• Make sure your GameObject has a Collider Component attached to it.

    确保游戏对象一个碰撞器组件连接

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  • They might collide with a GameObject that only contains a Collider.

    可以包含碰撞的游戏对象碰撞。

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  • GetComponents Returns all components of type type in the GameObject.

    游戏物体返回全部Type类型组件

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  • There are some other specialized scenarios for using this GameObject.

    游戏对象还有许多其他独特使用情景

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  • Once sound files are imported, they can be attached to any GameObject.

    一旦声音文件导入它们可以附加任何游戏对象上

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  • In Unity, you add components to a GameObject to give it functionality.

    Unity中我们可以通过一个物体组件添加功能。

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  • Static Collider is a GameObject that has a Collider but not a Rigidbody.

    静态碰撞一个包含碰撞器含刚体的游戏对象

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  • You can attach any number or combination of Components to a single GameObject.

    可以任意数量组合组件添加一个单一游戏对象。

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  • The original GameObject in the Hierarchy have now become an instance of the Prefab.

    继承树中的原始游戏对象已经变成了预置一个实例

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  • When you drag a mesh to the scene, you are creating a GameObject that has a mesh Renderer Component.

    将其拖动场景中时,你就已经创建了一个具有网格渲染器组件游戏对象。

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  • You can adjust the Transform of any GameObject from the Scene View, the Inspector, or through Scripting.

    可以场景视图检视面板通过脚本调整任意gameobject变换

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  • Remember that you can always use the Inspector to see which Components are attached to the selected GameObject.

    记住始终可以使用检视视图,看看哪些组件连接到了选定的游戏对象。

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  • If you are working with a texture or a sound file, you will have to add it to a GameObject that already exists in the Scene or Project.

    如果使用纹理声音文件,你必须添加一个存在场景或项目中的游戏对象上。

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  • It is worth pointing out that the Transform values in the Inspector of any Child GameObject are displayed relative to the Parent's Transform values.

    需要特别指出是,检视面板任何游戏物体显示变换相对变换的值。

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  • The Transform Component just happens to be critical to all GameObjects, so each GameObject has one. But GameObjects can contain other Components as well.

    变换组件仅仅所有游戏对象决定性组件,所以每个游戏对象一个,游戏对象可以包含其他组件

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  • Look at the image below. It is an empty GameObject with an Audio Source Component. All the values of the Audio Source in the Inspector are the default values.

    如下所示一个具有音频组件对象,检视视图音频源的所有默认值。

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  • You can create a Parent by dragging any GameObject in the Hierarchy View onto another. This will create a Parent-Child relationship between the two GameObjects.

    同在层级视图任意游戏物体另一个上面可以创建物体,这会两个游戏物体直接创建父子关系

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  • For example, if you have an airplane, you would model two versions. One where the plane consists of a single GameObject with Mesh Renderer and scripts for airplane physics.

    例如如果飞机准备两个版本模型,其中一个飞机包含单个游戏物体带有网格渲染器飞机物理学的脚本

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  • Once sound files are imported, they can be attached to any GameObject. The Audio file will create an Audio Source Component automatically when you drag it onto a GameObject.

    一旦声音文件导入它们可以附加任何游戏对象上。个游戏对象上时,音频文件自动创建一个音频组件

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  • When the Audio Listener is attached to a GameObject in your scene, any Sources that are close enough to the Listener will be picked up and output to the computer's speakers.

    音频监听场景中的一个游戏对象,任何音频源,如果足够接近侦听就会获取输出计算机扬声器

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  • When the Audio Listener is attached to a GameObject in your scene, any Sources that are close enough to the Listener will be picked up and output to the computer's speakers.

    音频侦听添加场景里得某个游戏对象上时候,如果某些音频距离侦听器足够就会捕捉到输出电脑的扬声器。

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  • A rocket launcher instantiates a rocket Prefab when the user presses fire. The Prefab contains a mesh, Rigidbody, Collider, and a child GameObject that contains a trail particle system.

    用户按下开火时,火箭发射器实例个火箭预置物体。预置物体包含一个网格刚体碰撞个子游戏物体包含的粒子系统拖尾

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  • Any GameObject in a scene that is tagged with 'EditorOnly' will be not be included in the published build. This is useful for debugging scripts that don't need to be included in the final game.

    任何一个标有' EditorOnly '标签的游戏对象包含发布作品中,对于调试那些需要包含在最终游戏里的脚本非常有用的。

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  • When you attach a Component to a GameObject, there are different values or Properties in the Component that can be adjusted in the editor while building a game, or by scripts when running the game.

    游戏对象附加一个组件组件不同属性,它们可以建立游戏在编辑里进行调整或者运行游戏脚本来调整。

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  • When you attach a Component to a GameObject, there are different values or Properties in the Component that can be adjusted in the editor while building a game, or by scripts when running the game.

    游戏对象附加一个组件组件不同属性,它们可以建立游戏在编辑里进行调整或者运行游戏脚本来调整。

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