517Graphics Methods
1518Scripting and Gameplay Methods
1519Rendering Optimizations
1520Optimizing Scripts
1521Experimental
1522Scripted Importers
1523Look Dev
1524Overview
1525The Look Dev view
1526Control panel
1527Settings menu
1528Views menu
1529HDRI environments in Look Dev
1530The HDRI view
1531HDRI menus
1532Environment Shadow
1533Legacy Topics
1534Windows Store: Windows SDKs
1535Windows Phone 8.1
1536Windows Phone 8.1: Debugging
1537Windows 8.1 Universal Applications
1538Universal Windows 10 Applications: Getting Started
1539Asset Server (Team License)
1540Setting up the Asset Server
1541Legacy Asset Bundles
1542Creating Asset Bundles in Unity 4
1543Managing Asset Dependencies in Unity 4
1544Legacy Animation System
1545Animation
1546Animation Scripting (Legacy)
1547Legacy GUI
1548GUI Text (Legacy UI Component)
1549GUI Texture (Legacy UI Component)
1550Legacy Unity Analytics (SDK Workflow)
1551Basic Integration (SDK)
1552Import SDK
1553Create Game Script
1554Attach Game Script
1555Play To Validate
1556Advanced Integration (SDK)
1557Custom Events
1558Monetization
1559Receipt Verification
1560User Attributes
1561LegacyUnityRemote
1562Unity Remote
1563Unity Remote 3 (DEPRECATED)
1564Best practice guides
1565Understanding optimization in Unity
1566Profiling
1567Memory
1568Coroutines
1569Asset auditing
1570Understanding the managed heap
1571Strings and text
1572The Resources folder
1573General Optimizations
1574Special optimizations
1575Making believable visuals in Unity
1576Preparing Assets for Unity
1577Preparing render settings in Unity
1578Lighting strategy
1579Modeling
1580Shading
1581Outdoor lighting and Scene setup
1582Indoor and local lighting
1583Understanding post-processing
1584Dynamic lighting
1585Best Practice: Setting up the Lighting Pipeline
1586Expert guides
1587New in Unity 2019.2
1588Glossary