msgid "" msgstr "" "POT-Creation-Date: 2023-11-08T03:43:32.584Z\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: po-conv\n" "Language: zh-hans\n" "Project-Id-Version: 54\n" #: Editor/Platform/OSX/EditorUtility.mm:326 Editor/Platform/Linux/EditorUtility.cpp:292 Editor/Platform/Windows/EditorUtility.cpp:1239 Editor/Src/DragAndDropForwarding.cpp:2031 Editor/Src/DragAndDropForwarding.cpp:2050 Editor/Src/DragAndDropForwarding.cpp:2071 Editor/Src/DragAndDropForwarding.cpp:2285 Editor/Src/DragAndDropForwarding.cpp:2288 Editor/Src/SceneManager/EditorSceneManager.cpp:477 Editor/Src/SceneManager/EditorSceneManager.cpp:962 Editor/Src/SceneManager/EditorSceneManager.cpp:1039 Editor/Src/SceneManager/EditorSceneManager.cpp:1662 Editor/Src/Commands/AssetsMenu.cpp:590 Editor/Src/Commands/AddComponentMenu.cpp:149 Editor/Src/Commands/AddComponentMenu.cpp:168 Editor/Src/Commands/AddComponentMenu.cpp:176 Editor/Src/Commands/AddComponentMenu.cpp:239 Editor/Src/Commands/AddComponentMenu.cpp:420 Editor/Src/Commands/AnimatorHelper.cpp:57 Editor/Src/Commands/AnimatorHelper.cpp:73 Editor/Src/Application/Application.cpp:2360 Editor/Src/Application/Application.cpp:2443 Editor/Mono/GameObjectUtility.bindings.cs:1 msgid "Cancel" msgstr "取消" #: Editor/Platform/Windows/MenuControllerWin.cpp:572 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Edit" msgstr "编辑" #: Editor/Platform/Windows/MenuControllerWin.cpp:583 Editor/Platform/Windows/MenuControllerWin.cpp:619 msgid "Window" msgstr "窗口" #: Editor/Platform/Windows/MenuControllerWin.cpp:895 Editor/Mono/Undo/UndoWindow.cs:1 msgid "Undo" msgstr "撤消" #: Editor/Platform/Windows/MenuControllerWin.cpp:901 msgid "Redo" msgstr "重做" #: Editor/Src/DragAndDropForwarding.cpp:648 msgid "Assign Material %s " msgstr "分配材质 %s" #: Editor/Src/DragAndDropForwarding.cpp:690 msgid "Assign Shader %s " msgstr "分配着色器 %s" #: Editor/Src/DragAndDropForwarding.cpp:773 msgid "Failed to find default shader " msgstr "无法找到默认着色器" #: Editor/Src/DragAndDropForwarding.cpp:806 msgid "Failed to find compatible Skybox shader " msgstr "无法找到兼容的天空盒着色器" #: Editor/Src/DragAndDropForwarding.cpp:816 msgid "Assign Skybox Material %s " msgstr "分配天空盒材质 %s" #: Editor/Src/DragAndDropForwarding.cpp:827 msgid "Add Director " msgstr "添加导引器" #: Editor/Src/DragAndDropForwarding.cpp:840 Editor/Src/DragAndDropForwarding.cpp:919 msgid "Add Animator " msgstr "添加动画器" #: Editor/Src/DragAndDropForwarding.cpp:855 Editor/Src/DragAndDropForwarding.cpp:883 msgid "Assign Controller " msgstr "指定控制器" #: Editor/Src/DragAndDropForwarding.cpp:908 msgid "Add Animation " msgstr "添加动画" #: Editor/Src/DragAndDropForwarding.cpp:912 msgid "Assign Animation " msgstr "指定动画" #: Editor/Src/DragAndDropForwarding.cpp:921 msgid "Assign Animator " msgstr "指定动画器" #: Editor/Src/DragAndDropForwarding.cpp:943 Editor/Src/DragAndDropForwarding.cpp:971 Editor/Src/ComponentUtility.cpp:1363 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 msgid "Can't add script" msgstr "无法添加脚本" #: Editor/Src/DragAndDropForwarding.cpp:943 msgid "The script is an editor script." msgstr "该脚本是一个编辑器脚本。" #: Editor/Src/DragAndDropForwarding.cpp:943 Editor/Src/DragAndDropForwarding.cpp:971 Editor/Src/EditorHelper.cpp:115 Editor/Src/EditorHelper.cpp:391 Editor/Src/ComponentUtility.cpp:1363 Editor/Src/HubClient/HubClient.cpp:318 Editor/Src/HubClient/HubClient.cpp:335 Editor/Src/Prefabs/PrefabUtility.cpp:774 Editor/Src/Commands/AddComponentMenu.cpp:196 Editor/Src/Commands/AddComponentMenu.cpp:254 Editor/Src/Commands/AddComponentMenu.cpp:318 Editor/Src/Application/Application.cpp:349 Editor/Src/Application/Application.cpp:375 Editor/Src/Application/Application.cpp:393 Editor/Src/Application/Application.cpp:1046 Editor/Src/Application/Application.cpp:2578 Editor/Src/Application/Application.cpp:2584 Editor/Src/Application/Application.cpp:2590 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 Editor/Mono/SceneHierarchy.cs:1 msgid "OK" msgstr "确定" #: Editor/Src/DragAndDropForwarding.cpp:948 msgid "Drag MonoBehaviour" msgstr "拖拽 MonoBehaviour" #: Editor/Src/DragAndDropForwarding.cpp:956 msgid "Can't add script '%s' to the GameObject '%s' " msgstr "无法将脚本 '%s' 添加到游戏对象 '%s’" #: Editor/Src/DragAndDropForwarding.cpp:959 msgid " because it has destroyed itself in Awake or OnEnable." msgstr "因为它已在执行 Awake 或 OnEnable 过程中将自己销毁。" #: Editor/Src/DragAndDropForwarding.cpp:963 msgid "." msgstr "." #: Editor/Src/DragAndDropForwarding.cpp:968 msgid "Can't add script component '%s' because the script class cannot be found. Make sure that there are no compile errors and that the file name and class name match." msgstr "无法添加脚本组件 '%s',因为无法找到脚本类。确保没有编译错误,并且文件名和类名匹配。" #: Editor/Src/DragAndDropForwarding.cpp:1069 Editor/Src/DragAndDropForwarding.cpp:1122 Editor/Src/DragAndDropForwarding.cpp:1201 Editor/Src/DragAndDropForwarding.cpp:1449 Editor/Src/DragAndDropForwarding.cpp:1630 Editor/Src/DragAndDropForwarding.cpp:1666 Editor/Src/DragAndDropForwarding.cpp:1692 Editor/Src/DragAndDropForwarding.cpp:1815 Editor/Src/Video/VideoClipDragAndDrop.cpp:138 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:53 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:90 msgid "%s Drag Instantiate" msgstr "%s 拖拽实例化" #: Editor/Src/DragAndDropForwarding.cpp:1091 msgid "Assign AudioClip" msgstr "指定 AudioClip" #: Editor/Src/DragAndDropForwarding.cpp:1132 msgid "Assign Playable" msgstr "指定可播放" #: Editor/Src/DragAndDropForwarding.cpp:1251 Editor/Src/DragAndDropForwarding.cpp:1255 Editor/Src/DragAndDropForwarding.cpp:1286 Editor/Src/DragAndDropForwarding.cpp:1330 msgid "%s Parenting" msgstr "%s 父级关联" #: Editor/Src/DragAndDropForwarding.cpp:1367 Editor/Src/DragAndDropForwarding.cpp:1372 msgid "Move Component" msgstr "移动组件" #: Editor/Src/DragAndDropForwarding.cpp:1484 msgid "Extract Component" msgstr "提取组件" #: Editor/Src/DragAndDropForwarding.cpp:1561 msgid "Create GameObject with Component" msgstr "使用组件创建游戏对象" #: Editor/Src/DragAndDropForwarding.cpp:1996 msgid "Are you sure you want to replace the contents of the Prefab '%s' with GameObjects that are unrelated to it?" msgstr "您确定要用与预制件 '%s' 不相关的游戏对象替换该预制件中的内容吗?" #: Editor/Src/DragAndDropForwarding.cpp:1998 msgid "Possibly unwanted Prefab replacement" msgstr "可能是意外的“预制件”替换" #: Editor/Src/DragAndDropForwarding.cpp:1998 msgid "Replace Anyway" msgstr "强制替换" #: Editor/Src/DragAndDropForwarding.cpp:1998 msgid "Don't Replace" msgstr "不替换" #: Editor/Src/DragAndDropForwarding.cpp:2006 msgid "Create/Replace Prefab" msgstr "创建/替换预制件" #: Editor/Src/DragAndDropForwarding.cpp:2020 Editor/Src/DragAndDropForwarding.cpp:2121 msgid "Create/Replace prefab" msgstr "创建/替换预制件" #: Editor/Src/DragAndDropForwarding.cpp:2031 msgid "Making the root of the currently open Prefab Variant into a new Prefab of its own will change the open Prefab Variant to have the new Prefab as its base.\n\nThe new base Prefab can either keep the original base as its own base, meaning the new base is inserted into the inheritance chain, or it can replace the existing base." msgstr "将当前打开的预制件变体的根变为自己的新预制件将会更改打开的预制件变体,使之将新预制件作为基础。\n\n新的基础预制件可以保留原始基础作为自己的基础(这意味着新基础将插入到继承链中),也可以替换现有基础。" #: Editor/Src/DragAndDropForwarding.cpp:2031 msgid "Replace Base" msgstr "替换基础" #: Editor/Src/DragAndDropForwarding.cpp:2031 msgid "Insert Base" msgstr "插入基础" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Create Prefab" msgstr "创建预制件" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Would you like to create a new original Prefab or a variant of this Prefab?" msgstr "您要创建新的原始预制件还是此预制件的变体?" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Original Prefab" msgstr "原始预制件" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Prefab Variant" msgstr "预制件变体" #: Editor/Src/DragAndDropForwarding.cpp:2071 msgid "Turn open Prefab into Variant with new base?" msgstr "将打开的预制件变为具有新基础的变体?" #: Editor/Src/DragAndDropForwarding.cpp:2071 msgid "Making the root of the currently open Prefab into a new Prefab of its own will make the open Prefab a Prefab Variant with the new Prefab as its base." msgstr "将当前打开的预制件的根变为自己的新预制件会使打开的预制件成为将新预制件作为基础的预制件变体。" #: Editor/Src/DragAndDropForwarding.cpp:2071 msgid "Create Base" msgstr "创建基础" #: Editor/Src/DragAndDropForwarding.cpp:2195 msgid "Failed importing package %s" msgstr "导入包失败 %s" #: Editor/Src/DragAndDropForwarding.cpp:2205 msgid "%s is not a valid asset file name. Please make sure there are no slashes or other unallowed characters in the file name. The file will be ignored." msgstr "%s不是有效的资产文件名称。请确保文件名中没有斜杠或其他不允许的字符。该文件将被忽略。" #: Editor/Src/DragAndDropForwarding.cpp:2215 Editor/Src/Commands/AssetsMenu.cpp:565 msgid "Failed copying file {0} to {1}." msgstr "将文件 {0} 复制到 {1} 失败。" #: Editor/Src/DragAndDropForwarding.cpp:2277 msgid "Merging {0} with {1}. Select \"Merge into existing\" to write result into {2} (cannot be undone)." msgstr "将 {0} 与 {1} 合并。选择 “合并到现有”来讲结果写入 {2} (无法撤销)。" #: Editor/Src/DragAndDropForwarding.cpp:2278 msgid "Merging %s with open scene %s. Select \"Merge into open\" to save open scene before merging and writing to disk (cannot be undone)." msgstr "将 %s和打开的场景 %s 合并。在合并和保存到磁盘前(不能撤消),选择“合并到打开的”来保存打开的场景。" #: Editor/Src/DragAndDropForwarding.cpp:2284 Editor/Src/DragAndDropForwarding.cpp:2287 msgid "Merge scenes" msgstr "合并场景" #: Editor/Src/DragAndDropForwarding.cpp:2285 msgid "Merge into open" msgstr "合并到打开的" #: Editor/Src/DragAndDropForwarding.cpp:2285 Editor/Src/DragAndDropForwarding.cpp:2288 msgid "Merge into new" msgstr "合并为新的" #: Editor/Src/DragAndDropForwarding.cpp:2288 msgid "Merge into existing" msgstr "合并到现有的" #: Editor/Src/DragAndDropForwarding.cpp:2316 msgid "Couldn't create merge output file" msgstr "无法创建合并输出文件" #: Editor/Src/PackageUtility.cpp:944 Editor/Src/Application/Application.cpp:2443 /Runtime/Shaders/ShaderImpl/ShaderErrors.h:91 msgid "Warning" msgstr "警告" #: Editor/Src/PackageUtility.cpp:945 msgid "This Unity Package has Package Manager dependencies." msgstr "此 Unity 包具有包管理器依赖关系。" #: Editor/Src/PackageUtility.cpp:946 msgid "Install/Upgrade" msgstr "安装/升级" #: Editor/Src/PackageUtility.cpp:947 msgid "Skip" msgstr "跳过" #: Editor/Src/ObjectFactory.cpp:115 msgid "Add %s" msgstr "添加 %s" #: Editor/Src/ObjectFactory.cpp:139 msgid "Can't add script '%s' to the gameobject because it has destroyed itself in Awake or OnEnable" msgstr "无法将脚本 '%s' 添加到游戏对象,因为它已经在 Awake 或 OnEnable 中摧毁了自己" #: Editor/Src/ObjectFactory.cpp:191 msgid "Create %s" msgstr "创建 %s" #: Editor/Src/ProjectUtility.cpp:373 msgid "Failed to decompress [{0}]." msgstr "解压缩 [{0}] 失败。" #: Editor/Src/ProjectUtility.cpp:381 msgid "[{0}] was not found." msgstr "找不到 [{0}]。" #: Editor/Src/ProjectUtility.cpp:394 msgid "[{0}] must contain a name and version." msgstr "[{0}] 必须包含名称和版本。" #: Editor/Src/ProjectUtility.cpp:417 msgid "The file or folder [{0}] was not found." msgstr "找不到文件或文件夹 [{0}]。" #: Editor/Src/ProjectUtility.cpp:425 msgid "The package [{0}] was not found." msgstr "找不到包 [{0}]。" #: Editor/Src/ProjectUtility.cpp:441 msgid "[{0}] is not a valid project template." msgstr "[{0}] 不是一个有效的项目模板。" #: Editor/Src/ProjectUtility.cpp:446 msgid "The file [{0}] must be omitted." msgstr "必须忽略文件 [{0}]。" #: Editor/Src/ProjectUtility.cpp:458 msgid "Initializing project template..." msgstr "正在初始化项目模板..." #: Editor/Src/ProjectUtility.cpp:519 msgid "Failed to resolve project template: {0}" msgstr "解析项目模板失败:{0}" #: Editor/Src/EditorHelper.cpp:111 msgid "Children of a Prefab instance cannot be deleted or moved, and components cannot be reordered." msgstr "无法删除或移动预制件实例的子对象,并且无法重新排序组件。" #: Editor/Src/EditorHelper.cpp:117 msgid "Cannot restructure Prefab instance" msgstr "无法重构预制件实例" #: Editor/Src/EditorHelper.cpp:385 msgid "Need to save in the Assets folder" msgstr "需要保存在资产文件夹中" #: Editor/Src/EditorHelper.cpp:385 msgid "You need to save the file inside of the project's assets folder" msgstr "您需要将文件保存在项目资产文件夹中" #: Editor/Src/EditorHelper.cpp:391 Editor/Src/Application/Application.cpp:2590 msgid "Correct the file name" msgstr "更正文件名称" #: Editor/Src/EditorHelper.cpp:391 Editor/Src/Application/Application.cpp:2590 msgid "Special characters and reserved names cannot be used for file names." msgstr "特殊字符和保留的名称不能用于文件名称。" #: Editor/Src/ComponentUtility.cpp:161 msgid "Replace %s" msgstr "替换 %s" #: Editor/Src/ComponentUtility.cpp:200 Editor/Src/Commands/AddComponentMenu.cpp:158 msgid "Replacing transform" msgstr "替换变换" #: Editor/Src/ComponentUtility.cpp:200 Editor/Src/ComponentUtility.cpp:287 Editor/Src/Commands/AddComponentMenu.cpp:158 msgid "Replacing a transform on a Prefab instance with a different type of transform is not allowed." msgstr "不允许将预制件实例上的变换替换为其他类型的变换。" #: Editor/Src/ComponentUtility.cpp:276 Editor/Src/ComponentUtility.cpp:313 msgid "Remove %s" msgstr "移除 %s" #: Editor/Src/ComponentUtility.cpp:279 msgid "Can't remove component: %s" msgstr "无法移除组件:%s" #: Editor/Src/ComponentUtility.cpp:287 msgid "Cannot replace transform" msgstr "无法替换变换组件" #: Editor/Src/ComponentUtility.cpp:295 msgid "Replacing a Transform which resides in a Prefab is disabled to prevent data corruption." msgstr "为免数据崩溃,禁止替换预制件中的变换。" #: Editor/Src/CommandImplementation.cpp:723 msgid "Paste %s" msgstr "粘贴 %s" #: Editor/Src/CommandImplementation.cpp:886 msgid "Delete Game Objects" msgstr "删除游戏对象" #: Editor/Src/CommandImplementation.cpp:1024 msgid "Paste New %s" msgstr "粘贴新的 %s" #: Editor/Src/CommandImplementation.cpp:1040 msgid "Paste Component" msgstr "粘贴组件" #: Editor/Src/CommandImplementation.cpp:1098 msgid "Paste %s Values" msgstr "粘贴 %s 值 " #: Editor/Src/Video/VideoClipDragAndDrop.cpp:62 msgid "Assign VideoClip" msgstr "指定 VideoClip" #: Editor/Src/HubClient/HubClient.cpp:254 msgid "Launch Unity" msgstr "启动 Unity" #: Editor/Src/HubClient/HubClient.cpp:255 msgid "We recommend installing the Unity Hub for the best Unity experience.\nVisit http://unity3d.com/get-unity/download \n\nContinue launching Unity" msgstr "我们建议安装 Unity Hub 以获得最佳的 Unity 体验。\n请访问 http://unity3d.com/get-unity/download \n\n继续启动 Unity" #: Editor/Src/HubClient/HubClient.cpp:256 msgid "Create empty project" msgstr "创建空项目" #: Editor/Src/HubClient/HubClient.cpp:256 Editor/Src/Application/Application.cpp:571 Editor/Src/Application/Application.cpp:771 Modules/PackageManager/Editor/PackageManagerErrors.cpp:95 Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:93 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2466 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:179 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:193 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:211 msgid "Quit" msgstr "退出" #: Editor/Src/HubClient/HubClient.cpp:256 msgid "Open project" msgstr "打开项目" #: Editor/Src/HubClient/HubClient.cpp:260 Editor/Src/HubClient/HubClient.cpp:371 msgid "Choose project folder" msgstr "选择项目文件夹" #: Editor/Src/HubClient/HubClient.cpp:317 Editor/Src/Application/Application.cpp:382 msgid "It looks like another Unity instance is running with this project open.\n\nMultiple Unity instances cannot open the same project.\n\nProject: %s" msgstr "似乎有另一个正在运行的 Unity 实例打开了此项目。\n\n多个 Unity 实例无法打开同一个项目。\n\n项目:%s" #: Editor/Src/HubClient/HubClient.cpp:318 Editor/Src/HubClient/HubClient.cpp:335 Editor/Src/Application/Application.cpp:393 msgid "Error!" msgstr "错误!" #: Editor/Src/HubClient/HubClient.cpp:334 msgid "There is no project in this folder." msgstr "此文件夹中没有任何项目。" #: Editor/Src/HubClient/HubClient.cpp:360 Editor/Src/HubClient/HubClient.cpp:465 Editor/Src/HubClient/HubClient.cpp:470 Editor/Src/HubClient/HubClient.cpp:475 Editor/Src/HubClient/HubClient.cpp:480 msgid "Install Unity Hub" msgstr "安装 Unity Hub" #: Editor/Src/HubClient/HubClient.cpp:361 msgid "To access tutorials and other helpful content in a new Project, you must install the Unity Hub. Click on Later to create an empty Project without installing the Hub." msgstr "要在新项目中访问教程和其他有用的内容,必须安装 Unity Hub。单击“稍后”可以在不安装 Hub 的情况下创建空项目。" #: Editor/Src/HubClient/HubClient.cpp:363 Editor/Src/HubClient/HubClient.cpp:393 Editor/Src/HubClient/HubClient.cpp:482 msgid "Install" msgstr "安装" #: Editor/Src/HubClient/HubClient.cpp:363 Editor/Src/HubClient/HubClient.cpp:393 msgid "Later" msgstr "稍后" #: Editor/Src/HubClient/HubClient.cpp:466 msgid "You must install the Unity Hub to sign in and use Unity services." msgstr "您必须安装 Unity Hub 才能登录并使用 Unity 服务。" #: Editor/Src/HubClient/HubClient.cpp:471 msgid "You must install the Unity Hub to manage your license." msgstr "您必须安装 Unity Hub 才能管理您的许可证。" #: Editor/Src/HubClient/HubClient.cpp:475 msgid "You must install the Unity Hub for this action" msgstr "您必须为此操作安装 Unity Hub" #: Editor/Src/HubClient/HubClient.cpp:481 msgid "To use Unity, you must have an active license. Please download the Unity Hub and activate your license." msgstr "要使用 Unity,必须具备有效许可证。请下载 Unity Hub 并激活许可证。" #: Editor/Src/HubClient/HubClient.cpp:482 msgid "Quit Unity" msgstr "退出 Unity" #: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:366 msgid "Finished updating scripts / assemblies" msgstr "脚本/程序集更新已完成。" #: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:381 msgid "API updating failed. Check previous console messages." msgstr "API 更新失败。检查先前的控制台消息。" #: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:385 msgid "Some scripts have compilation errors which may prevent obsolete API usages to get updated. Obsolete API updating will continue automatically after these errors get fixed." msgstr "某些脚本有编译错误,这些错误可能阻止对过时 API 用例的更新。过时 API 的更新将在这些错误修复后自动继续进行。" #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2003 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1668 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:402 msgid "Hold on..." msgstr "请稍候..." #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2003 msgid "Recompiling Managed Editorcode" msgstr "重新编译托管的编辑器代码" #: Editor/Src/ScriptCompilation/PrecompiledAssemblies.cpp:158 msgid "Failed to find a placeholder ('{0}') for '{1}', ensure it exists, or change plugin settings for '{2}' accordingly." msgstr "查找 '{1}’ 的占位符 ('{0}') 失败。请确保其存在,或者相应更改 '{2}' 的插件设置。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1114 Editor/Src/Prefabs/PrefabCreation.cpp:1572 msgid "Parent directory must exist before creating asset at %s." msgstr "在 %s创建资产时,父目录必须存在。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1124 msgid "Saving Prefab to immutable folder is not allowed: %s" msgstr "不允许将预制件保存到不可变文件夹:%s" #: Editor/Src/Prefabs/PrefabUtility.cpp:772 msgid "Cyclic Prefab nesting not supported" msgstr "不支持循环预制件嵌套" #: Editor/Src/Prefabs/PrefabUtility.cpp:773 msgid "Dropping here would result in cyclic nesting of Prefabs which is not supported." msgstr "拖放到此处将导致预制件循环嵌套,这是不受支持的。" #: Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:560 Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:617 msgid "Unknown reflection probe job type: %d" msgstr "未知反射探测器作业类型:%d" #: Editor/Src/SceneManager/EditorSceneUtilities.cpp:306 msgid "Cross scene reference detected: %s in scene %s is referencing %s in scene %s. The reference will be removed when the scene is saved." msgstr "发现交叉场景引用:场景 %s 中的 %s 正在引用场景 %s 中的 %s。当场景保存时,引用将被移除。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:458 msgid "Opening scene in read-only package!" msgstr "正在打开只读包中的场景!" #: Editor/Src/SceneManager/EditorSceneManager.cpp:458 msgid "It is not allowed to open a scene in a read-only package." msgstr "不允许打开只读包中的场景。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:458 Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Close" msgstr "关闭" #: Editor/Src/SceneManager/EditorSceneManager.cpp:476 msgid "The scene you want to open is in another project\n%s\nDo you want to open the scene in that project?" msgstr "您想要打开的场景位于另一个项目\n%s\n您要在那个项目中打开场景吗?" #: Editor/Src/SceneManager/EditorSceneManager.cpp:477 msgid "About to open another project!" msgstr "即将打开另一个项目!" #: Editor/Src/SceneManager/EditorSceneManager.cpp:477 /Runtime/Camera/OcclusionPortal.cpp:70 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Open" msgstr "打开" #: Editor/Src/SceneManager/EditorSceneManager.cpp:907 msgid "Invalid path name for saving scene %s. Make sure your path is relative to the project folder." msgstr "用于保存场景的路径名称 %s无效。确保它是你项目文件夹的相对位置。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:949 msgid "Do you want to save the changes you made in the scenes:\n %s\n" msgstr "您是否想要保存您在场景中所做的更改:\n %s" #: Editor/Src/SceneManager/EditorSceneManager.cpp:958 msgid "%s and others...\n" msgstr "%s 和其他...\n" #: Editor/Src/SceneManager/EditorSceneManager.cpp:960 msgid "%s\nYour changes will be lost if you don't save them." msgstr "%s\n如果不保存,您所做的更改将会丢失。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:962 msgid "Scene(s) Have Been Modified" msgstr "场景已更改" #: Editor/Src/SceneManager/EditorSceneManager.cpp:962 Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Save" msgstr "保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:962 Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Don't Save" msgstr "不保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1015 msgid "You need to save the scene before baking %s." msgstr "您需要在烘焙前保存场景 %s。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1039 msgid "The untitled scene needs saving" msgstr "未命名场景需要保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1039 Editor/Src/SceneManager/EditorSceneManager.cpp:1652 Editor/Mono/SceneHierarchy.cs:1 msgid "Save Scene" msgstr "保存场景" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1183 msgid "Failed to save scene %s." msgstr "保存场景失败 %s。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1662 msgid "Save Scene has failed" msgstr "保存场景失败" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1662 msgid "Overwriting the same path as another open scene is not allowed." msgstr "不允许覆盖与另一个打开场景相同的路径。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1662 Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Try Again" msgstr "再试一次" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1989 msgid "The following open scene(s) have been changed on disk:" msgstr "以下打开的场景已经在磁盘上被改变:" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2005 msgid "The open scene(s) have been modified externally" msgstr "打开场景已在外部被修改。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2005 Editor/Mono/WebViewEditorWindow/WebViewEditorWindow.cs:1 msgid "Reload" msgstr "重新加载" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2005 Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Ignore" msgstr "忽略" #: Editor/Src/SpritePacker/SpritePacker.cpp:840 msgid "Texture {0} has custom settings not set to Override. Using default settings." msgstr "纹理{0}的自定义设置未设置为“覆盖”。使用默认设置。" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:27 msgid "Invalid input stream, could not read RIFF WAV header" msgstr "无效的输入流,无法读取 RIFF WAV 标头" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:46 msgid "Could not allocate memory for transcoder buffer" msgstr "无法为转码器缓冲区分配内存" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:61 msgid "Could not initialize preview generator" msgstr "无法初始化预览生成器" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:85 msgid "Transcoder failed to read input data" msgstr "转码器读取输入数据失败" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:131 msgid "Transcoder got unsupported input data format. Only 8, 16, 24, 32 bit integer and 32 bit float PCM are supported." msgstr "转码器获得了不受支持的输入数据格式。仅支持 8、16、24、32 位整数和 32 位浮点数 PCM。" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:156 msgid "Transcoder failed to write RIFF WAV header" msgstr "转码器写入 RIFF WAV 标头失败" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:182 msgid "Transcoder failed to write PCM data" msgstr "转码器写入 PCM 数据失败" #: Editor/Src/Commands/HelpMenu.cpp:116 msgid "Help/Unity Manual" msgstr "帮助/Unity 用户手册" #: Editor/Src/Commands/HelpMenu.cpp:117 msgid "Help/Scripting Reference" msgstr "帮助/脚本参考" #: Editor/Src/Commands/AssetsMenu.cpp:200 msgid "New Render Texture" msgstr "新建渲染器纹理" #: Editor/Src/Commands/AssetsMenu.cpp:205 msgid "New Custom Render Texture" msgstr "新自定义渲染纹理" #: Editor/Src/Commands/AssetsMenu.cpp:248 Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "New Animation" msgstr "新建动画" #: Editor/Src/Commands/AssetsMenu.cpp:273 msgid "New Cubemap" msgstr "新建立方体贴图" #: Editor/Src/Commands/AssetsMenu.cpp:278 msgid "New Flare" msgstr "新建眩光" #: Editor/Src/Commands/AssetsMenu.cpp:299 msgid "New LightmapParameters" msgstr "新建 LightmapParameters" #: Editor/Src/Commands/AssetsMenu.cpp:308 msgid "New Material" msgstr "新建材质" #: Editor/Src/Commands/AssetsMenu.cpp:349 msgid "New Sprite Atlas" msgstr "新 Sprite 图集" #: Editor/Src/Commands/AssetsMenu.cpp:542 msgid "You can also import files by dragging them from the Finder into the Project view\nor manually copying them to the asset folder." msgstr "您还可以通过将文件从 Finder 窗口拖拽到“项目”视图\n或者手动将文件复制到资产文件夹的方式来导入文件。" #: Editor/Src/Commands/AssetsMenu.cpp:544 msgid "Import New Asset" msgstr "导入新资源" #: Editor/Src/Commands/AssetsMenu.cpp:544 Editor/Mono/GUI/PackageImport.cs:1 msgid "Import" msgstr "导入" #: Editor/Src/Commands/AssetsMenu.cpp:590 msgid "Are you sure you want to reimport all assets?" msgstr "您确定要重新导入所有资源吗?" #: Editor/Src/Commands/AssetsMenu.cpp:590 msgid "Rebuilding assets is only used if your project has been corrupted due to an internal Unity bug. It can take several hours to complete, depending on the size of your project. \n\nPlease submit a bug report detailing the steps leading up to here." msgstr "仅当您的项目由于内部 Unity 错误损坏时才重新生成资源。 可能需要几个小时才能完成这一操作,具体要取决于项目的大小。\n\n请提交一份错误报告,详细说明出现这一情况的步骤。" #: Editor/Src/Commands/AssetsMenu.cpp:590 msgid "Reimport" msgstr "重新导入" #: Editor/Src/Commands/AssetsMenu.cpp:671 msgid "Import package ..." msgstr "导入包..." #: Editor/Src/Commands/AssetsMenu.cpp:893 msgid "New Font" msgstr "新建字体" #: Editor/Src/Commands/AssetsMenu.cpp:899 msgid "New Physic Material" msgstr "新建物理材质" #: Editor/Src/Commands/AssetsMenu.cpp:902 msgid "New Physics Material 2D" msgstr "新建物理材质 2D" #: Editor/Src/Commands/AssetsMenu.cpp:911 msgid "New Avatar Mask" msgstr "新建 Avatar 遮罩" #: Editor/Src/Commands/AssetsMenu.cpp:914 msgid "New Animator Override Controller" msgstr "新建动画器覆盖控制器" #: Editor/Src/Commands/AddComponentMenu.cpp:125 msgid "Script %s doesn't exist" msgstr "脚本 %s 不存在" #: Editor/Src/Commands/AddComponentMenu.cpp:130 msgid "Invalid operation." msgstr "无效操作。" #: Editor/Src/Commands/AddComponentMenu.cpp:147 msgid "Can't add component '{0}' to {1} because it conflicts with the existing '{2}' derived component!" msgstr "无法将组件 '{0}’ 添加到 {1},因为它与现有的 '{2}' 派生组件有冲突!" #: Editor/Src/Commands/AddComponentMenu.cpp:149 msgid "Can't add due to a conflicting component!" msgstr "由于组件冲突无法添加!" #: Editor/Src/Commands/AddComponentMenu.cpp:167 msgid "The component {0} can't be added because {1} already contains the same component." msgstr "无法添加组件{0},因为{1}中已经包含了相同的组件。" #: Editor/Src/Commands/AddComponentMenu.cpp:168 msgid "Can't add the same component multiple times!" msgstr "无法多次添加相同的组件!" #: Editor/Src/Commands/AddComponentMenu.cpp:175 msgid "The component %s can't be added because it is not supported by selected platform." msgstr "不能添加组件 %s因为选定的平台不支持它。" #: Editor/Src/Commands/AddComponentMenu.cpp:176 msgid "Can't add component!" msgstr "无法添加组件!" #: Editor/Src/Commands/AddComponentMenu.cpp:196 Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Can't add component" msgstr "无法添加组件" #: Editor/Src/Commands/AddComponentMenu.cpp:238 msgid "A {0} is already added, do you want to replace it with a {1}?" msgstr "已添加 {0},是否要用 {1} 替换它?" #: Editor/Src/Commands/AddComponentMenu.cpp:239 msgid "Replace existing component?" msgstr "替换现有组件?" #: Editor/Src/Commands/AddComponentMenu.cpp:239 Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Replace" msgstr "替换" #: Editor/Src/Commands/AddComponentMenu.cpp:239 Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Add" msgstr "添加" #: Editor/Src/Commands/AddComponentMenu.cpp:254 msgid "Can't remove component" msgstr "无法移除组件" #: Editor/Src/Commands/AddComponentMenu.cpp:419 msgid "Adding a {0} requires removing {1}" msgstr "添加一个要求移除 {1} 的 {0}" #: Editor/Src/Commands/AddComponentMenu.cpp:420 msgid "Remove conflicting components?" msgstr "移除冲突的组件?" #: Editor/Src/Commands/AddComponentMenu.cpp:420 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Remove" msgstr "移除" #: Editor/Src/Commands/GOParent.cpp:72 msgid "Make Parent" msgstr "创建父级" #: Editor/Src/Commands/GOParent.cpp:97 msgid "Clear Parent" msgstr "清除父对象" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "Optimize Transform Hierarchy" msgstr "优化变换层级" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "To optimize the transform hierarchy the Prefab instance needs to be unpacked." msgstr "要优化变换层次结构,需要解压缩预制件实例。" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "Unpack and Optimize" msgstr "解压缩并优化" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "Deoptimize Transform Hierarchy" msgstr "取消变换层级优化" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "To deoptimize the transform hierarchy the Prefab instance needs to be unpacked." msgstr "要取消变换层次结构的优化,需要解压缩预制件实例。" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "Unpack and Deoptimize" msgstr "解压缩并去优化" #: Editor/Src/Application/Application.cpp:349 msgid "Project folder or disk is read only" msgstr "项目文件夹或磁盘是只读的" #: Editor/Src/Application/Application.cpp:349 msgid "Please move the project folder somewhere readable and writable." msgstr "请将项目文件夹移动到可以读写的位置。" #: Editor/Src/Application/Application.cpp:360 msgid "The project is on case sensitive file system.\nCase sensitive file systems are not supported at the moment.\nPlease move the project folder to a case insensitive file system." msgstr "项目是建立在区分大小写的文件系统上。\n暂不支持区分大小写的文件系统。\n请将项目文件夹移动到不区分大小写的文件系统中。" #: Editor/Src/Application/Application.cpp:375 msgid "Graphics card not supported by Unity" msgstr "Unity 不支持此显卡" #: Editor/Src/Application/Application.cpp:443 msgid "Creating project folder failed!" msgstr "创建项目文件夹失败!" #: Editor/Src/Application/Application.cpp:443 msgid "Creating Project folder failed!" msgstr "创建项目文件夹失败!" #: Editor/Src/Application/Application.cpp:443 Modules/PackageManager/Editor/PackageManagerErrors.cpp:97 Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:267 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:146 msgid "Continue" msgstr "继续" #: Editor/Src/Application/Application.cpp:571 msgid "License error" msgstr "许可证错误" #: Editor/Src/Application/Application.cpp:571 msgid "No valid Unity Editor license found.\n\nPlease contact your administrator." msgstr "找不到有效的 Unity 编辑器许可证。\n\n请联系您的管理员。" #: Editor/Src/Application/Application.cpp:771 Editor/Src/Application/Application.cpp:1046 /Editor/Src/UnityConnect/UnityConnectInfo.h:34 msgid "Error" msgstr "错误" #: Editor/Src/Application/Application.cpp:1046 msgid "Failed to load Mono. Please see Editor.log file for more information" msgstr "加载 Mono 失败。更多信息,请参见 Editor.log 文件" #: Editor/Src/Application/Application.cpp:1278 msgid "Code Coverage is enabled" msgstr "已启用代码覆盖率" #: Editor/Src/Application/Application.cpp:1278 msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance.\n\nTo disable Code Coverage, go to Preferences > General, uncheck Enable Code Coverage, and restart Unity." msgstr "已为此 Unity 会话启用了代码覆盖率收集。请注意,代码覆盖率会降低编辑器性能。\n\n要禁用代码覆盖率,请转到“首选项”>“常规”,取消选中“启用代码覆盖率”,然后重新启动 Unity。" #: Editor/Src/Application/Application.cpp:1278 Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Ok" msgstr "确定" #: Editor/Src/Application/Application.cpp:2358 msgid "Do you want to keep this project?\n\nAny changes that you've made to it will be lost if you don't keep it." msgstr "您想要保留这个项目吗?\n\n如果不保留,那么您所做的任何更改都将丢失。" #: Editor/Src/Application/Application.cpp:2360 msgid "Keep Project?" msgstr "保持项目?" #: Editor/Src/Application/Application.cpp:2360 msgid "Keep" msgstr "保持" #: Editor/Src/Application/Application.cpp:2360 msgid "Forget" msgstr "忘记" #: Editor/Src/Application/Application.cpp:2390 Editor/Mono/SceneHierarchy.cs:1 msgid "Load Scene" msgstr "加载场景" #: Editor/Src/Application/Application.cpp:2443 msgid "Do you want to remove all the current scenes in the Hierarchy Window and create a new scene or add a new scene?" msgstr "您想移除当前层级窗口中的所有场景并创建一个新场景或添加一个新场景吗?" #: Editor/Src/Application/Application.cpp:2443 msgid "New Scene" msgstr "新建场景" #: Editor/Src/Application/Application.cpp:2443 Editor/Mono/SceneHierarchy.cs:1 msgid "Add New Scene" msgstr "添加新场景" #: Editor/Src/Application/Application.cpp:2578 msgid "Save the scene in the Assets folder" msgstr "在资源文件夹中保存场景" #: Editor/Src/Application/Application.cpp:2578 msgid "The scene needs to be saved inside the Assets folder of your project." msgstr "需要将场景保存在你项目的资源文件夹中。" #: Editor/Src/Application/Application.cpp:2584 msgid "Use the .unity extension" msgstr "使用 .unity 扩展名" #: Editor/Src/Application/Application.cpp:2584 msgid "The scene needs to be saved with the .unity extension." msgstr "场景必须以 .unity 扩展名保存。" #: Editor/Src/Application/Application.cpp:2936 msgid "Out of memory!" msgstr "内存不足!" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:75 msgid "Object names must match the paths.\n" msgstr "对象名称必须匹配路径。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:136 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:741 msgid "Building AssetBundle" msgstr "生成 AssetBundle" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:136 msgid "Building Asset Bundle." msgstr "生成资源包。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:199 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:774 msgid "Building Asset Bundle" msgstr "生成资产包" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:212 msgid "Building AssetBundle was cancelled" msgstr "已经取消生成 AssetBundle" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:216 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:611 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:792 msgid "Building AssetBundle failed" msgstr "生成 AssetBundle 失败" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:226 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:801 msgid "Failed to replace file %s" msgstr "替换文件失败 %s" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:439 msgid "Script assets cannot be included in AssetBundles: \"%s\"." msgstr "脚本资产无法保存于此 AssetBundles:\"%s\"。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:451 msgid "Assets in StreamingAssets cannot be included in AssetBundles: \"%s\"." msgstr "StreamingAssets 中的资产不能被包含在 AssetBundles:\"%s\"。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:453 msgid "Unrecognized assets cannot be included in AssetBundles: \"%s\"." msgstr "无法识别的资产不能被包含在 AssetBundles:\"%s\"。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:456 msgid "Editor only objects cannot be included in AssetBundles: \"%s\" (%s)." msgstr "AssetBundles 中不能包含仅限于编辑器中使用的对象: \"%s\" (%s)。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:606 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:787 msgid "Building AssetBundles was canceled." msgstr "已经取消生成 AssetBundles。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:741 msgid "Building AssetBundles." msgstr "正在生成 AssetBundles。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:932 msgid "AssetBundle names \"{0}\" and \"{1}\" can't exist in the same build as \"{2}\" has the variant." msgstr "AssetBundle 名 \"{0}\" 与 \"{1}\" 不能同时存在于相同的 build 中,因为 \"{2}\" 有变体。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:964 msgid "Building an AssetBundle for target '%s' is not allowed because the required module is not installed." msgstr "不允许为目标 '%s' 生成 AssetBundle,因为未安装所需的模块。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:982 msgid "Build License Error While Building Asset Bundles" msgstr "构建资产包时生成许可证错误" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:988 msgid "Asset Bundle Variant Error While Building Asset Bundles" msgstr "构建资产包时出现资产包变体错误" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1004 msgid "Asset Bundle Build Options Not Configured Properly" msgstr "未正确配置资产包生成选项" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1080 msgid "Recompile Error While Building Asset Bundles" msgstr "生成资产包时重新编译错误" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1114 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1162 msgid "Aborting Build Due to Errors" msgstr "由于错误而中止构建" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1296 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1361 msgid "Manifest AssetBundle name \"%s\" has conflict with the user predefined AssetBundle name." msgstr "清单 AssetBundle 名称 \"%s\" 和用户预定义的 AssetBundle 名称冲突。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1378 msgid "Asset \"%s\" has been assigned to the same Asset Bundle more than once." msgstr "资源 \"%s\" 已被多次分配到同一“资产包”。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1380 msgid "Asset \"%s\" has been assigned to more than one Asset Bundle." msgstr "资源 \"%s\" 已被分配到多个“资产包”。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1387 msgid "Script asset \"%s\" cannot be included into AssetBundle \"%s\"." msgstr "脚本资源 \"%s\" 不能包含进 AssetBundle \"%s\"。" #: Editor/Src/BuildPipeline/BuildSerialization.cpp:223 msgid "Cross scene references are not supported: '%s' in scene %s has an invalid reference to '%s' in scene %s. This reference will not be saved in the scene." msgstr "不支持交叉场景引用:场景 %s中的 '%s' 无效引用了场景 %s 中的 '%s'。场景中将不会保存此引用。" #: Editor/Src/BuildPipeline/BuildSerialization.cpp:225 msgid "'%s' in scene %s (click to ping it)" msgstr "'%s' 在场景中 %s(单击 Ping 它)" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:48 msgid "Cannot build AssetBundles while imports of assets are in progress.\nAre you trying to build AssetBundles from within an AssetPostprocessor?" msgstr "正在导入资源时无法生成 AssetBundles。\n您是否正尝试从一个 AssetPostprocessor 中生成 AssetBundles?" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:56 msgid "Building an AssetBundle for target '%s' but player application is not found." msgstr "正为目标 '%s' 生成 AssetBundle,但未找到播放器应用程序。" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:63 msgid "Building an AssetBundle for target '%s' is not allowed because your license does not include it." msgstr "不允许为目标 '%s' 生成 AssetBundle,因为您的许可证中不包含此功能。" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:75 msgid "Cannot use options DisableWriteTypeTree and IgnoreTypeTreeChanges at the same time." msgstr "不能同时使用 DisableWriteTypeTree 和 IgnoreTypeTreeChanges 选项。" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:80 msgid "Cannot use options UncompressedAssetBundle and ChunkBasedCompression at the same time." msgstr "不能同时使用 UncompressedAssetBundle 和 ChunkBasedCompression 选项。" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:165 msgid "Cannot mark assets and scenes in one AssetBundle. AssetBundle name is \"%s\".\n" msgstr "无法在一个 AssetBundle 标记资产和场景。AssetBundle 名是 \"%s\"。" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:187 msgid "Cannot create folder \"%s\"" msgstr "无法创建文件夹 \"%s\"" #: Editor/Src/2D/SpritePacking/SpritePackingUtilities.cpp:470 msgid "Failed to extract image data from texture during packing." msgstr "打包期间从纹理中提取图像数据失败。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1118 msgid "Packing Error: Sprite Atlas ({0}) contain sprite(s) larger than its max texture size. It needs at least {1}." msgstr "打包错误:“Sprite 图集” ({0}) 中包含的 sprite(s) 大于其最大纹理尺寸。需要至少 {1}。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1159 msgid "Sprite Atlas: {0}" msgstr "Sprite 图集:{0}" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1196 msgid "Variant's packed texture width adjusted to {0} (from {1}) to satisfy crunched format's multiple-of-4 requirement. Might affect variant's sprite UVs." msgstr "将变体的打包纹理宽度从 {1} 调整为 {0},以便满足 crunched 格式 4 的倍数的要求。可能影响变体的 sprite UVs。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1204 msgid "Variant's packed texture height adjusted to {0} (from {1}) to satisfy crunched format's multiple-of-4 requirement. Might affect variant's sprite UVs." msgstr "将变体的打包纹理高度从 {1} 调整为 {0},以便满足 crunched 格式 4 的倍数的要求。可能影响变体的 sprite UVs。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1218 msgid "Variant's packed texture size adjusted to {0}x{1} (from {2}x{3}) to satisfy iOS PVRTC format's power-of-2 and square requirements. Might affect variant's sprite UVs." msgstr "将变体的打包纹理大小从 {2}x{3} 调整为 {0}x{1},以便满足 iOS PVRTC 格式 2 的幂和平方要求。可能影响变体的 sprite UVs。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1269 msgid "Could not allocate {0} bytes for uncompressed texture buffer while packing Sprite Atlas Variant" msgstr "在打包 Sprite Atlas Variant 时,无法为未压缩的纹理缓冲区分配 {0} 个字节" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:176 msgid "Wrapping up" msgstr "正在贴图间拼接" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:203 msgid "Saving Sprite Atlas Assets" msgstr "正在保存 Sprite 图集资产" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:304 msgid "Generating variants" msgstr "正在生成变体" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:121 msgid "Invalid sprite atlas asset encountered when matching atlas for sprite {0}. Please repack all your sprite atlases." msgstr "匹配精灵{0}的图集时产生无效的精灵图集资源。请重新包装所有精灵图集。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:139 msgid "Sprite {0} matches more than one built-in atlases. Default to use the first available atlas." msgstr "Sprite {0} 匹配到了多个内置图集。默认使用第一个可用的图集。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:128 Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:184 Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:210 msgid "{0} [{1} of {2}]" msgstr "{0} [{2} 的 {1}]" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:128 msgid "Grouping Sprites" msgstr "分组 Sprites" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:184 msgid "Generating Atlas Masks" msgstr "生成 Atlas 遮罩" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:210 msgid "Creating Atlas Textures" msgstr "正在创建 Atlas 纹理" #: Editor/Src/Utility/ObjectNames.cpp:196 Editor-Missing:Missing detected at runtime. msgid "None (%s)" msgstr "无 (%s)" #: Editor/Src/Utility/ObjectNames.cpp:206 Editor-Missing:Missing detected at runtime. msgid "Missing (%s)" msgstr "缺失 (%s)" #: Modules/TextRenderingEditor/FreeType_FaceImport.cpp:194 msgid "Setting up kerning values for font %s" msgstr "设置字体的字距调整值 %s" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:87 msgid "Failed to update project manifest." msgstr "更新项目清单失败。" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:91 msgid "Failed to update project manifest: {0}" msgstr "更新项目清单失败:{0}" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:268 msgid "Changes to the read-only files [{0}] are required to continue." msgstr "需要更改只读文件 [{0}] 才能继续。" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:272 msgid "Changes to the read-only files [{0}] are required to continue, would you like to make these files writable?" msgstr "需要更改只读文件 [{0}] 才能继续,是否要将这些文件设置为可写?" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:283 msgid "Could not make the read-only file [{0}] writable." msgstr "无法使只读文件 [{0}] 可写。" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:288 msgid "The files [{0}] may have been modified while loading the project, please make sure to reconcile these changes with your Version Control System." msgstr "加载项目时可能修改了文件 [{0}],请务必将这些更改与您的版本控制系统进行协调。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:120 msgid "'file:' dependency [{0}] was not registered because its location is invalid ({1}). Make sure the package is not located under the {2} directories." msgstr "'file:' 依赖关系 [{0}] 未完成注册,因为其位置无效 ({1})。确保包不是位于 {2} 目录下。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:201 msgid "A re-import of the project may be required to fix the issue or a manual modification of {0} file." msgstr "可能需要重新导入项目才能解决问题或手动修改 {0} 文件。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:229 msgid "Failed to resolve packages: operation cancelled." msgstr "解析数据包失败:操作取消。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:250 msgid "Failed to resolve packages: {0}. No packages loaded." msgstr "解析数据包失败:{0}。未加载任何数据包。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:257 msgid "Checking package constraints..." msgstr "正在检查包约束..." #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:263 msgid "Registering packages..." msgstr "正在注册包..." #: Modules/PackageManager/Editor/PackageManagerServer.cpp:75 msgid "Starting Server..." msgstr "正在启动服务器..." #: Modules/PackageManager/Editor/PackageManagerServer.cpp:77 msgid "Failed to start Unity Package Manager: operation cancelled." msgstr "启动 Unity 包管理器失败:操作取消。" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:98 msgid "Failed to start the Unity Package Manager local server process. Make sure the process [{0}] is not blocked by your anti-virus configuration." msgstr "启动 Unity 包管理器本地服务器进程失败。请确保反病毒配置未阻止进程 [{0}]。" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:100 msgid "Could not establish a connection with the Unity Package Manager local server process. This is most likely due to a proxy or firewall configuration. Make sure the process [{0}] is reachable via HTTP on the IP address 127.0.0.1." msgstr "无法与 Unity 包管理器本地服务器进程建立连接。这很可能是由代理或防火墙配置造成的。请确保可在 IP 地址 127.0.0.1 上通过 HTTP 访问进程 [{0}]。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:96 Modules/Licensing/Module.cpp:285 Modules/Licensing/Module.cpp:321 msgid "Retry" msgstr "重试" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:98 msgid "Diagnose" msgstr "诊断" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:107 msgid "Click on Retry to relaunch Unity and reopen your project." msgstr "单击“重试”以便重新启动 Unity 并重新打开您的项目。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:113 msgid "Click on Continue to launch Unity. Some or all packages may not be imported which may cause compilation errors." msgstr "单击“继续”以便启动 Unity。会导致编译错误的部分或全部数据包可能无法导入。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:118 msgid "Click on Diagnose to launch the Unity Package Manager Diagnostics tool." msgstr "单击“诊断”以便启动 Unity 包管理器诊断工具。" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:92 msgid "added" msgstr "已添加" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:98 msgid "updated" msgstr "已更新" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:100 msgid "{0}{1} from version {2} to {3}\n" msgstr "{0}{1} 从版本 {2} 到 {3}\n" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:104 msgid "removed" msgstr "已移除" #: Modules/PackageManager/Editor/Public/PackageManager.cpp:343 msgid "Failed to resolve project templates: operation cancelled." msgstr "解析项目模板失败:操作取消。" #: Modules/PackageManager/Editor/Public/PackageManager.cpp:345 msgid "Failed to resolve project templates: {0}" msgstr "解析项目模板失败:{0}" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:209 msgid "Unsupported WebGL audio compression format: %d.\n" msgstr "不支持的 WebGL 音频压缩格式:%d。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:610 msgid "Unknown compression type: %d." msgstr "未知压缩类型:%d。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:635 msgid "Unknown container type: %d." msgstr "未知容器类型:%d。