Π§ΡΠΎ ΡΠ°ΠΊΠΎΠ΅ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ Π² ΡΠ½ΠΈΡΠΈ
Using the Inspector (ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΏΠ°Π½Π΅Π»ΠΈ Inspector)
Inspecting Game Objects
ΠΠ°Π½Π΅Π»Ρ Inspector ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΡΡ Π΄Π»Ρ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ ΠΏΡΠΎΡΠΌΠ°ΡΡΠΈΠ²Π°ΡΡ ΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ Π‘Π²ΠΎΠΉΡΡΠ²Π° ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² ΡΠ°Π·Π»ΠΈΡΠ½ΡΠΌΠΈ ΡΠΏΠΎΡΠΎΠ±Π°ΠΌΠΈ.
When you select a GameObject in the Hierarchy or Scene View, the Inspector will show the Properties of all Components and Materials on that object and allow you to edit them. The image above shows the inspector with the default 3D camera GameObject selected. In addition to the objectβs position, rotation and scale values, all the properties of the camera are available to edit.
Inspecting Script Variables
When Game Objects have custom Script components attached, the public variables of that script are also shown in the inspector and can be viewed and edited like the properties of Unityβs built-in components. This allows you to set parameters and default values in your scripts easily without modifying the code.
Inspecting Assets
When an Asset is selected in your Project Window, the Inspector will show you the settings related to how that asset is imported and used at runtime. Each type of asset will have a different arrangement of settings. Below are some examples of the inspector showing the import settings for other asset types:
Inspector ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ Π³Π΅ΠΉΠΌΠΎΠ±ΡΠ΅ΠΊΡΠ° c ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌΠΈ Inspector ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ Π³Π΅ΠΉΠΌΠΎΠ±ΡΠ΅ΠΊΡΠ° c ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌΠΈ Inspector ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ Π³Π΅ΠΉΠΌΠΎΠ±ΡΠ΅ΠΊΡΠ° c ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°ΠΌΠΈ
Project Settings
Π§ΡΠΎ ΡΠ°ΠΊΠΎΠ΅ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ Π² ΡΠ½ΠΈΡΠΈ
ΠΡΠ±ΠΎΠ΅ ΠΎΡΠΎΠ±ΡΠ°ΠΆΡΠ½Π½ΠΎΠ΅ Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅ ΡΠ²ΠΎΠΉΡΡΠ²ΠΎ ΠΌΠΎΠΆΠ½ΠΎ ΠΈΠ·ΠΌΠ΅Π½ΡΡΡ Π½Π°ΠΏΡΡΠΌΡΡ. ΠΠ°ΠΆΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ ΡΠΊΡΠΈΠΏΡΠ° ΠΌΠΎΠ³ΡΡ ΠΈΠ·ΠΌΠ΅Π½ΡΡΡΡΡ Π±Π΅Π· ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ ΡΠ°ΠΌΠΎΠ³ΠΎ ΡΠΊΡΠΈΠΏΡΠ°. ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅ Π΄Π»Ρ ΡΠΊΡΠΏΠ΅ΡΠΈΠΌΠ΅Π½ΡΠΎΠ² Π² ΠΏΡΡΠΌΠΎΠΌ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ ΠΈ ΡΠ΅ΠΌ ΡΠ°ΠΌΡΠΌ ΠΏΡΠΈΠ΄ΡΠΌΠ°ΡΡ ΠΊΠ°ΠΊΠΈΠ΅-Π½ΠΈΠ±ΡΠ΄Ρ ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ Π΄Π»Ρ Π²Π°ΡΠ΅ΠΉ ΠΈΠ³ΡΡ. Π ΡΠΊΡΠΈΠΏΡΠ΅, Π΅ΡΠ»ΠΈ Π²Ρ Π·Π°Π΄Π°Π»ΠΈ public ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠ½ΠΎΠ³ΠΎ ΡΠΈΠΏΠ° (Π²ΡΠΎΠ΄Π΅ GameObject ΠΈΠ»ΠΈ Transform), Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΠ΅ΡΠ΅ΡΡΠ½ΡΡΡ GameObject ΠΈΠ»ΠΈ ΠΏΡΠ΅ΡΠ°Π± Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ, ΡΡΠΎΠ±Ρ Π΅Π³ΠΎ Π½Π°Π·Π½Π°ΡΠΈΡΡ.
