A GameObject’s functionality is defined by the Components attached to it. The Gizmos menu contains options for how Unity displays gizmos for GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. To only see certain types of Gizmo during Play mode, click the drop-down arrow next to the word Gizmos and only enable the Gizmo types you want to see.
More info See in GlossaryĬlick this to toggle the visibility of Gizmos. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Gizmos A graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. This is very useful for monitoring the performance of your application while in Play mode. You can also use the scroll wheel and middle mouse button to do this while the application is stopped or paused.Ĭlick to enable: use this to maximize the Game view (100% of your Editor window) for a full-screen preview when you enter Play mode.Ĭlick to enable: use this to mute any in-application audio when you enter Play mode.Ĭlick this to toggle the Statistics overlay, which contains Rendering Statistics about your application’s audio and graphics. This slider lets you zoom out to see the entire screen where the device resolution is higher than the Game view window size. Scroll right to zoom in and examine areas of the Game screen in more detail. When this option is enabled, it is still useful to maximize the Game view in Play mode to hide other views and reduce the number of views that Unity renders. Unity attempts to render the Game view at the monitor refresh rate, though this is not guaranteed. This option might add some vertical sync, which is useful when recording a video, for example. It is always enabled when the Game view is on a non-Retina display.Įnable VSync (Game view only) to give priority to the Game view. More info See in Glossary density of older displays: this reduces the resolution of the Game view when an aspect ratio is selected. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution.
This is set to Free Aspect by default.Įnable Low Resolution Aspect Ratios to emulate the pixel The smallest unit in a computer image.
Select different values to test how your game looks on monitors with different aspect ratios The relationship of an image’s proportional dimensions, such as its width and height. You can assign Displays to Cameras in the Camera module, under the Target Display drop-down menu. 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 choose from a list of Cameras if you have multiple Cameras in the Scene A Scene contains the environments and menus of your game. More info See in Glossary darkens to remind you of this. The Editor UI (User Interface) Allows a user to interact with your application. In Play mode, any changes you make are temporary, and are reset when you exit Play mode. More info See in Glossary to control the Editor Play mode and see how your published application plays. Use the buttons in the Toolbar A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. For more information about Cameras, see the Camera Component page. More info See in Glossary to control what the player sees when they are using your application. The output is either drawn to the screen or captured as a texture. You need to use one or more Cameras A component which creates an image of a particular viewpoint in your scene. It represents your final, published application.
On losing the game you will have to repeat the date from start.ġ :: Operating System :: Windows 7/8/8.The Game view is rendered from the Camera(s) in your application. Both will appear at the top right corner of the screen. There are two types of stories in the game friendship and love. In order to make progress in the game, you have to attain more and more points. Every time you make a choice you will win or lose points depending on what type of choice it is. The positive choices in the game will affect the story in a positive manner while the negative choices will have a negative impact on the storyline. There are two types of in-game choices, positive and negative choices. The choices that you will make in the game will affect the overall gameplay while it will also decide the direction of the story.
Dating My Daughter is based on in-game choices.