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:697 msgid "FSBTool ERROR: Cannot find the Playback Engine directory." msgstr "FSBTool 错误:不能找到回放引擎目录。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:845 msgid "Could not generate asset {0} from {1}.\n" msgstr "无法从 {1} 生成资产 {0}。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:856 msgid "Errors during preview generation for AudioClip %s:\n%s" msgstr "在 AudioClip %s的预览生成期间发生错误:\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:858 msgid "Unspecified error during preview generation for AudioClip %s" msgstr "在 AudioClip %s的预览生成期间发生不明错误" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:890 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:912 msgid "Errors during import of AudioClip %s:\n%s" msgstr "导入 AudioClip 时的错误 %s:\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:892 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:914 msgid "Unspecified error during import of AudioClip %s" msgstr "导入 AudioClip %s时发生未指定错误。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:900 msgid "Warnings during import of AudioClip %s\n%s" msgstr "导入 AudioClip 时的警告 %s\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:920 msgid "Warnings creating Editor representation of AudioClip %s\n%s" msgstr "创建 AudioClip 编辑器表示时的警告 %s\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:944 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:976 msgid "Cannot create resource file for asset: '%s'\n" msgstr "无法为资源创建资产文件:'%s’" #: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:270 msgid "Asset import failed, \"%s\" > Scripted importer instance could not be created!" msgstr "资产导入失败,\"%s\" > 无法创建脚本导入器实例!" #: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:288 msgid "Asset import failed, \"%s\" > %s\n%s" msgstr "资源导入失败, \"%s\" > %s\n%s" #: Modules/Physics2DEditor/DragAndDrop.cpp:19 msgid "Assign Physics Material 2D %s" msgstr "指定 2D 物理材质 %s" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:420 msgid "Importer '%s' deleted a persistent object that was generated by importer '%s'" msgstr "导入器 '%s' 删除了由导入器 '%s' 生成的持久对象" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:435 msgid "Importer '%s' altered the meta data of one of more files covered by importer '%s'\n\nFrom:\n%s\n\nInto:\n%s" msgstr "导入器 '%s' 改变了导入器 '%s' 涵盖的一个或多个文件的元数据\n\n从:\n%s\n\n改为:\n%s" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:443 msgid "Importer '%s' affected global state by altering one or more instances of type '%s'\n\nFrom:\n%s\n\nInto:\n%s" msgstr "导入器 '%s' 影响了全局状态,影响方式是改变一个或多个 '%s' 类型的实例\n\n从:\n%s\n\n改为:\n%s" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:454 msgid "Import '%s' accessed an object whose importer gets executed AFTER this one executes: '%s' " msgstr "导入 '%s' 所访问的一个对象的导入器在 '%s' 执行后才执行" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:152 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1635 msgid "Cannot create asset {0} while serializing a scripted object. Are you creating assets from the constructor of a serialized object?" msgstr "无法在序列化一个脚本对象时创建资源 {0}。您是否正在一个已序列化对象的构造函数中创建资源?" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:158 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1641 msgid "Parent directory must exist before creating asset at {0}." msgstr "在 {0} 中创建资源之前,父目录必须存在。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:164 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1647 msgid "'%s' is not a valid asset file name." msgstr "'%s' 不是一个有效的资产文件名。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:182 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1663 msgid "Couldn't create asset file!" msgstr "无法创建资产文件!" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:884 msgid "The whole project folder has been changed externally. This is not allowed!" msgstr "已从外部更改整个项目文件,这是不允许的。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:887 msgid "The current working directory was changed from your Unity project folder located at '{0}' to '{1}'. This is not allowed! If you are setting the current working directory from script temporarily, then please make sure to set it back to the Unity project folder immediately after you are done.\n" msgstr "当前工作目录已经从您的 Unity 项目文件夹 '{0}’ 更改为了 '{1}'。 此项修改是不允许的!如果您是时从脚本设置当前工作目录,请务必在完成后立即将其设置回 Unity 项目文件夹。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:970 Modules/AssetDatabase/Editor/V2/GuidDB.cpp:587 msgid "Renamed .meta file '{0}' to '{1}' because the .meta file had an inconsistent case." msgstr "将 .meta 文件 '{0}' 重命名为了 '{1}',因为 .meta 文件的大小写不一致。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:974 Modules/AssetDatabase/Editor/V2/GuidDB.cpp:593 msgid "Failed to rename .meta file '{0}' to '{1}' because the .meta file had an inconsistent case. Please rename it to: '{2}'" msgstr "无法将 .meta 文件 '{0}’ 重命名为 '{1}',因此该 .meta 文件的事例不一致。请将其重命名为:'{2}'" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:981 msgid "Refresh case sensitivity failure. Asset: {0} ; Metafile: {1}" msgstr "刷新区分大小写失败。资源:{0};元文件:{1}" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1300 msgid "Cancel Import?" msgstr "取消导入?" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1300 msgid "Do you want to stop asset importing and quit Unity?" msgstr "是否要停止资源导入并退出 Unity?" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1301 msgid "Continue Import" msgstr "继续导入" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1301 msgid "Force Quit" msgstr "强制退出" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1668 msgid "Reverting" msgstr "正在恢复" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1971 msgid "'%s' is an absolute path, importing is skipped\nPaths to assets have to be relative to the project folder e.g 'Assets/Folder/MyAsset.asset'" msgstr "'%s' 是一个绝对路径,导入已跳过\n资源路径必须表示为项目文件夹的相对路径,例如 'Assets/Folder/MyAsset.asset'" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2076 msgid "Rebuilding GUID cache: Deleting metadata {0} because it is an invalid metadata file!\nMetaData class can't be loaded" msgstr "正在重建 GUID 缓存:正在删除元数据 {0},因为它是一个无效的元数据文件!\n无法加载 MetaData 类" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2083 msgid "Rebuilding GUID cache: Deleting metadata {0} because the asset doesn't exist anymore.\n MetaData path {1}" msgstr "正在重建 GUID 缓存:正在删除元数据 {0},因为资源已经不复存在。\n MetaData 路径 {1}" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2091 msgid "Rebuilding GUID cache: Deleting metadata {0} because it is an invalid meta data file.!\n{1}" msgstr "正在重建 GUID 缓存:正在删除元数据 {0},因为它是一个无效的元数据文件!\n{1}" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2180 msgid "Invalid file discovered. Will be deleted: '%s'.\n" msgstr "发现无效的文件。将删除:“%s”。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2207 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2228 msgid "Invalid metadata file discovered, no '.info' file. Will be deleted: '%s' and '%s'.resource (if exists).\n" msgstr "发现无效的元数据文件,没有“.info”文件。将删除:“%s”和“%s”.resource(如有)。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2215 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2238 msgid "Invalid '.info' file discovered, no metadata file. Will be deleted: '%s.info' and '%s'.resource (if exists).\n" msgstr "发现无效的“.info”文件,没有元数据文件。将删除:“%s.info”和“%s”.resource(如有)。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2321 msgid "Path mapping for Asset with GUID {0} is missing! Cleaning up." msgstr "GUID 为 {0} 的资源的路径贴图缺失!正在清理。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2332 msgid "{0} is missing its meta data file. Reimporting asset." msgstr "{0} 的元数据文件缺失。正在重新导入资源。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2462 msgid "The project at {0} contains inconsistencies in the asset database.\nYou must reimport the project in order to get the asset database into a consistent state.\nDepending on project size, rebuilding the project may take a while complete.\n" msgstr "{0} 中的项目的资源数据库中存在不一致。\n您必须重新导入项目才能使资源数据库进入一致状态。\n根据项目大小,重建项目可能需要一段时间才能完成。\n" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2466 msgid "Project reimport required" msgstr "项目需要重新导入" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2466 msgid "Reimport Project" msgstr "重新导入项目" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2590 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1309 msgid "The source asset could not be found" msgstr "无法找到源资产" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2593 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1314 msgid "Can't rename to empty name" msgstr "不能重命名为空的名称" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2599 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1320 msgid "No folder in asset's path" msgstr "资产路径中没有文件夹" #: Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:267 msgid "Failed to Connect to CacheServer" msgstr "连接 CacheServer 失败" #: Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:267 msgid "Unity has failed to connect to the CacheServer. Please verify that the server is running and attempt to reconnect. \nAlternatively, you may continue without the CacheServer, but reimporting without it can take several hours to complete, depending on the size of your project." msgstr "Unity 连接到 CacheServer 失败。请确认服务器正在运行,并尝试重新连接。\n或者,您可以在不连接 CacheServer 的情况下继续运行,但是如果不连接,重新导入可能需要几个小时才能完成,具体取决于项目大小。" #: Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:267 Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Reconnect" msgstr "重新连接" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:111 msgid "Rebuilding Library because the asset database could not be found!" msgstr "正在重新生成库,因为无法找到资产数据库!" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:117 msgid "Rebuilding Library because the metadata folder could not be found!" msgstr "正在重新生成库,因为无法找到 metadata 文件夹!" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:142 msgid "Your project was last saved with a different version of Unity" msgstr "您的项目上次是用一个不同版本的 Unity 保存的" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:143 msgid "\n\nIf you proceed, some packages may be updated. For a list of any changes made to your Project’s packages, see the Logs/Packages-Upgrade.log file in your Project folder." msgstr "\n\n如果继续,可能会更新某些包。有关对项目包进行的任何更改的列表,请参阅项目文件夹中的 Logs/Packages-Upgrade.log 文件。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:145 msgid "Opening Project in Non-Matching Editor Installation" msgstr "在不匹配的编辑器安装中打开项目" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:148 msgid "{0}.\n\n {1}\n\nThe saved project ({2}) does not match the launched editor ({3}).\n\nThis may require re-import. Please be aware that opening in an older version is unsupported.\n\nNote that if a build target installation is missing, this may also cause a re-import." msgstr "{0}。\n\n {1}\n\n已保存项目 ({2}) 的版本与当前运行的编辑器 ({3}) 不符。\n\n可能需要进行重新导入。请注意,旧版本编辑器无法打开新版本项目。\n\n注意,如果某个生成目标安装项缺失,也可能会导致重新导入。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:155 msgid "Project Upgrade Required" msgstr "项目需要升级" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:156 msgid "Upgrade" msgstr "升级" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:158 msgid "{0}.\n\n {1}\n\nWe need to upgrade the project ({2}) to the current version ({3}), which may take a few minutes.\n\nAfter upgrading, you will not be able to open the project with older versions of Unity." msgstr "{0}。\n\n {1}\n\n我们需要花几分钟将项目 ({2}) 升级到当前版本 ({3})。\n\n升级完成后,您将无法在旧版本的 Unity 中打开此项目。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:166 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:179 msgid "New Version of Unity Required" msgstr "需要新版本 Unity" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:167 msgid "Continue and Risk Data Loss" msgstr "继续以及数据丢失风险" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:168 msgid "\n\n-enableIncompatibleAssetDowngrade specified.\nWe can attempt a downgrade of the assets, but this is unsupported. There is a high risk of data loss if you continue!" msgstr "已指定 -enableIncompatibleAssetDowngrade 选项。\n我们可以尝试对资产进行降级读取,但此操作不在支持范围。如果继续进行,很可能造成数据丢失!" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:172 msgid "{0}\n\nThe saved project ({1}) cannot be opened with launched editor ({2}). Please upgrade.\n\n" msgstr "{0}\n\n当前运行的编辑器 ({2}) 无法打开已保存项目 ({1})。请升级。\n\n" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:175 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:189 msgid "before 5.0" msgstr "5.0 之前" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:205 msgid "Your project was last opened with an incompatible version of Unity" msgstr "您的项目上次是用一个不兼容版本的 Unity 打开的" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:209 msgid "{0}.\n\n {1}\n\nWe need to rebuild the project for the current version ({2}), which may take a few minutes." msgstr "{0}。\n\n {1}\n\n我们需要花几分钟在当前版本 ({2}) 下重新生成项目。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:211 msgid "Project Rebuild Required" msgstr "项目需要重新生成" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:211 msgid "Rebuild" msgstr "重新生成" #: Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1595 msgid "CreateFolder is not supported while importing out-of-process" msgstr "进程外导入时不支持 CreateFolder" #: Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1603 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1093 msgid "Failed to create folder" msgstr "创建文件夹失败" #: Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1629 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:144 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:156 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1109 msgid "CreateSerializedAsset is not supported while importing out-of-process" msgstr "进程外导入时不支持 CreateSerializedAsset" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:95 msgid "Couldn't add object to asset file because the {0} '{1}' is already an asset at '{2}'!" msgstr "无法将对象添加到资产文件,因为 {0} '{1}' 已经是 '{2}’ 的一项资产!" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:103 msgid "Couldn't add object to asset file because '{0}' is a GameObject! Use the PrefabUtility class instead." msgstr "无法将对象添加到资产文件,因为 '{0}' 是一个游戏对象!请使用 PrefabUtility 类代替。" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:111 msgid "Couldn't add object to asset file because '{0}' is a Component that belongs to the scene object!" msgstr "不能将对象添加到资源文件,因为 '{0}' 是场景对象的一个组件!" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:194 msgid "AddAssetToSameFile failed because the other asset {0} is not persistent" msgstr "AddAssetToSameFile 失败,因为另一个资源 {0} 是非持久性资源" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:402 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:411 msgid "Re-serializing Assets..." msgstr "重新序列化资产..." #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:411 msgid "Hold on" msgstr "请稍候" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1011 msgid "Object cannot be a GameObject" msgstr "对象不能是一个游戏对象" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1014 msgid "Object cannot be a Component" msgstr "对象不能是组件" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1017 msgid "Object must be persistent" msgstr "对象必须是持久的" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1029 msgid "Cannot create Assets folder" msgstr "无法创建“资产”文件夹" #: Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1299 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1307 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1315 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1323 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1331 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1339 msgid "Importer Override is only supported in Asset Pipeline V2!" msgstr "只有资源管道 V2 支持导入器覆盖!" #: Modules/AssetDatabase/Editor/Public/AssetPreviews.cpp:122 msgid "Failed to load preview" msgstr "加载预览失败" #: Modules/Licensing/Module.cpp:285 Modules/Licensing/Module.cpp:321 msgid "Connection Lost" msgstr "连接丢失" #: Modules/Licensing/Module.cpp:285 Modules/Licensing/Module.cpp:321 msgid "The connection with the Unity Licensing Client has been lost." msgstr "与 Unity 许可客户端的连接已丢失。" #: Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:109 msgid "%s Drag" msgstr "%s 拖拽" #: Modules/PresetsEditor/PresetDragAndDrop.cpp:126 msgid "Apply Preset %s" msgstr "应用预设 %s" #: Modules/PresetsEditor/PresetDragAndDrop.cpp:145 msgid "Set default Preset" msgstr "设置默认预设" #: /Runtime/Shaders/SerializedShaderData.h:581 msgid "Texture Params" msgstr "纹理参数" #: /Runtime/Input/InputManager.cpp:305 msgid "Joystick Pos" msgstr "操作杆位置" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:47 msgid "AndroidETC2Fallback Override" msgstr "AndroidETC2Fallback 覆盖" #: /Editor/Src/Animation/Transition.cpp:28 msgid "Dst State" msgstr "目标状态" #: /Runtime/Misc/BuildSettings.cpp:179 msgid "Is Educational Build" msgstr "是教育生成" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2916 msgid "WebGL Emscripten Args" msgstr "WebGL Emscripten Args" #: /Runtime/Shaders/ComputeShaderStructs.cpp:24 msgid "Byte Size" msgstr "字节大小" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:44 msgid "Synced Layer Index" msgstr "同步图层索引" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:109 msgid "Normal Map Filter" msgstr "法线贴图过滤器" #: /Runtime/Transform/RectTransform.cpp:180 msgid "Local Rotation" msgstr "局部旋转" #: /Runtime/Geometry/Polygon2D.h:70 msgid "Paths" msgstr "路径" #: /Runtime/Graphics/CubemapArrayTexture.cpp:404 msgid "Cubemap Count" msgstr "立方体贴图数目" #: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:57 msgid "Logs" msgstr "日志" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:20 msgid "Type Tree Hash" msgstr "类型树哈希" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2459 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Receive Shadows" msgstr "接受阴影" #: /Runtime/Graphics/QualitySettings.cpp:438 Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Shadows" msgstr "阴影" #: /Editor/Src/ProjectVersion.cpp:124 msgid "Editor Version" msgstr "编辑器版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3213 msgid "Editor Only Player Settings" msgstr "仅限于编辑器的播放器设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2336 msgid "Template Name" msgstr "模板名称" #: /Runtime/Shaders/SerializedShaderData.h:619 msgid "Sub Programs" msgstr "子程序" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:28 Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Resize Algorithm" msgstr "重设大小算法" #: /Runtime/Mono/MonoManager.cpp:2610 msgid "Assembly Types" msgstr "程序集类型" #: /Runtime/Mono/MonoScript.cpp:406 msgid "Execution Order" msgstr "执行顺序" #: /Runtime/Graphics/SpriteFrame.cpp:136 msgid "Pixels To Units" msgstr "像素到单位" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2651 msgid "TvOS Manual Signing Provisioning Profile Type" msgstr "TvOS 手动签名配置文件类型" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:133 msgid "Lightmaps Cache Files" msgstr "光照贴图缓存文件" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2654 msgid "IOS RequireAR Kit" msgstr "IOS RequireAR 工具包" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2607 msgid "TvOS Small Icon Layers2x" msgstr "TvOS 小图标 Layers2x" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:90 msgid "Has Tangents" msgstr "有切线" #: /Editor/Src/Animation/BlendTree.h:34 msgid "Threshold" msgstr "阈值" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2483 msgid "LOD Settings" msgstr "LOD设置" #: /Runtime/Misc/PlayerSettings.cpp:696 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Preloaded Assets" msgstr "预加载资产" #: /Runtime/Camera/RenderSettings.cpp:497 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Subtractive Shadow Color" msgstr "减性阴影颜色" #: /Runtime/Graphics/LightmapSettings.cpp:56 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmaps" msgstr "光照贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2690 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Gamepad Support Level" msgstr "Android 游戏手柄支持级别" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:164 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Unity Splash Screen" msgstr "显示 Unity 启动画面" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:19 msgid "Identifier" msgstr "标识符" #: /Editor/Src/Animation/Transition.h:53 msgid "Event Treshold" msgstr "事件阈值" #: /Runtime/Shaders/SerializedShaderData.h:540 msgid "Matrix Members" msgstr "矩阵成员" #: /Runtime/Graphics/TextureSettings.cpp:127 msgid "Aniso" msgstr "各向异性" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2580 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Requires Persistent Wi Fi" msgstr "UI 要求有持续的 WiFi" #: /Runtime/Shaders/SerializedShaderData.h:1008 msgid "Texture Name" msgstr "纹理名称" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:149 msgid "Response Headers" msgstr "响应头" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:596 msgid "After Unity Method Execution Orders" msgstr "Unity 方法执行顺序之后" #: /Runtime/Misc/PlayerSettings.cpp:524 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Company Name" msgstr "公司名称" #: /Editor/Src/Animation/StateMachine.h:199 msgid "State Machine" msgstr "状态机" #: /Runtime/Camera/ReflectionProbes.cpp:65 msgid "Back Ground Color" msgstr "背景颜色" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:613 msgid "External Objects" msgstr "外部对象" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:88 msgid "Vertex Count" msgstr "顶点数" #: /Runtime/Shaders/ComputeShaderStructs.cpp:51 msgid "Builtin Samplers" msgstr "内置采样器" #: /Runtime/Graphics/Mesh/Mesh.cpp:521 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "Is Readable" msgstr "是可读的" #: /Runtime/Graphics/Billboard/BillboardAsset.cpp:57 Editor/Mono/Inspector/SphereColliderEditor.cs:1 msgid "Material" msgstr "材质" #: /Runtime/Misc/PlayerSettings.cpp:520 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Accelerometer Frequency" msgstr "加速计频率" #: /Runtime/Graphics/QualitySettings.cpp:444 msgid "Shadow Cascade2Split" msgstr "阴影 Cascade2Split" #: /Runtime/Utilities/DateTime.h:92 msgid "Ticks" msgstr "时钟周期" #: /Runtime/Graphics/LineBuilder.h:175 msgid "End Color" msgstr "结束颜色" #: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:7 msgid "Asset Importer Log" msgstr "资产导入器日志" #: /Runtime/Camera/Flare.h:76 msgid "Use Light Color" msgstr "使用光照颜色" #: /Editor/Src/EditorUserBuildSettings.cpp:161 msgid "Allow Debugging" msgstr "允许调试" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2970 msgid "Metro Large Tile Show Name" msgstr "Metro 大型磁贴显示名称" #: /Runtime/Misc/PlayerSettings.cpp:574 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Use Swappy" msgstr "Android 使用 Swappy" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:951 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Skinned Motion Vectors" msgstr "蒙皮运动矢量" #: /Runtime/2D/Common/SpriteRenderData.cpp:361 msgid "Sprite Render Data" msgstr "Sprite 渲染数据" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:60 msgid "Constant Buffers Desc" msgstr "常量缓冲区描述" #: /Runtime/Geometry/AABB.h:255 Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Max" msgstr "最大" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2484 msgid "Enable SmoothLOD Transition" msgstr "启用 SmoothLOD 过渡" #: /Runtime/Math/Rect.h:235 msgid "Xmin" msgstr "Xmin" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:21 Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Height" msgstr "高度" #: /Runtime/Math/AnimationCurve.h:297 msgid "Out Slope" msgstr "斜率外" #: /Editor/Src/Animation/HumanTemplate.cpp:40 msgid "Bone Template" msgstr "骨骼模板" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2599 msgid "I Pad High Res Landscape Splash Screen" msgstr "I Pad 高分辨率启动画面" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:98 msgid "Ray Tracing Shader Variant" msgstr "射线追踪着色器变体" #: /Runtime/Camera/GraphicsSettings.cpp:463 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Subtractive" msgstr "光照贴图保持弱色化" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3039 msgid "Facebook Status" msgstr "Facebook 状态" #: /Runtime/Camera/Flare.h:77 Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Rotate" msgstr "旋转" #: /Runtime/Graphics/QualitySettings.cpp:442 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Shadow Distance" msgstr "阴影距离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3156 msgid "Bundle Identifier" msgstr "资源包标识符" #: /Runtime/Camera/RenderSettings.cpp:502 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Flare Fade Speed" msgstr "眩光交叉淡化速度" #: /Runtime/Input/TimeManager.cpp:542 Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Maximum Allowed Timestep" msgstr "最大允许时间步进" #: /Editor/Src/BuildPipeline/BuildSerialization.h:97 msgid "Scene Classes" msgstr "场景类" #: /Runtime/Graphics/EnlightenSceneMapping.h:229 msgid "Num Chunks InX" msgstr "InX 上的块数量" #: /Runtime/Camera/LightProbeProxyVolume.cpp:156 msgid "ResolutionX" msgstr "ResolutionX" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:24 Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Handle" msgstr "手柄" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:40 msgid "Motions" msgstr "运动" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2530 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Preferred Install Location" msgstr "Android 首选安装位置" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:589 msgid "Class Infos" msgstr "类信息" #: /Runtime/Graphics/Mesh/Mesh.cpp:520 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Mesh Compression" msgstr "网格压缩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2860 msgid "Restricted Audio Usage Rights" msgstr "受限制的音频使用权" #: /Runtime/Math/Rect.h:21 msgid "Rectf" msgstr "Rectf" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:31 msgid "Logged In" msgstr "已登录" #: /Runtime/Graphics/Renderer.cpp:774 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Scale In Lightmap" msgstr "光照贴图缩放" #: /Runtime/Shaders/UnityPropertySheet.cpp:211 Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Scale" msgstr "缩放" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:125 msgid "Padding Power" msgstr "填充功率" #: /Runtime/Graphics/CustomRenderTexture.cpp:660 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Init Material" msgstr "初始材质" #: /Runtime/Graphics/EnlightenSceneMapping.h:208 msgid "System Id" msgstr "系统 Id" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:60 msgid "Enable Wet Mix" msgstr "启用湿混合" #: /Runtime/Graphics/Mesh/VertexData.h:126 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Dimension" msgstr "维度" #: /Runtime/Shaders/SerializedShaderData.h:564 msgid "Blob Index" msgstr "Blob 索引" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:37 msgid "Strippable" msgstr "可剥离" #: /Editor/Src/EditorUserBuildSettings.cpp:205 msgid "Windows Device Portal Username" msgstr "Windows 设备门户用户名" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:602 msgid "Before Splash Screen Method Execution Orders" msgstr "启动画面方法执行顺序之前" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:46 msgid "State Machine Motion Set Index" msgstr "状态机运动集索引" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:950 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Update When Offscreen" msgstr "离屏时更新" #: /Runtime/Transform/RectTransform.cpp:200 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Pivot" msgstr "轴心" #: /Runtime/Camera/GraphicsSettings.cpp:330 msgid "Use Dither Mask For Alpha Blended Shadows" msgstr "使用抖动遮罩进行 Alpha 混合阴影" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:133 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Pivot" msgstr "Sprite 轴心" #: /Runtime/Camera/LightProbes.cpp:35 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Positions" msgstr "位置" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:20 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bottom" msgstr "底部" #: /Runtime/Graphics/SpriteFrame.cpp:133 msgid "Rect" msgstr "矩形" #: /Runtime/Shaders/SerializedShaderData.h:582 msgid "Buffer Params" msgstr "缓冲区参数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3037 msgid "Facebook Cookies" msgstr "Facebook Cookie" #: /Editor/Src/SceneObjectIdentifier.h:50 msgid "Target Prefab" msgstr "目标预制件" #: /Runtime/Shaders/ShaderNameRegistry.cpp:175 msgid "Preload Shaders" msgstr "预加载着色器" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:609 msgid "Variants" msgstr "变体" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2333 msgid "Port" msgstr "端口" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:61 msgid "Conflicts" msgstr "冲突" #: /Runtime/Camera/OcclusionCullingSettings.cpp:116 msgid "Static Renderers" msgstr "静态渲染器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2616 msgid "IOS Launch Screen Landscape" msgstr "IOS 启动屏幕横向" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2308 msgid "APIs" msgstr "API" #: /Editor/Src/LightmappingAnalyticsData.h:103 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ray Count" msgstr "射线数" #: /Runtime/Shaders/SerializedShaderData.h:829 msgid "Stencil Read Mask" msgstr "模板读取遮罩" #: /Runtime/Shaders/SerializedShaderData.h:580 msgid "Matrix Params" msgstr "矩阵参数" #: /Runtime/Input/TimeManager.cpp:645 Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Time Scale" msgstr "时间尺度" #: /Runtime/Shaders/SerializedShaderData.h:988 msgid "State" msgstr "状态" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2380 msgid "Texture Streaming Priority" msgstr "纹理流式加载优先级" #: /Editor/Src/Animation/Transition.cpp:31 msgid "Is Exit" msgstr "是出口" #: /Editor/Src/EditorExtensionImpl.cpp:61 msgid "Override Variable" msgstr "覆盖变量" #: /Editor/Src/Animation/StateMachine.cpp:765 msgid "States" msgstr "状态" #: /Runtime/Camera/Light.cpp:328 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Flare" msgstr "眩光" #: /Runtime/Graphics/EnlightenSceneMapping.h:230 msgid "Num Chunks InY" msgstr "InY 上的块数量" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:194 msgid "Splash Screen Logos" msgstr "启动画面徽标" #: /Editor/Src/LightmappingAnalyticsData.h:88 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmap Size" msgstr "光照贴图大小" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2956 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Package Version" msgstr "Metro 包版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3040 msgid "Facebook Xfbml" msgstr "Facebook Xfbml" #: /Runtime/Graphics/StaticBatchInfo.h:16 msgid "Sub Mesh Count" msgstr "子网格数" #: /Runtime/Graphics/QualitySettings.cpp:507 msgid "Current Quality" msgstr "当前质量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2300 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Dynamic Batching" msgstr "动态批处理" #: /Runtime/Graphics/QualitySettings.cpp:441 msgid "Shadow Cascades" msgstr "阴影级联" #: /Runtime/Misc/PlayerSettings.cpp:794 msgid "Disable Old Input Manager Support" msgstr "禁用旧输入管理器支持" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2613 msgid "TvOS Top Shelf Image Wide Layers2x" msgstr "TvOS 顶架图像宽度 Layers2x" #: /Runtime/Misc/BuildSettings.cpp:178 msgid "Is Prototyping Build" msgstr "是原型生成" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:659 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Packing Tag" msgstr "Sprite 打包器标签" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:132 msgid "AO Textures" msgstr "AO 纹理" #: /Runtime/Math/AnimationCurve.h:302 msgid "Tangent Mode" msgstr "切线模式" #: /Runtime/BaseClasses/TagManager.cpp:29 msgid "UniqueID" msgstr "UniqueID" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:68 msgid "Build Allowed" msgstr "允许生成" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3032 msgid "Lumin Version" msgstr "Lumin 版本" #: /Runtime/Shaders/SerializedShaderData.h:1313 msgid "Disable No Subshaders Message" msgstr "禁用无子着色器消失" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:35 msgid "Ismulti" msgstr "Ismulti" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:44 msgid "Start RevisionID" msgstr "起始 RevisionID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2701 msgid "Build Target GraphicsAP Is" msgstr "生成目标 GraphicsAP 是" #: /Runtime/Shaders/SerializedShaderData.h:574 msgid "Local Keyword Indices" msgstr "局部关键字指数" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:95 msgid "Linear Texture" msgstr "线性纹理" #: /Runtime/Misc/PlayerSettings.cpp:632 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Visible In Background" msgstr "后台可见" #: /Runtime/Camera/GraphicsSettings.cpp:464 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Keep Linear" msgstr "雾保持线性" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2478 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Hue Variation" msgstr "色调变体" #: /Runtime/Camera/RenderSettings.cpp:510 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Custom Reflection" msgstr "自定义反射" #: /Editor/Src/AnnotationManager.cpp:438 Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Recently Changed" msgstr "最近更改" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2957 msgid "Metro Certificate Path" msgstr "Metro 证书路径" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:45 msgid "New Size" msgstr "新尺寸" #: /Runtime/Misc/PlayerSettings.cpp:621 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Resizable Window" msgstr "可调整大小的窗口" #: /Runtime/Misc/PlayerSettings.cpp:789 msgid "Project Name" msgstr "项目名称" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:572 msgid "Class Index" msgstr "类索引" #: /Runtime/Camera/RenderSettings.cpp:523 msgid "Indirect Specular Color" msgstr "间接高光颜色" #: /Runtime/Shaders/SerializedShaderData.h:511 msgid "Sampler Index" msgstr "采样器索引" #: /Runtime/Input/InputAxis.h:160 msgid "Axis" msgstr "轴" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2918 PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "WebGL Template" msgstr "WebGL 模板" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:38 msgid "Times" msgstr "次数" #: /Editor/Src/LightmappingAnalyticsData.h:97 msgid "Progressive" msgstr "渐进" #: /Editor/Src/EditorUserBuildSettings.cpp:153 msgid "Android Current Deployment Target Id" msgstr "Android 当前部署目标 Id" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:46 msgid "Downscale Multiplier" msgstr "缩减倍数" #: /Editor/Src/EditorUserBuildSettings.cpp:162 msgid "Wait For Player Connection" msgstr "等待播放器连接" #: /Editor/Src/Animation/BlendTree.cpp:71 Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Use Automatic Thresholds" msgstr "使用自动阈值" #: /Editor/Src/Animation/BlendTree.cpp:72 Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Normalized Blend Values" msgstr "归一化的混合值" #: /Runtime/Graphics/LineBuilder.h:174 Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Color" msgstr "起始颜色" #: /Runtime/Math/Color.h:410 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "B" msgstr "B" #: /Runtime/Camera/RenderSettings.cpp:501 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Flare Strength" msgstr "眩光强度" #: /Editor/Src/Animation/StateMachine.cpp:838 msgid "State Machine Transitions" msgstr "状态机过渡" #: /Runtime/Graphics/Mesh/SubMesh.h:66 msgid "LocalAABB" msgstr "LocalAABB" #: /Runtime/Graphics/CustomRenderTexture.h:235 msgid "Update Zone Size" msgstr "更新区域大小" #: /Editor/Src/EditorSettings.cpp:286 msgid "Project Generation Included Extensions" msgstr "项目生成包括扩展" #: /Editor/Src/Collab/REST/CollabHandler.h:94 msgid "Seat" msgstr "座位" #: /Runtime/Graphics/Mesh/MeshTypes.h:42 msgid "Bone Weights4" msgstr "骨骼 Weights4" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2610 msgid "TvOS Top Shelf Image Layers" msgstr "TvOS 顶架图像图层" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:172 msgid "Total Sprite Surface Area" msgstr "总 Sprite 表面积" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:118 msgid "Access Token" msgstr "访问令牌" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2931 msgid "Platform Architecture" msgstr "平台架构" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:499 msgid "Added Object FileI Ds" msgstr "已添加对象文件 ID" #: /Runtime/Camera/Flare.cpp:944 msgid "Brightness" msgstr "亮度" #: /Editor/Src/Audio/Mixer/AudioMixerController.cpp:49 msgid "Guids" msgstr "Guids" #: /Editor/Src/LightmappingAnalyticsData.h:126 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Prioritize View" msgstr "为视图设置优先级" #: /Editor/Src/EditorSettings.cpp:264 msgid "Serialization Mode" msgstr "序列化模式" #: /Editor/Src/LightmappingAnalyticsData.h:86 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmap Resolution" msgstr "光照贴图分辨率" #: /Runtime/Shaders/SerializedShaderData.h:824 msgid "Alpha To Mask" msgstr "Alpha 转遮罩" #: /Editor/Src/Animation/Transition.cpp:244 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Ordered Interruption" msgstr "有序中断" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:136 msgid "Baked Ambient Probe In Linear" msgstr "线性烘焙环境探测器" #: /Runtime/Graphics/QualitySettings.cpp:482 msgid "Sync ToVBL" msgstr "同步 ToVBL" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2612 msgid "TvOS Top Shelf Image Wide Layers" msgstr "TvOS 顶架图像宽度层" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:178 msgid "Baked Ambient Probes In Linear" msgstr "线性烘焙环境探测器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2604 msgid "AppleTV Splash Screen" msgstr "AppleTV 启动画面" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:120 msgid "Seamless Cubemap" msgstr "无缝立方体贴图" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:256 msgid "Types Mask" msgstr "类型遮罩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2958 msgid "Metro Certificate Password" msgstr "Metro 证书密码" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2662 msgid "Template Package Id" msgstr "模板包 Id" #: /Runtime/Graphics/LOD/LODGroup.cpp:357 Editor/Mono/Inspector/LODGroupEditor.cs:1 msgid "Fade Mode" msgstr "淡化模式" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:50 msgid "Ray Gen Mask" msgstr "射线生成遮罩" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:198 msgid "Splash Screen Background Landscape" msgstr "启动画面横向背景" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:101 msgid "Mip Map Fade Distance End" msgstr "MIP 贴图交叉淡化距离终点" #: /Runtime/Graphics/Mesh/SubMesh.h:61 msgid "Index Count" msgstr "索引数" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:254 msgid "Hardware Tier Variants Mask" msgstr "硬件层变体遮罩" #: /Runtime/Misc/PlayerSettings.cpp:572 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Start In Fullscreen" msgstr "Android 全屏启动" #: /Runtime/Shaders/ComputeShaderStructs.cpp:53 msgid "Out Buffers" msgstr "缓冲区外" #: /Editor/Src/Animation/StateMachine.cpp:309 msgid "Transitions" msgstr "过渡" #: /Runtime/Graphics/Mesh/Mesh.cpp:516 msgid "Root Bone Name Hash" msgstr "根骨骼名称哈希" #: /Runtime/Serialize/SerializationMetaFlags.h:9 msgid "Varname" msgstr "Varname" #: /Editor/Src/BuildPipeline/BuildSerialization.h:101 msgid "Player Path" msgstr "播放器路径" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:561 msgid "Num Of Methods" msgstr "方法数量" #: /Runtime/Misc/PlayerSettings.cpp:735 msgid "Target Pixel Density" msgstr "目标像素密度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:653 msgid "Build Target Settings" msgstr "生成目标设置" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:17 msgid "Game Objects Persistent" msgstr "游戏对象持久" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2859 msgid "Reset Temp Folder" msgstr "重置临时文件夹" #: /Editor/Src/Collab/REST/CollabHandler.h:27 msgid "Comment" msgstr "注释" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:80 msgid "Crunched Compression" msgstr "紧急压缩" #: /Runtime/Camera/RenderSettings.cpp:487 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Linear Fog Start" msgstr "线性雾开始" #: /Runtime/Graphics/RenderTexture.h:320 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Compatible Format" msgstr "启用兼容格式" #: /Runtime/Shaders/ComputeShaderStructs.cpp:34 msgid "Sampler Bind Point" msgstr "采样器绑定点" #: /Runtime/Shaders/ComputeShaderStructs.cpp:17 msgid "Col Count" msgstr "颜色数" #: /Runtime/Geometry/AABB.h:248 Editor/Mono/EditorGUI.cs:1 msgid "Extent" msgstr "范围" #: /Runtime/Graphics/CustomRenderTexture.h:234 msgid "Update Zone Center" msgstr "更新区域中心" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:191 msgid "Splash Screen Background Portrait Aspect" msgstr "启动画面纵向背景比例" #: /Editor/Src/LightmapEditorSettings.cpp:430 msgid "PVR Filtering Atrous Position Sigma Direct" msgstr "PVR 过滤 Atrous 位置 Sigma 直接" #: /Runtime/Input/TimeManager.cpp:639 msgid "Zero Time" msgstr "零时间" #: /Editor/Src/Animation/BlendTree.h:37 Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Cycle Offset" msgstr "周期偏移 X" #: /Runtime/Camera/Flare.h:72 msgid "Image Index" msgstr "图像索引" #: /Runtime/Graphics/TrailRenderer.cpp:485 Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Time" msgstr "时间" #: /Runtime/Math/Color.h:408 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "R" msgstr "R" #: /Runtime/Camera/GraphicsSettings.cpp:480 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Deferred Reflections" msgstr "延迟反射" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:29 msgid "Ready" msgstr "就绪" #: /Runtime/Misc/PlayerSettings.cpp:610 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force IOS Speakers When Recording" msgstr "录制时强制 IOS 扬声器" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:155 msgid "Enlighten Data Version" msgstr "Enlighten 数据版本" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:189 Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Color" msgstr "颜色" #: /Runtime/BaseClasses/BitField.h:16 msgid "Bits" msgstr "位" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:259 msgid "From Other" msgstr "从其它" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:92 msgid "Ray Tracing Shader Param" msgstr "射线追踪着色器参数" #: /Runtime/Misc/ResourceManager.cpp:1778 msgid "Container" msgstr "容器" #: /Runtime/BaseClasses/GameObject.cpp:1045 msgid "Tag String" msgstr "标签字符串" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2490 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Scale Factor" msgstr "缩放系数" #: /Editor/Src/EditorSettings.cpp:282 msgid "Etc Texture Fast Compressor" msgstr "Etc 纹理快速压缩器" #: /Runtime/Graphics/LineBuilder.h:158 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Generate Lighting Data" msgstr "生成照明数据" #: /Runtime/Shaders/Shader.cpp:1568 Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Dependencies" msgstr "相关依赖" #: /Runtime/Transform/RectTransform.cpp:196 msgid "Anchor Min" msgstr "锚点最小" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:89 msgid "Compiler Platform" msgstr "编译平台" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:25 msgid "Hierarchies" msgstr "层级视图" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:92 msgid "Runtime Error" msgstr "运行时错误" #: /Runtime/Shaders/SerializedShaderData.h:1219 msgid "Props" msgstr "属性" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2512 msgid "Build Number" msgstr "内部版本号" #: /Runtime/Graphics/QualitySettings.cpp:528 msgid "Default Standalone Quality" msgstr "默认独立程序质量" #: /Runtime/Geometry/AABB.h:254 Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Min" msgstr "最小" #: /Runtime/Shaders/SerializedShaderData.h:684 msgid "Dest Blend Alpha" msgstr "目标混合 Alpha" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2543 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Unused Mesh Components" msgstr "剥离未使用的网格组件" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:130 msgid "Sprite Extrude" msgstr "Sprite 拉伸" #: /Editor/Src/ProjectUtility.h:75 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Category" msgstr "分类" #: /Runtime/Graphics/QualitySettings.cpp:445 msgid "Shadow Cascade4Split" msgstr "阴影 Cascade4Split" #: /Runtime/Utilities/GUID.h:37 msgid "GUID" msgstr "GUID" #: /Runtime/Camera/ReflectionProbes.cpp:71 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Render Dynamic Objects" msgstr "渲染动态对象" #: /Runtime/Graphics/StaticBatchInfo.h:15 msgid "First Sub Mesh" msgstr "首个子网格" #: /Runtime/Shaders/ComputeShaderStructs.cpp:25 msgid "Params" msgstr "参数" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2477 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Main Color" msgstr "主颜色" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:103 msgid "Icon Name" msgstr "图标名称" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2463 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Bump" msgstr "启用凹凸" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:39 msgid "Scene Visibility Data Isolated" msgstr "已隔离场景可见性数据" #: /Runtime/Shaders/ComputeShader.cpp:1012 msgid "Has Editor Only Variant" msgstr "有编辑器唯一的变体" #: /Editor/Src/LightmapEditorSettings.cpp:410 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Environment Sample Count" msgstr "PVR 环境样本计数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2326 msgid "File Type" msgstr "文件类型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2976 msgid "Metro Tile Foreground Text" msgstr "Metro 磁贴前景文本" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:52 msgid "Requires" msgstr "需要" #: /Runtime/Serialize/BuildUsageTags.h:62 msgid "Force Texture Readable" msgstr "强制纹理可读" #: /Editor/Src/Prefabs/PrefabMerging.h:52 msgid "Transform Parent" msgstr "转换父对象" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:118 Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1 msgid "Frame Count" msgstr "帧数" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:29 msgid "Labels" msgstr "标签" #: /Runtime/Transform/Transform.cpp:1218 msgid "Father" msgstr "父" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:600 msgid "After Assemblies Loaded Method Execution Orders" msgstr "程序集加载方法执行顺序之后" #: /Editor/Src/EditorUserSettings.cpp:186 msgid "VC Server" msgstr "VC 服务器" #: /Runtime/Misc/PlayerSettings.cpp:513 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Screen Orientation" msgstr "默认屏幕方向*" #: /Runtime/Graphics/RenderTexture.h:319 msgid "BindMS" msgstr "BindMS" #: /Editor/Src/EditorUserSettings.cpp:188 msgid "VC Workspace" msgstr "VC 工作区" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2562 msgid "TvOS Sdk Version" msgstr "TvOS Sdk 版本" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:158 msgid "Packing Settings" msgstr "打包设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2618 msgid "IOS Launch Screen Fill Pct" msgstr "IOS 启动屏幕填充 Pct" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:59 msgid "Output Buffers" msgstr "输出缓冲区" #: /Editor/Src/Animation/StateMachine.cpp:319 msgid "Cycle Offset Parameter Active" msgstr "周期偏移参数活动" #: /Runtime/Camera/OcclusionCullingData.cpp:75 msgid "Size Portals" msgstr "大小门户" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:131 msgid "Sprite Mesh Type" msgstr "Sprite 网格类型" #: /Runtime/Input/InputManager.cpp:304 msgid "Axes" msgstr "轴线" #: /Runtime/Shaders/SerializedShaderData.h:1248 msgid "From" msgstr "从" #: /Runtime/Misc/BuildSettings.cpp:186 msgid "Has Advanced Version" msgstr "有高级版本" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:191 msgid "FlipX" msgstr "翻转 X" #: /Runtime/Graphics/Mesh/VertexData.h:125 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Format" msgstr "格式" #: /Editor/Src/EditorSettings.cpp:300 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enable Texture Streaming In Edit Mode" msgstr "在编辑模式下启用纹理流式加载" #: /Runtime/Shaders/SerializedShaderData.h:155 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Y" msgstr "Y" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2723 msgid "Log ObjC Uncaught Exceptions" msgstr "记录 ObjC 未捕获的异常" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:77 msgid "Move Lock" msgstr "移动锁定" #: /Runtime/Graphics/CustomRenderTexture.cpp:663 Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Update Mode" msgstr "更新模式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:38 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Texture Compression" msgstr "纹理压缩" #: /Editor/Src/SceneManager/SceneManagerSetup.h:53 msgid "Scene Setups" msgstr "场景设置" #: /Runtime/Misc/PlayerSettings.cpp:509 msgid "Android Filter Touches When Obscured" msgstr "遮蔽时 Android 过滤触摸事件" #: /Runtime/Misc/PlayerSettings.cpp:571 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disable Depth And Stencil Buffers" msgstr "禁用深度与模板缓冲" #: /Runtime/Graphics/QualitySettings.cpp:530 msgid "Editor Quality" msgstr "编辑器质量" #: /Runtime/Shaders/SerializedShaderData.h:843 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lighting" msgstr "照明" #: /Runtime/Misc/PlayerSettings.cpp:537 msgid "Default Screen Height Web" msgstr "默认屏幕高度(Web)" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2656 msgid "IOS Automatically Detect And Add Capabilities" msgstr "IOS 自动检测并添加功能" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:595 msgid "Before Unity Method Execution Orders" msgstr "Unity 方法执行顺序之前" #: /Runtime/Camera/GraphicsSettings.cpp:324 msgid "UseHDR" msgstr "UseHDR" #: /Runtime/Graphics/QualitySettings.cpp:450 msgid "Texture Quality" msgstr "纹理质量" #: /Runtime/Camera/Projector.cpp:383 msgid "Ignore Layers" msgstr "忽略图层" #: /Runtime/Shaders/SerializedShaderData.h:512 msgid "Multi Sampled" msgstr "多重采样" #: /Editor/Src/Animation/StateMachine.cpp:836 msgid "Any State Transitions" msgstr "任意状态过渡" #: /Runtime/Camera/ShadowSettings.h:36 msgid "Culling Matrix Override" msgstr "剔除矩阵覆盖" #: /Runtime/Camera/GraphicsSettings.cpp:431 msgid "Min Luminance" msgstr "最小亮度" #: /Editor/Src/LightmapEditorSettings.cpp:432 msgid "PVR Filtering Atrous Position SigmaAO" msgstr "PVR 过滤 Atrous 位置 SigmaAO" #: /Runtime/BaseClasses/EditorExtension.cpp:53 msgid "Prefab Internal" msgstr "预制件内部" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:257 msgid "Includes Hash" msgstr "包括哈希" #: /Runtime/Misc/BuildSettings.cpp:230 msgid "GraphicsAP Is" msgstr "GraphicsAP 是" #: /Runtime/Misc/PlayerSettings.cpp:88 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Duration" msgstr "持续时间" #: /Runtime/Shaders/SerializedShaderData.h:985 msgid "Name Indices" msgstr "名称指数" #: /Runtime/Graphics/LOD/LODGroup.cpp:418 msgid "Screen Relative Height" msgstr "屏幕相对高度" #: /Editor/Src/Collab/CollabSettingsManager.h:16 msgid "In Progress Enabled" msgstr "已启用“正在进行”" #: /Runtime/Graphics/SpriteFrame.cpp:169 msgid "AtlasRD" msgstr "AtlasRD" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2589 msgid "I Phone High Res Splash Screen" msgstr "I Phone 高分辨率启动画面" #: /Runtime/Misc/PlayerSettings.cpp:532 msgid "Holographic Tracking Loss Screen" msgstr "全息追踪丢失屏幕" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:555 msgid "Namespace Index" msgstr "命名空间索引" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:197 msgid "Adaptive Mode Threshold" msgstr "自适应模式阈值" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:159 msgid "InternalID" msgstr "InternalID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2583 msgid "UI Exit On Suspend" msgstr "UI 暂停时退出" #: /Runtime/Shaders/SerializedShaderData.h:828 msgid "Stencil Op Back" msgstr "模板操作后" #: /Runtime/Misc/PlayerSettings.cpp:510 msgid "Android Enable Sustained Performance Mode" msgstr "Android 启用持续性能模式" #: /Runtime/Math/AnimationCurve.h:296 msgid "In Slope" msgstr "输入斜率" #: /Runtime/Camera/RenderSettings.cpp:520 msgid "Generated Skybox Reflection" msgstr "生成天空盒反射" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:95 msgid "Ray Tracing Shader Resources" msgstr "射线追踪着色器资源" #: /Editor/Src/InspectorExpandedState.cpp:185 msgid "Inspector Expanded" msgstr "检查器已展开" #: /Editor/Src/EditorUserBuildSettings.cpp:134 msgid "Build Location" msgstr "生成位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2924 msgid "WebGL Linker Target" msgstr "WebGL 链接器目标" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:45 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Tag" msgstr "标签" #: /Runtime/Graphics/Renderer.cpp:783 msgid "AutoUV Max Distance" msgstr "AutoUV 最大距离" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:76 msgid "Coppa Lock" msgstr "儿童网络隐私锁" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2630 msgid "IOS Device Requirements" msgstr "IOS 设备要求" #: /Editor/Src/LightmapEditorSettings.cpp:431 msgid "PVR Filtering Atrous Position Sigma Indirect" msgstr "PVR 过滤 Atrous 位置 Sigma 间接" #: /Editor/Src/SceneManager/SceneManagerSetup.h:23 msgid "Is Sub Scene" msgstr "是子场景" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:193 msgid "Splash Screen Background Portrait Uvs" msgstr "启动画面纵向背景 Uvs" #: /Runtime/Camera/Flare.cpp:74 msgid "Elements" msgstr "元素" #: /Runtime/Shaders/NameToObjectMap.h:140 msgid "Object To Name" msgstr "对象到名称" #: /Runtime/Shaders/SerializedShaderData.h:1308 msgid "Sub Shaders" msgstr "子着色器" #: /Runtime/Misc/PlayerSettings.cpp:563 msgid "Ios AllowHTTP Download" msgstr "Ios AllowHTTP 下载" #: /Editor/Src/EditorSettings.cpp:279 msgid "Sprite Packer Padding Power" msgstr "Sprite 打包器填充幂" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:99 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Channels" msgstr "通道" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:57 msgid "Mix Level" msgstr "混合级别" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2975 msgid "Metro Default Tile Size" msgstr "Metro 默认磁贴大小" #: /Runtime/Misc/PlayerSettings.cpp:622 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Mac App Store Validation" msgstr "使用 Mac 应用程序商店验证" #: /Editor/Src/Animation/BlendTree.h:41 msgid "Direct Blend Event" msgstr "直接混合事件" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:147 msgid "Single Channel Component" msgstr "单通道组件" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:135 msgid "Enable Rotation" msgstr "启用旋转" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:90 msgid "Ray Tracing ShaderID" msgstr "射线追踪着色器 ID" #: /Runtime/Input/InputAxis.h:136 msgid "Descriptive Name" msgstr "描述名称" #: /Runtime/Utilities/Hash128.cpp:71 msgid "Hash" msgstr "哈希" #: /Runtime/Shaders/Shader.cpp:1551 msgid "Offsets" msgstr "偏移" #: /Runtime/Misc/PlayerSettings.cpp:715 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Holographic Pause On Tracking Loss" msgstr "追踪丢失时全息暂停" #: /Runtime/Camera/Projector.cpp:377 msgid "Field Of View" msgstr "视野" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:179 msgid "Baked Skybox Probe Cubemaps" msgstr "烘焙天空盒探测器立方体贴图" #: /Runtime/BaseClasses/TagManager.cpp:250 Editor/Mono/Inspector/TagManagerInspector.cs:1 msgid "Sorting Layers" msgstr "排序图层" #: /Runtime/Camera/Projector.cpp:378 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Aspect Ratio" msgstr "宽高比" #: /Runtime/Misc/BuildSettings.cpp:183 msgid "Has Shadows" msgstr "有阴影" #: /Runtime/Misc/BuildSettings.cpp:180 msgid "Is Embedded" msgstr "是嵌入的" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3177 msgid "I Phone Build Number" msgstr "I Phone 版本号" #: /Runtime/Camera/ReflectionProbes.cpp:61 msgid "Near Clip" msgstr "近剪裁" #: /Editor/Src/EditorUserBuildSettings.cpp:200 msgid "SelectedWSAUWPVS Version" msgstr "SelectedWSAUWPVS 版本" #: /Runtime/Misc/PlayerSettings.cpp:713 msgid "Wsa Transparent Swapchain" msgstr "Wsa 透明交换链" #: /Runtime/Graphics/Texture2D.cpp:1082 msgid "Complete Image Size" msgstr "完全图像大小" #: /Runtime/Graphics/TrailRenderer.cpp:492 Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Autodestruct" msgstr "自动销毁" #: /Runtime/BaseClasses/EditorExtension.cpp:138 msgid "Editor Extension" msgstr "编辑器扩展" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:51 msgid "Class" msgstr "类" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:89 msgid "Has Normals" msgstr "有法线" #: /Editor/Src/Prefabs/PrefabInstance.cpp:83 msgid "Source Prefab" msgstr "源预制件" #: /Runtime/Misc/BuildSettings.cpp:175 msgid "BuildGUID" msgstr "BuildGUID" #: /Runtime/Graphics/TrailRenderer.cpp:491 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Min Vertex Distance" msgstr "最小顶点距离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2633 msgid "IOS Metal Force Hard Shadows" msgstr "IOS Metal Force 硬阴影" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2597 msgid "I Pad High Res Portrait Splash Screen" msgstr "I Pad 高分辨率纵向启动画面" #: /Runtime/Misc/ResourceManager.cpp:1782 msgid "Dependent Assets" msgstr "依赖资产" #: /Editor/Src/EditorUserBuildSettings.cpp:198 msgid "SelectedWSA MinUWPSDK" msgstr "SelectedWSA MinUWPSDK" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:59 msgid "Force Maximum Compression Quality_BC6H_BC7" msgstr "强制使用最大压缩质量_BC6H_BC7" #: /Runtime/Graphics/Renderer.cpp:779 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Stitch Lightmap Seams" msgstr "拼合光照贴图缝隙" #: /Editor/Src/Animation/Transition.cpp:237 msgid "Transition Duration" msgstr "过渡持续时间" #: /Runtime/Shaders/SerializedShaderData.h:154 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "X" msgstr "X" #: /Editor/Src/EditorBuildSettings.cpp:163 msgid "Config Objects" msgstr "配置对象" #: /Runtime/Mono/MonoManager.cpp:2609 msgid "Assembly Names" msgstr "程序集名" #: /Runtime/Misc/PlayerSettings.cpp:534 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Screen Width" msgstr "默认屏幕宽度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2704 msgid "OpenGL RequireES31AEP" msgstr "OpenGL RequireES31AEP" #: /Runtime/Graphics/Renderer.cpp:782 msgid "Minimum Chart Size" msgstr "最小图表大小" #: /Runtime/Shaders/SerializedShaderData.h:549 msgid "Struct Params" msgstr "结构参数" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:68 msgid "Source WasHDR" msgstr "源 WasHDR" #: /Runtime/Camera/ReflectionProbes.cpp:64 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Clear Flags" msgstr "清除标志" #: /Editor/Src/WebSocketClient/Message.h:49 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Channel" msgstr "通道" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:137 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Outline" msgstr "轮廓" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:93 msgid "Enable Mip Map" msgstr "启用 Mip 贴图" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2479 msgid "Alpha Test Ref" msgstr "Alpha 测试参考" #: /Runtime/Graphics/Mesh/VertexData.cpp:211 msgid "Current Channels" msgstr "当前通道" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:94 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "SRGB Texture" msgstr "SRGB 纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3172 msgid "I Phone Bundle Identifier" msgstr "I Phone Bundle 标识符" #: /Runtime/Misc/PlayerSettings.cpp:561 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Display Resolution Dialog" msgstr "显示分辨率对话框" #: /Runtime/BaseClasses/EditorExtension.cpp:65 msgid "Extension Ptr" msgstr "扩展 Ptr" #: /Runtime/Graphics/CustomRenderTexture.cpp:661 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Init Color" msgstr "初始颜色" #: /Editor/Src/Animation/StateMachine.cpp:346 msgid "Cycle Offset Parameter" msgstr "周期偏移参数" #: /Runtime/Graphics/Mesh/SubMesh.h:60 msgid "First Byte" msgstr "首字节" #: /Runtime/Graphics/LightmapData.h:40 msgid "Dir Lightmap" msgstr "Dir 光照贴图" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:58 msgid "Input Buffers" msgstr "输入缓冲区" #: /Runtime/Graphics/SpriteFrame.cpp:220 msgid "Physics Shape" msgstr "物理形状" #: /Runtime/Camera/GraphicsSettings.cpp:502 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Preloaded Shaders" msgstr "已预加载着色器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2669 msgid "Android Keystore Name" msgstr "Android 密钥库名称" #: /Runtime/Graphics/QualitySettings.cpp:455 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Realtime Reflection Probes" msgstr "实时反射探测器" #: /Editor/Src/Animation/StateMachine.cpp:315 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Write Default Values" msgstr "写入默认值" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2480 msgid "Best Wind Quality" msgstr "最佳风质量" #: /Runtime/Camera/RenderSettings.cpp:514 msgid "Ambient Probe" msgstr "环境探测器" #: /Runtime/Graphics/QualitySettings.cpp:473 msgid "Async Upload Persistent Buffer" msgstr "异步上传持久缓冲区" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:49 msgid "Synced Layer Affects Timing" msgstr "同步图层将影响定时" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:956 msgid "Bones" msgstr "骨骼" #: /Runtime/Input/InputManager.cpp:308 msgid "This Frame Key Down" msgstr "此帧按键按下" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:38 msgid "Controlled By Builtin Package" msgstr "由内置包控制" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:117 msgid "Gray Scale To Alpha" msgstr "灰度至 Alpha" #: /Editor/Src/SceneManager/SceneManagerSetup.h:21 msgid "Is Loaded" msgstr "是加载的" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:19 msgid "Asset File Hash" msgstr "资产文件哈希" #: /Runtime/Camera/OcclusionCullingSettings.cpp:142 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Smallest Hole" msgstr "最小孔" #: /Runtime/BaseClasses/EditorExtension.cpp:46 msgid "Corresponding Object From Source" msgstr "源中的相应对象" #: /Runtime/Graphics/LightmapData.h:41 msgid "Shadow Mask" msgstr "阴影遮罩" #: /Runtime/BaseClasses/GameObject.cpp:1072 Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Is Active" msgstr "是活动的" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2588 msgid "I Phone Splash Screen" msgstr "I Phone 启动画面" #: /Runtime/Graphics/LOD/LODGroup.cpp:405 Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Enabled" msgstr "已启用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2652 msgid "Apple Enable Automatic Signing" msgstr "Apple 启用自动签名" #: /Editor/Src/LightmapEditorSettings.cpp:422 msgid "PVR EnvironmentMIS" msgstr "PVR EnvironmentMIS" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2977 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Tile Background Color" msgstr "Metro 磁贴背景颜色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2582 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Status Bar Hidden" msgstr "UI 状态栏隐藏" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2325 Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Content Type" msgstr "内容类型" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:90 msgid "Line" msgstr "线" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:312 msgid "Non Stripped User Keywords" msgstr "非剥离用户关键字" #: /Editor/Src/LightmappingAnalyticsData.h:124 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Samples" msgstr "间接示例" #: /Editor/Src/Animation/StateMachine.cpp:850 msgid "Entry Position" msgstr "起始位置" #: /Editor/Src/Animation/StateMachine.cpp:345 msgid "Mirror Parameter" msgstr "镜像参数" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:45 msgid "Uv Transform" msgstr "Uv 变换" #: /Runtime/Graphics/QualitySettings.cpp:471 msgid "Async Upload Time Slice" msgstr "异步上传时间切片" #: /Editor/Src/EditorUserBuildSettings.cpp:175 msgid "Build Scripts Only" msgstr "仅生成脚本" #: /Editor/Src/Animation/BlendTree.cpp:74 Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Blend Type" msgstr "混合类型" #: /Runtime/Camera/Flare.cpp:73 msgid "Texture Layout" msgstr "纹理布局" #: /Editor/Src/Collab/Requests/DownloadRequests.h:59 msgid "Target" msgstr "目标" #: /Runtime/Graphics/Mesh/SubMesh.h:70 msgid "Is Tri Strip" msgstr "是三角形带" #: /Runtime/Shaders/ComputeShaderStructs.cpp:42 msgid "Bind Point" msgstr "绑定点" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:98 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip Maps Preserve Coverage" msgstr "Mip Maps 保留覆盖范围" #: /Editor/Src/Animation/Transition.cpp:201 msgid "User Name" msgstr "用户名" #: /Editor/Src/Animation/StateMachine.cpp:314 msgid "IK On Feet" msgstr "脚部 IK" #: /Runtime/Input/InputAxis.h:152 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Gravity" msgstr "重力" #: /Runtime/Graphics/Billboard/BillboardRenderer.cpp:234 Editor/Mono/Inspector/BillboardRendererInspector.cs:1 msgid "Billboard" msgstr "Billboard" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2625 msgid "IOS Launch Screeni Pad Size" msgstr "IOS 启动屏幕 iPad 尺寸" #: /Editor/Src/EditorSettings.cpp:301 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enable Texture Streaming In Play Mode" msgstr "在播放模式下启用纹理流式加载" #: /Runtime/Misc/BuildSettings.cpp:189 msgid "Uses On Mouse Events" msgstr "鼠标使用事件" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:615 msgid "Used FileI Ds" msgstr "已使用的文件 ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2354 msgid "Cert Path" msgstr "证书路径" #: /Runtime/Math/Color.h:411 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "A" msgstr "A" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:143 Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Lights" msgstr "光线" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:108 msgid "Tangent" msgstr "切线" #: /Runtime/2D/Common/SpriteTypes.h:92 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Rotation" msgstr "旋转" #: /Runtime/Camera/RenderSettings.cpp:482 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog" msgstr "雾" #: /Runtime/Graphics/Mesh/CompressedMesh.h:161 msgid "Float Colors" msgstr "浮动颜色" #: /Runtime/Camera/LightProbeProxyVolume.cpp:158 msgid "ResolutionZ" msgstr "ResolutionZ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2531 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Aot Options" msgstr "Aot 选项" #: /Runtime/Misc/PlayerSettings.cpp:536 msgid "Default Screen Width Web" msgstr "默认屏幕宽度(Web)" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2515 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Bundle Version Code" msgstr "Android Bundle 版本码" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:28 msgid "Original Name" msgstr "原始名称" #: /Runtime/2D/Common/SpriteRenderData.cpp:381 msgid "Pos" msgstr "位置" #: /Runtime/Graphics/Texture2D.cpp:1112 msgid "Image Count" msgstr "图像数" #: /Runtime/PreloadManager/PreloadData.cpp:16 msgid "Explicit Data Layout" msgstr "显式数据布局" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:116 msgid "Tessellation Detail" msgstr "细分曲面细节" #: /Runtime/Misc/PlayerSettings.cpp:738 msgid "Android Supported Aspect Ratio" msgstr "Android 支持的纵横比" #: /Runtime/Camera/GraphicsSettings.cpp:580 msgid "Allow Enlighten Support For Upgraded Project" msgstr "为升级的项目提供 Enlighten 支持" #: /Runtime/Graphics/Mesh/Mesh.cpp:628 msgid "Vertex Data" msgstr "顶点数据" #: /Editor/Src/EditorUserBuildSettings.cpp:170 msgid "Force Installation" msgstr "强制安装" #: /Runtime/Camera/ShadowSettings.h:34 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Normal Bias" msgstr "法线偏离" #: /Editor/Src/LightmappingAnalyticsData.h:90 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ambient Occlusion" msgstr "环境光遮蔽" #: /Editor/Src/EditorUserSettings.cpp:182 msgid "VC User Name" msgstr "VC 用户名" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:73 msgid "Organization Name" msgstr "组织名称" #: /Runtime/Graphics/EnlightenSceneMapping.h:217 msgid "Renderer Size" msgstr "渲染器大小" #: /Runtime/Camera/ShadowSettings.h:32 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Strength" msgstr "强度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2586 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Status Bar Style" msgstr "UI 状态栏样式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:106 msgid "External Normal Map" msgstr "外部法线贴图" #: /Runtime/Graphics/Mesh/CompressedMesh.h:163 msgid "Triangles" msgstr "三角形" #: /Runtime/Graphics/Mesh/CompressedMesh.h:127 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Range" msgstr "范围" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:24 msgid "Game Objects" msgstr "游戏对象" #: /Runtime/Misc/PlayerSettings.cpp:723 msgid "Is Wsa Holographic Remoting Enabled" msgstr "是已启用 Wsa Holographic Remoting 的" #: /Runtime/Input/InputAxis.h:161 msgid "Joy Num" msgstr "操作杆编号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2962 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Application Description" msgstr "Metro 应用描述" #: /Runtime/Shaders/SerializedShaderData.h:556 msgid "Name Index" msgstr "名称索引" #: /Editor/Src/Animation/AnimatorControllerLayer.h:64 msgid "State Machine Behaviours" msgstr "状态机行为" #: /Runtime/Misc/PlayerSettings.cpp:559 msgid "Ios App In Background Behavior" msgstr "Ios 应用后台行为" #: /Runtime/Misc/PlayerSettings.cpp:695 msgid "Bundle Version" msgstr "包版本" #: /Editor/Src/Animation/StateMachine.cpp:344 msgid "Speed Parameter" msgstr "速度参数" #: /Runtime/Misc/BuildSettings.cpp:172 msgid "Preloaded Plugins" msgstr "预加载插件" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2623 msgid "IOS Launch Screeni Pad Background Color" msgstr "IOS 启动屏幕 iPad 背景颜色" #: /Editor/Src/LightmapEditorSettings.cpp:383 msgid "CompAO Exponent" msgstr "CompAO 指数" #: /Runtime/Mono/MonoScript.cpp:400 Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 msgid "Script" msgstr "脚本" #: /Runtime/Graphics/EnlightenSceneMapping.h:218 msgid "Atlas Index" msgstr "图集索引" #: /Runtime/Graphics/SpriteFrame.cpp:139 msgid "Is Polygon" msgstr "是多边形" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2615 msgid "IOS Launch Screen Portrait" msgstr "IOS 启动屏幕纵向" #: /Editor/Src/Animation/StateMachine.cpp:834 msgid "Child States" msgstr "子状态" #: /Editor/Src/UnityConnect/UnityErrors.h:112 msgid "Msg" msgstr "消息" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:36 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Path" msgstr "路径" #: /Runtime/Misc/PlayerSettings.cpp:528 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Cursor Hotspot" msgstr "光标热点" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:77 msgid "Has Errors" msgstr "有错误" #: /Runtime/Camera/ReflectionProbes.cpp:67 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Intensity Multiplier" msgstr "强度乘数" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:140 msgid "Sprite Tessellation Detail" msgstr "Sprite 细分曲面细节" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2697 msgid "Build Target Icons" msgstr "生成目标图标" #: /Editor/Src/EditorUserBuildSettings.cpp:152 msgid "Android Device Socket Address" msgstr "Android 设备套接字地址" #: /Runtime/Shaders/UnityPropertySheet.cpp:202 msgid "Floats" msgstr "浮点" #: /Editor/Src/EditorSettings.cpp:296 msgid "Project Generation Root Namespace" msgstr "项目生成根命名空间" #: /Runtime/Input/TimeManager.cpp:647 Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Maximum Particle Timestep" msgstr "最大粒子时间步长" #: /Runtime/Camera/Projector.cpp:381 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Orthographic Size" msgstr "正交尺寸" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:9 msgid "Hierarchical Scene Data" msgstr "分层的场景数据" #: /Runtime/Camera/LightBakingOutput.h:47 msgid "Is Baked" msgstr "是烘焙的" #: /Runtime/Misc/BuildSettings.cpp:187 msgid "Enable Dynamic Batching" msgstr "启用动态批处理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2606 msgid "TvOS Small Icon Layers" msgstr "TvOS 小图标图层" #: /Runtime/Camera/GraphicsSettings.cpp:322 msgid "Use Reflection Probe Box Projection" msgstr "使用反射探测器盒投影" #: /Runtime/Shaders/ComputeShaderStructs.cpp:32 msgid "Generated Name" msgstr "生成名称" #: /Runtime/Camera/OcclusionCullingSettings.cpp:110 msgid "SceneGUID" msgstr "SceneGUID" #: /Runtime/Camera/GraphicsSettings.cpp:323 msgid "Use Reflection Probe Blending" msgstr "使用反射探测器混合" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2667 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Splash Screen Scale" msgstr "Android 启动画面比例" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:158 msgid "Compression Quality Set" msgstr "压缩质量集" #: /Runtime/Shaders/SerializedShaderData.h:802 msgid "Rt Separate Blend" msgstr "Rt 独立混合" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2467 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Wind Quality" msgstr "风的质量" #: /Runtime/Shaders/SerializedShaderData.h:586 msgid "Samplers" msgstr "采样器" #: /Runtime/Camera/ReflectionProbes.cpp:62 msgid "Far Clip" msgstr "远剪裁" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:74 msgid "Organization Foreign Key" msgstr "组织外键" #: /Runtime/Scripting/ManagedReference/IManagedObjectHost.h:51 msgid "Foo" msgstr "Foo" #: /Runtime/Misc/BuildSettings.cpp:190 msgid "Has Cluster Rendering" msgstr "有群集渲染" #: /Runtime/Graphics/Mesh/MeshTypes.h:22 msgid "Bone Index" msgstr "骨骼索引" #: /Runtime/Graphics/QualitySettings.cpp:454 msgid "Soft Vegetation" msgstr "柔软的植物" #: /Editor/Src/EditorUserBuildSettings.cpp:174 msgid "Enable Headless Mode" msgstr "启用无头模式" #: /Runtime/Input/TimeManager.cpp:638 msgid "Capture Delta Time" msgstr "捕捉增量时间" #: /Runtime/Camera/RenderSettings.cpp:522 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Sun" msgstr "太阳" #: /Runtime/Graphics/Mesh/VertexData.h:123 msgid "Stream" msgstr "流" #: /Runtime/Input/TimeManager.cpp:646 msgid "Maximum Timestep" msgstr "最大时间步进" #: /Runtime/Shaders/UnityPropertySheet.cpp:215 msgid "Unity Property Sheet" msgstr "Unity 属性表" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2488 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Fade Out Width" msgstr "淡出宽度" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:42 msgid "Render Data Map" msgstr "渲染数据映射" #: /Runtime/Graphics/LineRenderer.cpp:352 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Use World Space" msgstr "使用世界空间" #: /Runtime/Misc/PlayerSettings.cpp:644 msgid "D3d11Fullscreen Mode" msgstr "D3d11Fullscreen 模式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:132 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Alignment" msgstr "对齐" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:134 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Pixels To Units" msgstr "Sprite 像素到单位" #: /Runtime/Camera/GraphicsSettings.cpp:329 msgid "EnableLPPV" msgstr "启用 LPPV" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:98 msgid "Dir Name" msgstr "Dir 名称" #: /Runtime/Camera/GraphicsSettings.cpp:452 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Tier Settings" msgstr "层设置" #: /Runtime/Misc/PlayerSettings.cpp:642 msgid "Mac Fullscreen Mode" msgstr "Mac 全屏模式" #: /Runtime/Graphics/RenderTexture.h:307 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Color Format" msgstr "颜色格式" #: /Runtime/Graphics/Mesh/CompressedMesh.h:157 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Tangents" msgstr "切线" #: /Editor/Src/LightmapEditorSettings.cpp:426 msgid "PVR Filtering Gauss Radius Direct" msgstr "PVR 过滤高斯直接半径" #: /Runtime/Misc/PlayerSettings.cpp:635 msgid "Graphics Job Mode" msgstr "图形作业模式" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:573 msgid "Method Name" msgstr "方法名称" #: /Runtime/Misc/BuildSettings.cpp:173 msgid "EnabledVR Devices" msgstr "已启用 VR 设备" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2979 msgid "Metro Splash Screen Use Background Color" msgstr "Metro 启动画面使用背景颜色" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:84 msgid "AndroidETC2Fallback Downscale" msgstr "AndroidETC2Fallback 缩放" #: /Editor/Src/Animation/StateMachine.cpp:852 msgid "Parent State Machine Position" msgstr "父状态机位置" #: /Runtime/Graphics/QualitySettings.cpp:466 msgid "Streaming Mipmaps Renderers Per Frame" msgstr "流式 Mipmaps 渲染器每帧" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:74 msgid "Compression Quality" msgstr "压缩质量" #: /Runtime/Math/Color.h:409 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "G" msgstr "G" #: /Editor/Src/LightmapEditorSettings.cpp:562 msgid "Lightmap Editor Settings" msgstr "光照贴图编辑器设置" #: /Runtime/Graphics/CustomRenderTexture.cpp:671 msgid "Cubemap Face Mask" msgstr "立方体贴图面罩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3028 msgid "Lumin Icon" msgstr "Lumin 图标" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:29 msgid "Packed Sprite Names To Index" msgstr "已经打包的索引 Sprite 名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2620 msgid "IOS Launch Screen Custom Xib Path" msgstr "IOS 启动屏幕自定义 Xib 路径" #: /Runtime/Graphics/CustomRenderTexture.h:238 msgid "Need Swap" msgstr "需要交换" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:258 msgid "Code Hash" msgstr "代码哈希" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2911 msgid "WebGL Exception Support" msgstr "WebGL 异常支持" #: /Runtime/Graphics/Texture2D.cpp:1084 msgid "Texture Format" msgstr "纹理格式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:671 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "PSD Remove Matte" msgstr "PSD 移除遮罩" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:601 msgid "Before Splash Screen Unity Method Execution Orders" msgstr "启动画面 Unity 方法执行顺序之前" #: /Runtime/Graphics/EnlightenSceneMapping.h:238 msgid "First System Id" msgstr "首个系统 ID" #: /Runtime/Camera/OcclusionCullingData.cpp:74 msgid "Index Portals" msgstr "索引门户" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:97 msgid "Module Name" msgstr "模块名称" #: /Runtime/Shaders/ComputeShaderStructs.cpp:15 msgid "Array Size" msgstr "数组大小" #: /Runtime/Graphics/CubemapTexture.cpp:332 msgid "Source Textures" msgstr "源紋理" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:30 msgid "Online" msgstr "在线" #: /Runtime/Misc/PlayerSettings.cpp:525 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Product Name" msgstr "产品名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2969 msgid "Metro Medium Tile Show Name" msgstr "Metro 中型磁贴显示名称" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:37 msgid "Alpha Textures" msgstr "Alpha 版纹理" #: /Runtime/Serialize/BuildUsageTags.h:64 msgid "Shader Include Instancing Variants" msgstr "着色器包含实例变体" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:783 msgid "Shader Compilation Info" msgstr "着色器编译信息" #: /Runtime/Shaders/SerializedShaderData.h:639 msgid "Z Fail" msgstr "Z 失败" #: /Runtime/Graphics/Mesh/CompressedMesh.h:158 msgid "Weights" msgstr "权重" #: /Runtime/Graphics/Mesh/CompressedMesh.h:146 msgid "Num Items" msgstr "数量项目" #: /Runtime/Misc/PlayerSettings.cpp:617 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Player Log" msgstr "使用播放器日志" #: /Runtime/Graphics/SpriteFrame.cpp:216 msgid "RD" msgstr "RD" #: /Editor/Src/EditorExtensionImpl.cpp:74 msgid "Should Display In Editor" msgstr "应在编辑器中显示" #: /Editor/Src/EditorSettings.cpp:278 msgid "Sprite Packer Mode" msgstr "Sprite 打包器模式" #: /Editor/Src/Animation/StateMachine.cpp:320 msgid "Time Parameter Active" msgstr "时间参数活动" #: /Editor/Src/EditorSettings.cpp:298 msgid "Collab Editor Settings" msgstr "协作编辑器设置" #: /Runtime/Shaders/SerializedShaderData.h:686 msgid "Blend Op Alpha" msgstr "混合操作 Alpha" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2631 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IOSURL Schemes" msgstr "IOS URL 方案" #: /Editor/Src/EditorSettings.cpp:322 msgid "Use Legacy Probe Sample Count" msgstr "使用旧版探测器样本数量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2557 msgid "I Phone TargetOS Version" msgstr "I Phone 目标操作系统版本" #: /Runtime/Misc/PlayerSettings.cpp:615 msgid "Submit Analytics" msgstr "提交分析" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2934 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Managed Stripping Level" msgstr "托管剥离级别" #: /Runtime/Camera/RenderSettings.cpp:537 msgid "Ambient Light" msgstr "环境光" #: /Editor/Src/EditorUserSettings.cpp:176 msgid "VC Debug Cmd" msgstr "VC 调试命令" #: /Runtime/Graphics/LOD/LODGroup.cpp:391 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Animate Cross Fading" msgstr "动画交叉淡化" #: /Editor/Src/LightmapEditorSettings.cpp:423 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Culling" msgstr "PVR 剔除" #: /Runtime/Math/AnimationCurve.h:44 msgid "Keyframe" msgstr "关键帧" #: /Runtime/Misc/PlayerSettings.cpp:624 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac App Store Category" msgstr "Mac 应用商店类别" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2519 msgid "Android Target Sdk Version" msgstr "Android 目标 Sdk 版本" #: /Editor/Src/LightmapEditorSettings.cpp:418 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filter Type Direct" msgstr "PVR 直接过滤器" #: /Runtime/Misc/PlayerSettings.cpp:87 msgid "Logo" msgstr "徽标" #: /Runtime/Camera/GraphicsSettings.cpp:432 msgid "Max Luminance" msgstr "最大亮度" #: /Runtime/2D/Sorting/SortingGroup.cpp:114 Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Sorting Order" msgstr "排序顺序" #: /Editor/Src/LightmapEditorSettings.cpp:436 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Training Data Destination" msgstr "训练数据目标" #: /Editor/Src/EditorUserBuildSettings.cpp:171 Editor/Mono/BuildPlayerWindow.cs:1 msgid "Explicit Null Checks" msgstr "显式空检查" #: /Runtime/Misc/PlayerSettings.cpp:567 msgid "Allowed Autorotate To Landscape Left" msgstr "允许自动旋转切换至左横屏" #: /Runtime/Camera/RenderSettings.cpp:507 msgid "Default Reflection Resolution" msgstr "默认反射分辨率" #: /Editor/Src/Animation/BlendTree.cpp:70 msgid "Max Threshold" msgstr "最大阈值" #: /Runtime/BaseClasses/GameObject.cpp:1052 msgid "Static Editor Flags" msgstr "静态编辑器标志" #: /Runtime/Camera/ReflectionProbes.cpp:68 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Blend Distance" msgstr "混合距离" #: /Runtime/Graphics/LineBuilder.h:150 msgid "Width Multiplier" msgstr "宽度乘数" #: /Runtime/Graphics/LineBuilder.h:152 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Color Gradient" msgstr "颜色渐变" #: /Runtime/Camera/RenderSettings.cpp:579 msgid "Mixed Shadow Color" msgstr "混合阴影颜色" #: /Runtime/Graphics/Mesh/Mesh.cpp:625 msgid "Index Buffer" msgstr "索引缓冲区" #: /Runtime/Graphics/QualitySettings.cpp:458 msgid "V Sync Count" msgstr "垂直同步数" #: /Runtime/Misc/BuildSettings.cpp:227 msgid "Script Hashes" msgstr "脚本哈希" #: /Editor/Src/LightmappingAnalyticsData.h:123 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Samples" msgstr "直接样本" #: /Runtime/Shaders/SerializedShaderData.h:1310 msgid "Custom Editor Name" msgstr "自定义编辑器名" #: /Runtime/Misc/PlayerSettings.cpp:614 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Hide Home Button" msgstr "隐藏 Home 按钮" #: /Runtime/Graphics/QualitySettings.cpp:447 Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Skin Weights" msgstr "蒙皮权重" #: /Editor/Src/LightmapEditorSettings.cpp:415 msgid "PVR Denoiser Type Indirect" msgstr "PVR 间接型降噪器" #: /Runtime/Camera/GraphicsSettings.cpp:459 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Dir Combined" msgstr "光照贴图保持 Dir 组合" #: /Editor/Src/LightmapEditorSettings.cpp:419 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filter Type Indirect" msgstr "PVR 间接过滤器" #: /Runtime/Misc/PlayerSettings.cpp:539 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Active Color Space" msgstr "活动色彩空间" #: /Editor/Src/LightmapEditorSettings.cpp:378 msgid "Bake Resolution" msgstr "烘焙分辨率" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2337 msgid "Session Requirment" msgstr "会话要求" #: /Runtime/Shaders/SerializedShaderData.h:1194 msgid "Def Texture" msgstr "定义纹理" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:621 msgid "Shader Variant Collection" msgstr "着色器变体集" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3029 msgid "Lumin Cert" msgstr "Lumin 证书" #: /Runtime/Graphics/LOD/LODGroup.cpp:412 Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Renderer" msgstr "渲染器" #: /Editor/Src/EditorUserSettings.cpp:198 msgid "VC Show Failed Checkout" msgstr "VC 显示失败的签出" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:200 msgid "Terrain DynamicUVST" msgstr "地形 DynamicUVST" #: /Editor/Src/Collab/REST/CollabHandler.h:25 msgid "Publish All" msgstr "全部发布" #: /Runtime/Misc/PlayerSettings.cpp:558 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Android Show Activity Indicator On Loading" msgstr "Android 加载时显示活动指示器" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:106 msgid "Renderer List" msgstr "渲染器列表" #: Modules/ExampleEditor/ExampleComponentEditor.cs:1 msgid "Field" msgstr "字段" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:46 msgid "Is Variant" msgstr "是变体" #: /Runtime/Camera/ReflectionProbes.cpp:69 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "HDR" msgstr "HDR" #: /Runtime/Shaders/SerializedShaderData.h:822 msgid "Offset Factor" msgstr "偏移系数" #: /Runtime/Graphics/Renderer.cpp:758 Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Materials" msgstr "材质" #: /Editor/Src/LightmapEditorSettings.cpp:413 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filtering Mode" msgstr "PVR 过滤模式" #: /Runtime/2D/Sorting/SortingGroup.cpp:112 msgid "Sorting LayerID" msgstr "排序 LayerID" #: /Editor/Src/AnnotationManager.cpp:441 msgid "Show Grid" msgstr "显示网格" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2938 msgid "Additional Il2Cpp Args" msgstr "附加 Il2Cpp Args" #: /Runtime/Graphics/Mesh/CompressedMesh.h:162 msgid "Bone Indices" msgstr "骨骼索引" #: /Runtime/Input/TimeManager.cpp:641 msgid "Scene Load Offset" msgstr "场景加载偏移" #: /Editor/Src/LightmapEditorSettings.cpp:420 msgid "PVR Filter TypeAO" msgstr "PVR 过滤器 TypeAO" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2663 msgid "Template Default Scene" msgstr "模板默认场景" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2465 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Subsurface" msgstr "启用次表面" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2649 msgid "TvOS Manual Signing Provisioning ProfileID" msgstr "TvOS 手动签名配置文件 ID" #: /Runtime/Misc/PlayerSettings.cpp:739 msgid "Android Max Aspect Ratio" msgstr "Android 最大纵横比" #: /Runtime/Shaders/SerializedShaderData.h:1187 msgid "Attributes" msgstr "特性" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:68 msgid "Parameter Name" msgstr "参数名" #: /Runtime/Camera/RenderSettings.cpp:509 msgid "Reflection Intensity" msgstr "反射强度" #: /Editor/Src/Animation/Transition.h:51 msgid "Condition Mode" msgstr "条件模式" #: /Runtime/Shaders/SerializedShaderData.h:637 msgid "Pass" msgstr "通路" #: /Runtime/Graphics/Renderer.cpp:760 msgid "Static Batch Root" msgstr "静态批处理根" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:251 msgid "Code" msgstr "代码" #: /Editor/Src/InspectorExpandedState.cpp:188 msgid "Script Class" msgstr "脚本类" #: /Runtime/Mono/MonoBehaviour.cpp:64 msgid "Mono Behaviour" msgstr "Mono 行为" #: /Runtime/Graphics/QualitySettings.cpp:465 msgid "Streaming Mipmaps Memory Budget" msgstr "流式 Mipmaps 内存预算" #: /Runtime/Shaders/SerializedShaderData.h:819 msgid "Z Test" msgstr "Z 测试" #: /Runtime/Camera/LightProbes.cpp:46 msgid "Baked Light Occlusion" msgstr "烘焙光照遮挡" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:187 msgid "Splash Screen Background Animation Zoom" msgstr "启动画面背景动画缩放" #: /Editor/Src/WebSocketClient/Message.h:50 msgid "Topic" msgstr "主题" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:79 msgid "Readable" msgstr "可读" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:87 msgid "Message Details" msgstr "消息细节" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:192 msgid "Splash Screen Background Landscape Uvs" msgstr "启动画面横向背景 Uvs" #: /Runtime/Camera/OcclusionCullingData.cpp:134 msgid "Scenes" msgstr "场景" #: /Runtime/Shaders/ComputeShaderStructs.cpp:16 msgid "Row Count" msgstr "行数" #: /Runtime/Camera/LightProbes.cpp:34 msgid "Probe Sets" msgstr "探测器集" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:97 msgid "Ray Tracing Shader Reflection Data" msgstr "射线追踪着色器反射数据" #: /Runtime/Misc/BuildSettings.cpp:220 msgid "Runtime Class Hashes" msgstr "运行时类哈希" #: /Runtime/Transform/RectTransform.cpp:198 msgid "Anchored Position" msgstr "锚定位置" #: /Runtime/Camera/RenderSettings.cpp:485 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog Mode" msgstr "雾模式" #: /Runtime/Utilities/DateTime.h:45 msgid "Date Time" msgstr "日期时间" #: /Runtime/Camera/GraphicsSettings.cpp:525 msgid "Shader Defines Per Shader Compiler" msgstr "每个着色器编译器的着色器定义" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2458 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Cast Shadows" msgstr "投射阴影" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:612 msgid "Source Texture Information" msgstr "源纹理信息" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2262 msgid "Kind" msgstr "种类" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:23 msgid "Image Tex Coords" msgstr "图像纹理坐标" #: /Runtime/Graphics/QualitySettings.cpp:453 Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Soft Particles" msgstr "软粒子" #: /Editor/Src/EditorUserSettings.cpp:177 msgid "VC Debug Out" msgstr "VC 调试输出" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:323 msgid "Has Fixed Function Shaders" msgstr "有固定函数着色器" #: /Runtime/Misc/PlayerSettings.cpp:626 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Graphics Jobs" msgstr "图形作业" #: /Runtime/Camera/ReflectionProbes.cpp:72 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Use Occlusion Culling" msgstr "使用遮挡剔除" #: /Editor/Src/UnityConnect/UnityErrors.h:110 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Priority" msgstr "优先级" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2914 msgid "WebGL Debug Symbols" msgstr "WebGL 调试符号" #: /Editor/Src/ProjectUtility.h:73 msgid "Default Scene" msgstr "默认场景" #: /Runtime/Misc/PlayerSettings.cpp:633 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allow Fullscreen Switch" msgstr "允许全屏开关" #: /Runtime/Shaders/SerializedShaderData.h:1062 msgid "Passes" msgstr "通路" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:252 msgid "Asset Path" msgstr "资产路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2955 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Package Name" msgstr "Metro 包名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2987 msgid "MetroFTA Name" msgstr "MetroFTA 名称" #: /Editor/Src/EditorExtensionImpl.cpp:35 msgid "Template Father" msgstr "父模板" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2681 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Enable Banner" msgstr "Android 启用横幅" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:602 msgid "Keywords" msgstr "关键字" #: /Runtime/Graphics/LightmapSettings.cpp:55 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Light Probes" msgstr "光照探测器" #: /Editor/Src/EditorUserBuildSettings.cpp:154 msgid "Selected Compression Type" msgstr "选择的压缩类型" #: /Runtime/Math/AnimationCurve.h:309 msgid "Weighted Mode" msgstr "加权模式" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:188 Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite" msgstr "精灵" #: /Editor/Src/Animation/Transition.cpp:27 msgid "Dst State Machine" msgstr "目标状态机" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:105 msgid "Name List" msgstr "名称列表" #: /Runtime/Graphics/Mesh/Mesh.cpp:522 msgid "Keep Vertices" msgstr "保留顶点" #: /Runtime/2D/Common/SpriteTypes.h:94 msgid "Parent Id" msgstr "父 Id" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2535 msgid "I Phone Stripping Level" msgstr "I Phone 剥离等级" #: /Editor/Src/EditorUserBuildSettings.cpp:169 msgid "Compress Files In Package" msgstr "在数据包中压缩文件" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:963 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "AABB" msgstr "AABB" #: /Runtime/Graphics/Renderer.cpp:786 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmap Parameters" msgstr "光照贴图参数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2983 msgid "Platform Capabilities" msgstr "平台功能" #: /Runtime/Transform/Transform.cpp:1475 Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Transform" msgstr "转换" #: /Runtime/Input/TimeManager.cpp:625 msgid "First Frame After Reset" msgstr "复位后首帧" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:253 msgid "Platform Mask" msgstr "平台遮罩" #: /Runtime/Graphics/QualitySettings.cpp:467 msgid "Streaming Mipmaps Max Level Reduction" msgstr "流式 Mipmaps 最大级别降低" #: /Runtime/Scripting/TextAsset.cpp:47 msgid "Text Asset" msgstr "文本资产" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:99 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Test Reference Value" msgstr "Alpha 测试参考值" #: /Editor/Src/EditorSettings.cpp:247 msgid "External Version Control Support" msgstr "外部版本控制支持" #: /Runtime/Transform/RectTransform.cpp:182 msgid "Local Scale" msgstr "局部缩放" #: /Editor/Src/BuildPipeline/BuildSerialization.h:98 msgid "Script Hash Data" msgstr "脚本哈希数据" #: /Runtime/Camera/ReflectionProbes.cpp:70 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box Projection" msgstr "盒投影" #: /Runtime/Camera/OcclusionCullingData.cpp:72 msgid "Index Renderers" msgstr "索引渲染器" #: /Runtime/Math/Rect.h:236 msgid "Ymin" msgstr "Ymin" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3036 msgid "Facebook App Id" msgstr "Facebook App ID" #: /Runtime/Input/TimeManager.cpp:643 msgid "Set Time Manually" msgstr "手动设置时间" #: /Editor/Src/LightmappingAnalyticsData.h:76 msgid "Bake Backend" msgstr "烘焙后端" #: /Runtime/Misc/PlayerSettings.cpp:517 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use On Demand Resources" msgstr "使用按需资源" #: /Editor/Src/LightmappingAnalyticsData.h:78 msgid "Compute Realtime" msgstr "计算实时" #: /Runtime/Misc/PlayerSettings.cpp:690 msgid "Vulkan Enable SetSRGB Write" msgstr "Vulkan 启用 SetSRGB 写入" #: /Runtime/Shaders/SerializedShaderData.h:491 msgid "Dim" msgstr "阴暗" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2464 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Hue" msgstr "启用色调" #: /Runtime/Graphics/Texture2D.cpp:1106 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Streaming Mipmaps Priority" msgstr "流式 Mipmaps 优先级" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2971 msgid "Metro Wide Tile Show Name" msgstr "Metro 宽形磁贴显示名称" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:91 msgid "Ray Tracing Shader Function Desc" msgstr "射线追踪着色器函数描述" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:611 msgid "Texture Import Instructions" msgstr "纹理导入说明" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:603 msgid "Allows Alpha Splitting" msgstr "允许 Alpha 分割" #: /Runtime/Misc/BuildSettings.cpp:184 msgid "Has Soft Shadows" msgstr "有软阴影" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2539 msgid "Create Wallpaper" msgstr "创建墙纸" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2694 msgid "Android App Bundle Size To Validate" msgstr "要验证的 Android 应用程序资源包大小" #: /Runtime/BaseClasses/BaseObject.cpp:854 msgid "Local Identfier In File" msgstr "文件中的本地标识符" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2594 msgid "I Phone58in Portrait Splash Screen" msgstr "I Phone58in 纵向启动画面" #: /Editor/Src/Collab/REST/CollabHandler.h:80 msgid "Success" msgstr "成功" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:47 msgid "End RevisionID" msgstr "结束 RevisionID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2689 msgid "Android Banners" msgstr "Android 横幅" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2617 msgid "IOS Launch Screen Background Color" msgstr "IOS 启动屏幕背景颜色" #: /Runtime/Shaders/SerializedShaderData.h:1189 msgid "Flags" msgstr "标志" #: /Runtime/Graphics/Mesh/CompressedMesh.h:139 msgid "Bit Size" msgstr "位大小" #: /Runtime/Graphics/GISettings.h:99 msgid "Enable Realtime Lightmaps" msgstr "启用实时光照贴图" #: /Runtime/Graphics/EnlightenSceneMapping.h:245 msgid "Systems" msgstr "系统" #: /Editor/Src/BuildPipeline/BuildSerialization.h:100 msgid "Scene Path Names" msgstr "场景路径名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2602 msgid "I Phone61in Portrait Splash Screen" msgstr "I Phone61in 纵向启动画面" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2661 msgid "Cloned FromGUID" msgstr "复制 FromGUID" #: /Runtime/Graphics/LOD/LODGroup.cpp:388 msgid "Local Reference Point" msgstr "局部参考点" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2592 msgid "I Phone55in Portrait Splash Screen" msgstr "I Phone55in 纵向启动画面" #: /Runtime/BaseClasses/PPtr.h:356 msgid "FileID" msgstr "FileID" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:94 msgid "Ray Tracing Shader Resource" msgstr "射线追踪着色器资源" #: /Runtime/Camera/ReflectionProbes.cpp:73 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Importance" msgstr "重要性" #: /Runtime/Shaders/ComputeShaderStructs.cpp:50 Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Textures" msgstr "纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2932 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Scripting Backend" msgstr "脚本后端" #: /Runtime/Graphics/Mesh/Mesh.cpp:639 msgid "Compressed Mesh" msgstr "压缩网格" #: /Runtime/Graphics/QualitySettings.cpp:472 msgid "Async Upload Buffer Size" msgstr "异步上传缓冲大小" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:188 msgid "Splash Screen Logo Animation Zoom" msgstr "启动画面徽标动画缩放" #: /Runtime/Geometry/AABB.h:122 msgid "Min MaxAABB" msgstr "最小 MaxAABB" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:47 msgid "Settings Raw" msgstr "设置原始" #: /Runtime/Graphics/SpriteFrame.cpp:138 msgid "Extrude" msgstr "挤出" #: /Editor/Src/Animation/StateMachine.cpp:318 msgid "Mirror Parameter Active" msgstr "镜像参数可用" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:157 msgid "Max Texture Size Set" msgstr "最大纹理尺寸集" #: /Runtime/Graphics/Texture2D.cpp:1116 msgid "Color Space" msgstr "颜色空间" #: /Runtime/Input/InputAxis.h:155 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Snap" msgstr "捕捉" #: /Runtime/Shaders/Material.cpp:199 msgid "Lightmap Flags" msgstr "光照贴图标志" #: /Runtime/Camera/Projector.cpp:379 msgid "Orthographic" msgstr "正交" #: /Editor/Src/Animation/StateMachine.cpp:347 msgid "Time Parameter" msgstr "时间参数" #: /Runtime/Shaders/ComputeShaderStructs.cpp:63 msgid "Kernels" msgstr "内核" #: /Editor/Src/Collab/Requests/RevisionRequests.h:67 msgid "Starting Head RevisionID" msgstr "起始头 RevisionID" #: /Runtime/Camera/RenderSettings.cpp:524 msgid "Use Radiance Ambient Probe" msgstr "使用辐射率环境探测器" #: /Runtime/Camera/ShadowSettings.h:35 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Near Plane" msgstr "近平面" #: /Runtime/Camera/GraphicsSettings.cpp:460 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Dynamic Plain" msgstr "光照贴图保持动态无格式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2595 msgid "I Phone58in Landscape Splash Screen" msgstr "I Phone58in 横向启动画面" #: /Runtime/Graphics/Mesh/Mesh.cpp:515 msgid "Bone Name Hashes" msgstr "骨骼名称哈希" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2601 msgid "I Phone65in Landscape Splash Screen" msgstr "I Phone65in 横向启动画面" #: /Runtime/Graphics/Mesh/VertexData.h:124 Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Offset" msgstr "偏移" #: /Runtime/Graphics/QualitySettings.cpp:456 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Billboards Face Camera Position" msgstr "Billboards 正面摄像机位置" #: /Editor/Src/Animation/Transition.h:56 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Exit Time" msgstr "退出时间" #: /Runtime/Misc/BuildSettings.cpp:185 msgid "Has Local Light Shadows" msgstr "有局部光照阴影" #: /Runtime/Input/InputManager.cpp:319 msgid "Last Joy Num" msgstr "最后的游戏杆编号" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:44 msgid "Atlas Rect Offset" msgstr "图集 Rect 偏移" #: /Runtime/Graphics/RenderTexture.h:317 msgid "SRGB" msgstr "SRGB" #: /Editor/Src/LightmappingAnalyticsData.h:79 msgid "Compute Baked" msgstr "计算烘焙" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2542 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Keep Loaded Shaders Alive" msgstr "使加载的着色器保持活动状态" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:170 msgid "Variant Multiplier" msgstr "变体乘数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2299 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Static Batching" msgstr "静态批处理" #: /Editor/Src/AssetPipeline/ShaderImporting/ShaderCompileRequirements.h:55 msgid "Keyword Name" msgstr "关键字名称" #: /Runtime/Graphics/EnlightenSceneMapping.h:216 msgid "Renderer Index" msgstr "渲染器索引" #: /Runtime/Camera/LightProbeProxyVolume.cpp:159 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Resolution Probes Per Unit" msgstr "每单位分辨率探测器数" #: /Editor/Src/EditorUserBuildSettings.cpp:167 msgid "Compress With Ps Arc" msgstr "使用 Ps Arc 压缩" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:616 msgid "Shaders" msgstr "着色器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2621 msgid "IOS Launch Screeni Pad Type" msgstr "IOS 启动屏幕 iPad 类型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2700 msgid "Build Target Batching" msgstr "生成目标批处理" #: /Runtime/Shaders/Shader.cpp:1552 msgid "Compressed Lengths" msgstr "压缩长度" #: /Runtime/Shaders/SerializedShaderData.h:820 msgid "Z Write" msgstr "Z 写入" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2682 msgid "Android Use Low Accuracy Location" msgstr "Android 使用低精度位置" #: /Editor/Src/AnnotationManager.cpp:443 msgid "Show Selection Wire" msgstr "显示选择线" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:192 msgid "FlipY" msgstr "翻转 Y" #: /Runtime/Camera/Flare.h:79 Editor-Missing:Missing detected at runtime. msgid "Fade" msgstr "淡化" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:59 msgid "Send Target" msgstr "发送目标" #: /Runtime/Camera/GraphicsSettings.cpp:458 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Plain" msgstr "光照贴图保持无格式" #: /Editor/Src/EditorUserBuildSettings.cpp:180 msgid "NVN Shader Debugging" msgstr "NVN 着色器调试" #: /Runtime/Shaders/SerializedShaderData.h:585 msgid "UAV Params" msgstr "UAV 参数" #: /Runtime/Graphics/EnlightenSceneMapping.h:207 msgid "Dynamic LightmapST In System" msgstr "系统中的动态 LightmapST" #: /Runtime/Camera/Flare.cpp:947 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Directional" msgstr "定向" #: /Editor/Src/LightmappingAnalyticsData.h:87 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Compress Lightmaps" msgstr "压缩光照贴图" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:108 msgid "Height Scale" msgstr "高度比例" #: /Runtime/Graphics/LineBuilder.h:151 msgid "Width Curve" msgstr "宽度曲线" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2683 msgid "Android Use Custom Keystore" msgstr "Android 使用自定义密钥库" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3129 msgid "Metro Capabilities" msgstr "Metro 功能" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:133 msgid "Block Offset" msgstr "阻塞偏移" #: /Runtime/2D/Common/SpriteTypes.h:93 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Length" msgstr "长度" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:48 msgid "Adaptive Tiling" msgstr "自适应平铺" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:592 msgid "Class Method Infos" msgstr "类方法信息" #: /Runtime/BaseClasses/EditorExtension.cpp:41 msgid "Prefab Parent Object" msgstr "预制件父对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2619 msgid "IOS Launch Screen Size" msgstr "IOS 启动屏幕尺寸" #: /Runtime/Camera/OcclusionArea.cpp:57 msgid "Smallest Hole Size" msgstr "最小孔尺寸" #: /Editor/Src/Collab/Requests/SubmitRequest.h:55 msgid "Transaction Id" msgstr "事务 Id" #: /Runtime/Graphics/Mesh/Mesh.cpp:561 msgid "UV1" msgstr "UV1" #: /Runtime/Graphics/EnlightenSceneMapping.h:237 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Atlas Hash" msgstr "图集哈希" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:47 msgid "Default Weight" msgstr "默认权重" #: /Runtime/Graphics/QualitySettings.cpp:476 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Custom Render Pipeline" msgstr "自定义渲染管道" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:41 msgid "Indices" msgstr "索引" #: /Runtime/Camera/OcclusionArea.cpp:58 msgid "Backface Culling" msgstr "背面剔除" #: /Runtime/Geometry/Plane.h:28 msgid "Plane" msgstr "平面" #: /Runtime/Misc/BuildSettings.cpp:181 msgid "Is Trial" msgstr "是试用版" #: /Editor/Src/EditorUserSettings.cpp:206 msgid "Cache Servers" msgstr "缓存服务器" #: /Runtime/Shaders/ComputeShaderStructs.cpp:52 msgid "In Buffers" msgstr "在缓冲区中" #: /Editor/Src/EditorSettings.cpp:277 msgid "PrefabUI Environment" msgstr "PrefabUI 环境" #: /Runtime/2D/Common/SpriteRenderData.cpp:395 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "Secondary Textures" msgstr "辅助纹理" #: /Runtime/Shaders/SerializedShaderData.h:538 msgid "Struct Size" msgstr "结构尺寸" #: /Runtime/Shaders/SerializedShaderData.h:685 msgid "Blend Op" msgstr "混合操作" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2632 msgid "IOS Background Modes" msgstr "IOS 后台模式" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:964 msgid "DirtyAABB" msgstr "DirtyAABB" #: /Editor/Src/EditorUserBuildSettings.cpp:140 msgid "Architecture Flags" msgstr "架构标志" #: /Runtime/Misc/PlayerSettings.cpp:726 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Protect Graphics Memory" msgstr "保护图形内存" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:28 msgid "Initialized" msgstr "已初始化" #: /Runtime/Graphics/LineRenderer.cpp:353 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Loop" msgstr "循环" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:129 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Mode" msgstr "Sprite 模式" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:43 msgid "Isolation Mode" msgstr "隔离模式" #: /Runtime/Shaders/Shader.cpp:1590 msgid "Default Textures" msgstr "默认纹理" #: /Editor/Src/LightmapEditorSettings.cpp:428 msgid "PVR Filtering Gauss RadiusAO" msgstr "PVR 过滤高斯 RadiusAO" #: /Runtime/Camera/OcclusionCullingSettings.cpp:141 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Smallest Occluder" msgstr "最小遮挡物" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2658 msgid "Apple Enable Pro Motion" msgstr "Apple 启用 Pro Motion" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:58 msgid "Asset Importer" msgstr "资产导入器" #: /Editor/Src/InspectorExpandedState.cpp:196 msgid "Expanded Data" msgstr "已展开数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2965 msgid "Wsa Images" msgstr "WSA 图像" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:167 msgid "RendererI Ds" msgstr "RendererI Ds" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2912 msgid "WebGL Name Files As Hashes" msgstr "WebGL 将文件命名为哈希" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:40 msgid "Slopes" msgstr "斜度" #: /Runtime/Input/TimeManager.cpp:640 msgid "Real Zero Time" msgstr "实际零时" #: /Editor/Src/EditorUserSettings.cpp:157 msgid "Config Settings" msgstr "配置设置" #: /Runtime/Graphics/LightmapData.h:54 msgid "Indirect Lightmap" msgstr "间接光照贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3022 msgid "Vr Editor Settings" msgstr "Vr 编辑器设置" #: /Editor/Src/LightmapEditorSettings.cpp:414 msgid "PVR Denoiser Type Direct" msgstr "PVR 直接型降噪器" #: /Runtime/Misc/PlayerSettings.cpp:569 msgid "Use32Bit Display Buffer" msgstr "Use32Bit 显示缓冲" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2579 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Prerendered Icon" msgstr "UI 预渲染图标" #: /Runtime/Camera/RenderSettings.cpp:494 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Ambient Mode" msgstr "环境模式" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:52 msgid "Controller" msgstr "控制器" #: /Runtime/Graphics/QualitySettings.cpp:463 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Add All Cameras" msgstr "流式 Mipmaps 添加所有摄像机" #: /Editor/Src/UnityConnect/UnityErrors.h:113 msgid "Short Msg" msgstr "短消息" #: /Runtime/Graphics/Mesh/Mesh.cpp:627 msgid "Skin" msgstr "蒙皮" #: /Runtime/Camera/Flare.cpp:75 msgid "Use Fog" msgstr "使用雾" #: /Editor/Src/LightmapEditorSettings.cpp:385 msgid "Extract Ambient Occlusion" msgstr "提取环境光遮挡" #: /Runtime/Camera/GraphicsSettings.cpp:466 msgid "Fog Keep Exp2" msgstr "雾保持 Exp2" #: /Editor/Src/LightmapEditorSettings.cpp:434 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Export Training Data" msgstr "导出训练数据" #: /Editor/Src/LightmapEditorSettings.cpp:408 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Sample Count" msgstr "PVR 样本数" #: /Runtime/Graphics/CustomRenderTexture.cpp:670 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Shader Pass" msgstr "着色器通道" #: /Runtime/Misc/PlayerSettings.cpp:565 msgid "Allowed Autorotate To Portrait Upside Down" msgstr "允许自动旋转切换为竖屏倒置" #: /Editor/Src/LightmapEditorSettings.cpp:380 msgid "AO" msgstr "AO" #: /Runtime/Misc/PlayerSettings.cpp:527 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Cursor" msgstr "默认光标" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2668 msgid "Android Splash Screen" msgstr "Android 启动画面" #: /Editor/Src/Animation/StateMachine.cpp:301 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Speed" msgstr "速度" #: /Runtime/Camera/GraphicsSettings.cpp:479 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Deferred" msgstr "延迟" #: /Runtime/Math/Gradient.cpp:246 Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Gradient" msgstr "渐变" #: /Editor/Src/EditorUserSettings.cpp:205 msgid "Cache Server Mode" msgstr "缓存服务器模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2591 msgid "I Phone47in Splash Screen" msgstr "I Phone47in 启动画面" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:576 msgid "Order Number" msgstr "顺序号" #: /Runtime/Camera/RenderSettings.cpp:492 msgid "Ambient Ground Color" msgstr "环境地面颜色" #: /Runtime/Graphics/LineBuilder.h:157 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Shadow Bias" msgstr "阴影偏离" #: /Runtime/Camera/GraphicsSettings.cpp:485 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Light Halo" msgstr "光晕" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:35 msgid "Last Error Msg" msgstr "最后的错误消息" #: /Editor/Src/LightmapEditorSettings.cpp:409 msgid "PVR Bounces" msgstr "PVR 反弹" #: /Runtime/Shaders/ComputeShaderStructs.cpp:64 msgid "Constant Buffers" msgstr "常量缓冲区" #: /Runtime/Graphics/Mesh/CompressedMesh.h:159 msgid "Normal Signs" msgstr "法线符号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2536 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "I Phone Script Call Optimization" msgstr "I Phone 脚本调用优化" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2678 msgid "AndroidTV Compatibility" msgstr "AndroidTV 兼容性" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:100 msgid "Full Weights" msgstr "全高" #: /Editor/Src/UnityConnect/UnityErrors.h:111 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Behaviour" msgstr "行为" #: /Runtime/Input/TimeManager.cpp:627 msgid "First Fixed Frame After Reset" msgstr "复位后首个固定帧" #: /Runtime/Math/Color.h:286 msgid "Rgba" msgstr "Rgba" #: /Runtime/Camera/Flare.cpp:72 msgid "Flare Texture" msgstr "眩光纹理" #: /Runtime/Graphics/QualitySettings.cpp:437 msgid "Pixel Light Count" msgstr "像素光源数量" #: /Runtime/Graphics/EnlightenSceneMapping.h:219 msgid "Atlas OffsetX" msgstr "图集偏移 X" #: /Runtime/Utilities/BitSetSerialization.h:24 msgid "Bit Count" msgstr "位数" #: /Runtime/Shaders/Shader.cpp:1582 msgid "Shader Is Baked" msgstr "着色器已烘焙" #: /Editor/Src/LightmapEditorSettings.cpp:396 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Final Gather Ray Count" msgstr "最终聚集射线计数" #: /Editor/Src/EditorUserSettings.cpp:192 msgid "Semantic Merge Mode" msgstr "语义合并模式" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:322 msgid "Has Surface Shaders" msgstr "有表面着色器" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:603 msgid "Subsystem Registration Unity Method Execution Orders" msgstr "子系统注册 Unity 方法执行顺序" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:75 Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:1 msgid "Max Texture Size" msgstr "最大纹理尺寸" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:69 msgid "Project Bound" msgstr "项目边界" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:153 msgid "Enlighten Data" msgstr "Enlighten 数据" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:959 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Blend Shape Weights" msgstr "混合形状权重" #: /Runtime/Shaders/SerializedShaderData.h:584 msgid "Constant Buffer Bindings" msgstr "常量缓冲区绑定" #: /Editor/Src/EditorSettings.cpp:281 msgid "Etc Texture Compressor Behavior" msgstr "Etc 纹理压缩器行为" #: /Runtime/Shaders/SerializedShaderData.h:1002 msgid "Has Instancing Variant" msgstr "有实例变体" #: /Runtime/BaseClasses/ObjectDefines.h:405 msgid "FULL_TYPENAME_" msgstr "FULL_TYPENAME_" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2291 msgid "Variant Tag Name" msgstr "变体标签名" #: /Runtime/Shaders/SerializedShaderData.h:681 msgid "Src Blend" msgstr "源混合" #: /Runtime/Graphics/Mesh/CompressedMesh.h:155 msgid "UV" msgstr "UV" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2680 Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Android Enable Tango" msgstr "Android 启用 Tango" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2608 msgid "TvOS Large Icon Layers" msgstr "TvOS 大图标图层" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2537 msgid "Force Internet Permission" msgstr "强制互联网权限" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:116 msgid "Name Hash" msgstr "名称哈希" #: /Runtime/Misc/PlayerSettings.cpp:570 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Preserve Framebuffer Alpha" msgstr "保持 Framebuffer Alpha" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2714 msgid "Build Target Group Lightmap Encoding Quality" msgstr "生成目标组光照贴图编码质量" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:124 msgid "Organization Names" msgstr "组织名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2968 msgid "Metro Tile Show Name" msgstr "Metro 磁贴显示名称" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:38 msgid "Frames" msgstr "帧" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:40 msgid "Vertices" msgstr "顶点" #: /Editor/Src/AnnotationManager.cpp:439 msgid "World Icon Size" msgstr "世界图标大小" #: /Runtime/Graphics/Mesh/CompressedMesh.h:160 msgid "Tangent Signs" msgstr "切线符号" #: /Editor/Src/LightmappingAnalyticsData.h:110 Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 msgid "Max Distance" msgstr "最大距离" #: /Runtime/Misc/PlayerSettings.cpp:606 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Capture Single Screen" msgstr "捕捉单一屏幕" #: /Runtime/Misc/PlayerSettings.cpp:573 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Render Outside Safe Area" msgstr "Android 渲染外部安全区域" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:61 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Bypass" msgstr "绕过" #: /Runtime/Graphics/Renderer.cpp:778 msgid "ImportantGI" msgstr "ImportantGI" #: /Runtime/Graphics/Mesh/VariableBoneCountWeights.h:53 msgid "Data" msgstr "数据" #: /Runtime/Shaders/UnityPropertySheet.cpp:201 msgid "Tex Envs" msgstr "纹理环境" #: /Runtime/Misc/PlayerSettings.cpp:566 msgid "Allowed Autorotate To Landscape Right" msgstr "允许自动旋转切换至右横屏" #: /Runtime/Graphics/TextureSettings.cpp:128 msgid "Mip Bias" msgstr "Mip 偏离" #: /Runtime/Graphics/GISettings.h:80 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Albedo Boost" msgstr "强化反射率" #: /Runtime/Misc/BuildSettings.cpp:188 msgid "Is Debug Build" msgstr "是调试生成" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:153 msgid "Uri" msgstr "Uri" #: /Runtime/Misc/PlayerSettings.cpp:541 Editor/Mono/Modules/DefaultPlayerSettingsEditorExtension.cs:1 msgid "MT Rendering" msgstr "MT 渲染" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:48 msgid "Hull Rays" msgstr "外壳射线" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:18 msgid "Hierarchies Persistent" msgstr "层级视图持久" #: /Runtime/Shaders/SerializedShaderData.h:682 msgid "Dest Blend" msgstr "目标混合" #: /Editor/Src/AssetPipeline/AssetImporter.h:82 msgid "Assembly" msgstr "程序集" #: /Editor/Src/Animation/Transition.cpp:26 msgid "Conditions" msgstr "条件" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Vector" msgstr "矢量" #: /Runtime/Graphics/QualitySettings.cpp:440 msgid "Shadow Projection" msgstr "阴影投影" #: /Runtime/Camera/RenderSettings.cpp:504 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Spot Cookie" msgstr "聚光灯剪影" #: /Editor/Src/EditorSettings.cpp:306 msgid "Enter Play Mode Options Enabled" msgstr "已启用进入播放模式选项" #: /Runtime/Graphics/LOD/LODGroup.cpp:419 msgid "Fade Transition Width" msgstr "淡化过渡宽度" #: /Editor/Src/BuildPipeline/BuildSerialization.h:96 msgid "Used Scripts" msgstr "已使用的脚本" #: /Editor/Src/BuildPipeline/BuildSerialization.h:77 msgid "Namespace Name" msgstr "命名空间名称" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:598 msgid "After Method Execution Orders" msgstr "方法执行顺序之后" #: /Runtime/Camera/OcclusionArea.cpp:53 msgid "Override Resolution" msgstr "覆盖分辨率" #: /Runtime/Camera/OcclusionCullingData.cpp:73 msgid "Size Renderers" msgstr "大小渲染器" #: /Runtime/Serialize/BuildUsageTags.h:63 msgid "Stripped Prefab Object" msgstr "剥离的预制件对象" #: /Runtime/Camera/OcclusionCullingSettings.cpp:143 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Backface Threshold" msgstr "背面阈值" #: /Runtime/Shaders/ComputeShaderStructs.cpp:70 msgid "Compute Shader Variant" msgstr "计算着色器变体" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2702 msgid "Build TargetVR Settings" msgstr "生成 TargetVR 设置" #: /Runtime/Shaders/Material.cpp:221 msgid "String Tag Map" msgstr "字符串标签映射" #: /Runtime/Math/AnimationCurve.h:320 Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Curve" msgstr "曲线" #: /Runtime/Graphics/QualitySettings.cpp:468 msgid "Streaming Mipmaps Max FileIO Requests" msgstr "流式 Mipmaps 最大 FileIO 请求" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2729 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Microphone Usage Description" msgstr "麦克风使用率描述" #: /Runtime/Misc/PlayerSettings.cpp:793 msgid "Enable Native Platform Backends For New Input System" msgstr "为新输入系统启用本机平台后端" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:9 msgid "Scene Identifier" msgstr "场景标识符" #: /Runtime/Graphics/EnlightenSceneMapping.h:220 msgid "Atlas OffsetY" msgstr "图集偏移 Y" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:125 msgid "NPOT Scale" msgstr "NPOT 缩放" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:45 msgid "Shared Billboard Data" msgstr "共享广告牌数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2637 msgid "MetalAPI Validation" msgstr "MetalAPI 验证" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2892 msgid "Mono Env" msgstr "Mono 环境" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2624 msgid "IOS Launch Screeni Pad Fill Pct" msgstr "IOS 启动屏幕 iPad填充 Pct" #: /Runtime/Camera/GraphicsSettings.cpp:572 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Log When Shader Is Compiled" msgstr "编译着色器时记录" #: /Runtime/Graphics/RenderTexture.h:306 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Depth Format" msgstr "深度格式" #: /Runtime/Graphics/EnlightenSceneMapping.h:248 msgid "Terrain Chunks" msgstr "地形块" #: /Runtime/Math/Rect.h:238 msgid "Ymax" msgstr "Ymax" #: /Runtime/2D/Common/SpriteRenderData.cpp:18 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Name" msgstr "名称" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:267 msgid "IsGLSL" msgstr "IsGLSL" #: /Runtime/Misc/PlayerSettings.cpp:693 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Supported Aspect Ratios" msgstr "支持的纵横比" #: /Editor/Src/EditorUserBuildSettings.cpp:158 msgid "Facebook Access Token" msgstr "Facebook 访问令牌" #: /Runtime/Shaders/Shader.cpp:1550 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Platforms" msgstr "平台" #: /Runtime/Shaders/SerializedShaderData.h:573 msgid "Global Keyword Indices" msgstr "全局关键字指数" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:10 msgid "Sprite Atlas" msgstr "Sprite 图集" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2974 msgid "Metro Last Required Scene" msgstr "Metro 最后一个需要的场景" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:500 msgid "Is Prefab Variant" msgstr "是预制件变体" #: /Editor/Src/Animation/StateMachine.cpp:849 msgid "Any State Position" msgstr "任意状态位置" #: /Editor/Src/LightmapEditorSettings.cpp:427 msgid "PVR Filtering Gauss Radius Indirect" msgstr "PVR 过滤高斯间接半径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2696 msgid "Resolution Dialog Banner" msgstr "分辨率对话框横幅" #: /Runtime/Input/TimeManager.cpp:644 msgid "Use Fixed Time Step" msgstr "使用固定时间步进" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2639 msgid "IOS Render Extra Frame On Pause" msgstr "IOS 暂停时渲染额外帧" #: /Runtime/BaseClasses/BaseObject.cpp:839 msgid "Object Hide Flags" msgstr "对象隐藏标识" #: /Runtime/Input/TimeManager.cpp:631 msgid "Cull Frame Count" msgstr "剔除帧数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2647 msgid "Apple Developer TeamID" msgstr "Apple 开发者 TeamID" #: /Runtime/Misc/PlayerSettings.cpp:784 msgid "Cloud Project Id" msgstr "云项目 ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2629 msgid "IOS Launch Screen Custom Storyboard Path" msgstr "IOS 启动屏幕自定义 Storyboard 路径" #: /Runtime/Shaders/SerializedShaderData.h:823 msgid "Offset Units" msgstr "偏移单位" #: /Runtime/Shaders/SerializedShaderData.h:830 msgid "Stencil Write Mask" msgstr "模板写入遮罩" #: /Runtime/Shaders/SerializedShaderData.h:826 msgid "Stencil Op" msgstr "模板操作" #: /Runtime/Graphics/LightmapSettings.cpp:43 msgid "Enlighten Scene Mapping" msgstr "Enlighten 场景贴图" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:105 msgid "Convert To Normal Map" msgstr "转换为法线贴图" #: /Runtime/Graphics/TrailRenderer.cpp:493 Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Emitting" msgstr "正在发射" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:42 msgid "Texture Rect" msgstr "纹理矩形" #: /Runtime/Misc/PlayerSettings.cpp:809 msgid "TargetIOS Graphics" msgstr "TargetIOS 图形" #: /Runtime/Misc/PlayerSettings.cpp:620 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Flip Model Swapchain" msgstr "使用翻转模型交换链" #: /Editor/Src/Animation/StateMachine.cpp:317 msgid "Speed Parameter Active" msgstr "速度参数活动" #: /Runtime/Camera/LightBakingOutput.h:44 msgid "Probe Occlusion Light Index" msgstr "探测器遮挡光线指数" #: /Editor/Src/EditorUserSettings.cpp:200 msgid "VC Overlay Icons" msgstr "VC 覆盖图标" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2335 msgid "Usages" msgstr "用法" #: /Runtime/Camera/GraphicsSettings.cpp:341 Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Settings" msgstr "设置" #: /Runtime/Input/TimeManager.cpp:630 msgid "Render Frame Count" msgstr "渲染器帧数" #: /Runtime/Input/TimeManager.cpp:649 msgid "Last Sync End" msgstr "最后同步结束" #: /Runtime/Camera/GraphicsSettings.cpp:327 msgid "Use Cascaded Shadow Maps" msgstr "使用级联阴影贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2897 msgid "Splash Screen Background Source Portrait" msgstr "启动画面纵向背景源" #: /Runtime/Graphics/LOD/LODGroup.cpp:420 msgid "Renderers" msgstr "渲染器" #: /Editor/Src/EditorUserBuildSettings.cpp:199 msgid "SelectedWSA Architecture" msgstr "SelectedWSA 架构" #: /Runtime/Shaders/SerializedShaderData.h:839 msgid "Gpu ProgramID" msgstr "Gpu ProgramID" #: /Editor/Src/Animation/BlendTree.cpp:68 msgid "Blend ParameterY" msgstr "混合 ParameterY" #: /Runtime/Camera/GraphicsSettings.cpp:342 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Automatic" msgstr "自动" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2346 msgid "Model Folder Path" msgstr "模型文件夹路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2292 msgid "Variations" msgstr "变体" #: /Editor/Src/Animation/StateMachine.cpp:853 msgid "Default State" msgstr "默认状态" #: /Runtime/Graphics/QualitySettings.cpp:439 msgid "Shadow Resolution" msgstr "阴影分辨率" #: /Runtime/Shaders/SerializedShaderData.h:99 msgid "Val" msgstr "Val" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2363 msgid "Version Name" msgstr "版本名称" #: /Runtime/Shaders/SerializedShaderData.h:1186 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Description" msgstr "描述" #: /Runtime/Shaders/Material.cpp:256 msgid "Saved Properties" msgstr "已保存属性" #: /Runtime/File/StreamedResource.cpp:85 msgid "Streamed Resource" msgstr "流资源" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:56 msgid "Effect Name" msgstr "效果名称" #: /Editor/Src/EditorUserBuildSettings.cpp:166 msgid "Need Submission Materials" msgstr "需要提交材质" #: /Runtime/Graphics/SpriteFrame.cpp:145 msgid "Render Data Key" msgstr "渲染数据密钥" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2347 msgid "Portal Folder Path" msgstr "门户文件夹路径" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2506 msgid "Material Version" msgstr "材质版本" #: /Runtime/Serialize/BuildTarget.h:96 msgid "Sub Target" msgstr "子目标" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:42 Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "Border" msgstr "边框" #: /Editor/Src/ProjectVersion.cpp:125 msgid "Editor Version With Revision" msgstr "编辑器版本及修订版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2540 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "APK Expansion Files" msgstr "APK 扩展文件" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2648 msgid "IOS Manual Signing Provisioning ProfileID" msgstr "IOS 手动签名配置文件 ID" #: /Runtime/Camera/OcclusionCullingSettings.cpp:117 msgid "Portals" msgstr "门户" #: /Editor/Src/UnityConnect/UnityErrors.h:114 msgid "Code Str" msgstr "代码 Str" #: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:10 msgid "Scene Data Container" msgstr "场景数据容器" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:96 msgid "Fade Out" msgstr "淡出" #: /Runtime/Graphics/QualitySettings.cpp:452 msgid "Anti Aliasing" msgstr "抗锯齿" #: /Runtime/Graphics/Texture2D.cpp:1113 msgid "Texture Dimension" msgstr "纹理尺寸" #: /Runtime/Misc/PlayerSettings.cpp:752 msgid "Unity Forward Compatible Version" msgstr "Unity 向前兼容版本" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:28 msgid "Rotated" msgstr "已旋转" #: /Runtime/Camera/ShadowSettings.h:31 msgid "Custom Resolution" msgstr "自定义分辨率" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:23 msgid "Guid" msgstr "Guid" #: /Runtime/Graphics/LOD/LODGroup.cpp:389 Editor/Mono/EditorGUI.cs:1 msgid "Size" msgstr "大小" #: /Runtime/Camera/OcclusionArea.cpp:52 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Is View Volume" msgstr "是视野体" #: /Runtime/Camera/LightProbeProxyVolume.cpp:161 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Origin" msgstr "包围盒原点" #: /Runtime/Camera/LightProbeStructs.h:50 msgid "Matrix" msgstr "矩阵" #: /Editor/Src/Animation/AnimatorControllerLayer.h:43 Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Motion" msgstr "运动" #: /Runtime/Misc/BuildSettings.cpp:202 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Version" msgstr "版本" #: /Editor/Src/EditorUserSettings.cpp:184 msgid "VC Password" msgstr "VC 密码" #: /Runtime/Camera/ShadowSettings.h:33 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Bias" msgstr "偏离" #: /Editor/Src/AnnotationManager.cpp:424 msgid "Icon Enabled" msgstr "图标启用" #: /Editor/Src/AssetPipeline/ComputeShaderImporter.cpp:258 msgid "CurrentAPI Mask" msgstr "CurrentAPI 遮罩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2600 msgid "I Phone65in Portrait Splash Screen" msgstr "I Phone65in 纵向启动画面" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:162 msgid "Packing Parameters" msgstr "打包参数" #: /Runtime/Shaders/RayTracingShader.cpp:67 Editor/Mono/Inspector/RayTracingShaderInspector.cs:1 msgid "Max Recursion Depth" msgstr "最大递归深度" #: /Runtime/BaseClasses/BitField.h:6 msgid "Bit Field" msgstr "位字段" #: /Runtime/2D/Common/SpriteTypes.h:91 Editor/Mono/EditorGUI.cs:1 msgid "Position" msgstr "位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2933 msgid "Il2cpp Compiler Configuration" msgstr "Il2cpp 编译器配置" #: /Runtime/Camera/OcclusionArea.cpp:56 msgid "Smallest Voxel Size" msgstr "最小体素尺寸" #: /Runtime/Graphics/QualitySettings.cpp:460 msgid "MaximumLOD Level" msgstr "MaximumLOD 级别" #: /Editor/Src/LightmapEditorSettings.cpp:384 msgid "CompAO Exponent Direct" msgstr "直接 CompAO 指数" #: /Editor/Src/SceneObjectIdentifier.h:49 msgid "Target Object" msgstr "目标对象" #: /Runtime/Shaders/SerializedShaderData.h:579 msgid "Vector Params" msgstr "矢量参数" #: /Runtime/File/StreamedResource.cpp:77 Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Source" msgstr "源" #: /Runtime/Shaders/ComputeShaderStructs.cpp:69 msgid "Compute ShaderCB" msgstr "计算着色器 CB" #: /Runtime/Misc/PlayerSettings.cpp:727 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Frame Timing Stats" msgstr "启用帧时间统计" #: /Editor/Src/EditorSettings.cpp:311 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Show Lightmap Resolution Overlay" msgstr "显示光照贴图分辨率覆盖" #: /Runtime/Graphics/GISettings.h:96 msgid "Environment Lighting Mode" msgstr "环境照明模式" #: /Runtime/Camera/GraphicsSettings.cpp:504 msgid "Sprites Default Material" msgstr "Sprites 默认材质" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:100 msgid "Mip Map Fade Distance Start" msgstr "MIP 贴图交叉淡化距离起点" #: /Editor/Src/LightmappingAnalyticsData.h:125 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bounces" msgstr "反弹" #: /Runtime/Shaders/SerializedShaderData.h:836 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog Color" msgstr "雾颜色" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:139 msgid "Lightmapped Renderer DataI Ds" msgstr "光照贴图渲染器数据 Ds" #: /Runtime/Misc/BuildSettings.cpp:174 msgid "Build Tags" msgstr "生成标记" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2920 msgid "WebGL Use Embedded Resources" msgstr "WebGL 使用嵌入的资源" #: /Editor/Src/EditorSettings.cpp:284 msgid "Etc Texture Best Compressor" msgstr "Etc 纹理最好压缩器" #: /Editor/Src/EditorUserBuildSettings.cpp:197 msgid "SelectedWSAUWPSDK" msgstr "SelectedWSAUWPSDK" #: /Editor/Src/LightmapEditorSettings.cpp:394 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Final Gather Filtering" msgstr "最终聚集过滤" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:58 Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Parameters" msgstr "参数" #: /Runtime/Geometry/AABB.h:247 Editor/Mono/EditorGUI.cs:1 msgid "Center" msgstr "中心" #: /Runtime/Camera/RenderSettings.cpp:490 msgid "Ambient Sky Color" msgstr "环境天空颜色" #: /Runtime/Mono/MonoScript.cpp:418 msgid "Namespace" msgstr "命名空间" #: /Editor/Src/LightmapEditorSettings.cpp:393 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Final Gather" msgstr "最终聚集" #: /Runtime/Misc/PlayerSettings.cpp:564 msgid "Allowed Autorotate To Portrait" msgstr "允许自动旋转切换为竖屏" #: /Editor/Src/Animation/BlendTree.cpp:69 msgid "Min Threshold" msgstr "最小阈值" #: /Editor/Src/Collab/REST/CollabHandler.h:44 msgid "Discard Local Changes" msgstr "放弃本地更改" #: /Runtime/Misc/PlayerSettings.cpp:538 msgid "Stereo Rendering Path" msgstr "立体渲染路径" #: /Runtime/Graphics/TrailRenderer.cpp:541 msgid "Start Width" msgstr "起始宽度" #: /Runtime/PreloadManager/PreloadData.cpp:14 Editor/Mono/ObjectSelector.cs:1 msgid "Assets" msgstr "资产" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:38 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Mask" msgstr "遮罩" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:146 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture Shape" msgstr "纹理形状" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:118 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Cubemap" msgstr "生成立方体贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2677 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Build Apk Per Cpu Architecture" msgstr "依据 Cpu 架构的 Android Build Apk" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:554 msgid "Assembly Name Index" msgstr "程序集名索引" #: /Runtime/Misc/PlayerSettings.cpp:603 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Is Native Resolution" msgstr "默认为原生分辨率" #: /Runtime/Serialize/BuildTarget.h:97 msgid "Extended Platform" msgstr "扩展平台" #: /Runtime/Misc/PlayerSettings.cpp:721 msgid "Vr Settings" msgstr "Vr 设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2593 msgid "I Phone55in Landscape Splash Screen" msgstr "I Phone55in 横向启动画面" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2538 msgid "ForceSD Card Permission" msgstr "ForceSD 卡权限" #: /Editor/Src/LightmappingAnalyticsData.h:94 Editor-Missing:Missing detected at runtime. msgid "Enlighten" msgstr "Enlighten" #: /Runtime/Graphics/QualitySettings.cpp:509 msgid "Quality Settings" msgstr "质量设置" #: /Runtime/Shaders/SerializedShaderData.h:539 msgid "Vector Members" msgstr "矢量成员" #: /Editor/Src/Prefabs/PropertyModification.h:87 msgid "Property Path" msgstr "属性路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2708 msgid "Template Custom Tags" msgstr "模板自定义标签" #: /Runtime/Graphics/Renderer.cpp:768 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Probe Anchor" msgstr "探测器锚点" #: /Runtime/Graphics/Image.h:261 msgid "Row Bytes" msgstr "行字节" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2285 msgid "Banner" msgstr "横幅" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2724 msgid "Enable Crash ReportAPI" msgstr "启用崩溃 ReportAPI" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:138 msgid "Lightmapped Renderer Data" msgstr "光照贴图渲染器数据" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:142 msgid "Enlighten Scene Mapping RendererI Ds" msgstr "Enlighten 场景贴图渲染 Ds" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:39 msgid "Values" msgstr "值" #: /Runtime/Camera/GraphicsSettings.cpp:483 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Depth Normals" msgstr "深度法线" #: /Runtime/Shaders/SerializedShaderData.h:1249 msgid "To" msgstr "到" #: /Runtime/Graphics/CustomRenderTexture.cpp:666 msgid "Current Update Zone Space" msgstr "当前更新区域空间" #: /Editor/Src/Animation/BlendTree.h:38 msgid "Direct Blend Parameter" msgstr "直接混合参数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2334 msgid "Protocol" msgstr "协议" #: /Runtime/Graphics/Texture2D.cpp:1115 msgid "Lightmap Format" msgstr "光照贴图格式" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:102 msgid "Nice Name" msgstr "好名称" #: /Editor/Src/Animation/BlendTree.cpp:67 msgid "Blend Parameter" msgstr "混合 Parameter" #: /Runtime/Graphics/LineBuilder.h:154 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Num Cap Vertices" msgstr "顶点数量上限" #: /Runtime/Camera/GraphicsSettings.cpp:325 msgid "Use Detail Normal Map" msgstr "使用细节法线贴图" #: /Runtime/Graphics/QualitySettings.cpp:446 msgid "Shadowmask Mode" msgstr "Shadowmask 模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2936 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Allow Unsafe Code" msgstr "允许不安全代码" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2728 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Location Usage Description" msgstr "位置使用率描述" #: /Editor/Src/Animation/StateMachine.cpp:766 msgid "Child State Machine" msgstr "子状态机" #: /Editor/Src/WebSocketClient/Response.h:15 msgid "Response" msgstr "响应" #: /Editor/Src/EditorUserSettings.cpp:141 msgid "Config Values" msgstr "配置值" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:136 Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Sprites" msgstr "Sprites" #: /Runtime/Input/InputAxis.h:137 msgid "Descriptive Negative Name" msgstr "描述负向名称" #: /Editor/Src/Collab/CollabClient.h:615 msgid "Action" msgstr "动作" #: /Editor/Src/EditorUserBuildSettings.cpp:204 msgid "Windows Device Portal Address" msgstr "Windows 设备门户地址" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:713 msgid "FileID To Recycle Name" msgstr "用于回收名称的 FileID" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:70 msgid "ProjectGUID" msgstr "ProjectGUID" #: /Runtime/Director/Core/ExposedReferenceTable.h:24 msgid "References" msgstr "引用" #: /Runtime/Misc/PlayerSettings.cpp:555 msgid "Stack Trace Types" msgstr "堆栈跟踪类型" #: /Runtime/Shaders/SerializedShaderData.h:818 msgid "Z Clip" msgstr "Z 剪辑" #: /Runtime/Graphics/EnlightenSceneMapping.h:236 msgid "Atlas Size" msgstr "图集大小" #: /Editor/Src/EditorUserSettings.cpp:201 msgid "VC Allow Async Update" msgstr "VC 允许异步更新" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2622 msgid "IOS Launch Screeni Pad Image" msgstr "IOS 启动屏幕 iPad 图像" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:28 msgid "Packed Sprites" msgstr "打包的 Sprites" #: /Editor/Src/Animation/Transition.cpp:224 msgid "Atomic" msgstr "原子" #: /Editor/Src/EditorUserBuildSettings.cpp:168 msgid "Move Package To Disc Outer Edge" msgstr "将包移动到光盘外边缘" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2972 msgid "Metro Support Streaming Install" msgstr "Metro 支持流安装" #: /Runtime/Graphics/Mesh/Mesh.cpp:523 msgid "Keep Indices" msgstr "保持索引" #: /Runtime/Misc/PlayerSettings.cpp:604 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac Retina Support" msgstr "Mac Retina 支持" #: /Runtime/Graphics/EnlightenSceneMapping.h:247 msgid "System Atlases" msgstr "系统图集" #: /Runtime/Camera/LightBakingOutput.h:45 msgid "Occlusion Mask Channel" msgstr "遮挡遮罩通道" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2721 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Action On Dot Net Unhandled Exception" msgstr "发生 .Net 未处理异常时行动" #: /Runtime/Misc/PlayerSettings.cpp:568 msgid "UseOS Autorotation" msgstr "UseOS 自动旋转" #: /Runtime/Graphics/CustomRenderTexture.cpp:674 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Wrap Update Zones" msgstr "贴图间拼接更新区域" #: /Runtime/Shaders/SerializedShaderData.h:833 msgid "Fog Start" msgstr "雾起始" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:173 Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Bind As Default" msgstr "默认绑定" #: /Runtime/BaseClasses/GameObject.cpp:1009 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Layer" msgstr "图层" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:7 msgid "Texture Importer Platform Settings" msgstr "纹理导入器平台设置" #: /Runtime/Misc/PlayerSettings.cpp:729 msgid "UseHDR Display" msgstr "UseHDR 显示" #: /Editor/Src/EditorUserSettings.cpp:204 msgid "Asset Pipeline Mode2" msgstr "资源管道模式 2" #: /Editor/Src/AnnotationManager.cpp:440 msgid "Use3d Gizmos" msgstr "Use3d 小工具" #: /Runtime/Camera/ReflectionProbes.cpp:57 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Resolution" msgstr "分辨率" #: /Runtime/Shaders/Material.cpp:188 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader" msgstr "着色器" #: /Editor/Src/HierarchyState.cpp:22 Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Selection" msgstr "选择" #: /Runtime/Misc/PlayerSettings.cpp:736 msgid "Resolution Scaling Mode" msgstr "分辨率缩放模式" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:40 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Texture" msgstr "纹理" #: /Editor/Src/LightmapEditorSettings.cpp:411 msgid "PVR Environment Reference Point Count" msgstr "PVR 环境参考点计数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2596 msgid "I Pad Portrait Splash Screen" msgstr "I Pad 纵向启动画面" #: /Runtime/Graphics/Mesh/MeshRenderer.cpp:64 msgid "Additional Vertex Streams" msgstr "附加顶点流" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2922 msgid "WebGL Compression Format" msgstr "WebGL 压缩格式" #: /Editor/Src/Animation/StateMachine.cpp:767 msgid "Child State Machine Position" msgstr "子状态机位置" #: /Runtime/Shaders/Material.cpp:196 msgid "Shader Keywords" msgstr "着色器关键字" #: /Editor/Src/EditorUserSettings.cpp:174 msgid "VC Automatic Add" msgstr "VC 自动添加" #: /Runtime/2D/Common/SpriteRenderData.cpp:449 msgid "Source Skin" msgstr "源皮肤" #: /Editor/Src/Animation/Transition.cpp:29 msgid "Solo" msgstr "独立" #: /Runtime/Misc/BuildSettings.cpp:203 msgid "Auth Token" msgstr "认证令牌" #: /Editor/Src/Animation/Transition.cpp:245 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Can Transition To Self" msgstr "可以过渡到自己" #: /Runtime/Graphics/QualitySettings.cpp:449 msgid "Blend Weights" msgstr "混合权重" #: /Runtime/Graphics/Renderer.cpp:777 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Ignore Normals For Chart Detection" msgstr "图表探测忽略法线" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2511 msgid "Application Identifier" msgstr "应用程序标识符" #: /Editor/Src/Animation/StateMachine.cpp:768 msgid "Ordered Transitions" msgstr "有序过渡" #: /Runtime/Graphics/RenderTexture.h:318 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Use Dynamic Scale" msgstr "使用动态缩放" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2925 msgid "WebGL Threads Support" msgstr "WebGL 线程支持" #: /Runtime/Camera/GraphicsSettings.cpp:499 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Always Included Shaders" msgstr "始终包括着色器" #: /Runtime/Graphics/QualitySettings.cpp:593 msgid "Stripped MaximumLOD Level" msgstr "剥离的 MaximumLOD 等级" #: /Runtime/Misc/PlayerSettings.cpp:609 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prepare IOS For Recording" msgstr "准备 IOS 进行录制" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:43 msgid "Sprite Atlas Editor Data" msgstr "Sprite 图集编辑器数据" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:40 msgid "Scene Picking Data" msgstr "场景选择数据" #: /Runtime/Misc/PlayerSettings.cpp:605 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Run In Background" msgstr "后台运行" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3038 msgid "Facebook Logging" msgstr "Facebook 日志记录" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:88 msgid "File" msgstr "文件" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:158 msgid "SpriteID" msgstr "SpriteID" #: /Runtime/Graphics/EnlightenSceneMapping.h:246 msgid "Probesets" msgstr "Probesets" #: /Runtime/Mono/MonoScript.cpp:402 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Icon" msgstr "图标" #: /Runtime/Shaders/SerializedShaderData.h:1063 Editor/Mono/Inspector/TagManagerInspector.cs:1 msgid "Tags" msgstr "标签" #: /Runtime/Input/InputAxis.h:156 msgid "Invert" msgstr "反转" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2942 msgid "GcW Barrier Validation" msgstr "GcW 屏障验证" #: /Runtime/Math/AnimationCurve.h:310 msgid "In Weight" msgstr "在权重" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:43 msgid "Texture Rect Offset" msgstr "纹理矩形偏移" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2605 msgid "AppleTV Splash Screen2x" msgstr "AppleTV 启动画面2x" #: /Runtime/Math/AnimationCurve.h:311 msgid "Out Weight" msgstr "权重外" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:136 msgid "Sprite Generate Fallback Physics Shape" msgstr "Sprite 生成回退物理形状" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:98 msgid "Shapes" msgstr "形狀" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:599 msgid "After Assemblies Loaded Unity Method Execution Orders" msgstr "程序集加载 Unity 方法执行顺序之后" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:55 msgid "EffectID" msgstr "EffectID" #: /Runtime/Shaders/SerializedShaderData.h:1003 msgid "Has Procedural Instancing Variant" msgstr "有程序实例变体" #: /Runtime/Misc/BuildSettings.cpp:182 msgid "Has Publishing Rights" msgstr "有发布权利" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:159 msgid "Texture Format Set" msgstr "纹理格式集" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:33 msgid "Show Login Window" msgstr "显示登录窗口" #: /Runtime/Geometry/Plane.h:70 Editor/Mono/Inspector/PhysicsManagerInspector.cs:1 msgid "Distance" msgstr "距离" #: /Runtime/BaseClasses/GameObject.cpp:1341 msgid "Game Object" msgstr "游戏对象" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:165 