ΠΠ°ΠΆΠΌΠΈΡΠ΅ Π½Π° Π²ΠΎΠΏΡΠΎΡΠΈΡΠ΅Π»ΡΠ½ΡΠΉ Π·Π½Π°ΠΊ ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠΌΠ΅Π½Π΅ΠΌ Π»ΡΠ±ΠΎΠ³ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ° Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅, ΡΡΠΎΠ±Ρ ΠΎΡΠΊΡΡΡΡ ΡΡΡΠ°Π½ΠΈΡΡ ΡΠΏΡΠ°Π²ΠΊΠΈ ΠΏΠΎ ΡΡΠΎΠΌΡ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ.
ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ² ΠΈΠ· ΠΌΠ΅Π½Ρ Component
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π½Π°ΠΆΠ°ΡΡ Π½Π° ΠΈΠΊΠΎΠ½ΠΊΡ ΠΌΠ°Π»Π΅Π½ΡΠΊΠΎΠΉ ΡΠ΅ΡΡΠ΅ΡΠ½ΠΈ (ΠΈΠ»ΠΈ ΠΏΡΠ°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΎΠΉ ΠΏΠΎ ΠΈΠΌΠ΅Π½ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°), ΡΡΠΎΠ±Ρ ΠΎΡΠΊΡΡΡΡ ΠΊΠΎΠ½ΡΠ΅ΠΊΡΡΠ½ΠΎΠ΅ ΠΌΠ΅Π½Ρ Π΄Π»Ρ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΡΠ½Π½ΠΎΠ³ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°.
Π’Π°ΠΊΠΆΠ΅ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΏΠΎΠΊΠ°ΠΆΠ΅Ρ Π»ΡΠ±ΡΠ΅ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈΠΌΠΏΠΎΡΡΠ° Π΄Π»Ρ Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠ³ΠΎ Π°ΡΡΠ΅ΡΠ°.
ΠΠ°ΠΆΠΌΠΈΡΠ΅ Apply, ΡΡΠΎΠ±Ρ ΡΠ΅ΠΈΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ Π²Π°Ρ Π°ΡΡΠ΅Ρ.
ΠΡΠ΅ΡΠ°Π±Ρ
ΠΡΠ»ΠΈ Ρ Π²Π°Ρ Π²ΡΠ±ΡΠ°Π½ ΠΏΡΠ΅ΡΠ°Π±, ΡΠΎ Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅ Π±ΡΠ΄Π΅Ρ Π΄ΠΎΡΡΡΠΏΠ½ΠΎ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΡ ΠΊΠ½ΠΎΠΏΠΎΠΊ. Π§ΡΠΎΠ±Ρ ΠΏΠΎΠ»ΡΡΠΈΡΡ Π±ΠΎΠ»ΡΡΠ΅ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ ΠΎ ΠΏΡΠ΅ΡΠ°Π±Π°Ρ , ΡΠΌ. Prefab.
