![]() ![]() This setting is only available when Texture Shape is set to Cube. Selecting Cube displays different mapping options. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. You could use this for Skyboxes or Reflection Probes A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The six squares form the faces of an imaginary cube that surrounds an object each face represents the view along the directions of the world axes (up, down, left, right, forward and back). This defines the Texture as a cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. These are used to map textures to 3D meshes and GUI elements, among other project elements. This is the most common setting for all Textures it defines the image file as a 2D Texture. ![]() Use this to define the shape of the Texture. Use this to select and define the shape and structure of the Texture. The second property in the Texture Importer is the Texture Shape. Select this if you only need one channel in the Texture. This option enables encoding into a specific format (RGBM or dLDR, depending on the platform) and a post-processing step on Texture data (a push-pull dilation pass). Lightmaps are overlaid on top of scene geometry to create the effect of lighting. Select this if you are using the Texture as a Lightmap A pre-rendered texture that contains the effects of light sources on static objects in the scene. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Select this to set your Texture up with the basic parameters used for the Cookies of your Scene A Scene contains the environments and menus of your game. Select this if you are using the Texture as a custom cursor. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. Select this if you are using the Texture in a 2D game as a Sprite A 2D graphic objects. Select this if you are using the Texture on any HUD or GUI controls. See Importing Textures for more information on normal mapping. Select this to turn the color channels into a format suitable for real-time normal mapping. It provides access to most of the properties for Texture importing. This is the most common setting used for all Textures. The other properties in the Texture Importer change depending on which one you choose. Use this to define what your Texture is to be used for. See documentation on Texture types for more information on each type. Use this to select the type of Texture you want to create from the source image file. The first property in the Texture Importer is the Texture Type. Click Advanced in the Inspector window to view these. ![]() Note that some of the less commonly used properties are hidden by default. The Texture Importer opens in the Inspector window. To access the Texture Importer, select the image file in the Project window. The Texture Importer defines how images are imported from your project’s Assets folder into the Unity Editor. See in Glossary window is split into two sections: the Texture Importer above, and the Preview below. ![]() The Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. This flattening happens internally to Unity, not to the PSD file itself, and is optional, so you can continue to save and import your PSD files with layers intact. This extends to multi-layer Photoshop or TIFF files, which are automatically flattened on import so that there is no size penalty for your game. As long as the image meets the size requirements specified below, it is imported and optimized for game use (although any Shaders you use for your GameObjects have specific Texture requirements). Unity recognises any image or movie file in a 3D project’s Assets folder as a Texture (in 2D projects, they are saved as Sprites). This page details the properties you need to manage for your Textures. See in Glossary to give them a visual effect. A GameObject’s functionality is defined by the Components attached to it. Textures are image or movie files that lay over or wrap around your GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |