Unity3D說明文檔翻譯-Trouble Shooting

Trouble Shooting

問題排查

This section addresses common problems that can arise when using Unity. Each platform is dealt with separately below.

這部分介紹些你在使用Unity時會出現常見問題.每個平臺分別如下處理.

Platform Trouble Shooting

平臺問題排查

Geforce 7300GT on OSX 10.6.4

OSX 10.6.4系統上的Geforce 7300GT顯卡

· Deferred rendering is disabled because materials are not displayed correctly for Geforce 7300GT on OX 10.6.4; This happens because of buggy video drivers.

· 延遲渲染是禁用的,因爲材質在OX 10.6.4系統上Geforce 7300GT顯卡不能正確顯示.這是由視頻驅動故障造成的.

On Windows x64, Unity crashes when my script throws a NullReferenceException

Windows x64平臺上當腳本拋出一個NullReferenceException 錯誤時,Unity崩潰

Please apply Windows Hotfix #976038.

請應用Windows補丁#976038.

Script Editing

腳本編輯

Is there a way to get rid of the welcome page in MonoDevelop?

是否有方法擺脫MonoDevelop的歡迎頁面?

Yes. In the MonoDevelop preferences, go to the Visual Style section, and uncheck “Load welcome page on startup”.

是的.在MonoDevelop首選項,到視覺風格部分,勾選在啓動時加載歡迎頁面.

Why does my script open in MonoDevelop when I have selected Visual Studio as my script editor?

當我已經設置Visual Studio作爲我的腳本編輯器,爲什麼我的腳本會在MonoDevelop上打開?

 

This happens when VS reports that it failed to open your script. The most common cause for this is an external plugin (e.g. Resharper) popping up a dialog at startup, requesting input from the user - this will cause VS to report that it failed to open.

在在當VS編輯器報告它不能打開你的腳本時發生.最常見的原因是一個外部插件(如Resharper)在打開時跳出一個對話框,要求從用戶輸入-這將導致VS報告無法打開.

Graphics

圖形

Slow framerate and/or visual artifacts.

緩慢的幀速率和/或視覺工件。

This may occur if your video card drivers are not up to date. Make sure you have the latest official drivers from your card vendor.

如果你的顯卡驅動不是最新的這將發生.確保你驅動是官方最新的.

Shadows

陰影

Shadows also require certain graphics hardware support. See Light Performance page for details.

陰影也需要特定圖形硬件支持.參考燈光性能頁面獲取詳細信息.

Check if shadows are not completely disabled in Quality Settings.

如果陰影不能完全禁用.在特性設置檢查.

Shadows on Android and iOS have these limitations: soft shadows are not available and in forward rendering rendering path only a single directional light can cast shadows. There is no limit to the number of lights casting shadows in the deferred rendering path.

陰影在安卓和蘋果設備有這些限制:軟陰影不可用且在正向渲染渲染路徑僅一個方向等可以投射出陰影.在延時渲染路徑上不限制投射陰影的燈光的數量.

Some of my objects do not cast or receive shadows

我的一些對象不能投射和接受陰影

An object’s Renderer must have Receive Shadows enabled for shadows to be rendered onto it. Also, an object must have Cast Shadows enabled in order to cast shadows on other objects (both are on by default).

一個對象的渲染組件在陰影被渲染到它上時它必須激活接受陰影屬性.同樣,一個對象必須激活投射陰影屬性以便投射陰影到其他對象上(兩個都是默認打開的).

Only opaque objects cast and receive shadows. This means that objects using the built-in Transparent or Particle shaders will not cast shadows. In most cases it is possible to use Transparent Cutout shaders for objects like fences, vegetation, etc. If you use custom written Shaders, they have to be pixel-lit and use the Geometry render queue. Objects using VertexLit shaders do not receive shadows but are able to cast them.

只有不透明對象投射和接受陰影.這意味着對象使用內建的透明組件和粒子着色器將不投射陰影.在大部分情況下使用關閉透明着色器對像柵欄,植被等對象.如果你使用自己編寫的着色器,它們必須是pixel-lit(像素光)並使用幾何渲染隊列.使用VertexLit(頂點光)着色器的對象不接受陰影,但可以投影它們.

Only Pixel lights cast shadows. If you want to make sure that a light always casts shadows no matter how many other lights are in the scene, then you can set it to Force Pixel render mode (see the Light reference page).

只有像素光投射陰影.如果你想確保一個燈光總是投射陰影不管多少其他燈光在場景內,則你可以設置他爲Force Pixel(強力像素)渲染模式(查看燈光組件參考頁面.)

 

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