ΠΠΊΠΎΠ½ΠΊΠΈ
ΠΠ»Ρ Π²ΡΠ΅Ρ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ² Unity ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅ΡΡΡ Ρ ΠΎΡΠ»ΠΈΡΠΈΡΠ΅Π»ΡΠ½ΠΎΠΉ ΠΈΠΊΠΎΠ½ΠΊΠΎΠΉ Π² Π²Π΅ΡΡ Π½Π΅ΠΌ Π»Π΅Π²ΠΎΠΌ ΡΠ³Π»ΠΎΠΌ ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠΌΠ΅Π½Π΅ΠΌ. ΠΠ»Ρ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ° ΠΈΠ»ΠΈ ΠΏΡΠ΅ΡΠ°Π±Π°, ΠΌΠΎΠΆΠ½ΠΎ ΡΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΡΡ ΠΈΠΊΠΎΠ½ΠΊΡ, ΡΡΠΎΠ±Ρ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΠΈΡΡ ΠΎΠ±ΡΠ΅ΠΊΡ Π² ΡΡΠ΅Π½Π΅. ΠΡΠ»ΠΈ Π²Ρ Π½Π°ΠΆΠΌΡΡΠ΅ Π½Π° ΠΈΠΊΠΎΠ½ΠΊΡ, ΡΠΎ ΠΏΠΎΡΠ²ΠΈΡΡΡ ΠΌΠ΅Π½Ρ Π²ΡΠ±ΠΎΡΠ°:-
ΠΠΎΠ»ΡΡΠΈΠ΅, ΠΏΡΠΎΠ΄ΠΎΠ»Π³ΠΎΠ²Π°ΡΡΠ΅ ΠΈΠΊΠΎΠ½ΠΊΠΈ ΡΠ²Π΅ΡΡ Ρ ΠΌΠ΅Π½Ρ Π±ΡΠ΄ΡΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°ΡΡ ΠΈΠΌΡ ΠΎΠ±ΡΠ΅ΠΊΡΠ° Π² ΠΎΠΊΠ½Π΅ Scene View Π½Π° ΠΏΠ°Π½Π΅Π»ΠΈ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠ΅Π³ΠΎ ΡΠ²Π΅ΡΠ°.
ΠΠΊΠΎΠ½ΠΊΠΈ ΠΏΠΎΠΌΠ΅Π½ΡΡΠ΅, Π² Π½ΠΈΠΆΠ½Π΅ΠΉ ΡΠ°ΡΡΠΈ ΠΌΠ΅Π½Ρ Π½Π΅ Π±ΡΠ΄ΡΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°ΡΡ ΠΈΠΌΠ΅Π½ΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°, Π° ΠΏΡΠΎΡΡΠΎ Π±ΡΠ΄ΡΡ ΠΈΠ΄Π΅Π½ΡΠΈΡΠΈΡΠΈΡΠΎΠ²Π°ΡΡ Π΅Π³ΠΎ ΠΏΡΠΈ ΠΏΠΎΠΌΠΎΡΠΈ Π½Π΅Π±ΠΎΠ»ΡΡΠΎΠ³ΠΎ Π·Π½Π°ΡΠΊΠ° Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠΉ ΡΠΎΡΠΌΡ ΠΈ ΡΠ²Π΅ΡΠ°. ΠΠ½ΠΎΠΏΠΊΠ° Other ΡΠ½ΠΈΠ·Ρ ΠΌΠ΅Π½Ρ ΠΏΠΎΠ·Π²ΠΎΠ»ΠΈΡ Π²ΡΠ±ΡΠ°ΡΡ Π»ΡΠ±ΡΡ ΡΠ΅ΠΊΡΡΡΡΡ ΠΈΠ· ΠΏΡΠΎΠ΅ΠΊΡΠ° Π΄Π»Ρ ΠΈΠ΄Π΅Π½ΡΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΠΎΠ±ΡΠ΅ΠΊΡΠ°.
