Editor settings
编辑设置
The Editor Settings let you choose options that affect the way you work with the editor.
编辑设置让你选择影响你编辑工作方式的选项.
Properties
属性
Property: | Function: |
Unity Remote Unity远程 | |
Device 设备 | The device type you will use for remote testing (Android, iOS or none). 你将用于远程测试的设备类型(安卓,苹果或无). |
Compression 压缩 | The type of image compression used when transmitting the game screen to the device. JPEG typically gives higher compression and performance while PNG gives a more accurate representation of the game display. 当传输游戏屏幕到设备时图片使用的压缩类型.典型的JPEG提供了高压缩和性能而PNG提供了一个更精确的游戏显示表现. |
Resolution 分辨率 | Selects whether the device should show the game display at normal resolution (for graphical accuracy) or downsized (for performance). 选择游戏是否显示为标准分辨率(用于图形的精确度)或缩小尺寸(用于性能). |
Version Control 版本控制 |
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Mode 模式 | The version control system that should be used. Different options are available for different systems as described in this section of the manual. 要使用的版本控制系统.不同选项适用于不同系统取决于需要. |
WWW Security Emulation 因特网安全模拟 |
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Host URL 主机网址 | For webplayer testing, the editor can “pretend” that the game is a webplayer hosted at this URL. 用于网页播放器测设,编辑器可以”假装”游戏是一个网页播放器托管在这个网址上. |
Asset Serialization 资源序列化 |
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Mode 模式 | To assist with version control merges, Unity can store scene files in a text-based format (see the text scene format pages for further details). If scene merges will not be performed then Unity can store scenes in a more space efficient binary format or allow both text and binary scene files to exist at the same time. 为了助于版本控制合并,Unity可以存储场景文件为一个基于文本的格式(参考”文本场景格式”页面获取更详细信息).如果场景合并将不被执行则Unity可以储存场景为一个更为空间高效的二进制格式或允许文本和二进制场景文件同时存在. |
Default Behavior Mode 默认行为模式 |
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Mode 模式 | Chooses between 2D or 3D editor mode. See 2D or 3D Projects for more information. 选择2D或3D模式中的一个.参考”2D或3D项目”获取更多信息. |
Sprite Packer 精灵包装器 |
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Mode 模式 | This chooses whether the Sprite Packer is always enabled, enabled for builds only or completely disabled. 选择精灵包装器是否总是激活,仅在构建时激活或完全禁用. |