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.
当你为游戏对象附加一个组件,该组件有不同的值或属性,它们可以在你建立游戏时在编辑器里进行调整,或者在运行游戏时由脚本来调整。
Make sure your GameObject has a Collider Component attached to it.
确保你的游戏对象有一个碰撞器组件连接到它。
They might collide with a GameObject that only contains a Collider.
可以和只包含碰撞器的游戏对象碰撞。
There are some other specialized scenarios for using this GameObject.
这类游戏对象还有许多其他的独特使用情景。
Once sound files are imported, they can be attached to any GameObject.
一旦声音文件被导入,它们可以被附加到任何游戏对象上。
Static Collider is a GameObject that has a Collider but not a Rigidbody.
一个静态碰撞器是一个包含碰撞器但不含刚体的游戏对象。
When you drag a mesh to the scene, you are creating a GameObject that has a mesh Renderer Component.
当你将其拖动到场景中时,你就已经创建了一个具有网格渲染器组件的游戏对象。
You can adjust the Transform of any GameObject from the Scene View, the Inspector, or through Scripting.
可以从场景视图、检视面板、或通过脚本调整任意gameobject的变换。
Remember that you can always use the Inspector to see which Components are attached to the selected GameObject.
记住,你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。
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.
如果你要使用一个纹理或声音文件,你必须将它添加到一个已存在于场景或项目中的游戏对象上。
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.
一旦声音文件被导入,它们可以被附加到任何游戏对象上。当你将它拖到一个游戏对象上时,音频文件将自动创建一个音频源组件。
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 '标签的游戏对象将不包含在发布的作品中,这对于调试那些不需要包含在最终游戏里的脚本是非常有用的。
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 '标签的游戏对象将不包含在发布的作品中,这对于调试那些不需要包含在最终游戏里的脚本是非常有用的。
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