ΠΠ΅ΡΠΊΠΈ
Π‘Π½ΠΈΠ·Ρ ΡΠΏΡΠ°Π²Π° Ρ ΠΏΠ°Π½Π΅Π»ΠΈ Π΅ΡΡΡ ΠΊΠ½ΠΎΠΏΠΊΠ° c Π½Π°ΡΠΈΡΠΎΠ²Π°Π½Π½ΡΠΌ ΠΌΠ½ΠΎΠ³ΠΎΡΠΎΡΠΈΠ΅ΠΌ Π½Π° Π½Π΅ΠΉ. ΠΠΎΡΠ»Π΅ Π½Π°ΠΆΠ°ΡΠΈΡ Π½Π° ΡΡΡ ΠΊΠ½ΠΎΠΏΠΊΡ, ΠΏΠΎΡΠ²ΠΈΡΡΡ ΠΌΠ΅Π½Ρ Π΄ΠΎΡΡΡΠΏΠ½ΡΡ ΠΌΠ΅ΡΠΎΠΊ.
ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΡΠ±ΡΠ°ΡΡ ΠΎΠ΄ΠΈΠ½ ΠΈΠ»ΠΈ Π±ΠΎΠ»Π΅Π΅ ΡΠ»Π΅ΠΌΠ΅Π½Ρ ΠΈΠ· ΠΌΠ΅Π½Ρ ΠΌΠ΅ΡΠΎΠΊ, ΡΡΠΎΠ±Ρ ΠΏΠΎΠΌΠ΅ΡΠΈΡΡ Π°ΡΡΠ΅Ρ ΠΈΠΌΠΈ (ΠΎΠ½ΠΈ ΡΠ°ΠΊΠΆΠ΅ ΠΏΠΎΡΠ²ΡΡΡΡ Π½Π° ΠΏΠ°Π½Π΅Π»ΠΈ Labels). ΠΡΠ»ΠΈ Π²Ρ Π½Π°ΠΆΠΌΡΡΠ΅ Π΅ΡΡ ΡΠ°Π· Π½Π° ΠΎΠ΄Π½Ρ ΠΈΠ· Π°ΠΊΡΠΈΠ²Π½ΡΡ ΠΌΠ΅ΡΠΎΠΊ, ΡΠΎ ΠΎΠ½Π° Π±ΡΠ΄Π΅Ρ ΡΠ΄Π°Π»Π΅Π½ΠΎ ΠΈΠ· Π°ΡΡΠ΅ΡΠ°.
Π ΠΌΠ΅Π½Ρ ΡΠ°ΠΊΠΆΠ΅ Π΅ΡΡΡ ΡΠ΅ΠΊΡΡΠΎΠ²Π°Ρ ΡΠΎΡΠΌΠ°, ΠΏΠΎΠ·Π²ΠΎΠ»ΡΡΡΠ°Ρ Π²Π°ΠΌ ΡΠΊΠ°Π·Π°ΡΡ ΡΠΈΠ»ΡΡΡ ΠΏΠΎΠΈΡΠΊΠ° ΠΏΠΎ ΠΌΠ΅ΡΠ°ΠΊΠΌ Π² ΠΌΠ΅Π½Ρ. ΠΡΠ»ΠΈ Π²Ρ Π²Π²Π΅Π΄ΡΡΠ΅ ΠΈΠΌΡ ΠΌΠ΅ΡΠΊΠΈ, ΠΊΠΎΡΠΎΡΠΎΠΉ Π΅ΡΡ Π½Π΅ ΡΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ, ΠΈ Π½Π°ΠΆΠΌΡΡΠ΅ Return/Enter, ΡΠΎ Π½ΠΎΠ²Π°Ρ ΠΌΠ΅ΡΠΊΠ° Π±ΡΠ΄Π΅Ρ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½Π° Π² ΡΠΏΠΈΡΠΎΠΊ ΠΈ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½Π° ΠΊ Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠΌΡ Π°ΡΡΠ΅ΡΡ. ΠΡΠ»ΠΈ Π²Ρ ΡΠ΄Π°Π»ΠΈΡΠ΅ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠ΅ ΠΌΠ΅ΡΠΊΠΈ ΠΈΠ· Π²ΡΠ΅Ρ Π°ΡΡΠ΅ΡΠΎΠ² Π² ΠΏΡΠΎΠ΅ΠΊΡΠ΅, ΡΠΎ ΠΎΠ½ΠΈ ΠΈΡΡΠ΅Π·Π½ΡΡ ΠΈ ΠΈΠ· ΡΠΏΠΈΡΠΊΠ°.