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Unity Splash Logo" msgstr "显示 Unity 启动徽标" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2858 msgid "Enable Application Exit" msgstr "启用应用程序退出" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2665 msgid "Android Target Architectures" msgstr "Android 目标架构" #: /Runtime/Camera/GraphicsSettings.cpp:484 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Motion Vectors" msgstr "运动矢量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2338 msgid "Device Usages" msgstr "设备使用" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:41 msgid "Alpha Texture" msgstr "Alpha 纹理" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:139 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Is Transparency" msgstr "Alpha 是透明的" #: /Runtime/Transform/RectTransform.cpp:199 msgid "Size Delta" msgstr "大小增量" #: /Editor/Src/InspectorExpandedState.cpp:189 msgid "Expanded Properties" msgstr "已展开的属性" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:148 msgid "Baked Reflection Probes" msgstr "烘焙反射探测器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2960 msgid "Metro Certificate Issuer" msgstr "Metro 证书发行人" #: /Runtime/Camera/Projector.cpp:375 msgid "Near Clip Plane" msgstr "近剪裁平面" #: /Runtime/Shaders/SerializedShaderData.h:835 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog Density" msgstr "雾密度" #: /Runtime/Camera/Flare.cpp:945 msgid "Fade Speed" msgstr "淡化速度" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:147 msgid "Baked Reflection Probe Cubemaps" msgstr "烘焙反射探测器立方体贴图" #: /Runtime/Shaders/Material.cpp:201 msgid "Enable Instancing Variants" msgstr "启用实例化变体" #: /Runtime/Camera/LightProbes.cpp:36 msgid "Non Tetrahedralized Probe Set Index Map" msgstr "非四面体化探测器集索引贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2516 msgid "Android Min Sdk Version" msgstr "Android 最小 Sdk 版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3024 msgid "Cloud Services Enabled" msgstr "已启用云服务" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:134 msgid "Allow Alpha Splitting" msgstr "允许 Alpha 分割" #: /Runtime/Graphics/GISettings.h:107 msgid "Dynamic Env" msgstr "动态环境" #: /Runtime/Shaders/SerializedShaderData.h:1311 msgid "Fallback Name" msgstr "备用名称" #: /Runtime/Graphics/QualitySettings.cpp:475 msgid "Resolution Scaling FixedDPI Factor" msgstr "分辨率缩放 FixedDPI 因子" #: /Runtime/Graphics/Mesh/CompressedMesh.h:164 msgid "UV Info" msgstr "UV 信息" #: /Editor/Src/EditorUserBuildSettings.cpp:201 msgid "SelectedWSA Build And Run Deploy Target" msgstr "SelectedWSA 生成并运行部署目标" #: /Runtime/Input/InputManager.cpp:320 msgid "Last Joy Axis" msgstr "最后游戏杆轴" #: /Editor/Src/EditorUserSettings.cpp:175 msgid "VC Debug Com" msgstr "VC 调试 通讯" #: /Runtime/Graphics/SpriteFrame.cpp:146 msgid "Atlas Tags" msgstr "图集标记" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:121 msgid "Display Name" msgstr "显示名称" #: /Runtime/BaseClasses/TagManager.cpp:239 Editor/Mono/Inspector/TagManagerInspector.cs:1 msgid "Layers" msgstr "图层" #: /Runtime/Graphics/CustomRenderTexture.cpp:667 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Update Zones" msgstr "更新区域" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:136 msgid "Enable Tight Packing" msgstr "启用紧密打包" #: /Runtime/Graphics/LightmapData.h:39 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Lightmap" msgstr "光照贴图" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:109 msgid "Index" msgstr "索引" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:199 msgid "Uv Mesh" msgstr "Uv 网格" #: /Runtime/Misc/PlayerSettings.cpp:625 msgid "Gpu Skinning" msgstr "Gpu 蒙皮" #: /Runtime/2D/Common/SpriteRenderData.cpp:13 msgid "Secondary Sprite Texture" msgstr "辅助 Sprite 纹理" #: /Runtime/Misc/PlayerSettings.cpp:703 msgid "Metro Enable Independent Input Source" msgstr "Metro 启用独立输入源" #: /Runtime/Graphics/Mesh/Mesh.cpp:564 Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Extra:class Section at PreferencesWindow.cs msgid "Colors" msgstr "颜色" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:8 msgid "Texture Importer Settings" msgstr "纹理导入器设置" #: /Editor/Src/EditorUserBuildSettings.cpp:160 msgid "Connect Profiler" msgstr "连接探查器" #: /Runtime/Camera/GraphicsSettings.cpp:481 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Screen Space Shadows" msgstr "屏幕空间阴影" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:131 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Padding" msgstr "填充" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:27 msgid "Path Name" msgstr "路径名称" #: /Runtime/Camera/RenderSettings.cpp:493 msgid "Ambient Intensity" msgstr "环境光强度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2988 msgid "MetroFTA File Types" msgstr "MetroFTA 文件类型" #: /Runtime/Misc/PlayerSettings.cpp:600 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Blit Type" msgstr "Android Blit 类型" #: /Runtime/Misc/PlayerSettings.cpp:791 msgid "Cloud Enabled" msgstr "启用云" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2722 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Internal Profiler" msgstr "启用内部探查器" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2462 msgid "Reflection Probe Usage" msgstr "反射探测器使用率" #: /Runtime/Shaders/ComputeShaderStructs.cpp:65 msgid "Resources Resolved" msgstr "资源已解析" #: /Runtime/Misc/PlayerSettings.cpp:643 msgid "D3d9Fullscreen Mode" msgstr "D3d9Fullscreen 模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3084 msgid "Vertex Channel Compression Mask" msgstr "顶点通道压缩遮罩" #: /Editor/Src/Prefabs/PrefabMerging.h:53 msgid "Modifications" msgstr "修改" #: /Editor/Src/Collab/REST/CollabHandler.h:26 msgid "Publish Selection" msgstr "发布选中项" #: /Editor/Src/LightmappingAnalyticsData.h:82 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Resolution" msgstr "间接分辨率" #: /Runtime/Graphics/Mesh/Mesh.cpp:517 msgid "BonesAABB" msgstr "BonesAABB" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:146 msgid "Baked Reflection Probe Cubemap Cache Files" msgstr "烘焙反射探测器立方体贴图缓存文件" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:586 msgid "Namespace Names" msgstr "命名空间名称" #: /Editor/Src/Animation/Transition.cpp:30 Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Mute" msgstr "静音" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:145 msgid "Platform Settings" msgstr "平台设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2581 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Requires Full Screen" msgstr "UI 要求全屏" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2603 msgid "I Phone61in Landscape Splash Screen" msgstr "I Phone61in 横向启动画面" #: /Runtime/Mono/MonoScript.cpp:409 msgid "Class Name" msgstr "类名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2967 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Tile Short Name" msgstr "Metro 磁贴简称" #: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:23 Editor/Mono/Inspector/WindInspector.cs:1 msgid "Mode" msgstr "模式" #: /Editor/Src/LightmapEditorSettings.cpp:407 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Direct Sample Count" msgstr "PVR 直接样品数" #: /Runtime/Camera/RenderSettings.cpp:500 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Halo Strength" msgstr "光晕强度" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:314 msgid "Builtin Keywords" msgstr "内置关键字" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:562 msgid "Method Index" msgstr "方法索引" #: /Runtime/Camera/RenderSettings.cpp:499 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Skybox Material" msgstr "天空盒材质" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:119 msgid "Cubemap Convolution" msgstr "立方体贴图卷积型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2319 msgid "Devices" msgstr "设备" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2705 msgid "OpenGL RequireES32" msgstr "OpenGL RequireES32" #: /Runtime/Graphics/QualitySettings.cpp:529 msgid "Default Mobile Quality" msgstr "默认手机质量" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:501 msgid "Unable To Import On Previous Domain Reload" msgstr "无法在前一个域重新加载时导入" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3035 msgid "Facebook Sdk Version" msgstr "Facebook Sdk 版本" #: /Runtime/Graphics/CustomRenderTexture.cpp:672 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Double Buffered" msgstr "双缓冲" #: /Runtime/Shaders/SerializedShaderData.h:640 msgid "Comp" msgstr "压缩" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:97 msgid "Border Mip Map" msgstr "边框 Mip 贴图" #: /Runtime/Shaders/Shader.cpp:1569 msgid "Non Modifiable Textures" msgstr "不可修改的纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2857 msgid "Player Prefs Support" msgstr "玩家偏好设定支持" #: /Runtime/Shaders/SerializedShaderData.h:569 msgid "Keyword Indices" msgstr "关键字指数" #: /Runtime/Graphics/RenderTexture.h:316 msgid "Generate Mips" msgstr "生成 Mips" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2481 msgid "Has Billboard" msgstr "有广告牌" #: /Runtime/Graphics/Texture.cpp:583 msgid "Downscale Fallback" msgstr "缩减回退" #: /Runtime/BaseClasses/BaseObject.cpp:846 msgid "InstanceID" msgstr "InstanceID" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:117 msgid "Valid" msgstr "有效" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:144 msgid "Light Baking Outputs" msgstr "灯光烘烤输出" #: /Editor/Src/EditorUserSettings.cpp:199 msgid "VC Overwrite Failed Checkout Assets" msgstr "VC 覆盖失败的签出资源" #: /Runtime/BaseClasses/GameObject.cpp:1058 msgid "Is Static" msgstr "是静态的" #: /Runtime/Camera/LightProbes.cpp:45 msgid "Baked Coefficients" msgstr "烘焙系数" #: /Runtime/Shaders/Material.cpp:202 msgid "Double SidedGI" msgstr "双面全局照明" #: /Runtime/Graphics/Texture2D.cpp:1322 msgid "Texture2D" msgstr "Texture2D" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:320 msgid "Snippets" msgstr "片段" #: /Editor/Src/Animation/BlendTree.cpp:66 msgid "Childs" msgstr "子对象" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:41 msgid "Behaviours" msgstr "行为" #: /Runtime/Math/AnimationCurve.h:295 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Value" msgstr "值" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:78 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Mip Maps" msgstr "生成 Mip 贴图" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:86 msgid "Resource Reflection Data" msgstr "资源反射数据" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:260 msgid "Force Sync Compilation" msgstr "强制同步编译" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:67 msgid "Does Texture Contain Alpha" msgstr "纹理包含 Aplha 通道吗" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2703 msgid "OpenGL RequireES31" msgstr "OpenGL RequireES31" #: /Runtime/Camera/LightProbeProxyVolume.cpp:160 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Size" msgstr "包围盒大小" #: /Editor/Src/Animation/Transition.cpp:240 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Has Exit Time" msgstr "有退出时间" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2851 msgid "Player Prefs Max Size" msgstr "玩家预制件最大大小" #: /Runtime/Camera/ReflectionProbes.cpp:60 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box Offset" msgstr "盒偏移" #: /Editor/Src/EditorUserBuildSettings.cpp:163 msgid "Install In Build Folder" msgstr "在生成文件夹中安装" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:220 msgid "Virtual Reality Splash Screen" msgstr "虚拟现实启动画面" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:642 msgid "Automatic Texture Format" msgstr "自动纹理格式" #: /Runtime/Camera/Flare.h:78 msgid "Zoom" msgstr "缩放" #: /Runtime/Camera/GraphicsSettings.cpp:328 msgid "Prefer32Bit Shadow Maps" msgstr "Prefer32Bit 阴影贴图" #: /Runtime/Graphics/Renderer.cpp:776 msgid "PreserveU Vs" msgstr "PreserveU Vs" #: /Editor/Src/EditorUserBuildSettings.cpp:164 msgid "Symlink Libraries" msgstr "符号链接库" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:119 msgid "Id" msgstr "Id" #: /Editor/Src/EditorSettings.cpp:303 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Async Shader Compilation" msgstr "异步着色器编译" #: /Runtime/Graphics/QualitySettings.cpp:459 msgid "Lod Bias" msgstr "Lod 偏离" #: /Runtime/Misc/PlayerSettings.cpp:667 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Framebuffer Only" msgstr "仅金属 Framebuffer" #: /Runtime/Misc/PlayerSettings.cpp:515 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Target Device" msgstr "目标设备" #: /Editor/Src/Collab/Jobs/CollabRevertFileAsyncJob.h:71 msgid "Reverts" msgstr "恢复" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:92 msgid "Mip Map Mode" msgstr "MIP 贴图模式" #: /Runtime/Misc/BuildSettings.cpp:177 msgid "Is No Watermark Build" msgstr "是无水印生成" #: /Runtime/Graphics/QualitySettings.cpp:451 msgid "Anisotropic Textures" msgstr "各向异性纹理" #: /Runtime/2D/Common/SpriteRenderData.cpp:383 msgid "Uv" msgstr "Uv" #: /Runtime/Graphics/Mesh/MeshTypes.h:21 Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Weight" msgstr "权重" #: /Runtime/Shaders/SerializedShaderData.h:638 msgid "Fail" msgstr "失败" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2609 msgid "TvOS Large Icon Layers2x" msgstr "TvOS 大图标 Layers2x" #: /Runtime/Graphics/Texture2D.cpp:1104 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Streaming Mipmaps" msgstr "流式 Mipmaps" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:36 msgid "Human Mask" msgstr "人遮罩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2910 msgid "WebGL Memory Size" msgstr "WebGL 内存大小" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2650 msgid "IOS Manual Signing Provisioning Profile Type" msgstr "IOS 手动签名配置文件类型" #: /Editor/Src/EditorUserBuildSettings.cpp:165 msgid "Symlink Trampoline" msgstr "符号链接蹦床" #: /Runtime/Camera/GraphicsSettings.cpp:507 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Transparency Sort Axis" msgstr "透明度排序轴" #: /Runtime/Graphics/LightmapSettings.cpp:66 msgid "Use Shadowmask" msgstr "使用 Shadowmask" #: /Runtime/Camera/LightBakingOutput.h:46 msgid "Lightmap Bake Mode" msgstr "光照贴图烘焙模式" #: /Runtime/Misc/PlayerSettings.cpp:837 msgid "Target Gles Graphics" msgstr "目标 Gles 图形" #: /Runtime/Shaders/SerializedShaderData.h:157 msgid "W" msgstr "W" #: /Runtime/Camera/Projector.cpp:376 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Far Clip Plane" msgstr "远剪裁平面" #: /Runtime/Math/Rect.h:237 msgid "Xmax" msgstr "Xmax" #: /Runtime/Input/TimeManager.cpp:626 msgid "First Frame After Pause" msgstr "暂停后首帧" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:190 msgid "Splash Screen Background Landscape Aspect" msgstr "启动画面横向背景比例" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:19 Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Width" msgstr "宽度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:636 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture Type" msgstr "纹理类型" #: /Editor/Src/EditorSettings.cpp:276 msgid "Prefab Regular Environment" msgstr "预制件常规环境" #: /Editor/Src/EditorUserBuildSettings.cpp:173 msgid "Explicit Array Bounds Checks" msgstr "显式数组边界检查" #: /Editor/Src/EditorUserBuildSettings.cpp:172 msgid "Explicit Divide By Zero Checks" msgstr "显式除以零检查" #: /Runtime/Camera/GraphicsSettings.cpp:486 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lens Flare" msgstr "镜头眩光" #: /Runtime/Graphics/CustomRenderTexture.cpp:662 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Init Texture" msgstr "初始纹理" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:73 msgid "Aniso Level" msgstr "各向异性级别" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:32 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Work Offline" msgstr "离线工作" #: /Runtime/Scripting/ManagedReference/ManagedObjectHostTransferRedirect.h:336 msgid "CLASS_" msgstr "CLASS_" #: /Runtime/Input/InputAxis.h:154 msgid "Sensitivity" msgstr "灵敏度" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:99 msgid "Platform Define" msgstr "平台定义" #: /Runtime/Shaders/SerializedShaderData.h:1088 msgid "Default Name" msgstr "默认名称" #: /Editor/Src/EditorUserBuildSettings.cpp:176 msgid "Export As Google Android Project" msgstr "导出为谷歌 Android 项目" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2355 msgid "Sign Package" msgstr "签名包" #: /Runtime/Mono/MonoBehaviour.cpp:1579 msgid "Editor Hide Flags" msgstr "编辑器隐藏标志" #: /Runtime/Camera/RenderSettings.cpp:491 msgid "Ambient Equator Color" msgstr "环境赤道颜色" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:255 msgid "Start Line" msgstr "起始线" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2635 msgid "Metal Editor Support" msgstr "金属编辑器支持" #: /Runtime/Graphics/EnlightenSceneMapping.h:209 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Instance Hash" msgstr "实例哈希" #: /Runtime/BaseClasses/GameObject.cpp:1050 msgid "Nav Mesh Layer" msgstr "导航网格层" #: /Runtime/Shaders/SerializedShaderData.h:683 msgid "Src Blend Alpha" msgstr "源混合 Alpha" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:961 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Root Bone" msgstr "根骨骼" #: /Runtime/Camera/ReflectionProbes.cpp:66 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Culling Mask" msgstr "剔除遮罩" #: /Editor/Src/EditorUserBuildSettings.cpp:185 msgid "Build App Bundle" msgstr "生成应用程序资源包" #: /Editor/Src/Animation/Transition.h:52 msgid "Condition Event" msgstr "条件事件" #: /Editor/Src/LightmappingAnalyticsData.h:72 Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Auto Generate" msgstr "自动生成" #: /Runtime/Camera/OcclusionCullingData.cpp:76 Editor/Mono/ObjectSelector.cs:1 msgid "Scene" msgstr "场景" #: /Runtime/Shaders/SerializedShaderData.h:522 msgid "Original Index" msgstr "原始索引" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:36 msgid "Maintenance" msgstr "维护" #: /Runtime/Camera/LightBakingOutput.h:61 msgid "Lightmap Bake Mask" msgstr "光照贴图烘焙遮罩" #: /Runtime/Graphics/CustomRenderTexture.cpp:664 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Initialization Mode" msgstr "初始化模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2959 msgid "Metro Certificate Subject" msgstr "Metro 证书主题" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2277 msgid "Icons" msgstr "图标" #: /Runtime/Graphics/LOD/LODGroup.cpp:392 msgid "LastLOD Is Billboard" msgstr "LastLOD 是 Billboard" #: /Runtime/BaseClasses/GameObject.cpp:999 msgid "Component" msgstr "组件" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:665 Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Output" msgstr "输出" #: /Runtime/Camera/OcclusionCullingSettings.cpp:111 msgid "Occlusion Culling Data" msgstr "遮挡剔除数据" #: /Runtime/Camera/Skybox.cpp:321 msgid "Custom Skybox" msgstr "自定义天空盒" #: /Runtime/Shaders/SerializedShaderData.h:1006 msgid "Use Name" msgstr "使用名称" #: /Runtime/Graphics/Mesh/CompressedMesh.h:128 Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Start" msgstr "起始" #: /Runtime/Camera/RenderSettings.cpp:506 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Default Reflection Mode" msgstr "默认反射模式" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:597 msgid "Before Method Execution Orders" msgstr "方法执行顺序之前" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:565 msgid "Is Unity Class" msgstr "是 Unity 类" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:38 msgid "Baseid" msgstr "Baseid" #: /Runtime/Shaders/Shader.cpp:1554 msgid "Compressed Blob" msgstr "已压缩的 Blob" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:46 msgid "Adaptive Tiling Threshold" msgstr "自适应平铺阈值" #: /Editor/Src/AnnotationManager.cpp:426 msgid "Gizmo Enabled" msgstr "启用 Gizmo" #: /Runtime/Input/InputManager.cpp:309 msgid "This Frame Key Up" msgstr "此帧按键抬起" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2263 msgid "Sub Kind" msgstr "子类" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:199 msgid "Splash Screen Background Portrait" msgstr "启动画面纵向背景" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2896 msgid "Splash Screen Background Source Landscape" msgstr "启动画面横向背景源" #: /Runtime/Camera/OcclusionCullingData.cpp:125 msgid "PVS Data" msgstr "PVS Data" #: /Runtime/Mono/MonoScript.cpp:401 msgid "Default References" msgstr "默认引用" #: /Runtime/Misc/PlayerSettings.cpp:796 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Legacy Clamp Blend Shape Weights" msgstr "旧版钳制混合形状权重" #: /Editor/Src/Collab/REST/CollabHandler.h:43 msgid "Update To Revision" msgstr "更新到修订" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:47 msgid "Tetrahedra" msgstr "四面体" #: /Editor/Src/LightmapEditorSettings.cpp:382 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "AO Max Distance" msgstr "AO 最大距离" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:29 msgid "Modules" msgstr "模块" #: /Editor/Src/EditorSettings.cpp:283 msgid "Etc Texture Normal Compressor" msgstr "Etc 纹理正常压缩器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2917 msgid "WebGL Modules Directory" msgstr "WebGL 模块目录" #: /Runtime/Graphics/QualitySettings.cpp:470 msgid "Particle Raycast Budget" msgstr "粒子光线投射预算" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2626 msgid "IOS Launch Screeni Pad Custom Xib Path" msgstr "IOS 启动屏幕 iPad 自定义 Xib 路径" #: /Editor/Src/EditorUserBuildSettings.cpp:181 msgid "NVN Draw Validation" msgstr "NVN 绘制验证" #: /Runtime/Graphics/Texture3D.cpp:544 msgid "Texture Settings" msgstr "纹理设置" #: /Runtime/Misc/BuildSettings.cpp:176 msgid "HasPRO Version" msgstr "有专业版" #: /Runtime/Transform/Transform.cpp:1215 msgid "Children" msgstr "子对象" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:74 msgid "Functions" msgstr "函数" #: /Editor/Src/AnnotationManager.cpp:442 msgid "Show Selection Outline" msgstr "显示选择轮廓" #: /Runtime/Shaders/ComputeShaderStructs.cpp:49 msgid "Cbs" msgstr "Cbs" #: /Runtime/Graphics/GISettings.h:78 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bounce Scale" msgstr "反弹比例" #: /Runtime/Camera/ShadowSettings.h:37 msgid "Use Culling Matrix Override" msgstr "使用剔除矩阵覆盖" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2611 msgid "TvOS Top Shelf Image Layers2x" msgstr "TvOS 顶架图像 Layers2x" #: /Runtime/Graphics/Renderer.cpp:784 msgid "AutoUV Max Angle" msgstr "AutoUV 最大角" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2913 msgid "WebGL Data Caching" msgstr "WebGL 数据缓存" #: /Editor/Src/Prefabs/PropertyModification.h:89 msgid "Object Reference" msgstr "对象引用" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:43 msgid "Overridden" msgstr "已覆盖" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:21 msgid "Attribute Size In Bytes" msgstr "属性大小(以字节为单位)" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:162 msgid "Edges" msgstr "边缘" #: /Runtime/Shaders/ComputeShaderStructs.cpp:62 msgid "Target Level" msgstr "目标级别" #: /Runtime/Graphics/CustomRenderTexture.cpp:665 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Update Zone Space" msgstr "更新区域空间" #: /Runtime/Shaders/Shader.cpp:1553 msgid "Decompressed Lengths" msgstr "解压缩长度" #: /Runtime/Shaders/SerializedShaderData.h:821 msgid "Culling" msgstr "剔除" #: /Runtime/Misc/PlayerSettings.cpp:618 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Bake Collision Meshes" msgstr "烘焙碰撞网格" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2692 msgid "Android Validate App Bundle Size" msgstr "Android 验证应用程序资源包大小" #: /Runtime/Graphics/QualitySettings.cpp:443 msgid "Shadow Near Plane Offset" msgstr "阴影近平面偏移" #: /Editor/Src/LightmapEditorSettings.cpp:397 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Reflection Compression" msgstr "反射压缩" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:201 msgid "Terrain Chunk DynamicUVST" msgstr "地形块 DynamicUVST" #: /Runtime/Graphics/Renderer.cpp:769 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Light Probe Volume Override" msgstr "光照探测器体覆盖" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2935 msgid "Incremental Il2cpp Build" msgstr "增量 Il2cpp 生成" #: /Runtime/Graphics/EnlightenSceneMapping.h:222 msgid "Radiosity System Hash" msgstr "辐射率系统哈希" #: /Editor/Src/Collab/Requests/RevisionRequests.h:70 msgid "Current RevisionID" msgstr "当前 RevisionID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3030 msgid "Lumin Is Channel App" msgstr "Lumin 是通道应用程序" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2627 msgid "IOS Use Launch Screen Storyboard" msgstr "IOS 使用启动屏幕 Storyboard" #: /Runtime/Shaders/SerializedShaderData.h:687 msgid "Col Mask" msgstr "颜色遮罩" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:20 msgid "Payload Size In Bytes" msgstr "有效负载大小(以字节为单位)" #: /Runtime/Camera/GraphicsSettings.cpp:465 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Keep Exp" msgstr "雾保持指数" #: /Runtime/Misc/PlayerSettings.cpp:508 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Android Profiler" msgstr "Android 探查器" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:87 msgid "First Vertex" msgstr "第一个顶点" #: /Runtime/Shaders/SerializedShaderData.h:1307 msgid "Prop Info" msgstr "属性信息" #: /Runtime/Transform/Transform.cpp:1187 msgid "Local Position" msgstr "局部位置" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:44 msgid "Old Size" msgstr "旧尺寸" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2907 msgid "Sprite Packer Policy" msgstr "Sprite 打包器策略" #: /Runtime/Camera/RenderSettings.cpp:503 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Halo Texture" msgstr "光晕材质" #: /Runtime/Input/InputManager.cpp:307 msgid "Current Key State" msgstr "当前关键状态" #: /Runtime/Graphics/Texture3D.cpp:533 msgid "Mip Map" msgstr "MIP 贴图" #: /Runtime/Camera/GraphicsSettings.cpp:461 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Dynamic Dir Combined" msgstr "光照贴图保持动态 Dir 组合" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2706 msgid "Vuforia Enabled" msgstr "已启用 Vuforia" #: /Runtime/Misc/PlayerSettings.cpp:535 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Screen Height" msgstr "默认屏幕高度" #: /Runtime/Mono/MonoScript.cpp:386 msgid "Properties Hash" msgstr "属性哈希" #: /Runtime/Misc/PlayerSettings.cpp:613 msgid "Defer System Gestures Mode" msgstr "延迟系统手势模式" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:96 msgid "Ray Tracing Shader Builtin Sampler" msgstr "射线追踪着色器内置采样器" #: /Editor/Src/LightmapEditorSettings.cpp:402 msgid "PVR Sampling" msgstr "PVR 采样" #: /Editor/Src/LightmappingAnalyticsData.h:104 msgid "Denoise" msgstr "降噪" #: /Runtime/Graphics/CustomRenderTexture.cpp:668 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Update Period" msgstr "更新周期" #: /Runtime/Camera/ReflectionProbes.cpp:59 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box Size" msgstr "盒大小" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2986 msgid "Metro Target Device Families" msgstr "Metro 目标设备系列" #: /Editor/Src/Prefabs/PrefabInstance.cpp:93 msgid "Objects" msgstr "对象" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:38 msgid "Scene Visibility Data" msgstr "场景可见性数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2919 msgid "WebGL Analyze Build Size" msgstr "WebGL 分析 Build 大小" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:613 msgid "Import Inspector Warnings" msgstr "导入检查器警告" #: /Runtime/Shaders/Material.cpp:222 msgid "Disabled Shader Passes" msgstr "已禁用着色器通道" #: /Runtime/Mono/MonoScript.cpp:441 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Assembly Name" msgstr "程序集名" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:48 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "IK Pass" msgstr "IK 处理" #: /Runtime/Graphics/Mesh/CompressedMesh.h:156 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Normals" msgstr "法线" #: /Runtime/Misc/PlayerSettings.cpp:733 msgid "Color Gamuts" msgstr "色域" #: /Editor/Src/Animation/StateMachine.cpp:837 msgid "Entry Transitions" msgstr "起始过渡" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:30 msgid "Asset Store Ref" msgstr "资产商店参考" #: /Runtime/Shaders/Shader.cpp:1506 msgid "Parsed Form" msgstr "解析形式" #: /Runtime/Graphics/Texture3D.cpp:543 msgid "Data Size" msgstr "数据大小" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:173 msgid "Splash Screen Overlay Opacity" msgstr "启动画面叠加不透明度" #: /Editor/Src/HierarchyState.cpp:21 msgid "Expanded" msgstr "已展开" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2727 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Camera Usage Description" msgstr "摄像机使用说明" #: /Runtime/Misc/PlayerSettings.cpp:619 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force Single Instance" msgstr "强制单实例" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2676 msgid "Android Keyalias Name" msgstr "Android 密钥别名名称" #: /Runtime/Shaders/SerializedShaderData.h:156 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Z" msgstr "Z" #: /Runtime/Misc/PlayerSettings.cpp:608 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mute Other Audio Sources" msgstr "静音其他音频源" #: /Runtime/Geometry/BoundsInt.h:15 msgid "Bounds Int" msgstr "边界 Int" #: /Runtime/Graphics/Mesh/MeshFilter.cpp:100 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Mesh" msgstr "网格" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2362 msgid "Version Code" msgstr "版本代码" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:86 msgid "Message" msgstr "消息" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:107 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Normal" msgstr "标准" #: /Runtime/Graphics/GISettings.h:98 msgid "Enable Baked Lightmaps" msgstr "启用烘焙光照贴图" #: /Runtime/Graphics/Texture3D.cpp:538 msgid "Mip Count" msgstr "Mip 数" #: /Editor/Src/EditorExtensionImpl.cpp:42 msgid "Last Template Father" msgstr "最后模板父对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2590 msgid "I Phone Tall High Res Splash Screen" msgstr "I Phone 竖高分辨率启动画面" #: /Runtime/Camera/ReflectionProbes.cpp:88 msgid "Baked Texture" msgstr "烘焙纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2941 msgid "Gc Incremental" msgstr "Gc 增量" #: /Runtime/Graphics/TrailRenderer.cpp:542 msgid "End Width" msgstr "末尾宽度" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:604 msgid "Subsystem Registration Method Execution Orders" msgstr "子系统注册方法执行顺序" #: /Runtime/Camera/ShadowSettings.h:29 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Type" msgstr "类型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2679 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Is Game" msgstr "Android 是游戏" #: /Runtime/Graphics/LOD/LODGroup.cpp:403 msgid "LO Ds" msgstr "LO Ds" #: /Runtime/Camera/GraphicsSettings.cpp:462 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Shadow Mask" msgstr "光照贴图保持阴影遮罩" #: /Editor/Src/LightmapEditorSettings.cpp:438 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Light Probe Sample Count Multiplier" msgstr "光照探测器样本数量乘数" #: /Editor/Src/EditorUserBuildSettings.cpp:159 PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Development" msgstr "开发" #: /Editor/Src/EditorExtensionImpl.cpp:65 msgid "G Flattened Type Tree" msgstr "G 扁平型树" #: /Editor/Src/EditorExtensionImpl.cpp:59 msgid "Data Template" msgstr "数据模板" #: /Runtime/Camera/RenderSettings.cpp:488 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Linear Fog End" msgstr "线性雾结束" #: /Runtime/BaseClasses/EditorExtension.cpp:57 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Prefab" msgstr "预制件" #: /Runtime/Transform/RectTransform.cpp:197 msgid "Anchor Max" msgstr "锚点最大" #: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:15 msgid "Scene Data" msgstr "场景数据" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:25 msgid "Animator Controller Layer" msgstr "动画器控制器层" #: /Runtime/Input/InputAxis.h:153 msgid "Dead" msgstr "死区" #: /Runtime/Graphics/Mesh/MeshTypes.h:14 msgid "Bone Weight" msgstr "骨骼权重" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3041 msgid "Facebook Frictionless Requests" msgstr "Facebook 无摩擦请求" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2598 msgid "I Pad Landscape Splash Screen" msgstr "I Pad 横向启动画面" #: /Editor/Src/Animation/Transition.cpp:241 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Has Fixed Duration" msgstr "有固定持续时间" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:672 msgid "PSD Show Remove Matte Option" msgstr "PSD 显示“移除遮罩”选项" #: /Runtime/Misc/ResourceManager.cpp:630 Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Object" msgstr "对象" #: /Editor/Src/Animation/BlendTree.h:43 Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Mirror" msgstr "镜像" #: /Runtime/Misc/PlayerSettings.cpp:751 msgid "Unity Rebuild Library Version" msgstr "Unity 重建库版本" #: /Runtime/Misc/PlayerSettings.cpp:790 msgid "Organization Id" msgstr "组织 Id" #: /Runtime/Graphics/EnlightenSceneMapping.h:221 msgid "Input System Hash" msgstr "输入系统哈希" #: /Editor/Src/LightmapEditorSettings.cpp:416 msgid "PVR Denoiser TypeAO" msgstr "PVR AO 型降噪器" #: /Editor/Src/Prefabs/PrefabMerging.h:54 msgid "Removed Components" msgstr "移除组件" #: /Runtime/2D/Sorting/SortingGroup.cpp:113 Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Sorting Layer" msgstr "排序图层" #: /Runtime/Misc/PlayerSettings.cpp:506 msgid "ProductGUID" msgstr "ProductGUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2978 msgid "Metro Splash Screen Background Color" msgstr "Metro 启动画面背景颜色" #: /Runtime/Camera/GraphicsSettings.cpp:468 msgid "Albedo Swatch Infos" msgstr "反射率样本信息" #: /Editor/Src/Animation/StateMachine.cpp:335 msgid "Short Name" msgstr "短名称" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2487 msgid "Billboard Transition Cross Fade Width" msgstr "Billboard 过渡交叉淡化宽度" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2460 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Use Light Probes" msgstr "使用光照探测器" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:106 Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Vertex" msgstr "顶点" #: /Editor/Src/Animation/StateMachine.cpp:851 msgid "Exit Position" msgstr "退出位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2378 msgid "Texture Streaming Enabled" msgstr "已启用纹理流式加载" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:93 msgid "Ray Tracing Shader Constant Buffer" msgstr "射线追踪着色器常量缓冲区" #: /Runtime/Graphics/CustomRenderTexture.h:237 msgid "Pass Index" msgstr "通路索引" #: /Runtime/Camera/RenderSettings.cpp:508 msgid "Reflection Bounces" msgstr "反射反弹" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:122 msgid "Primary Org" msgstr "主要组织" #: /Runtime/Shaders/Material.cpp:205 msgid "Custom Render Queue" msgstr "自定义渲染队列" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:138 msgid "Alpha Usage" msgstr "Alpha 使用情况" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2900 msgid "Blur Splash Screen Background" msgstr "模糊启动画面背景" #: /Runtime/Camera/Light.cpp:320 msgid "Actually Lightmapped" msgstr "已实际光照贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2614 msgid "IOS Launch Screen Type" msgstr "IOS 启动屏幕类型" #: /Editor/Src/Animation/StateMachine.cpp:835 msgid "Child State Machines" msgstr "子状态机" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:123 msgid "Organization Foreign Keys" msgstr "组织外键" #: /Editor/Src/Animation/Transition.cpp:238 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition Offset" msgstr "过渡偏移" #: /Runtime/Graphics/Texture3D.cpp:528 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Depth" msgstr "深度" #: /Runtime/Graphics/GISettings.h:79 msgid "Indirect Output Scale" msgstr "间接输出比例" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2548 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "I Phone Sdk Version" msgstr "I Phone Sdk 版本" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:117 msgid "Frame Index" msgstr "帧索引" #: /Runtime/Camera/LightProbes.cpp:33 msgid "Tetrahedralization" msgstr "四面体化" #: /Runtime/Serialize/BuildUsageTags.h:58 msgid "Shader Usage Keyword Names" msgstr "着色器使用情况关键字名称" #: /Runtime/Camera/LightProbeProxyVolume.cpp:157 msgid "ResolutionY" msgstr "ResolutionY" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:156 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Background Color" msgstr "启动画面背景色" #: /Runtime/Shaders/SerializedShaderData.h:827 msgid "Stencil Op Front" msgstr "模板操作前" #: /Runtime/Shaders/SerializedShaderData.h:1064 msgid "LOD" msgstr "LOD" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:658 msgid "Sprite Sheet" msgstr "Sprite 表单" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2533 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Engine Code" msgstr "剥离引擎代码" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2698 msgid "Build Target Platform Icons" msgstr "生成目标平台图标" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2989 msgid "Metro Protocol Name" msgstr "Metro 协议名称" #: /Runtime/Camera/GraphicsSettings.cpp:506 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Transparency Sort Mode" msgstr "透明度排序模式" #: /Editor/Src/EditorSettings.cpp:275 msgid "Default Behavior Mode" msgstr "默认行为模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2926 msgid "WebGL Wasm Streaming" msgstr "WebGL Wasm 流" #: /Runtime/Shaders/SerializedShaderData.h:834 msgid "Fog End" msgstr "雾结束" #: /Runtime/Shaders/SerializedShaderData.h:831 msgid "Stencil Ref" msgstr "模板引用" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:135 msgid "Sprite Border" msgstr "Sprite 边框" #: /Runtime/Camera/GraphicsSettings.cpp:482 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Legacy Deferred" msgstr "旧版延迟" #: /Editor/Src/Collab/REST/CollabHandler.h:42 msgid "Revision Id" msgstr "修订 Id" #: /Runtime/Graphics/QualitySettings.cpp:462 msgid "Streaming Mipmaps Active" msgstr "流式 Mipmaps 活动" #: /Runtime/Graphics/Mesh/SubMesh.h:63 msgid "Base Vertex" msgstr "基本顶点" #: /Runtime/Graphics/LineBuilder.h:153 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Num Corner Vertices" msgstr "角顶点数量" #: /Runtime/Misc/PlayerSettings.cpp:557 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Ios Show Activity Indicator On Loading" msgstr "Ios 加载时显示活动指示器" #: /Runtime/Shaders/SerializedShaderData.h:989 msgid "Program Mask" msgstr "程序遮罩" #: /Runtime/Camera/ReflectionProbes.cpp:77 msgid "Custom Baked Texture" msgstr "自定义烘焙材质" #: Editor/Mono/EditorGUI.cs:1 msgid "Clipping Planes" msgstr "剪裁平面" #: Editor/Mono/EditorGUI.cs:1 msgid "The distances from the Camera where rendering starts and stops." msgstr "渲染开始和停止位置与摄像机之间的距离。" #: Editor/Mono/EditorGUI.cs:1 msgid "Near" msgstr "近" #: Editor/Mono/EditorGUI.cs:1 msgid "The closest point to the Camera where drawing occurs." msgstr "最接近摄像机的开始绘制的位置。" #: Editor/Mono/EditorGUI.cs:1 msgid "Far" msgstr "远" #: Editor/Mono/EditorGUI.cs:1 msgid "The furthest point from the Camera that drawing occurs." msgstr "距离摄像机最远的开始绘制的位置。" #: Editor/Mono/EditorGUI.cs:1 msgid "\\u2014" msgstr "\\u2014" #: Editor/Mono/EditorGUI.cs:1 msgid "Mixed Values" msgstr "混合值" #: Editor/Mono/EditorGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Tag..." msgstr "添加标签..." #: Editor/Mono/EditorGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Layer..." msgstr "添加图层..." #: Editor/Mono/EditorGUI.cs:1 msgid "Copy" msgstr "复制" #: Editor/Mono/EditorGUI.cs:1 msgid "Paste" msgstr "粘贴" #: Editor/Mono/EditorGUI.cs:1 msgid "[Please press a key]" msgstr "[请按任意键]" #: Editor/Mono/EditorGUI.cs:1 msgid "Cut" msgstr "剪切" #: Editor/Mono/EditorGUI.cs:1 msgid "Duplicate Array Element" msgstr "创建数组元素副本" #: Editor/Mono/EditorGUI.cs:1 msgid "Delete Array Element" msgstr "删除数组元素" #: Editor/Mono/EditorGUI.cs:1 msgid "Print Property Path" msgstr "打印属性路径" #: Editor/Mono/EditorGUI.cs:1 msgid "This field cannot display arrays with more than {0} elements when multiple objects are selected." msgstr "选择多个对象时,此字段无法显示含有多于{0}个元素的数组。" #: Editor/Mono/SceneHierarchyStageHandling.cs:1 msgid "Prefab asset has been deleted" msgstr "已删除预制件资源" #: Editor/Mono/ObjectListAssetStoreGroup.cs:1 msgid "Show more" msgstr "显示更多" #: Editor/Mono/IconSelector.cs:1 msgid "Other..." msgstr "其它…" #: Editor/Mono/Handles.cs:1 msgid "Static" msgstr "静态的" #: Editor/Mono/ProjectTemplateWindow.cs:1 msgid "Save Template" msgstr "保存模板" #: Editor/Mono/GameObjectUtility.bindings.cs:1 msgid "Yes, change children" msgstr "是,更改子对象" #: Editor/Mono/GameObjectUtility.bindings.cs:1 msgid "No, this object only" msgstr "否,仅此对象" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Platform" msgstr "平台" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Which platform to build for" msgstr "进行生成的平台" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Scenes In Build" msgstr "Build 中的场景" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Which scenes to include in the build" msgstr "在构建中包含的场景" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Wait For Managed Debugger" msgstr "等待托管调试器" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Show a dialog where you can attach a managed debugger before any script execution." msgstr "显示一个您可以在任何脚本执行之前附加一个托管调试器的对话框。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Compression Method" msgstr "压缩方法" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Compression applied to Player data (scenes and resources).\nDefault - none or default platform compression.\nLZ4 - fast compression suitable for Development Builds.\nLZ4HC - higher compression rate variance of LZ4, causes longer build times. Works best for Release Builds." msgstr "适用于“播放器”数据的压缩(场景和资源)。\n默认 - 无或默认平台压缩。\nLZ4 - 适用于开发构建的快速压缩。\nLZ4HC - LZ4 的高压缩率变体,需要较长的生成时间。最适合发布版本。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "No {0} module loaded." msgstr "无 {0} 模块加载。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "{0} is not included in your Unity Pro license. Your {0} build will include a Unity Personal Edition splash screen.\n\nYou must be eligible to use Unity Personal Edition to use this build option. Please refer to our EULA for further information." msgstr "您的 Unity Pro 许可证中不包含 {0}。您的 {0} 构建中将包括 Unity 个人版启动画面。\n\n要使用此构建选项,您必须具备使用 Unity 个人版的资格。更多信息请参阅我们的最终用户许可协议(EULA)。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Add {0} to your Unity Pro license" msgstr "将 {0} 添加到您的 Unity Pro 许可" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "{0} is not supported in this build.\nDownload a build that supports it." msgstr "此版本不支持 {0}。\n请下载支持它的版本。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "In order to publish your build to UDN, you need to sign in via the AssetStore and tick the 'Stay signed in' checkbox." msgstr "为了将生成发布到 UDN,您需要通过 AssetStore 登录并勾选“保持登录状态”复选框。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Switch Platform" msgstr "切换平台" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Build" msgstr "生成" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Build And Run" msgstr "生成和运行" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Check out" msgstr "签出" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Add Open Scenes" msgstr "添加已打开场景" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Open Download Page" msgstr "打开下载页面" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Eula" msgstr "欧拉" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Use native compilation (no Mono runtime)" msgstr "使用原生编译(无 Mono 运行时)" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Development Build" msgstr "开发构建" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Autoconnect Profiler" msgstr "自动连接探查器" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "VR Remote Streaming" msgstr "VR 远程流式处理" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Script Debugging" msgstr "脚本调试" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Divide By Zero Checks" msgstr "除以零检查" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Array Bounds Checks" msgstr "数组边界检查" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Learn about Unity Cloud Build" msgstr "了解 Unity 云生成" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Default" msgstr "默认" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "LZ4" msgstr "LZ4" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "LZ4HC" msgstr "LZ4HC" #: Editor/Mono/BuildPlayerWindow.cs:1 Editor-Extra:title label for BuildPlayerWindow msgid "Build Settings" msgstr "生成设置" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Player Settings..." msgstr "玩家设置..." #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Unable to access Unity services. Please log in, or request membership to this project to use these services." msgstr "无法访问 Unity 服务。要使用这些服务,请先登录或申请此项目的成员资格。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the Color Space and the current settings." msgstr "为了生成播放器,请转到 '播放器设置...' 中解决“颜色空间”与当前设置之间的不兼容问题。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the selected Lightmap Encoding and the current settings." msgstr "为了生成播放器,请转到 '播放器设置...' 中解决选定的“光照贴图编码”与当前设置之间的不兼容问题。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Cannot build player while editor is importing assets or compiling scripts." msgstr "编辑器导入资源或编译脚本时无法生成播放器。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Because you are not a member of this project this build will not access Unity services." msgstr "此次生成将不会访问 Unity 服务,因为您不是此项目的成员。" #: Editor/Mono/EditorApplication.cs:1 msgid "[PREVIEW PACKAGES IN USE]" msgstr "[PREVIEW PACKAGES IN USE]" #: Editor/Mono/EditorApplication.cs:1 msgid "[CODE COVERAGE]" msgstr "[CODE COVERAGE]" #: Editor/Mono/EditorApplication.cs:1 msgid "Untitled" msgstr "无标题" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Project" msgstr "项目" #: Editor/Mono/ProjectBrowser.cs:1 msgid "This folder is empty" msgstr "此文件夹是空的" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Search:" msgstr "搜索:" #: Editor/Mono/ProjectBrowser.cs:1 msgid "All" msgstr "全部" #: Editor/Mono/ProjectBrowser.cs:1 msgid "In Packages" msgstr "在包中" #: Editor/Mono/ProjectBrowser.cs:1 msgid "In Assets" msgstr "在资产中" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Asset Store" msgstr "资产商店" #: Editor/Mono/ProjectBrowser.cs:1 msgid "One Column Layout" msgstr "单栏布局" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Two Column Layout" msgstr "两栏布局" #: Editor/Mono/ProjectBrowser.cs:1 msgid "DEVELOPER/Open TreeView Test Window..." msgstr "DEVELOPER/打开 TreeView 测试窗口..." #: Editor/Mono/ProjectBrowser.cs:1 msgid "DEVELOPER/Use TreeView Expansion Animation" msgstr "DEVELOPER/Use TreeView 扩展动画" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Delete" msgstr "删除" #: Editor/Mono/ProjectBrowser.cs:1 msgid "No sub folders..." msgstr "无子文件夹…" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Show in Asset Store window" msgstr "在资源商店窗口中显示" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Search by Label" msgstr "按标签搜索" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Search by Type" msgstr "按类型搜索" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Save search" msgstr "保存搜索" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Number of hidden packages, click to toggle hidden packages visibility" msgstr "隐藏包的数量,单击可切换隐藏包可见性" #: Editor/Mono/ObjectNames.cs:1 msgid " (Script)" msgstr " (脚本)" #: Editor/Mono/ObjectNames.cs:1 msgid "Nothing Selected" msgstr "未进行任何选择" #: Editor/Mono/ObjectNames.cs:1 msgid " (Deprecated)" msgstr " (已弃用)" #: Editor/Mono/SceneHierarchyWindow.cs:1 msgid "Hierarchy" msgstr "层级" #: Editor/Mono/SceneHierarchyWindow.cs:1 msgid "Transform Child Order" msgstr "变换子对象顺序" #: Editor/Mono/SceneHierarchyWindow.cs:1 msgid "Alphabetical Order" msgstr "字母顺序" #: Editor/Mono/ObjectSelector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Self" msgstr "自己" #: Editor/Mono/ObjectSelector.cs:1 msgid "Number of hidden packages, click to toggle packages visibility" msgstr "隐藏包的数量,单击可切换包可见性" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Discard Changes" msgstr "放弃更改" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Are you sure you want to discard the changes in the following scenes:\n\n {0}\n\nYour changes will be lost." msgstr "您确定要放弃以下场景中的更改吗:\n\n {0}\n\n您所做的更改将会丢失。" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Rename" msgstr "重命名" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Duplicate" msgstr "副本" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Children" msgstr "选择子对象" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Prefab Root" msgstr "选择预制件根" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Open Model" msgstr "打开模型" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Open Prefab Asset" msgstr "打开预制件资源" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Prefab Asset" msgstr "选择预制件资源" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Unpack Prefab" msgstr "解压缩预制件" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Unpack Prefab Completely" msgstr "完全解压缩预制件" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Set Active Scene" msgstr "设置活动场景" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Save Scene As" msgstr "场景另存为" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Save All" msgstr "全部保存" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Unload Scene" msgstr "卸载场景" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Remove Scene" msgstr "移除场景" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Discard changes" msgstr "放弃更改" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Scene Asset" msgstr "选择场景资源" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Save Untitled Scene" msgstr "保存未保存场景" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Existing Untitled scene needs to be saved before creating a new scene. Only one untitled scene is supported at a time." msgstr "在创建一个新场景前需要先保存现存的未命名场景。一次只能有一个未命名场景。" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Collapse All" msgstr "全部折叠" #: Editor/Mono/BuildPlayerSceneTreeView.cs:1 msgid "Remove Selection" msgstr "移除选择" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Console" msgstr "控制台" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Clear" msgstr "清除" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Clear on Play" msgstr "播放时清除" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Error Pause" msgstr "错误暂停" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Collapse" msgstr "折叠" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Stop for Assert" msgstr "因断言停止" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Stop for Error" msgstr "因错误停止" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Clear on Build" msgstr "生成时清除" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Player Logging" msgstr "播放器日志记录" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Full Log (Developer Mode Only)" msgstr "完整日志(仅限开发者模式)" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Open Player Log" msgstr "打开播放器日志" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Open Editor Log" msgstr "打开编辑器日志" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Show Timestamp" msgstr "显示时间戳" #: Editor/Mono/HostView.cs:1 msgid "Inspect Window" msgstr "检视窗口" #: Editor/Mono/HostView.cs:1 msgid "Inspect View" msgstr "检视视图" #: Editor/Mono/HostView.cs:1 msgid "Reload Window _f5" msgstr "重新加载窗口 _f5" #: Editor/Mono/ObjectListArea.cs:1 msgid "The Asset Store is not available" msgstr "“资源商店”不可用。" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:1 msgid "Instructions" msgstr "说明" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:1 msgid "Select an Instruction on the left to see details" msgstr "从左侧选择一个“指令”,查看详细信息" #: Editor/Mono/GUIDebugger/StyleDrawInspectView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Property" msgstr "属性" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "Inspected View: " msgstr "检视视图:" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "Pick Style" msgstr "选择样式" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "Picking " msgstr "选择" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "IMGUI Debugger" msgstr "IMGUI 调试器" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "None" msgstr "无" #: Editor/Mono/Settings/SettingsWindow.cs:1 msgid "Print Provider Keywords" msgstr "打印提供者关键字" #: Editor/Mono/Settings/SettingsWindow.cs:1 msgid "Refresh providers" msgstr "刷新提供者" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "Expose Property" msgstr "暴露属性" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "Unexpose Property" msgstr "取消暴露属性" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "not found on" msgstr "未找到" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "Overridden by " msgstr "覆盖者" #: Editor/Mono/CodeEditor/DefaultExternalCodeEditor.cs:1 msgid "Reset argument" msgstr "重置参数" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Auto Save" msgstr "自动保存" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "When Auto Save is enabled, every change you make is automatically saved to the Prefab Asset. Disable Auto Save if you experience long import times." msgstr "启用“自动保存”后,您所做的每项更改都会自动保存到预制资产中。如果遇到导入时间过长的问题,请禁用“自动保存”。" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Check Out" msgstr "签出" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Auto Saving..." msgstr "正在自动保存…" #: Editor/Mono/SceneView/SceneViewMotion.cs:1 Editor-Missing:Missing detected at runtime. msgid "Click to lock the rotation in the current direction." msgstr "单击锁定当前方向旋转。" #: Editor/Mono/SceneView/SceneViewMotion.cs:1 Editor-Missing:Missing detected at runtime. msgid "Click to unlock the rotation." msgstr "单击解锁旋转。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Gizmos" msgstr "Gizmos" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle visibility of all Gizmos in the Scene view" msgstr "在“场景”视图中切换所有小工具的可见性" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle the visibility of different Gizmos in the Scene view." msgstr "在“场景”视图中切换不同“小工具”的可见性。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Isolation View" msgstr "隔离视图" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Exit" msgstr "退出" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Exit isolation mode" msgstr "退出隔离模式" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check Pure Metals" msgstr "检查纯金属" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check if albedo is black for materials with an average specular color above 0.45" msgstr "检查平均高光颜色大于 0.45 的材料的反照率是否为黑色" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Luminance Validation:" msgstr "亮度验证:" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Select default luminance validation or validate against a configured albedo swatch" msgstr "选择默认亮度验证或对照配置的反照率样本进行验证" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Hue Tolerance:" msgstr "色调容差:" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check that the hue of the albedo value of a material is within the tolerance of the hue of the albedo swatch being validated against" msgstr "检查材料的反照率值的色调是否在被验证的反照率样本的色调容差范围内" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Saturation Tolerance:" msgstr "饱和度容差:" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check that the saturation of the albedo value of a material is within the tolerance of the saturation of the albedo swatch being validated against" msgstr "检查材料的反照率值的饱和度是否在被验证的反照率样本饱和度的容差范围内" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "The Draw Mode used to display the Scene." msgstr "用来显示“场景”的绘制模式。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "PBR Validation Settings" msgstr "PBR 验证设置" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "You must exit play mode to save the scene!" msgstr "必须退出播放模式才能保存场景!" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Hide or show the Component Editor Tools panel in the Scene view." msgstr "隐藏或显示“场景”视图中的“组件编辑器工具”面板。" #: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime. msgid "When toggled on, the Scene lighting is used. When toggled off, a light attached to the Scene view camera is used." msgstr "切换开启后,会使用“场景”照明。切换关闭后,会使用连接到“场景”视图相机的灯光。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle skybox, fog, and various other effects." msgstr "切换天空盒、雾和各种其他效果。" #: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Toggle audio on or off." msgstr "切换打开或关闭音频。" #: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime. msgid "When toggled on, the Scene is in 2D view. When toggled off, the Scene is in 3D view." msgstr "切换开启后,场景处于 2D 视图中。切换关闭后,场景处于 3D 视图中。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle the visibility of the grid" msgstr "切换网格的可见性" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle snapping on or off." msgstr "打开或关闭捕捉。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Number of hidden objects, click to toggle scene visibility" msgstr "隐藏对象的数量,单击可切换场景可见性" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Settings for the Scene view camera." msgstr "场景视图摄像机的设置。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Controls the number of stops to over or under expose the precomputed and baked lighting debug views." msgstr "控制预计算和烘焙的光照调试视图过度曝光或曝光不足的停止次数。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Update finished with {0} in {1} ms ({2}/{3} assemblie(s) updated)." msgstr "{0} 更新完成,用时 {1} 毫秒(已更新 {2}/{3} 个程序集)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "success" msgstr "成功" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "error" msgstr "错误" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Timeout while checking assemblies:" msgstr "检查程序集时超时:" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "{0}Timeout: {1} ms" msgstr "{0}超时:{1} 毫秒" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "{0}Update configurations from those assemblies may have not been applied." msgstr "{0}可能尚未应用这些程序集的更新配置。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Timeout while updating assemblies:" msgstr "更新程序集时超时:" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Unable to update following assemblies:" msgstr "无法更新以下程序集:" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Following assemblies were successfully updated but due to the failed ones above they were ignored (not copied to the destination folder)." msgstr "以下程序集已成功更新,但由于上面失败的程序集,已将它们忽略(未复制到目标文件夹)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "User declined to run APIUpdater" msgstr "用户已拒绝运行 APIUpdater" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Processing imported assemblies took {0} ms ({1}/{2} assemblie(s))." msgstr "处理导入的程序集用时为 {0} 毫秒({1}/{2} 个程序集)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Failed to save assembly dependency graph ({0}). Exception: {1}" msgstr "保存程序集依赖关系图 ({0}) 失败。异常:{1}" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Failed to read assembly dependency graph ({0}). Exception: {1}" msgstr "读取程序集依赖关系图 ({0}) 失败。异常:{1}" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "What will this texture be used for?" msgstr "此纹理的用途是什么?" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a normal image such as a diffuse texture or other." msgstr "纹理是一张法线贴图,例如漫反射纹理或其他。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Normal map" msgstr "法线贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a bump or normal map." msgstr "纹理是一张凹凸或法线贴图。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Editor GUI and Legacy GUI" msgstr "编辑器 GUI 和旧功能 GUI" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is used for a GUI element." msgstr "纹理是用于 GUI 元素的。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite (2D and UI)" msgstr "Sprite (2D 和 UI)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is used for a sprite." msgstr "纹理是用于 sprite 的。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Cursor" msgstr "光标" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is used for a cursor." msgstr "纹理是用于光标的。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Cookie" msgstr "剪影" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a cookie you put on a light." msgstr "纹理是您放在灯光上的一个 cookie。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a lightmap." msgstr "纹理是一张光照贴图。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Single Channel" msgstr "单通道" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a one component texture." msgstr "纹理是单组件纹理。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "What shape is this texture?" msgstr "该纹理的形状是什么?" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 Editor-Extra:class Section at PreferencesWindow.cs msgid "2D" msgstr "2D" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is 2D." msgstr "纹理是 2D。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Cube" msgstr "立方体" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a Cubemap." msgstr "纹理是一个“立方体贴图”。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Create from Grayscale" msgstr "从“灰度”创建" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "The grayscale of the image is used as a heightmap for generating the normal map." msgstr "生成法线贴图时用作高度图的图像的灰度。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "6 Frames Layout (Cubic Environment)" msgstr "6 帧布局(立方体环境)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture contains 6 images arranged in one of the standard cubemap layouts - cross or sequence (+x, -x, +y, -y, +z, -z). Texture can be in vertical or horizontal orientation." msgstr "纹理包含按以下标准立方体贴图布局之一排列的 6 个图像:交叉或序列(+x、-x、+y、-y、+z、-z)。纹理可以是垂直方向或水平方向。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Latitude-Longitude Layout (Cylindrical)" msgstr "纬度 - 经度布局(圆柱体)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture contains an image of a ball unwrapped such that latitude and longitude are mapped to horizontal and vertical dimensions (as on a globe)." msgstr "纹理包含一个展开的球体的图像,纬度和经度映射到了水平和垂直维度(类似地球)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mirrored Ball (Spheremap)" msgstr "镜面球(Spheremap)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture contains an image of a mirrored ball." msgstr "纹理包含一张镜像球的图像。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Specular (Glossy Reflection)" msgstr "镜面(光泽反射)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Convolve cubemap for specular reflections with varying smoothness (Glossy Reflections)." msgstr "将立方体贴图卷积为具有不同平滑度的镜面反射(光泽反射)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Diffuse (Irradiance)" msgstr "漫反射(发光)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Convolve cubemap for diffuse-only reflection (Irradiance Cubemap)." msgstr "将立方体贴图卷积为仅漫反射(发光立方体贴图)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fixup Edge Seams" msgstr "固定边缘对接处" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Enable if this texture is used for glossy reflections." msgstr "如果此纹理用于光泽反射,则予以启用。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Read/Write Enabled" msgstr "读/写已启用" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Enable to be able to access the raw pixel data from code." msgstr "启用从代码访问原始像素数据。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Only load larger mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings." msgstr "仅根据需要加载较大的 mipmap 以渲染当前的游戏摄像机。需要在质量设置中启用纹理流式加载。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip Map Priority" msgstr "Mip Map 优先级" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip map streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127." msgstr "出现资源争夺时 Mip map 流式处理的优先级。正数代表更高的优先级。有效范围是 -128 到 127。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Source" msgstr "Alpha 源" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How is the alpha generated for the imported texture." msgstr "如何为导入的纹理生成 alpha。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "No Alpha will be used." msgstr "不会使用 Alpha。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Input Texture Alpha" msgstr "输入纹理 Alpha" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use Alpha from the input texture if one is provided." msgstr "如果提供了输入纹理,则使用输入纹理中的 Alpha。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "From Gray Scale" msgstr "从灰度" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Alpha from image gray scale." msgstr "从图像灰度生成 Alpha。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "As which color/alpha component the single channel texture is treated." msgstr "作为单独通道纹理处理的颜色/alpha 组件。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha" msgstr "Alpha" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use the alpha channel (compression not supported)." msgstr "使用 alpha 通道(不支持压缩)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Red" msgstr "红色" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use the red color component." msgstr "使用红色组件。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "sRGB (Color Texture)" msgstr "sRGB(颜色纹理)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture content is stored in gamma space. Non-HDR color textures should enable this flag (except if used for IMGUI)." msgstr "纹理内容存储在伽马空间中。非 HDR 颜色纹理应该启用此标志(用于 IMGUI 的除外)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "The alpha channel of generated Mip Maps will preserve coverage during the alpha test." msgstr "生成的“Mip 图”的 alpha 通道将在 alpha 测试期间保持覆盖。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Cutoff Value" msgstr "Alpha 修剪值" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "The reference value used during the alpha test. Controls Mip Map coverage." msgstr "alpha 测试期间使用的参考值。该值可以控制“Mip 图”的覆盖范围。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Non-Power of 2" msgstr "非二次幂" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How non-power-of-two textures are scaled on import." msgstr "无二次幂限制的纹理在导入时缩放程度如何。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Compressor Quality" msgstr "压缩器质量" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use the slider to adjust compression quality from 0 (Fastest) to 100 (Best)" msgstr "使用滑块将压缩质量从 0(最快)调整为 100(最佳)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Packing Tag" msgstr "打包标记" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Tag for the Sprite Packing system." msgstr "“Sprite 打包”系统标签。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Pixels Per Unit" msgstr "每单位像素数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How many pixels in the sprite correspond to one unit in the world." msgstr "对应世界一个单位的 sprite 中有多少像素。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Extrude Edges" msgstr "挤出边缘" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How much empty area to leave around the sprite in the generated mesh." msgstr "生成的网格内的 sprite 四周留下多少空白区域。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mesh Type" msgstr "网格类型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Type of sprite mesh to generate." msgstr "要生成的 sprite 网格类型。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite pivot point in its localspace. May be used for syncing animation frames of different sizes." msgstr "Sprite 枢轴点在其 localspace 中。可以用于同步不同大小的动画帧。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Physics Shape" msgstr "生成物理形状" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generates a default physics shape from the outline of the Sprite/s when a physics shape has not been set in the Sprite Editor." msgstr "当物理性状未在“Sprite 编辑器”中进行设定的时候,从 Sprite/s 的轮廓描边中生成默认的物理形状。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "If the provided alpha channel is transparency, enable this to pre-filter the color to avoid texture filtering artifacts. This is not supported for HDR textures." msgstr "如果提供的 alpha 通道是透明的,请启用此选项以预过滤颜色,避免纹理过滤瑕疵。 HDR 纹理不支持此功能。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Split Alpha Channel" msgstr "拆分 Alpha 通道" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha for this texture will be preserved by splitting the alpha channel to another texture, and both resulting textures will be compressed using ETC1." msgstr "通过将 alpha 通道分解为另一个纹理的方法来保留此纹理的 Alpha,两个结果纹理都将使用 ETC1 来压缩。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use Crunch Compression" msgstr "使用 Crunch 压缩" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is crunch-compressed to save space on disk when applicable." msgstr "纹理使用了 crunch 压缩,以便在适用时节省磁盘空间。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Advanced" msgstr "高級" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Show advanced settings." msgstr "显示高级设置。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Remove Matte (PSD)" msgstr "移除遮罩 (PSD)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Enable special processing for PSD that has transparency, as color pixels will be tweaked (blended with white color)." msgstr "允许对具有透明度的 PSD 进行特殊处理,因为颜色像素将被调整(与白色混合)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Filter Mode" msgstr "过滤模式" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Point (no filter)" msgstr "点(无过滤器)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bilinear" msgstr "双线性" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Trilinear" msgstr "三线" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Light Type" msgstr "光照类型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Spotlight" msgstr "聚光灯" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Point" msgstr "点" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bumpiness" msgstr "凹凸" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Filtering" msgstr "过滤" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sharp" msgstr "锐化" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Smooth" msgstr "平滑" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mapping" msgstr "贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Auto" msgstr "自动" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Convolution Type" msgstr "卷积型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fadeout Mip Maps" msgstr "交叉淡化 Mip 贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fade Range" msgstr "淡化范围" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Border Mip Maps" msgstr "边框 Mip 贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip Map Filtering" msgstr "MIP 贴图过滤" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Box" msgstr "盒" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Kaiser" msgstr "凯撒" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fast" msgstr "快速" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Best" msgstr "最佳" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Single" msgstr "单一" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Multiple" msgstr "多个" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Polygon" msgstr "多边形" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Full Rect" msgstr "全矩形" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Tight" msgstr "紧密" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Top Left" msgstr "左上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Top" msgstr "顶部" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Top Right" msgstr "右上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Left" msgstr "左" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Right" msgstr "右" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bottom Left" msgstr "左下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bottom Right" msgstr "右下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Custom" msgstr "自定义" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "If you have PSD with transparency, colors will be tweaked by blending them with white color. Matte removal refers to our attempts to undo that, and this is deprecated." msgstr "如果 PSD 具有透明度,则会通过将颜色与白色混合来调整颜色。遮罩移除是指尝试撤消该操作,但此功能已弃用。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How to handle PSD with alpha" msgstr "如何利用 Alpha 处理 PSD" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Graphics device doesn't support Repeat wrap mode on NPOT textures. Falling back to Clamp." msgstr "图形设备在 NPOT 纹理上不支持重复循环模式。回退到 Clamp。" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "CPU" msgstr "CPU" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "Is plugin compatible with 32bit or 64bit Editor?" msgstr "插件是否 32bit 或 64bit 编辑器兼容?" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "OS" msgstr "OS" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "Is plugin compatible with Windows, OS X or Linux Editor?" msgstr "插件是否兼容 Windows 、Mac OS X 或 Linux 编辑器?" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Use External Materials (Legacy)" msgstr "使用外部材质(旧版)" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Use external materials if found in the project." msgstr "如果能在项目中找到,请使用外部材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Use Embedded Materials" msgstr "使用嵌入材质" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Embed the material inside the imported asset." msgstr "将材料嵌入导入的资源中。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Search and Remap..." msgstr "搜索和重新映射..." #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Click on this button to search and remap the materials from the project." msgstr "单击此按钮搜索并重映射项目中的材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Remapped Materials" msgstr "重新映射的材质" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "External materials to use for each embedded material." msgstr "用于每种嵌入材料的外部材料。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Extract Materials..." msgstr "提取材料..." #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Click on this button to extract the embedded materials." msgstr "单击此按钮提取嵌入的材料。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Location" msgstr "位置" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "On Demand Remap" msgstr "按需重映射" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Re-import the asset to see the list of used materials." msgstr "重新导入资源,查看已使用材料列表。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Materials are embedded inside the imported asset." msgstr "材料嵌入在导入的资源中。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Material assignments can be remapped below." msgstr "可以在下面重新映射材质分配。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Remap the imported materials to materials from the Unity project." msgstr "将导入的材质重新映射到 Unity 项目中的材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Select Materials Folder" msgstr "选择材质文件夹" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Reset LOD to..." msgstr "将 LOD 重置为..." #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Unify the LOD settings for all selected assets." msgstr "统一所有选定资产的 LOD 设置。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Smooth LOD" msgstr "平滑 LOD" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Toggles smooth LOD transitions." msgstr "切换平滑的 LOD 过渡。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Animate Cross-fading" msgstr "动画的交叉淡化" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Cross-fading is animated instead of being calculated by distance." msgstr "交叉渐变是动画而不是按距离计算。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Crossfade Width" msgstr "交叉淡入淡出宽度" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree." msgstr "用于交叉淡化 billboard 树的最近 3D 网格 LOD 区域宽度比例。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Proportion of the billboard LOD region width which is used for fading out the billboard." msgstr "用于淡出 billboard 的 billboard LOD 区域宽度比例。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "How much to scale the tree model compared to what is in the .spm file." msgstr "与 .spm 文件中相比,树木模型的缩放程度如何。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The color modulating the diffuse lighting component." msgstr "调制漫射照明组件的颜色。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Hue Color" msgstr "色调" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Apply to LODs that have Hue Variation effect enabled." msgstr "应用于启用了“色调变化”效果的 LODs。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Alpha Cutoff" msgstr "Alpha 修剪" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The alpha-test reference value." msgstr "alpha 测试参考值。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree casts shadow." msgstr "树投下阴影。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree receives shadow." msgstr "树接收阴影。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree uses light probe for lighting." msgstr "树使用光照探测器进行照明。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Use Reflection Probes" msgstr "使用反射探测器" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree uses reflection probe for rendering." msgstr "树使用反射探测器进行渲染。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Normal Map" msgstr "法线贴图" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable normal mapping (aka Bump mapping)." msgstr "启用法线映射(即“凹凸”映射)。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Hue Variation" msgstr "启用色调变化" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Hue variation color (color is adjusted between Main Color and Hue Color)." msgstr "启用色调色差(颜色在“主色”和“色调”之间调整)。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable subsurface scattering effects." msgstr "启用次表面散射效果。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Controls the wind quality." msgstr "控制风质量。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Apply & Generate Materials" msgstr "应用并生成材料" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Apply current importer settings and generate materials with new settings." msgstr "应用当前导入器设置并使用新设置生成材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Regenerate Materials" msgstr "重新生成材质" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Regenerate materials from the current importer settings." msgstr "从当前导入器设置中重新生成材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "LODs" msgstr "LODs" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Meshes" msgstr "网格" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The default value of Scale Factor is 0.3048, the conversion ratio from feet to meters, as these are the most conventional measurements used in SpeedTree and Unity, respectively." msgstr "缩放系数的默认值为 0.3048,即英尺到米的转换比率,因为这两者分别是 SpeedTree 和 Unity 中最常用的测量单位。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Smooth LOD" msgstr "启用平滑的 LOD" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 msgid "Use" msgstr "使用" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 msgid "Maintain Alt/Option key to enable or disable all children" msgstr "保持 Alt/Option 键以启用或禁用所有子对象" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 msgid "Node Name" msgstr "节点名称" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Choose to add to list" msgstr "选择添加到列表" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Remove selection from list" msgstr "从列表移除选择" #: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:1 msgid "Regenerate the remapped materials from the current import settings." msgstr "从当前导入设置中重新生成重新映射的材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:1 msgid "Apply current importer settings and regenerate the remapped materials with new settings." msgstr "应用当前导入器设置并使用新设置重新生成重新映射的材质。" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "x86" msgstr "x86" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "x86_x64" msgstr "x86_x64" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "x64" msgstr "x64" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "Windows" msgstr "Windows" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "Linux" msgstr "Linux" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "Mac OS X" msgstr "Mac OS X" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "Only load larger mipmaps as needed to render the current game cameras." msgstr "仅根据需要加载较大的 mipmap 以渲染当前的游戏摄像机。" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "Wrap Mode" msgstr "贴图间拼接模式" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Dynamic" msgstr "动态" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Unicode" msgstr "Unicode" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "ASCII default set" msgstr "ASCII 默认集" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "ASCII upper case" msgstr "ASCII 大写字母" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "ASCII lower case" msgstr "ASCII 小写字母" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Custom set" msgstr "自定义集" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Hinted Smooth" msgstr "微调平滑" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Hinted Raster" msgstr "微调栅格器" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "OS Default" msgstr "OS 默认" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Legacy version 2 mode (glyph bounding boxes)" msgstr "旧版 2 模式(字形边界框)" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Face ascender metric" msgstr "面部上升指标" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Face bounding box metric" msgstr "面部边界框指标" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Rendering Mode" msgstr "渲染模式" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Character" msgstr "角色" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Ascent Calculation Mode" msgstr "上升计算模式" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Use Legacy Bounds" msgstr "使用旧版边界" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Should Round Advance Value" msgstr "应该对提前值做四舍五入" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Incl. Font Data" msgstr "包括字体数据" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Font Size" msgstr "字体大小" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Use Legacy Bounds Calculation" msgstr "使用旧版边界计算" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Include Font Data" msgstr "包括字体数据" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "What to display in empty areas of this Camera's view.\n\nChoose Skybox to display a skybox in empty areas, defaulting to a background color if no skybox is found.\n\nChoose Solid Color to display a background color in empty areas.\n\nChoose Depth Only to display nothing in empty areas.\n\nChoose Don't Clear to display whatever was displayed in the previous frame in empty areas." msgstr "此摄像机视图的空白区域中显示什么。\n\n选择“天空盒”会在空白区域显示天空盒;如果未找到天空盒,则默认为背景色。\n\n选择“纯色”会在空白区域显示背景色。\n\n选择“仅深度”不会在空白区域显示任何内容。\n\n选择“不清除”会在空白区域显示前一帧中的内容。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Background" msgstr "背景" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The Camera clears the screen to this color before rendering." msgstr "在渲染之前,“相机”会将屏幕清除为此颜色。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Projection" msgstr "投影" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "How the Camera renders perspective.\n\nChoose Perspective to render objects with perspective.\n\nChoose Orthographic to render objects uniformly, with no sense of perspective." msgstr "“相机”如何渲染透视图。\n\n选择“透视”使用透视渲染对象。\n\n选择“正交”均匀渲染对象,没有透视感。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The vertical size of the camera view." msgstr "摄像机视图的垂直尺寸。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Field of View" msgstr "视野" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The camera's view angle measured in degrees along the selected axis." msgstr "摄像机沿着选定轴的视角,以度为单位测量。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Viewport Rect" msgstr "Viewport 矩形" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Four values that indicate where on the screen this camera view will be drawn. Measured in Viewport Coordinates (values 0-1)." msgstr "表明在屏幕上绘制此摄像机视图位置的四个值。在视口坐标中测量(值为 0-1)。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Sensor Size" msgstr "传感器尺寸" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The size of the camera sensor in millimeters." msgstr "以毫米为单位的相机传感器的尺寸。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Lens Shift" msgstr "镜头位移" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Offset from the camera sensor. Use these properties to simulate a shift lens. Measured as a multiple of the sensor size." msgstr "与相机传感器的偏移。使用这些属性来模拟移位镜头。该值作为传感器尺寸的一个倍数衡量。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Physical Camera" msgstr "物理相机" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Enables Physical camera mode. When checked, the field of view is calculated from properties for simulating physical attributes (focal length, sensor size, and lens shift)" msgstr "启用“物理”摄像机模式。选中后,视野将根据用于模拟物理属性(焦距、传感器尺寸和镜头移位)的属性进行计算" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Sensor Type" msgstr "传感器类型" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Common sensor sizes. Choose an item to set Sensor Size, or edit Sensor Size for your custom settings." msgstr "常见的传感器尺寸。选择一个项目来设置“传感器尺寸”,或者编辑您自定义设置的“传感器尺寸”。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Rendering Path" msgstr "渲染路径" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Choose a rendering method for this camera.\n\nUse Graphics Settings to use the rendering path specified in Player settings.\n\nUse Forward to render all objects with one pass per material.\n\nUse Deferred to draw all objects once without lighting and then draw the lighting of all objects at the end of the render queue.\n\nUse Legacy Vertex Lit to render all lights in a single pass, calculated in vertices.\n\nLegacy Deferred has been deprecated." msgstr "选择此摄像机的渲染方法。\n\n使用“图形设置”可以使用“播放器设置”中指定的渲染路径。\n\n使用“正向”可以根据每种材质使用一个通道渲染所有对象。\n\n使用“延迟”可以在没有光照的情况下将所有对象绘制一次,然后在渲染队列的结尾绘制所有对象的光照。\n\n使用“旧版顶点光照”可以在单通道中渲染所有光照(在顶点中进行计算)。\n\n“旧版延迟”已弃用。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Focal Length" msgstr "焦距" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The simulated distance between the lens and the sensor of the physical camera. Larger values give a narrower field of view." msgstr "物理摄像机的镜头与传感器之间的模拟距离。较大的值将提供更窄的视野。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Occlusion Culling" msgstr "遮挡剔除" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Occlusion Culling means that objects that are hidden behind other objects are not rendered, for example if they are behind walls." msgstr "遮挡剔除意味着不会渲染隐藏在其他对象后面的对象,例如,如果它们位于墙后。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "High Dynamic Range gives you a wider range of light intensities, so your lighting looks more realistic. With it, you can still see details and experience less saturation even with bright light." msgstr "高动态范围提供更广泛的光强度,使光照看起来更逼真。有了它,即使在亮光下,仍然可以看到细节并产生更低的饱和度。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "MSAA" msgstr "MSAA" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Use Multi Sample Anti-aliasing to reduce aliasing." msgstr "使用“多重采样抗锯齿”减少锯齿。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Gate Fit" msgstr "门适应" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Determines how the rendered area (resolution gate) fits into the sensor area (film gate)." msgstr "确定渲染区域(分辨率门)如何适应传感器区域(胶片门)。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Allow Dynamic Resolution" msgstr "允许动态分辨率" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Scales render textures to support dynamic resolution if the target platform/graphics API supports it." msgstr "如果目标平台/图形 API 支持动态分辨率,缩放渲染纹理以支持动态分辨率。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "FOV Axis" msgstr "FOV 轴" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Field of view axis." msgstr "视野轴。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Use Graphics Settings" msgstr "使用图形设置" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Forward" msgstr "正向" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Legacy Vertex Lit" msgstr "旧版顶点光照" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Legacy Deferred (light prepass)" msgstr "旧版延迟(光照预通)" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Both" msgstr "两个" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "None (Main Display)" msgstr "无(主显示)" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Camera Preview" msgstr "摄像机预览" #: Editor/Mono/Inspector/CameraEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Remove command buffer" msgstr "移除命令缓冲区" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Background Color" msgstr "背景色" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Normalized View Port Rect" msgstr "归一化的视口矩形" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Target Texture" msgstr "目标纹理" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Stereo Separation" msgstr "立体分离" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Stereo Convergence" msgstr "立体聚焦" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Upload to Importer" msgstr "上传到导入器" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Upload the modified screen percentages to the model importer." msgstr "将修改后的屏幕百分比上载到模型导入器。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Number of LOD's in the scene instance differ from the number of LOD's in the imported model." msgstr "场景实例中 LOD 的数量不同于导入模型中 LOD 的数量。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Recalculate Bounds" msgstr "重新计算边界" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Recalculate bounds to encapsulate all child renderers." msgstr "重新计算边界以封装所有子渲染器。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Bounds are already up-to-date." msgstr "边界已经是最新。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Recalculate Lightmap Scale" msgstr "重新计算光照贴图比例" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Set the lightmap scale to match the LOD percentages." msgstr "设置光照贴图缩放以匹配 LOD 百分比。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Animate Between Previous LOD" msgstr "上个 LOD 之间的动画" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Cross-fade animation plays when transits between this LOD and the previous (lower) LOD." msgstr "在此 LOD 和之前(较低的)LOD 之间切换时会播放交叉渐变动画。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Renderers:" msgstr "渲染器:" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Animated cross-fading is currently disabled. Please enable \"Animate Between Next LOD\" on either the current or the previous LOD." msgstr "当前已禁用交叉淡化动画。请在当前或先前的 LOD 上启用 \"与下一个 LOD 间创建动画\"。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Animated cross-fading is currently disabled. \"Animate Between Next LOD\" is enabled but the next LOD is not in Animated Cross Fade mode." msgstr "当前已禁用交叉淡化动画。\"与下一个 LOD 间创建动画\" 已启用,但是下一个 LOD 未处于交叉淡化动画模式中。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Add New Renderers" msgstr "添加新渲染器" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Remove Renderer" msgstr "移除渲染器" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Event Camera" msgstr "事件摄像机" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "The Camera which the events are triggered through. This is used to determine clicking and hover positions if the Canvas is in World Space render mode." msgstr "触发事件的摄像机。如果画布处于世界空间渲染模式,此设置用于确定单击或悬停位置。" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Render Camera" msgstr "渲染摄像机" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "The Camera which will render the canvas. This is also the camera used to send events." msgstr "渲染画布的摄像机。也是用于发送事件的摄像机。" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Sort Order" msgstr "排序次序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "The order in which Screen Space - Overlay canvas will render" msgstr "屏幕空间 - 覆盖 模式下画布将渲染的顺序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Name of the Renderer's sorting layer" msgstr "渲染器排序层的名称" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Target Display" msgstr "目标显示" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Display on which to render the canvas when in overlay mode" msgstr "在覆盖模式时在哪个显示上渲染画布" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Order in Layer" msgstr "图层顺序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Renderer's order within a sorting layer" msgstr "渲染器在排序层中的顺序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Additional Shader Channels" msgstr "附加着色器通道" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Render Mode" msgstr "渲染模式" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Pixel Perfect" msgstr "像素完美" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Camera" msgstr "摄像机" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Plane Distance" msgstr "平面距离" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Override Sorting" msgstr "覆盖排序" #: Editor/Mono/Inspector/JointEditor.cs:1 msgid "Change Joint Angular Limits" msgstr "更改关节角限制" #: Editor/Mono/Inspector/JointEditor.cs:1 msgid "Edit Angular Limits" msgstr "编辑角度限制" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Geometry Type" msgstr "几何体类型" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Generation Type" msgstr "生成类型" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Vertex Distance" msgstr "顶点距离" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Offset Distance" msgstr "偏移距离" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Edge Radius" msgstr "边缘半径" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Use Global Angle" msgstr "使用全局角" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Angle" msgstr "力角度" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Magnitude" msgstr "力度" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Variation" msgstr "力变化" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Target" msgstr "力目标" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Drag" msgstr "阻力" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Angular Drag" msgstr "角阻力" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "The wind blows towards a direction or outwards within a sphere" msgstr "风会在球体内朝一个方向吹或向外吹" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Radius" msgstr "半径" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "The radius of the spherical area" msgstr "球形区域的半径" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Main" msgstr "主要" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Overall strength of the wind" msgstr "整体风力强度" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Turbulence" msgstr "湍流" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Randomness in strength" msgstr "强度随机性" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Pulse Magnitude" msgstr "脉冲幅度" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Strength of the wind pulses" msgstr "风脉冲的强度" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Pulse Frequency" msgstr "脉冲频率" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Frequency of the wind pulses" msgstr "风脉冲频率" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Main" msgstr "风的主体" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Turbulence" msgstr "风的湍流" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Pulse Magnitude" msgstr "风脉冲强度" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Pulse Frequency" msgstr "风脉冲频率" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Default Time" msgstr "默认时间" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "All scripts not in the custom order are executed at the default time." msgstr "非自定义顺序的所有脚本均会在默认时间执行。" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Script Execution Order" msgstr "脚本执行顺序" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Add scripts to the custom order and drag them to reorder.\n\nScripts in the custom order can execute before or after the default time and are executed from top to bottom. All other scripts execute at the default time in the order they are loaded.\n\n(Changing the order of a script may modify the meta data for more than one script.)" msgstr "添加脚本至自定义顺序窗口,可拖拽重新排序。\n\n自定义顺序的脚本可以从上到下在默认时间之前或之后执行。所有其他脚本按照加载顺序在默认时间执行。\n\n(更改脚本的顺序可能使多个脚本的元数据发生变化。)" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Add script to custom order" msgstr "添加脚本至自定义顺序" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Remove script from custom order" msgstr "从自定义顺序中移除脚本" #: Editor/Mono/Inspector/RigidbodyEditor.cs:1 msgid "Freeze Position" msgstr "冻结位置" #: Editor/Mono/Inspector/RigidbodyEditor.cs:1 msgid "Freeze Rotation" msgstr "冻结旋转" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "History" msgstr "历史记录" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "Clear History" msgstr "清除历史记录" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "" msgstr "" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "" msgstr "" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "" msgstr "" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "({0} {1}s)" msgstr "({0} {1}s)" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Constant" msgstr "常量" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Random Between Two Curves" msgstr "双曲线间随机" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Random Between Two Constants" msgstr "双常数间随机" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Shape" msgstr "形狀" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The bounding shape that forces are applied inside." msgstr "在内部施力的边界形状。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Start Range" msgstr "起始范围" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The inner extent of the bounding shape." msgstr "边界形状的内部范围。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "End Range" msgstr "结束范围" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The outer extent of the bounding shape." msgstr "边界形状的外部范围。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The length of the cylinder." msgstr "圆柱体的长度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The force to apply along the X axis." msgstr "沿 X 轴施加的力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The force to apply along the Y axis." msgstr "沿 Y 轴施加的力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The force to apply along the Z axis." msgstr "沿 Z 轴施加的力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The strength of the gravity effect." msgstr "重力效应的强度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Focus" msgstr "焦点" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Choose a band within the volume that particles will be attracted towards." msgstr "在体积内选择粒子将被吸引到的范围。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The speed at which particles are propelled around the vortex." msgstr "粒子绕旋涡推进的速度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Attraction" msgstr "吸力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Controls how strongly particles are dragged into the vortex motion." msgstr "控制将粒子拖入旋涡运动中的强度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Randomness" msgstr "随机性" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Propel particles around random axes of the shape." msgstr "推动粒子围绕形状的随机轴运动。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The strength of the drag effect." msgstr "拖拽效应的强度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply by Size" msgstr "乘以大小" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Adjust the drag based on the size of the particles." msgstr "根据粒子的大小调整阻力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply by Velocity" msgstr "乘以速度" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Adjust the drag based on the velocity of the particles." msgstr "根据粒子的速度调整阻力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Volume Texture" msgstr "体积纹理" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The texture used for the vector field." msgstr "用于矢量场的纹理。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The speed multiplier applied to particles traveling through the vector field." msgstr "应用于穿过矢量场的粒子的速度乘数。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Controls how strongly particles are dragged into the vector field motion." msgstr "控制将粒子拖入矢量场运动中的强度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Modify {0}" msgstr "修改 {0}" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Sphere" msgstr "球体" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Hemisphere" msgstr "半球" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Cylinder" msgstr "圆柱" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Direction" msgstr "方向" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Vector Field" msgstr "矢量场" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Gravity Focus" msgstr "重力焦点" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Rotation Randomness" msgstr "旋转随机性" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply Drag By Particle Size" msgstr "将阻力乘以粒子大小" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply Drag By Particle Velocity" msgstr "将阻力乘以粒子速度" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "U axis" msgstr "U 轴" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "V axis" msgstr "V 轴" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "W axis" msgstr "W 轴" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Repeat" msgstr "重复" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Clamp" msgstr "钳制" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Mirror Once" msgstr "镜像一次" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Per-axis" msgstr "每轴" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Albedo" msgstr "反射率" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Albedo (RGB) and Transparency (A)" msgstr "反射率(RGB)和透明度(A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Threshold for alpha cutoff" msgstr "alpha 分界阈值" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Specular" msgstr "镜面" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Specular (RGB) and Smoothness (A)" msgstr "镜面 (RGB) 和平滑度 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Metallic" msgstr "金属的" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Metallic (R) and Smoothness (A)" msgstr "金属度 (R) 和 光滑度 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness" msgstr "平滑度" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness value" msgstr "平滑度值" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness scale factor" msgstr "平滑度缩放系数" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness texture and channel" msgstr "平滑度纹理与通道" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Specular Highlights" msgstr "镜面高光" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Reflections" msgstr "反射" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Glossy Reflections" msgstr "光泽反射" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Height Map" msgstr "高度贴图" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Height Map (G)" msgstr "高度贴图 (G)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Occlusion" msgstr "遮挡" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Occlusion (G)" msgstr "遮挡 (G)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Emission (RGB)" msgstr "发射 (RGB)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Detail Mask" msgstr "细节遮罩" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Mask for Secondary Maps (A)" msgstr "次级贴图遮罩 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Detail Albedo x2" msgstr "细节反射率 x2" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Albedo (RGB) multiplied by 2" msgstr "反射率 (RGB) 乘以 2" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "UV Set" msgstr "UV 集" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Bump scale is not supported on mobile platforms" msgstr "移动平台不支持凹凸缩放" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Fix Now" msgstr "现在修复" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 msgid "Min Distance" msgstr "最小距离" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Reverb Preset" msgstr "混响预设" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Rotational Offset" msgstr "旋转偏移" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use One Way" msgstr "使用单向" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use One Way Grouping" msgstr "使用单向群组" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Surface Arc" msgstr "表面弧度" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Side Friction" msgstr "使用侧向摩擦力" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Side Bounce" msgstr "使用侧反弹" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Side Arc" msgstr "边缘弧度" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Speed Variation" msgstr "速度变化" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Force Scale" msgstr "力比例" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Use Contact Force" msgstr "使用恒力" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Use Friction" msgstr "使用摩擦力" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Use Bounce" msgstr "使用反弹" #: Editor/Mono/Inspector/HingeJoint2DEditor.cs:1 msgid "Edit joint angular limits." msgstr "编辑关节角度限制。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "The assembly name is used to generate a .dll file on you disk." msgstr "程序集名称用于在磁盘上生成 <名称>.dll 文件。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Define Constraints" msgstr "定义约束" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Specify a constraint in the assembly definition. The assembly definition only builds if this constraint returns True." msgstr "指定程序集定义中的约束。仅当此约束返回 True 时,才会生成程序集定义。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Version Defines" msgstr "版本定义" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Specify which versions of a packages and modules to include in compilations." msgstr "指定要在编译中包含的包和模块的版本。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Assembly Definition References" msgstr "程序集定义引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "The list of assembly files that this assembly definition should reference." msgstr "此程序集定义应引用的程序集文件列表。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Assembly References" msgstr "程序集引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "The list of Precompiled assemblies that this assembly definition should reference." msgstr "此程序集定义应引用的预编译程序集列表。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Allow 'unsafe' Code" msgstr "允许‘不安全’代码" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "When enabled, the C# compiler for this assembly includes types or members that have the `unsafe` keyword." msgstr "启用后,此程序集的 C# 编译器包含具有 `unsafe` 关键字的类型或成员。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Override References" msgstr "覆盖引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "When enabled, you can select which specific precompiled assemblies to refer to via a drop-down list that appears. When not enabled, this assembly definition refers to all auto-referenced precompiled assemblies." msgstr "启用后,您可以通过显示的下拉列表选择要引用的特定预编译程序集。未启用时,此程序集定义将引用所有自动引用的预编译程序集。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Auto Referenced" msgstr "自动引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "When enabled, this assembly definition is automatically referenced in predefined assemblies." msgstr "启用后,在预定义的程序集内将自动引用此程序集定义。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Use GUIDs" msgstr "使用 GUID" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Use GUIDs instead of assembly names for Assembly Definition References. Allows referenced assemblies to be renamed without having to update references." msgstr "对于“程序集定义引用”,请使用 GUID 而不是程序集名称。允许重命名引用的程序集,而无需更新引用。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Select which platforms include or exclude in the build that this assembly definition file is for." msgstr "选择此程序集定义文件所针对的生成中包含或排除的平台。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Expression outcome" msgstr "表达结果" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Shows the mathematical equation that your Expression represents." msgstr "显示表达式所表示的数学方程式。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "(Missing)" msgstr "(缺失)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "(Multiple Values)" msgstr "(多个值)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "(Missing Reference)" msgstr "(引用缺失)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 Editor-Extra:class Section at PreferencesWindow.cs msgid "General" msgstr "常规" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Any Platform" msgstr "任何平台" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Include Platforms" msgstr "包括平台" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Exclude Platforms" msgstr "排除平台" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Select all" msgstr "全选" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Deselect all" msgstr "取消选择全部" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Load error" msgstr "加载错误" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "No possible references" msgstr "无可能的引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Use GUI Ds" msgstr "使用 GUID" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Compatible With Any Platform" msgstr "与任何平台兼容" #: Editor/Mono/Inspector/CubemapInspector.cs:1 msgid "Don't load image data immediately but wait till image data is requested from script." msgstr "不要立即加载图像数据,而要等到脚本请求图像数据。" #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:1 msgid "Add variant" msgstr "添加变体" #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:1 msgid "Remove entry" msgstr "移除条目" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Global Illumination" msgstr "全局光照" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Controls if the emission is baked or realtime.\n\nBaked only has effect in scenes where baked global illumination is enabled.\n\nRealtime uses realtime global illumination if enabled in the scene. Otherwise the emission won't light up other objects." msgstr "控制自发光是烘焙还是实时。\n\n烘焙仅在启用烘焙全局照明的场景中有效。\n\n如果在场景中启用,则实时使用的是实时全局照明。否则自发光射不会照亮其他对象。" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Geometry" msgstr "几何体" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Queue 2000" msgstr "队列 2000" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "AlphaTest" msgstr "AlphaTest" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Queue 2450" msgstr "队列 2450" #: Editor/Mono/Inspector/MaterialEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Transparent" msgstr "透明的" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Queue 3000" msgstr "队列 3000" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Double Sided Global Illumination" msgstr "双面全局照明" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "When enabled, the lightmapper accounts for both sides of the geometry when calculating Global Illumination. Backfaces are not rendered or added to lightmaps, but get treated as valid when seen from other objects. When using the Progressive Lightmapper backfaces bounce light using the same emission and albedo as frontfaces." msgstr "启用后,光照贴图器会在计算“全局照明”时考虑几何体的两侧。背景不会渲染或添加到光照贴图中,但从其他对象看时会被视为有效。当使用“渐进式光照贴图器”时,背面时会使用与前面相同的发射和反照率反射光。" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Baked" msgstr "已烘焙" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "MaterialPropertyBlock is used to modify these values" msgstr "MaterialPropertyBlock 用于修改这些值" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Render Queue" msgstr "渲染器队列" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "From Shader" msgstr "从着色器" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Enable GPU Instancing" msgstr "启用 GPU 实例化" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Emission" msgstr "发射" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Tiling" msgstr "正在平铺" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "This texture is not marked as a normal map" msgstr "此纹理未标记为法线贴图" #: Editor/Mono/Inspector/SphereColliderEditor.cs:1 msgid "Edit Collider" msgstr "编辑碰撞器" #: Editor/Mono/Inspector/SphereColliderEditor.cs:1 msgid "Is Trigger" msgstr "是触发器" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Carve" msgstr "切割" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Move Threshold" msgstr "移动阈值" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Time To Stationary" msgstr "静止时间" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Carve Only Stationary" msgstr "仅在静止时切割" #: Editor/Mono/Inspector/PolygonCollider2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Points" msgstr "点" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit Constraints" msgstr "编辑约束" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit Collision Particles" msgstr "编辑碰撞器粒子" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Visualization Color" msgstr "可视化颜色" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Brush Color" msgstr "画笔颜色" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Cloth Self-Collision and Inter-Collision" msgstr "布料自相碰撞与相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint Collision Particles" msgstr "绘制碰撞粒子" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select Collision Particles" msgstr "选择碰撞粒子" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Brush Radius" msgstr "画笔半径" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Gradient Start" msgstr "渐变开始" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Gradient End" msgstr "渐变结束" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Surface Penetration" msgstr "表面渗透" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint or Select Particles" msgstr "绘制或选择粒子" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Back Face Manipulation" msgstr "背面操纵" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Manipulate Backfaces" msgstr "操控背面" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision" msgstr "自碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision and Inter-Collision" msgstr "自碰撞与相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select" msgstr "选择" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint" msgstr "绘制" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Gradient Tool" msgstr "渐变工具" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Fixed" msgstr "已修复" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Erase" msgstr "清除" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Inter-Collision" msgstr "相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision Distance" msgstr "自碰撞距离" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision Stiffness" msgstr "自碰撞刚度" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit cloth constraints" msgstr "编辑布料约束" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit cloth self/inter-collision" msgstr "编辑布料自身/相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select cloth particles for use in self/inter-collision" msgstr "选择用于自碰撞/相互碰撞的布料颗粒" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint cloth particles for use in self/inter-collision" msgstr "绘制布料粒子,用于自碰撞/相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select cloth particles." msgstr "选择布料颗粒。" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint cloth particles." msgstr "绘制布料粒子。" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Erase cloth particles." msgstr "清除布料粒子。" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Cloth Constraints" msgstr "布料约束" #: Editor/Mono/Inspector/ClothInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Change this vertex coefficient value by painting in the scene view." msgstr "通过在场景视图中进行绘制改变此顶点系数。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Start frame of the clip." msgstr "剪辑的起始帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "End" msgstr "结束" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "End frame of the clip." msgstr "剪辑的结束帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Additive Reference Pose" msgstr "叠加型参考动作" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to define the additive reference pose frame." msgstr "启用此选项,定义附加参考动作帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Pose Frame" msgstr "动作帧" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Pose Frame." msgstr "动作帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Loop Time" msgstr "循环时间" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make the animation play through and then restart when the end is reached." msgstr "启用此项可使动画在播放结束后重新开始播放。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Loop Pose" msgstr "循环动作" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make the animation loop seamlessly." msgstr "启用此选项,使动画无缝循环。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Offset to the cycle of a looping animation, if we want to start it at a different time." msgstr "如果我们想在不同的时间启动循环动画,则偏移其循环。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Bake Into Pose" msgstr "烘焙成的动作" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion." msgstr "启用此选项,使根旋转被烘焙到骨骼的运动中。禁用此选项后,根旋转将存储为根运动。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Offset to the root rotation (in degrees)." msgstr "偏移到根旋转(以度为单位)。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Based Upon" msgstr "依据" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "What the root rotation is based upon." msgstr "根旋转的基础是什么。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Based Upon (at Start)" msgstr "依据(开始时)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Original" msgstr "原始" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the rotation as it is authored in the source file." msgstr "保持源文件中相同的旋转位置。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Body Orientation" msgstr "身体方向" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the upper body pointing forward." msgstr "保持上身向前。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Node Rotation" msgstr "根节点旋转" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion." msgstr "启用此选项,使垂直根运动被烘焙到骨骼的运动中。禁用此选项后,垂直根运动将存储为根运动。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Offset to the vertical root position." msgstr "偏移到垂直根位置。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "What the vertical root position is based upon." msgstr "垂直根位置的基础是什么。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the vertical position as it is authored in the source file." msgstr "保持源文件中相同的垂直位置。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Center of Mass" msgstr "质心" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the center of mass aligned with root transform position." msgstr "保持质量中心和根变换位置对齐。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Feet" msgstr "英尺" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the feet aligned with the root transform position." msgstr "保持脚和根变换位置对齐。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion." msgstr "启用此选项,使水平根运动被烘焙到骨骼的运动中。禁用此选项后,水平根运动将存储为根运动。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "What the horizontal root position is based upon." msgstr "水平根位置的基础是什么。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the horizontal position as it is authored in the source file." msgstr "保持源文件中相同的水平位置。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Mirror left and right in this clip." msgstr "在此剪辑中左右镜像。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Curves" msgstr "曲线" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Parameter-related curves." msgstr "参数相关曲线。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Average Velocity: {0}\nAverage Angular Y Speed: {1} deg/s" msgstr "平均速度:{0}\n平均 Y 角速度:{1} 度/秒" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Transform Rotation" msgstr "根变换旋转" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Transform Position (Y)" msgstr "根变换位置(Y)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Transform Position (XZ)" msgstr "根变换位置(XZ)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Node Position" msgstr "根节点位置" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Add Loop Frame" msgstr "添加循环帧" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Events" msgstr "事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "loop match" msgstr "循环匹配" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Delete Animation Event" msgstr "删除动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Delete Animation Events" msgstr "删除动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Add Animation Event" msgstr "添加动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Event." msgstr "添加事件。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to previous key frame." msgstr "转到上一个关键帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to next key frame." msgstr "转到下一个关键帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Keyframe." msgstr "添加关键帧。" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Inspector" msgstr "检查器" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "The built-in package '{0}', which implements this component type, has been disabled in Package Manager. This object will be removed in play mode and from any builds you make." msgstr "已在包管理器中禁用实现此组件类型的内置包 '{0}'。此对象将在播放模式中以及您创建的任何版本中删除。" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "The built-in package '{0}', which is required by the package '{1}', which implements this component type, has been disabled in Package Manager. This object will be removed in play mode and from any builds you make." msgstr "已在包管理器中禁用实现此组件类型的内置包 '{0}',这是包 '{1}' 所需的包。此对象将在播放模式中以及您创建的任何版本中删除。" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Preview" msgstr "预览" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Asset Labels" msgstr "资源标签" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Add Component" msgstr "添加组件" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "VCS ({0}) is not connected" msgstr "未连接 VCS ({0})" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Work Offline option is active" msgstr "已激活“离线工作”选项" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Lock" msgstr "锁定" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Unlock" msgstr "解锁" #: Editor/Mono/Inspector/InspectorWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Submit" msgstr "提交" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Debug" msgstr "调试" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Debug-Internal" msgstr "调试-内部" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Use UIElements Default Inspector" msgstr "使用 UIElements 默认检查器" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Expand All Components" msgstr "展开所有组件" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Collapse All Components" msgstr "折叠所有组件" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Under Version Control\nCheck out this asset in order to make changes." msgstr "在版本控制下\n签出此资源后再做更改。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Global Volume" msgstr "全局体积" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Initial volume multiplier (AudioListener.volume)" msgstr "初始音量乘数(AudioListener.volume)" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Volume Rolloff Scale" msgstr "音量衰减因子" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Global volume rolloff multiplier (applies only to logarithmic volume curves)." msgstr "全局音量衰减乘数(仅适用于对数音量曲线)。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Doppler Factor" msgstr "多普勒因子" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Global Doppler speed multiplier for sounds in motion." msgstr "运动中的声音的全局多普勒速度乘数。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Default Speaker Mode" msgstr "默认扬声器模式" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Speaker mode at start of the game. This may be changed at runtime using the AudioSettings.Reset function." msgstr "游戏开始时的扬声器模式。该模式可以在运行时使用 AudioSettings.Reset 函数进行更改。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "System Sample Rate" msgstr "系统采样率" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Sample rate at which the output device of the audio system runs. Individual sounds may run at different sample rates and will be slowed down/sped up accordingly to match the output rate." msgstr "音频系统的输出设备运行的采样率。单个声音可以以不同的采样率运行,并且相应地减慢/加速以匹配输出速率。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "DSP Buffer Size" msgstr "DSP 缓冲大小" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Length of mixing buffer. This determines the output latency of the game." msgstr "混合缓冲区的长度。它决定了游戏的输出延迟。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Max Virtual Voices" msgstr "最多虚拟声音数量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Maximum number of sounds managed by the system. Even though at most RealVoiceCount of the loudest sounds will be physically playing, the remaining sounds will still be updating their play position." msgstr "系统管理的最大声音数量。即使有最多 RealVoiceCount 的最大声音在物理上播放,剩下的声音仍将更新其播放位置。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Max Real Voices" msgstr "最多真实声音数量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Maximum number of actual simultaneously playing sounds." msgstr "实际同时播放的最大声音数量。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Spatializer Plugin" msgstr "空间化插件" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Native audio plugin performing spatialized filtering of 3D sources." msgstr "对 3D 声源进行空间化过滤的本地音频插件。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Ambisonic Decoder Plugin" msgstr "全景声解码器插件" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Native audio plugin performing ambisonic-to-binaural filtering of sources." msgstr "对声源进行全景声到双声道过滤的本地音频插件。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Disable Unity Audio" msgstr "禁用 Unity 音频" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Prevent allocating the output device in the runtime. Use this if you want to use other sound systems than the built-in one." msgstr "防止在运行时分配输出设备。如果您想使用除内置声音系统之外的其他声音系统,请使用此选项。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Virtualize Effects" msgstr "虚拟化效果" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "When enabled, dynamically turn off effects and spatializers on AudioSources that are culled in order to save CPU." msgstr "启用后,会动态关闭 AudioSources 上已剔除的效果和空间化器,以便节省 CPU。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "The requested buffer size ({0}) has been overridden to {1} by the operating system" msgstr "请求的缓冲区大小 ({0}) 已被操作系统覆盖为 {1}" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Volume" msgstr "音量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Rolloff Scale" msgstr "衰减比例" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Sample Rate" msgstr "采样率" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Requested DSP Buffer Size" msgstr "请求的 DSP 缓冲区大小" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Virtual Voice Count" msgstr "虚拟语音数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Real Voice Count" msgstr "真实声音数量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Disable Audio" msgstr "禁用音频" #: Editor/Mono/Inspector/MeshRendererEditor.cs:1 msgid "This renderer has more materials than the Mesh has submeshes. Multiple materials will be applied to the same submesh, which costs performance. Consider using multiple shader passes." msgstr "此渲染器的材质多于网格的子网格。多个材质将应用于同一子网格,这会降低性能。考虑使用多个着色器通道。" #: Editor/Mono/Inspector/MeshRendererEditor.cs:1 msgid "This renderer is statically batched and uses an instanced shader at the same time. Instancing will be disabled in such a case. Consider disabling static batching if you want it to be instanced." msgstr "此渲染器是静态批处理渲染器,并同时使用实例化着色器。在这种情况下将禁用实例化。如果要对其进行实例化,请考虑禁用静态批处理。" #: Editor/Mono/Inspector/PhysicsManagerInspector.cs:1 msgid "Cloth Inter-Collision" msgstr "布料相互碰撞" #: Editor/Mono/Inspector/PhysicsManagerInspector.cs:1 msgid "Stiffness" msgstr "硬度" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Initial Time" msgstr "初始时间" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "The time at which the Playable will begin playing" msgstr "Playable 将开始播放的时间" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Current Time" msgstr "当前时间" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "The current Playable time" msgstr "当前 Playable 时间" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Play On Awake" msgstr "唤醒时播放" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Whether the Playable should be playing after it loads" msgstr "Playable 是否应该在加载后播放" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Update Method" msgstr "更新方法" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Controls how the Playable updates every frame" msgstr "控制“可播放”内容如何更新每一帧" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Controls the behaviour of evaluating the Playable outside its duration" msgstr "控制在其持续时间之外评估“可播放”内容的行为" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Playable" msgstr "可播放" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "This channel will not playback because it is not currently assigned" msgstr "此频道不会播放,因为当前尚未分配" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Bindings" msgstr "绑定" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Show Wireframe" msgstr "显示线框" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Show the tetrahedron wireframe visualizing the blending between probes." msgstr "显示可视化探测器之间混合的四面体线框。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Selected Probe Position" msgstr "选择的探测器位置" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "The local position of this probe relative to the parent group." msgstr "探测器相对于父级组的局部位置。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Remove Ringing" msgstr "移除振铃" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "When enabled, removes visible overshooting often observed as ringing on objects affected by intense lighting at the expense of reduced contrast." msgstr "启用后,可以消除可见的过冲(通常视为受到强烈光照影响但会降低对比度的对象上的振铃)。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Add Probe" msgstr "添加探测器" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Delete Selected" msgstr "删除选定" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Select All" msgstr "全选" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Duplicate Selected" msgstr "复制选定项" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fixed Timestep" msgstr "固定时间步进" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "A framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed." msgstr "指示何时执行物理计算和 FixedUpdate() 事件的不依赖于帧速率的时间间隔。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "A framerate-independent interval that caps the worst-case scenario when framerate is low. Physics calculations and FixedUpdate() events will not be performed for longer time than specified." msgstr "帧率较低时用于限制最坏情形的时间间隔(独立于帧率)。执行物理计算和 FixedUpdate() 事件的时间长度将不会超过指定值。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "The speed at which time progresses. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed." msgstr "时间进展的速度。更改此值以模拟子弹时间效果。值为 1 表示实时。值为 .5 表示半速;值为 2 是双倍速度。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "The maximum time that should be allowed to process particles for a frame." msgstr "应该允许处理帧的粒子的最长时间。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Fixed Timestep Property" msgstr "固定时间戳属性" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Max Allowed Timestep Property" msgstr "最大允许的时间步长属性" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Time Scale Property" msgstr "时间尺度属性" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Max Particle Timestep Property" msgstr "最大粒子时间步长属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Allow quality setting on platform" msgstr "在平台上允许质量设置" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Texture Streaming" msgstr "纹理流" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Enable to use texture mipmap streaming." msgstr "启用此选项,使用纹理 mipmap 流。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Memory Budget" msgstr "内存预算" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Texture Streaming Budget in MB." msgstr "以 MB 为单位的纹理流预算。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Renderers Per Frame" msgstr "每帧渲染器" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Number of renderers to process each frame. A lower number will decrease the CPU load at the cost of delaying the mipmap loading." msgstr "处理每个帧的渲染器数量。较少的渲染器数量可以降低 CPU 负载,但代价是延迟 mipmap 加载。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Add All Cameras" msgstr "添加所有摄像机" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Adds all cameras to texture streaming system even if it lacks a StreamingController component. If a camera has the StreamingController component, that will control whether it is processed or not." msgstr "即使没有 StreamingController 组件,也将所有摄像机添加到纹理流系统。如果摄像机具有 StreamingController 组件,它将控制是否处理该组件。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Max Level Reduction" msgstr "最大水平降低" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "This is the maximum number of mipmap levels a texture should drop." msgstr "这是纹理应该删除的 mipmap 的最大等级。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Max IO Requests" msgstr "最大 IO 请求" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Maximum number of texture file IO calls active from the texture streaming system at any time." msgstr "任何时候从纹理流式处理系统中激活的最大纹理文件 IO 调用数。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Make billboards face towards camera position. Otherwise they face towards camera plane. This makes billboards look nicer when camera rotates but is more expensive to render." msgstr "使 billboard 面对摄像机位置。否则它们会面向摄像机平面。这样会使 billboard 在摄像机转动时更加美观,但是渲染成本较高。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Add Quality Level" msgstr "添加质量级别" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Soft Particles require using Deferred Lighting or making camera render the depth texture." msgstr "软粒子需要使用延迟光照或使相机渲染深度纹理。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "VSync Count" msgstr "VSync 计数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "LOD Bias" msgstr "LOD 偏离" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Delete Level" msgstr "删除级别" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Name Property" msgstr "名称属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Pixel Light Count Property" msgstr "像素光源数量属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Texture Quality Property" msgstr "纹理质量属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Anisotropic Textures Property" msgstr "各向异性纹理属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Anti Aliasing Property" msgstr "抗锯齿属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Soft Particles Property" msgstr "软粒子属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Resolution Scaling Fixed DPI Factor Property" msgstr "分辨率缩放固定 DPI 因子属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Active Property" msgstr "流式 Mipmaps 活动属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Budget Property" msgstr "流式 Mipmaps 预算属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Renderers Per Frame Property" msgstr "流式 Mipmaps 渲染器每帧属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Max Level Reduction Property" msgstr "流式 Mipmaps 最大级别降低属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Max File IO Requests Property" msgstr "流式 Mipmaps 最大文件 IO 请求属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Mask Usage Property" msgstr "阴影遮罩使用属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadows Property" msgstr "阴影属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Resolution Property" msgstr "阴影分辨率属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Projection Property" msgstr "阴影投影属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Distance Property" msgstr "阴影距离属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Near Plane Offset Property" msgstr "阴影近平面偏移属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Cascades Property" msgstr "阴影级联属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Skin Weights Property" msgstr "蒙皮权重属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "V Sync Count Property" msgstr "V 同步数属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Lod Bias Property" msgstr "Lod 偏离属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Maximum LOD Level Property" msgstr "最大 LOD 级别属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Particle Raycast Budget Property" msgstr "粒子光线投射预算属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Async Upload Time Slice Property" msgstr "异步上传时间切片属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Async Upload Buffer Size Property" msgstr "异步上传缓冲大小属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Async Upload Persistent Buffer Property" msgstr "异步上传持久缓冲属性" #: Editor/Mono/Inspector/HingeJointEditor.cs:1 msgid "Min and max limits must be within the range [-180, 180]." msgstr "最小和最大限制必须在[-180,180]范围内。" #: Editor/Mono/Inspector/GenericInspector.cs:1 msgid "The associated script can not be loaded.\nPlease fix any compile errors\nand assign a valid script." msgstr "无法加载关联的脚本。\n请修复编译错误\n并分配有效的脚本。" #: Editor/Mono/Inspector/GenericInspector.cs:1 msgid "Script Property" msgstr "脚本属性" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Flip" msgstr "翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite flipping" msgstr "Sprite 翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite horizontal flipping" msgstr "Sprite 水平翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite vertical flipping" msgstr "Sprite 垂直翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Tile Mode" msgstr "平铺模式" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Specify the 9-slice tiling behaviour" msgstr "指定 9 切片平铺行为" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Stretch Value" msgstr "伸展值" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "This value defines how much the center portion will stretch before it tiles." msgstr "此值定义了中心部分在平铺之前拉伸多少。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Draw Mode" msgstr "绘制模式" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Specify the draw mode for the sprite" msgstr "指定 sprite 的绘制模式" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The width dimension value for the sprite" msgstr "sprite 的宽度尺寸值" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The height dimension value for the sprite" msgstr "sprite 的高度值" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The rendering dimension for the sprite" msgstr "sprite 的渲染维度" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Material to be used by SpriteRenderer" msgstr "SpriteRenderer 使用的材质" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The Sprite to render" msgstr "要渲染的 Sprite" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Rendering color for the Sprite graphic" msgstr "Sprite 图形的渲染颜色" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Mask Interaction" msgstr "遮罩交互" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "SpriteRenderer's interaction with a Sprite Mask" msgstr "SpriteRenderer 与“Sprite 遮罩”的交互" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Sort Point" msgstr "Sprite 排序点" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Determines which position of the Sprite which is used for sorting" msgstr "确定用于排序的 Sprite 的位置" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Tiling might not appear correctly because the Sprite used is not generated with Full Rect or Sprite Mode is set to Polygon mode. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect and Sprite Mode is either Single or Multiple" msgstr "“Sprite Tiling”可能无法正确显示,因为使用的“Sprite”不是用“Full Rect”生成的,或者“Sprite 模式”被设置成了“多边形模式”。要解决此问题,请将“Sprite ”导入设置中的“网格类型”更改为“Full Rect”,并将“Sprite 模式”更改为“Single”或“Multiple”" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Tiling might not appear correctly because some of the Sprites used are not generated with Full Rect. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect" msgstr "“Sprite Tiling”可能无法正确显示,因为使用的某些“Sprite”不是用“Full Rect”生成的。要解决此问题,请将“Sprite ”导入设置中的“网格类型”更改为“Full Rect”" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Tile Mode" msgstr "Sprite Tile 模式" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Cost Override" msgstr "成本覆盖" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Bi Directional" msgstr "双向" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Activated" msgstr "已激活" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Auto Update Positions" msgstr "自动更新位置" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Enable the checkbox to mark this GameObject as static for all systems.\n\nDisable the checkbox to mark this GameObject as not static for all systems.\n\nUse the drop-down menu to mark as this GameObject as static or not static for individual systems." msgstr "启用复选框,为所有系统标记该游戏对象为静态。\n\n启用复选框,为所有系统标记该游戏对象为非静态。\n\n使用下拉菜单为单个系统标记该游戏对象为静态或非静态。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "The layer that this GameObject is in.\n\nChoose Add Layer... to edit the list of available layers." msgstr "此游戏对象所在的层。\n\n选择“添加层...”来编辑可用层列表。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "The tag that this GameObject has.\n\nChoose Untagged to remove the current tag.\n\nChoose Add Tag... to edit the list of available tags." msgstr "此游戏对象 具有的标记。\n\n选择“无标记”来删除当前标记。\n\n选择“添加标记...”来编辑可用标记列表。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "You have broken the prefab connection. Changes to the prefab will not be applied to this object before you Apply or Revert." msgstr "您已断开了预制件连接。在您“应用”或“还原”之前,对预制件的更改不会应用于此对象。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Model" msgstr "模型" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "You have broken the prefab connection. Changes to the model will not be applied to this object before you Revert." msgstr "您已断开了预制件连接。在您“还原”之前,对模型的更改不会应用于此对象。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Variant" msgstr "变体" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Missing" msgstr "缺失" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "The source Prefab or Model has been deleted." msgstr "源“预制件”或“模型”已被删除。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Change Layer" msgstr "更改层" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Do you want to set layer to {0} for all child objects as well?" msgstr "是否也要将所有子对象的层设置为 {0}?" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Overrides" msgstr "覆盖" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Rotation At Rest" msgstr "静止旋转" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The orientation of the constrained object when the weights of the sources add up to zero or when all the rotation axes are disabled." msgstr "源的权重加到零或禁用所有旋转轴时,约束对象的方向。