ΠΠ°ΠΊ ΡΠΎΠ»ΡΠΊΠΎ Π²Ρ ΠΏΡΠΈΠΌΠ΅Π½ΠΈΡΠ΅ ΠΌΠ΅ΡΠΊΠΈ ΠΊ Π²Π°ΡΠΈΠΌ Π°ΡΡΠ΅ΡΠ°ΠΌ, Π²Ρ ΡΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΈΡ , ΡΡΠΎΠ±Ρ ΡΠ»ΡΡΡΠΈΡΡ ΠΏΡΠΎΡΠ΅ΡΡ ΠΏΠΎΠΈΡΠΊΠ° Π² Project Browser.
ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ°
ΠΠ»ΠΎΠΊΠΈΡΠΎΠ²ΠΊΠ°
ΠΠ±ΡΡΠ½ΠΎ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ Π΄Π΅ΡΠ°Π»ΠΈ ΡΠ΅ΠΊΡΡΠ΅Π³ΠΎ Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°, Π½ΠΎ ΠΈΠ½ΠΎΠ³Π΄Π° Π±ΡΠ²Π°Π΅Ρ ΠΏΠΎΠ»Π΅Π·Π½ΡΠΌ, ΡΡΠΎΠ±Ρ Π² ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π»ΡΡ ΠΎΠ΄ΠΈΠ½ ΠΎΠ±ΡΠ΅ΠΊΡ, ΠΏΠΎΠΊΠ° Π²Ρ ΡΠ°Π±ΠΎΡΠ°Π΅ΡΠ΅ Ρ Π΄ΡΡΠ³ΠΈΠΌΠΈ. Π§ΡΠΎΠ±Ρ ΡΠ°ΠΊ ΡΠ΄Π΅Π»Π°ΡΡ, Ρ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ° Π΅ΡΡΡ ΡΠ΅ΠΆΠΈΠΌ Π±Π»ΠΎΠΊΠΈΡΠΎΠ²ΠΊΠΈ (Lock), ΠΊΠΎΡΠΎΡΡΠΉ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π°ΠΊΡΠΈΠ²ΠΈΡΠΎΠ²Π°ΡΡ ΠΏΡΠΈ ΠΏΠΎΠΌΠΎΡΠΈ ΠΌΠ°Π»Π΅Π½ΡΠΊΠΎΠΉ ΠΈΠΊΠΎΠ½ΠΊΠΈ Π·Π°ΠΌΠΊΠ° Π² Π²Π΅ΡΡ Π½Π΅ΠΌ ΠΏΡΠ°Π²ΠΎΠΌ ΡΠ³Π»Π΅ ΠΎΠΊΠ½Π° ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ°.
Π£ΡΡΠΈΡΠ΅, ΡΡΠΎ Ρ Π²Π°Ρ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΠΎΡΠΊΡΡΡ Π±ΠΎΠ»ΡΡΠ΅ ΡΠ΅ΠΌ 1 ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΎΠ΄Π½ΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎ (Π²ΡΠ±ΡΠ°ΡΡ ΠΈΠ· ΠΌΠ΅Π½Ρ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ° Add Tab ), ΡΠ°ΠΊΠΈΠΌ ΠΎΠ±ΡΠ°Π·ΠΎΠΌ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΈΠΌΠ΅ΡΡ ΠΈ Π·Π°Π±Π»ΠΎΠΊΠΈΡΠΎΠ²Π°Π½Π½ΠΎΠ³ΠΎ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ° ΠΈ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ, Π΄Π»Ρ ΡΠ°Π±ΠΎΡΡ Ρ Π²ΡΠ±ΡΠ°Π½Π½ΡΠΌ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠΌ.
Adding a new tab, docking it under the current inspector tab, and locking it.
Π Π΅ΠΆΠΈΠΌΡ ΠΠΎΡΠΌΠ°Π»ΡΠ½ΡΠΉ/ΠΡΠ»Π°Π΄ΠΊΠ°
ΠΡΡΠ³Π°Ρ ΠΎΠΏΡΠΈΡ Π² ΠΌΠ΅Π½Ρ, ΡΡΠΎ Π²ΡΠ±ΠΎΡ ΠΌΠ΅ΠΆΠ΄Ρ ΡΠ΅ΠΆΠΈΠΌΠΎΠΌ Normal(Π½ΠΎΡΠΌΠ°Π»ΡΠ½ΡΠΉ) ΠΈ Debug(ΠΎΡΠ»Π°Π΄ΠΊΠ°) ΠΠ±ΡΡΠ½ΠΎ, ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΎΡ Π΄Π»Ρ Π°ΡΡΠ΅ΡΠ° ΠΈΠ»ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ°, Π΅ΡΠ»ΠΈ Π΅ΡΡΡ Π΄ΠΎΡΡΡΠΏΠ½ΡΠΉ, Π½ΠΎ ΠΈΠ½ΠΎΠ³Π΄Π° ΡΠ΄ΠΎΠ±Π½Π΅Π΅ Π½Π°ΠΏΡΡΠΌΡΡ Π²ΠΈΠ΄Π΅ΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ. Π Π΅ΠΆΠΈΠΌ ΠΎΡΠ»Π°Π΄ΠΊΠΈ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΡΠΎΠ»ΡΠΊΠΎ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ, Π² ΠΎΡΠ»ΠΈΡΠΈΠ΅ ΠΎΡ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠ³ΠΎ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°, Π° Π΄Π»Ρ ΡΠΊΡΠΈΠΏΡΠΎΠ² ΠΎΠ½ ΡΠ°ΠΊΠΆΠ΅ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ ΠΈ private ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ (Ρ ΠΎΡΡ ΠΈΡ Π·Π½Π°ΡΠ΅Π½ΠΈΡ Π½Π΅ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½Ρ ΡΠ°ΠΊ, ΠΊΠ°ΠΊ public ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅).
Π‘ΠΊΡΠΈΠΏΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅ΠΌΡΠΉ Π² ΡΠ΅ΠΆΠΈΠΌΠ΅ ΠΎΡΠ»Π°Π΄ΠΊΠΈ Ρ Π·Π°ΡΠ΅ΠΌΠ½ΡΠ½Π½ΡΠΌΠΈ private ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠΌΠΈ
ΠΠ°ΠΊ ΠΈ ΡΠ΅ΠΆΠΈΠΌ Π±Π»ΠΎΠΊΠΈΡΠΎΠ²ΠΊΠΈ, ΡΠ΅ΠΆΠΈΠΌ ΠΠΎΡΠΌΠ°Π»ΡΠ½ΡΠΉ/ΠΡΠ»Π°Π΄ΠΊΠ° ΠΏΡΠΈΠΌΠ΅Π½ΡΠ΅ΡΡΡ ΠΈΠ½Π΄ΠΈΠ²ΠΈΠ΄ΡΠ°Π»ΡΠ½ΠΎ Π΄Π»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ°, ΡΠ°ΠΊΠΈΠΌ ΠΎΠ±ΡΠ°Π·ΠΎΠΌ Ρ Π²Π°Ρ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΠΎΡΠΊΡΡΡΠΎ 2 ΠΈΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ° ΠΎΠ΄Π½ΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎ ΡΠ°ΠΊ, ΡΡΠΎΠ±Ρ Π²ΠΈΠ΄Π΅ΡΡ ΠΎΠ±Π° ΠΎΠΊΠ½Π°.
Plugin Inspector
The Plugin Inspector is used to select and manage target platforms for the plugins in your project. Simply select a plugin file to view its Inspector.
Inspector for a plugin called βCustomConnectionβ
Under Select platforms for plugin, choose which platforms will use the plugin by checking the appropriate boxes. If you select Any Platform, the plugin will apply to all platforms, including the Unity editor.
Once you have selected the platforms, you can choose additional options such as CPU type and specific OS from the separate Platform Settings section below. This contains a tab for each platform selected by the checkboxes. Most platforms have no settings, or just a few (such as CPU and OS selection).
Certain folders are treated as a single bundle plugin. No additional plugins are detected within such folders. The following extensions identify folders that are treated as bundle plugins:
Default settings
To make transition easier from earlier Unity versions, Unity will try to set default plugins settings, depending on the folder where the plugin is located.
Device-specific settings
Editor settings
For instance, if you select CPU X86, the plugin will be used only in 32 bit Editor, but will not be used in 64 bit Editor.
If you select OS Windows, the plugin will be used only in Windows Editor, but will not be used by the OS X Editor.
The Inspector window
Projects in the Unity Editor are made up of multiple GameObjects that contain scripts, sounds, Meshes, and other graphical elements such as Lights. The Inspector window (sometimes referred to as βthe Inspectorβ) displays detailed information about the currently selected GameObject, including all attached components and their properties, and allows you to modify the functionality of GameObjects in your Scene.
The Inspector in its default position in Unity
Inspecting GameObjects
Use the Inspector to view and edit the properties and settings of almost everything in the Unity Editor, including physical game items such as GameObjects, Assets, and Materials, as well as in-Editor settings and preferences.
The Inspector window displaying settings for a typical GameObject and its components
When you select a GameObject in either the Hierarchy or Scene view, the Inspector shows the properties of all components and Materials of that GameObject. Use the Inspector to edit the settings of these components and Materials.
The image above shows the Inspector with the Main Camera GameObject selected. In addition to the GameObjectβs Position, Rotation, and Scale values, all the properties of the Main Camera are available to edit.
Inspecting script variables
When GameObjects have custom script components attached, the Inspector displays the public variables of that script. You can edit these variables as settings in the same way you can edit the settings of the Editorβs built-in components. This means that you can set parameters and default values in your scripts easily without modifying the code.
Inspecting Assets
When an Asset is selected in your Project window, the Inspector shows you the settings related to how that Asset is imported and used at run time (when your game is running either in the Editor or your published build).
Each type of Asset has a different selection of settings. The images below demonstrate some examples of the Inspector displaying the import settings for other Asset types:
The Inspector window displaying the import settings for an Audio file
The Inspector window displaying the Import Settings for a Texture
Prefabs
If you have a Prefab selected, some additional options are available in the Inspector window.
For more information, see documentation on Prefabs.
Project settings
When you select any of the Project Settings categories (menu: Editor > Project Settings), these settings are displayed in the Inspector window. For more information, see documentation on Project Settings.
Icons and labels
You can assign custom icons to GameObjects and scripts. These display in the Scene view along with built-in icons for GameObjects such as Lights and Cameras.
For more about icons and labels, see Unity documentation on assigning icons.
Re-ordering components
To reorder components in the Inspector window, drag-and-drop their headers from one position to another. When you drag a component header, a blue insertion marker appears. This shows you where the component should go when you drop the header:
Dragging and dropping components on a GameObject in the Inspector window
You can only reorder components on a GameObject. You canβt move components between different GameObjects.
You can also drag and drop script Assets directly into the position you want them to appear.
When you select multiple GameObjects, the Inspector displays all of the components that the selected GameObjects have in common. To reorder all of these common components at once, multi-select the GameObjects, then drag-and-drop the components into a new position in the Inspector.
The order you give to components in the Inspector window is the order you need to use when querying components in your user scripts. If you query the components programmatically, youβll get the order you see in the Inspector.
2018β04β23 Page amended with limited editorial review