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Rotation Offset" msgstr "旋转偏移" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The offset from the constrained orientation." msgstr "约束方向的偏移。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Freeze Rotation Axes" msgstr "冻结旋转轴" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The axes along which the constraint is applied." msgstr "沿其进行约束的轴。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Aim Vector" msgstr "目标矢量" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies which axis of the constrained object should aim at the target." msgstr "指定受约束对象的哪个轴应该瞄准目标。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Up Vector" msgstr "正向矢量" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies the direction of the up vector in local space." msgstr "指定本地空间中向上矢量的方向。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "World Up Vector" msgstr "世界正向矢量" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies the direction of the global up vector." msgstr "指定全局向上矢量的方向。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "World Up Object" msgstr "世界上方向对象" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The reference object when the World Up Type is either Object Up or Object Rotation Up." msgstr "当“世界上方向类型”为“对象上方向”或“对象旋转上方向”时的参考对象。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "World Up Type" msgstr "世界上方向类型" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies how the world up vector should be computed." msgstr "指定应如何计算世界的正向矢量。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Scene Up" msgstr "场景上方向" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Use the Y axis as the world up vector." msgstr "使用 Y 轴作为世界正向矢量。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Object Up" msgstr "对象向上" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Use a vector that points to the reference object as the world up vector." msgstr "使用指向参考对象的矢量作为正向矢量。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Object Rotation Up" msgstr "对象向上旋转" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Use a vector defined in the reference object's local space as the world up vector." msgstr "使用参考对象局部空间中定义的矢量作为正向矢量。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The world up vector is user defined." msgstr "世界的正向矢量是用户定义的。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The world up vector is ignored." msgstr "世界的正向矢量被会忽略。" #: Editor/Mono/Inspector/Joint2DEditor.cs:1 msgid "Break Force" msgstr "断开力" #: Editor/Mono/Inspector/Joint2DEditor.cs:1 msgid "Break Torque" msgstr "断开力矩" #: Editor/Mono/Inspector/Collider3DEditorBase.cs:1 msgid "Reference to the Physic Material that determines how this Collider interacts with others." msgstr "确定此“碰撞器”如何与其他碰撞器发生交互的参考“物理材质”。" #: Editor/Mono/Inspector/Collider3DEditorBase.cs:1 msgid "If enabled, this Collider is used for triggering events and is ignored by the physics engine." msgstr "如果启用,此“碰撞器”将被用于触发事件,并被物理引擎忽略。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Overwrite Failed Checkout Assets" msgstr "覆盖失败的签出资源" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "When on, assets that can not be checked out will get saved anyway." msgstr "启用后,无法签出的资源仍将保存。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Overlay Icons" msgstr "覆盖图标" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Should version control status icons be shown in project view." msgstr "版本控制状态图标是否应显示在项目视图中。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Use legacy Light Probe sample counts" msgstr "使用旧版光照探测器样本数量" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Uses fixed Light Probe sample counts for baking with the Progressive Lightmapper. The sample counts are: 64 direct samples, 2048 indirect samples and 2048 environment samples." msgstr "使用“渐进光照贴图器”进行烘焙时,使用固定的光照探测器样本数量。样本数量为:64 个直接样本、2048 个间接样本和 2048 个环境样本。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Play Mode" msgstr "必须在“质量设置”中启用“纹理流式加载”才能使 mipmap 流在“播放模式”下运行" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Edit Mode" msgstr "必须在“质量设置”中启用“纹理流”才能使 mipmap 流在“编辑模式”下运行" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Asynchronous Shader Compilation" msgstr "异步着色器编译" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enables async shader compilation in Game and Scene view. Async compilation for custom editor tools can be achieved via script API and is not affected by this option." msgstr "在“游戏”和“场景”视图中启用异步着色器编译。自定义编辑器工具的异步编译可以通过脚本 API 实现,不受此选项的影响。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enter Play Mode Options (Experimental)" msgstr "进入播放模式选项(实验功能)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enables options when Entering Play Mode" msgstr "进入播放模式时启用选项" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Reload Domain" msgstr "重新加载域" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enables Domain Reload when Entering Play Mode. Domain reload reinitializes game completely making loading behavior very close to the Player" msgstr "进入播放模式时启用域重新加载。域重新加载会完全重新初始化游戏,使加载行为非常接近播放器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Reload Scene" msgstr "重新加载场景" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enables Scene Reload when Entering Play Mode. Scene reload makes loading behavior and performance characteristics very close to the Player" msgstr "进入播放模式时启用场景重新加载。场景重新加载使加载行为和性能特征非常接近播放器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Unity Remote" msgstr "Unity Remote" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Device" msgstr "设备" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Compression" msgstr "压缩" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Joystick Source" msgstr "操作杆源" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Version Control" msgstr "版本控制" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Log Level" msgstr "日志级别" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Status" msgstr "状态" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Automatic add" msgstr "自动添加" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Smart merge" msgstr "智能合并" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Allow Async Update" msgstr "允许异步更新" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Show Failed Checkouts" msgstr "显示失败的签出" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Asset Pipeline (experimental)" msgstr "资源管道(实验功能)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 Editor-Extra:PreferencesWindow msgid "Cache Server" msgstr "缓存服务器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Asset Serialization" msgstr "资源序列化" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Default Behaviour Mode" msgstr "默认行为模式" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Graphics" msgstr "图形" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Sprite Packer" msgstr "Sprite 打包器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "C# Project Generation" msgstr "C# 项目生成" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Additional extensions to include" msgstr "要包括的附加扩展" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Root namespace" msgstr "根命名空间" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "ETC Texture Compressor" msgstr "ETC 纹理压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Internal Settings" msgstr "内部设置" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Internals visible in user scripts" msgstr "在用户脚本中可见的内部元素" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Line Endings For New Scripts" msgstr "新脚本的行尾" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Streaming Settings" msgstr "流设置" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Shader Compilation" msgstr "着色器编译" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enter Play Mode Settings" msgstr "进入播放模式设置" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Active version" msgstr "活动版本" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Random Between Two Colors" msgstr "双色间随机" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Random Between Two Gradients" msgstr "双渐变间随机" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Random Color" msgstr "随机颜色" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:1 msgid "Mip Map Bias" msgstr "Mip Map 偏差" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:1 msgid "When texture streaming is active, Unity loads mipmap levels for textures based on their distance from all active cameras. This bias is added to all textures visible from this camera and allows you to force smaller or larger mipmap levels to be loaded for textures visible from this camera." msgstr "当纹理流式加载处于活动状态时,Unity 会根据纹理与所有活动相机的距离来加载纹理的 mipmap 级别。此偏差将添加到此相机所有可见的纹理中,并允许您强制变大或变小要为此相机所有可见纹理加载的 mipmap 级别。" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:1 msgid "Streaming Mipmap Bias" msgstr "流式 Mipmap 偏差" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:1 msgid "Roughness" msgstr "粗糙度" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:1 msgid "Roughness value" msgstr "粗糙度值" #: Editor/Mono/Inspector/AnimationEditor.cs:1 msgid "Clip Property" msgstr "剪辑属性" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Slope Limit" msgstr "斜度限制" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Step Offset" msgstr "每步偏移量" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Skin Width" msgstr "蒙皮宽度" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Min Move Distance" msgstr "最小移动距离" #: Editor/Mono/Inspector/TransformRotationGUI.cs:1 msgid "The local rotation of this Game Object relative to the parent." msgstr "此游戏对象相对于父级的局部旋转。" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Position At Rest" msgstr "静止状态位置" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Position Offset" msgstr "位置偏移" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Freeze Position Axes" msgstr "冻结位置轴" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Source Offsets" msgstr "源偏移" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Translation At Rest" msgstr "静止时平移" #: Editor/Mono/Inspector/LODGroupEditor.cs:1 msgid "Insert Before" msgstr "插入到前面" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Lines can rotate to face their transform component or the camera. When using Local mode, lines face the XY plane of the Transform." msgstr "线条可以旋转,面向其转换组件或相机。使用“局部”模式时,线条面向的是“转换”的 XY 平面。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "The gradient describing the color along the line." msgstr "描述沿线颜色的渐变。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Input" msgstr "输入" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Use mouse position or physics raycast to determine where to create points." msgstr "使用鼠标位置或物理光线投射来确定创建点的位置。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Layer Mask" msgstr "图层遮罩" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "The layer mask to use when performing raycasts." msgstr "光线投射时所用的图层蒙版。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "The offset applied to created points either from the scene camera or raycast normal, when using physics." msgstr "使用物理时,应用于场景摄像机或光线投射法线创建的点的偏移。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "End Cap Vertices" msgstr "末端顶点" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "How many vertices to add at each end." msgstr "每端要添加多少个顶点。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Corner Vertices" msgstr "角顶点" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "How many vertices to add for each corner." msgstr "每个角要添加多少个顶点。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "When dragging the mouse, a new point will be created after the distance has been exceeded." msgstr "拖拽鼠标时,将在超出距离后创建一个新点。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Show the wireframe visualizing the line." msgstr "显示可视化线条的线框。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Simplify" msgstr "简化" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Generates a simplified version of the original line by removing points that fall within the specified tolerance." msgstr "通过删除落在特定公差内的点来生成简化版本的原始行。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Simplify Preview" msgstr "简化预览" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Show a preview of the simplified version of the line." msgstr "显示行简化版本预览。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Subdivide Selected" msgstr "细分选中" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Inserts a new point in between selected adjacent points." msgstr "在选择的相邻点之间插入一个新点。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Texture Mode" msgstr "纹理模式" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Should the U coordinate be stretched or tiled?" msgstr "U 坐标应该被拉伸还是平铺?" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Tolerance" msgstr "容差" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Used to evaluate which points should be removed from the line. A higher value results in a simpler line (fewer points). A value of 0 results in the exact same line with little to no reduction." msgstr "用于评估应从线上删除哪些点。值越高,线越简单(点越少)。值为 0 会导致几乎没有删除点的完全相同的行。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment." msgstr "应用阴影偏离以防止自阴影伪影。指定的值与每个段的线宽成比例。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Toggle generation of normal and tangent data, for use in lit shaders." msgstr "切换切线和切线数据的生成,以便在点亮的着色器中使用。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Editing is only available when editing a single LineRenderer" msgstr "只有在编辑单个 LineRenderer 时编辑才可用" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Delete Selected Array Elements" msgstr "删除选定的数组元素" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Positions Size" msgstr "位置大小" #: Editor/Mono/Inspector/BoxColliderEditor.cs:1 msgid "The position of the Collider in the object's local space." msgstr "碰撞器在对象局部空间中的位置。" #: Editor/Mono/Inspector/BoxColliderEditor.cs:1 msgid "The size of the Collider in the X, Y, Z directions." msgstr "X、Y、Z 方向上的“碰撞器”的尺寸。" #: Editor/Mono/Inspector/AssetBundleNameGUI.cs:1 msgid "AssetBundle" msgstr "AssetBundle" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Color (RGB) and Opacity (A)" msgstr "颜色 (RGB) 和不透明度 (A)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Normal (RGB)" msgstr "法线 (RGB)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Extra" msgstr "额外" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Smoothness (R), Metallic (G), AO (B)" msgstr "平滑度 (R)、金属度 (G)、AO (B)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Subsurface" msgstr "次表面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Subsurface (RGB)" msgstr "次表面 (RGB)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Metallic value" msgstr "金属度值" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Two-Sided" msgstr "双面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Set this material to render as two-sided" msgstr "将此材质设置为双面渲染" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Wind quality setting" msgstr "风质量设置" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Hue variation Color (RGB) and Amount (A)" msgstr "色调变化颜色 (RGB) 和数量 (A)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Enable normal mapping" msgstr "启用法线贴图" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Enable subsurface scattering" msgstr "启用次表面散射" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Indirect Subsurface" msgstr "间接次表面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Scalar on subsurface from indirect light" msgstr "间接光在次表面上的标量" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Enable billboard features (crossfading, etc.)" msgstr "启用 billboard 功能(交叉淡化等)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Shadow Fade" msgstr "阴影淡化" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Fade shadow effect on billboards" msgstr "在 billboards 上淡化阴影效果" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Maps" msgstr "贴图" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Options" msgstr "选项" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Advanced Options" msgstr "高级选项" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Auto Tiling " msgstr "自动拼接" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid " When enabled, the collider's shape will update automatically based on the SpriteRenderer's tiling properties" msgstr " 启用后,碰撞器的形状会根据 SpriteRenderer 的平铺属性自动更新" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Collider cannot be edited because it is driven by SpriteRenderer's tiling properties." msgstr "无法编辑碰撞器,因为碰撞器是由 SpriteRenderer 的平铺属性驱动的。" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Density" msgstr "密度" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 Editor-Missing:Missing detected at runtime. msgid "Used By Effector" msgstr "由效果器使用" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 Editor-Missing:Missing detected at runtime. msgid "Used By Composite" msgstr "由复合使用" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Auto Tiling" msgstr "自动拼接" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1 msgid "Max. Recursion Depth" msgstr "最大递归深度" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1 msgid "Limit on ray recursion for the Ray Tracing pipeline. This is defined in the shader by using max_recursion_depth pragma(e.g. \"#pragma max_recursion_depth 5\"). Applications should pick a limit that is as low as absolutely necessary. A value of 1 means that only primary rays can be cast." msgstr "射线追踪管道的射线递归限制。这是在着色器中使用 max_recursion_depth pragma 定义的(例如,\"#pragma max_recursion_depth 5\")。应用程序应选择一个绝对必要的最低限制。值为 1 表示只能投射主射线。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1 msgid "Platforms:" msgstr "平台:" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:1 msgid "Ray Tracing Shader not supported! No graphics APIs with Ray Tracing support found in the Graphics APIs list." msgstr "射线追踪着色器不受支持!在“图形 API”列表中找不到支持射线追踪的图形 API。" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:1 msgid "Anchor Presets" msgstr "锚点预设" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:1 msgid "Shift: Also set pivot Alt: Also set position" msgstr "Shift:同时设置轴心 Alt:同时设置位置" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:1 msgid "Show compiled code" msgstr "显示编译代码" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:1 msgid "Kernels:" msgstr "内核:" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Bake" msgstr "烘焙" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Bakes Reflection Probe's cubemap, overwriting the existing cubemap texture asset (if any)." msgstr "覆盖现有立方体贴图资产(如果有)的烘焙“反射探测器”立方体贴图。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Runtime settings" msgstr "运行时设置" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "These settings are used by objects when they render with the cubemap of this probe" msgstr "使用此探测器的立方体贴图渲染对象时,对象会使用这些设置" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Camera clears the screen to this color before rendering." msgstr "渲染前摄像机将屏幕清除为此颜色。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box projection causes reflections to appear to change based on the object's position within the probe's box, while still using a single probe as the source of the reflection. This works well for reflections on objects that are moving through enclosed spaces such as corridors and rooms. Setting box projection to False and the cubemap reflection will be treated as coming from infinitely far away. Note that this feature can be globally disabled from Graphics Settings -> Tier Settings" msgstr "根据对象在探测器框内的位置,框投影会导致反射看起来发生变化,同时仍然使用单个探测器作为反射源。这非常适用于封闭空间(诸如走廊和房间等)内移动的物体的反射。设置框投影为 False,则立方体贴图反射将被视为来自无限远处。请注意,您可以通过“图形设置” -> “层设置”全局禁用此功能" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Area around the probe where it is blended with other probes. Only used in deferred probes." msgstr "探测器四周与其他探测器混合的区域。仅用于延迟探测器。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "The size of the box in which the reflections will be applied to objects. The value is not affected by the Transform of the Game Object." msgstr "将反射应用于对象的框的大小。该值不受“游戏对象”的“转换”的影响。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "The center of the box in which the reflections will be applied to objects. The value is relative to the position of the Game Object." msgstr "其反射将应用于对象的盒的中心。该值与游戏对象的位置相对。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Dynamic Objects" msgstr "动态对象" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "If enabled dynamic objects are also rendered into the cubemap" msgstr "如果启用,动态对象也将被渲染进立方体贴图" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Time Slicing" msgstr "时间切片" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "If enabled this probe will update over several frames, to help reduce the impact on the frame rate" msgstr "如果启用,此探测器将跨越数个帧进行更新,以减少对帧速率的影响。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Refresh Mode" msgstr "刷新模式" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Controls how this probe refreshes in the Player" msgstr "控制“播放器”中该探测器的刷新方式" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "'Baked Cubemap' uses the 'Auto Baking' mode from the Lighting window. If it is enabled, then baking is automatic otherwise manual bake is needed (use the bake button below). \n'Custom' can be used if a custom cubemap is wanted. \n'Realtime' can be used to dynamically re-render the cubemap during runtime (via scripting)." msgstr "'烘焙立方体贴图' 使用“光照”窗口中的 '自动烘焙' 模式。如果启用该模式,则烘焙将自动进行,否则需要手动烘焙(使用下面的烘焙按钮)。\n'自定义' 可用于自定义立方体贴图。\n'实时' 可用于在运行时动态重新渲染立方体贴图(通过脚本)。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Intensity" msgstr "强度" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Cubemap capture settings" msgstr "立方体贴图捕捉设置" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Cubemap" msgstr "立方体贴图" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Realtime" msgstr "实时" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Skybox" msgstr "天空盒" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Solid Color" msgstr "纯色" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Move the selected objects." msgstr "移动选定对象。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Time Slicing Mode" msgstr "时间切片模式" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play on" msgstr "打开自动播放" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play off" msgstr "关闭自动播放" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 msgid "Play" msgstr "播放" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 msgid "Stop" msgstr "停止" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Loop on" msgstr "循环开" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Loop off" msgstr "循环关" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Mass" msgstr "质量" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Wheel Damping Rate" msgstr "车轮阻尼率" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Suspension Distance" msgstr "悬挂距离" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Force App Point Distance" msgstr "力应用点距离" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies how Light Probes will handle the interpolation of lighting and occlusion. Disabled if the object is set to receive Global Illumination from lightmaps." msgstr "指定“光照探测器”如何处理光照和遮挡的插值。如果对象设置为从光照贴图接收“全局照明”,则禁用该选项。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Proxy Volume Override" msgstr "代理卷覆盖" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "If set, the Renderer will use the Light Probe Proxy Volume component from another GameObject." msgstr "设置后,“渲染器”将会从另一个游戏对象中使用“光照探测器代理体”组件。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Reflection Probes" msgstr "反射探测器" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies if or how the object is affected by reflections in the Scene. This property cannot be disabled in deferred rendering modes." msgstr "指定对象是否或如何受“场景”中反射的影响。在延迟渲染模式下无法禁用此属性。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Anchor Override" msgstr "锚点覆盖" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies the Transform position that will be used for sampling the light probes and reflection probes." msgstr "指定用来对光照探测器和反射探测器进行采样的“转换”位置。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Dynamic Occlusion" msgstr "动态遮挡" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Controls if dynamic occlusion culling should be performed for this renderer." msgstr "控制是否对此渲染器执行动态遮挡剔除。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies whether the Mesh Renders 'Per Object Motion', 'Camera Motion', or 'No Motion' vectors to the Camera Motion Vector Texture." msgstr "指定“网格”是将 '每个对象运动'、'摄像机运动' 还是 '无运动' 矢量渲染到“摄像机运动矢量纹理”。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Enabling skinned motion vectors will use double precision motion vectors for the skinned mesh. This increases accuracy of motion vectors at the cost of additional memory usage." msgstr "启用蒙皮运动矢量将为蒙皮网格使用双精度运动矢量。这样可以提高运动矢量的准确性,但代价是增加内存使用量。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Rendering Layer Mask" msgstr "渲染层遮罩" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Mask that can be used with SRP DrawRenderers command to filter renderers outside of the normal layering system." msgstr "可以与 SRP DrawRenderers 命令一起用来对常规分层系统之外的渲染器进行过滤的遮罩。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Sets the priority value that the render pipeline uses to calculate the rendering order." msgstr "设置渲染管道在计算渲染顺序时使用的优先级值。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "In Deferred Shading, all objects receive shadows and get per-pixel reflection probes." msgstr "在延迟着色中,所有的对象都会接收阴影,并被每像素反射探测器覆盖。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "A valid Light Probe Proxy Volume component could not be found." msgstr "找不到有效的光照探测器代理体组件。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "The Light Probe Proxy Volume feature is unsupported by the current graphics hardware or API configuration. Simple 'Blend Probes' mode will be used instead." msgstr "当前图形硬件或API配置不支持光照探测器代理体功能。将使用简单的‘混合探测器’模式代替。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "The Light Probe Proxy Volume feature is not supported on tree rendering. Simple 'Blend Probes' mode will be used instead." msgstr "树渲染不支持光照探测器代理体功能。将使用简单的‘混合探测器’模式代替。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "The Custom Provided mode requires SH properties to be sent via MaterialPropertyBlock." msgstr "“自定义提供”模式要求通过 MaterialPropertyBlock 发送 SH 属性。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Probes" msgstr "探测器" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Additional Settings" msgstr "其他设置" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 Editor-Missing:Missing detected at runtime. msgid "Dynamic Occludee" msgstr "动态 Occludee" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Materials Size" msgstr "材质大小" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Renderer Prority" msgstr "渲染器优先级" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Albedo (RGB) and Transparency (A)." msgstr "反射率(RGB)和透明度(B)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Threshold for alpha cutoff." msgstr "alpha 分界阈值." #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Metallic (R) and Smoothness (A)." msgstr "金属度 (R) 和 光滑度 (A)。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Smoothness value." msgstr "平滑度值。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Smoothness scale factor." msgstr "平滑度缩放系数。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Normal Map." msgstr "法线贴图。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Emission (RGB)." msgstr "发射 (RGB)。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Determines the transparency and blending method for drawing the object to the screen." msgstr "确定把对象绘制到屏幕的透明度和混合方法。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Color Mode" msgstr "颜色模式" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Determines the blending mode between the particle color and the texture albedo." msgstr "确定粒子颜色和纹理反照率之间的混合模式。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Flip-Book Frame Blending" msgstr "翻书帧混合" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Enables blending between the frames of animated texture sheets." msgstr "允许在动画纹理表的帧之间混合。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Two Sided" msgstr "双面" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Render both front and back faces of the particle geometry." msgstr "渲染粒子几何体的正面和背面。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Distortion" msgstr "失真" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Use a grab pass and normal map to simulate refraction." msgstr "使用抓取通道和法线贴图来模拟折射。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Distortion Strength." msgstr "扭曲强度。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Blend" msgstr "混合" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Weighting between albedo and grab pass." msgstr "在反照率和抓取通道之间加权。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Fade out particle geometry when it gets close to the surface of objects written into the depth buffer." msgstr "当粒子几何体接近写入深度缓冲区的对象表面时淡出粒子几何体。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Near fade" msgstr "近处淡入淡出" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Soft Particles near fade distance." msgstr "软粒子近处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Far fade" msgstr "远处淡化" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Soft Particles far fade distance." msgstr "软粒子远处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Camera Fading" msgstr "摄像机淡入淡出" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Fade out particle geometry when it gets close to the camera." msgstr "当粒子接近相机时淡出粒子几何体。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Camera near fade distance." msgstr "摄像机近处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Camera far fade distance." msgstr "摄像机远处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Apply to Systems" msgstr "应用于系统" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Apply the vertex stream layout to all Particle Systems using this material" msgstr "把顶点流布局应用于所有使用此材质的“粒子系统”" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Apply custom vertex streams from material" msgstr "应用材质的自定义顶点流" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Blending Options" msgstr "混合选项" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Main Options" msgstr "主选项" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Required Vertex Streams" msgstr "所需的顶点流" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Position (POSITION.xyz)" msgstr "位置 (POSITION.xyz)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Normal (NORMAL.xyz)" msgstr "法线 (NORMAL.xyz)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Color (COLOR.xyzw)" msgstr "颜色 (COLOR.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Color (INSTANCED0.xyzw)" msgstr "颜色 (INSTANCED0.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "UV (TEXCOORD0.xy)" msgstr "UV (TEXCOORD0.xy)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "UV2 (TEXCOORD0.zw)" msgstr "UV2 (TEXCOORD0.zw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "AnimBlend (TEXCOORD1.x)" msgstr "AnimBlend (TEXCOORD1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "AnimFrame (INSTANCED1.x)" msgstr "AnimFrame (INSTANCED1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Tangent (TANGENT.xyzw)" msgstr "切线 (TANGENT.xyzw)" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Surface Level" msgstr "表面位置" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Linear Drag" msgstr "线性阻尼" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Flow Angle" msgstr "流角度" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Flow Magnitude" msgstr "流强度" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Flow Variation" msgstr "流变化" #: Editor/Mono/Inspector/Texture2DArrayInspector.cs:1 msgid "Go to previous slice in the array." msgstr "转到数组中的上一个切片。" #: Editor/Mono/Inspector/Texture2DArrayInspector.cs:1 msgid "Go to next slice in the array." msgstr "转到数组中的下一个切片。" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The normalized position in the parent rectangle that the lower left corner is anchored to." msgstr "在父级矩形中的归一化位置,锚定点在左下角。" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The normalized position in the parent rectangle that the upper right corner is anchored to." msgstr "在父级矩形中的归一化位置,锚定点在右下角。" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The pivot point specified in normalized values between 0 and 1. The pivot point is the origin of this rectangle. Rotation and scaling are around this point." msgstr "表示为归一化值 0 到 1 之间的轴心点。轴心点是此矩形的原点。旋转和缩放都围绕此点。" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The local scaling of this Game Object relative to the parent. This scales everything including image borders and text." msgstr "游戏对象相对于父级的局部缩放。此选项缩放所有,包括图像边框和和文本。" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Anchors" msgstr "锚点" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Pos X" msgstr "位置 X" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Pos Y" msgstr "位置 Y" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Pos Z" msgstr "位置 Z" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "W Delta" msgstr "W 增量" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "H Delta" msgstr "H 差值" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Steering" msgstr "转向" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Obstacle Avoidance" msgstr "障碍躲避" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Path Finding" msgstr "寻路" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Base Offset" msgstr "基准偏移 X" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Angular Speed" msgstr "角速度" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Acceleration" msgstr "加速" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Stopping Distance" msgstr "停止距离" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Auto Braking" msgstr "自动刹车" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Obstacle Avoidance Type" msgstr "障碍躲避类型" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Avoidance Priority" msgstr "避让优先级" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Auto Traverse Off Mesh Link" msgstr "自动通过分离网格链接" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Auto Repath" msgstr "自动重新寻路" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the current type of light. Possible types are Directional, Spot, Point, and Area lights." msgstr "指定当前的光源类型。可能的类型是“方向”光、“点”光源、“聚光灯”和“区域光”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the shape of the Area light. Possible types are Rectangle and Disc." msgstr "指定区域光的形状。可能的类型为“矩形”和“圆盘”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls how far the light is emitted from the center of the object." msgstr "控制光线从物体中心发出的距离。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Spot Angle" msgstr "聚光灯角度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the angle in degrees at the base of a Spot light's cone." msgstr "控制“聚光灯”锥体底部的角度。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Inner / Outer Spot Angle" msgstr "内部/外部聚光灯角度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the inner and outer angle in degrees, at the base of a Spot light's cone." msgstr "控制“聚光灯”锥体底部的内角和外角角度。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the color being emitted by the light." msgstr "制灯光发出的颜色。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Use color temperature mode" msgstr "使用色温模式" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Choose between RGB and temperature mode for light's color." msgstr "为灯光颜色选择 RGB 或温度模式。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Filter" msgstr "过滤器" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "A colored gel can be put in front of the light source to tint the light." msgstr "可将有色凝胶放在光源前面以使光线着色。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Temperature" msgstr "温度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Also known as CCT (Correlated color temperature). The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K" msgstr "也称为 CCT(相关色温)。从某个理想黑体发射的电磁辐射的色温定义为其以开尔文表示的表面温度。白色为 6500K" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the brightness of the light. Light color is multiplied by this value." msgstr "控制灯光亮度。浅色乘以此值。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the light mode used to determine if and how a light will be baked. Possible modes are Baked, Mixed, and Realtime." msgstr "指定用于确定灯光是否进行烘焙以及如何进行烘焙的光照模式。可能的模式有“烘焙”、“混合”和“实时”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Indirect Multiplier" msgstr "间接乘数" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the intensity of indirect light being contributed to the scene. A value of 0 will cause Realtime lights to be removed from realtime global illumination and Baked and Mixed lights to no longer emit indirect lighting. Has no effect when both Realtime and Baked Global Illumination are disabled." msgstr "控制作用于“场景”的间接光的强度。值为 0 将导致“实时”灯光从实时全局照明中移除,而“烘焙”和“混合”灯光将不再发出间接照明。“实时”和“烘焙全局”照明均被禁用时无效。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Shadow Type" msgstr "阴影类型" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies whether Hard Shadows, Soft Shadows, or No Shadows will be cast by the light." msgstr "指定灯光投射的是“硬阴影”、“软阴影”还是“无阴影”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies whether Soft Shadows or No Shadows will be cast by the light." msgstr "指定光照投射的是“软阴影”还是“无阴影”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Realtime Shadows" msgstr "实时阴影" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Settings for realtime direct shadows." msgstr "设置实时直接阴影。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls how dark the shadows cast by the light will be." msgstr "控制灯光投射的阴影暗度。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the rendered resolution of the shadow maps. A higher resolution will increase the fidelity of shadows at the cost of GPU performance and memory usage." msgstr "控制阴影贴图的渲染分辨率。较高的分辨率会以 GPU 性能和内存使用为代价,增加阴影的保真度。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts." msgstr "控制阴影被推离光线的距离。可以用来避免错误的自阴影伪影。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts." msgstr "控制阴影投射表面沿曲面法线收缩的距离。可以用来避免错误的自阴影伪影。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the value for the near clip plane when rendering shadows. Currently clamped to 0.1 units or 1% of the lights range property, whichever is lower." msgstr "控制渲染阴影时近剪辑平面的值。目前钳制为 0.1 单位或者灯光范围属性的 1%,以两者中较低者为准。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Baked Shadow Radius" msgstr "烘焙阴影半径" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light." msgstr "控制应用于“点”或“聚光灯”投射的阴影边缘的人工软化量。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Baked Shadow Angle" msgstr "烘焙阴影角度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the amount of artificial softening applied to the edges of shadows cast by directional lights." msgstr "控制应用于方向光源投射的阴影边缘的人工软化量。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the Texture mask to cast shadows, create silhouettes, or patterned illumination for the light." msgstr "指定为灯光投射阴影、创建轮廓或图案照明的“纹理”遮罩。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Cookie Size" msgstr "剪影大小" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the size of the cookie mask currently assigned to the light." msgstr "控制当前分配给灯光的剪影遮罩的大小。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Draw Halo" msgstr "绘制光晕" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "When enabled, draws a spherical halo of light with a radius equal to the lights range value." msgstr "启用后,会绘制一个半径等于灯光范围值的球形光晕。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the flare object to be used by the light to render lens flares in the scene." msgstr "指定被灯光用来渲染场景中的镜头光晕的光晕对象。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the importance of the light which impacts lighting fidelity and performance. Options are Auto, Important, and Not Important. This only affects Forward Rendering." msgstr "指定影响照明保真度和性能的灯光的重要性。选项包括“自动”、“重要”和“不重要”。该选项仅仅会影响“正向渲染”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies which layers will be affected or excluded from the light's effect on objects in the scene." msgstr "指定哪些层将受到灯光对场景中对象的影响、哪些层将不受灯光对场景中对象的影响。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Mask that can be used with SRP when drawing shadows to filter renderers outside of the normal layering system." msgstr "可以在绘制阴影时与 SRP 一起用来对常规分层系统之外的渲染器进行过滤的遮罩。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the width in units of the area light." msgstr "以区域光为单位控制宽度。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the height in units of the area light." msgstr "以区域光为单位控制高度。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the radius in units of the disc area light." msgstr "以圆盘区域光为单位控制半径。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Light mode is currently overridden to Realtime mode. Enable Baked Global Illumination to use Mixed or Baked light modes." msgstr "光照模式当前被覆盖为“实时”模式。启用“烘焙全局照明”使用“混合”或“烘焙”光照模式。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Realtime indirect bounce shadowing is not supported for Spot and Point lights." msgstr "“点光源”不支持实时间接反射阴影。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Cookie textures for spot lights should be set to clamp, not repeat, to avoid artifacts." msgstr "用于聚光灯的剪影必须设置为钳制、无重复,以避免产生伪影。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Light mode is currently overridden to Realtime mode. The current render pipeline doesn't support Mixed mode and/or any of the lighting modes." msgstr "光照模式当前被覆盖为“实时”模式。当前渲染管道不支持“混合”模式和/或任何照明模式。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Light mode is currently overridden to Realtime mode. The current render pipeline doesn't support Baked mode." msgstr "光照模式当前被覆盖为“实时”模式。当前渲染管道不支持“烘焙”模式。" #: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Mixed" msgstr "混合" #: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Spot" msgstr "聚光" #: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Area (baked only)" msgstr "区域(仅烘焙)" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Rectangle" msgstr "矩形" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Disc" msgstr "圆盘" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Lighting has been disabled in at least one Scene view. Any changes applied to lights in the Scene will not be updated in these views until Lighting has been enabled again." msgstr "已经在至少一个“场景”视图中禁用了照明。再次启用“照明”之前,应用于“场景”中灯光的任何更改均不会在这些视图中更新。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Only the Progressive lightmapper supports Disc lights. The Enlighten lightmapper doesn't so please consider using a different light shape instead or switch to Progressive in the Lighting window." msgstr "只有渐进光照贴图支持圆盘光源。Enlighten 光照贴图不提供此支持,请考虑改用其他光源形状,或者在“光照”窗口中切换到“渐进”。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Area Size X" msgstr "区域大小 X" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Area Size Y" msgstr "区域大小 Y" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Use Color Temperature" msgstr "使用色温" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Bounce Intensity" msgstr "反弹强度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Cookie Prop" msgstr "剪影支柱" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Halo" msgstr "光晕" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Shadows Type" msgstr "阴影类型" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Baked Shadow Radius Prop" msgstr "烘焙阴影半径支柱" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Shadows Resolution" msgstr "阴影分辨率" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Quality" msgstr "质量" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Number of bones to use per vertex during skinning." msgstr "在蒙皮期间每个顶点使用的骨骼数量。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "If an accurate bounding volume representation should be calculated every frame. " msgstr "如果应该每帧计算精确的边界体积表示。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Note that BlendShape weight range is clamped. This can be disabled in Player Settings." msgstr "请注意,BlendShape 权重范围受到钳制。这可以在“播放器设置”中禁用。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "The assigned mesh doesn't support skinning. A valid setup requires bone weights with bind pose or blend shapes. If you do not need either of these, use a MeshRenderer instead." msgstr "分配的网格不支持蒙皮。有效的设置需要骨骼权重以及绑定动作或混合形状。如果不需要这些,请改用 MeshRenderer。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Bounds" msgstr "边界" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Body Type" msgstr "身体类型" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Simulated" msgstr "模拟的" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Auto Mass" msgstr "使用自动质量" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Gravity Scale" msgstr "重力大小" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 msgid "Use Full Kinematic Contacts" msgstr "使用完全运动学联系" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Collision Detection" msgstr "碰撞检测" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Sleeping Mode" msgstr "休眠模式" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 msgid "Interpolate" msgstr "插值" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "Terrain Data" msgstr "地形数据" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "The TerrainData asset that stores heightmaps, terrain textures, detail meshes and trees." msgstr "用于存储高度图、地形纹理,细节网格和树的 TerrainData 资产。" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "Enable Tree Colliders" msgstr "启用树碰撞器" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "When selected, Tree Colliders will be enabled." msgstr "选中后,将启用“树木碰撞器”。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Optimize Realtime UVs" msgstr "优化实时 UVs" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies whether the authored mesh UVs get optimized for Realtime Global Illumination or not. When enabled, the authored UVs can get merged, and are scaled and packed for optimization purposes. When disabled, the authored UVs are scaled and packed, but not merged." msgstr "指定创作的网格 UV 是否针对“实时全局照明”进行了优化。启用后,可以合并、缩放和打包创作的 UV,以便进行优化。禁用后,创作的 UV 将进行缩放和打包,但不会合并。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Ignore Normals" msgstr "忽略法线" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, prevents the UV charts from being split during the precompute process for Realtime Global Illumination lighting." msgstr "启用后,可以防止在“实时全局照明”光照的预计算过程中拆分 UV 图表。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Min Chart Size" msgstr "最小图表大小" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the minimum texel size used for a UV chart. If stitching is required, a value of 4 will create a chart of 4x4 texels to store lighting and directionality. If stitching is not required, a value of 2 will reduce the texel density and provide better lighting build times and run time performance." msgstr "指定用于 UV 图表的最小纹素大小。如果需要拼合,值 4 将创建一个 4x4 纹素图表来存储照明和方向性。如果不需要拼合,则值 2 将降低纹素密度并提供更好的照明生成时间和运行时的性能。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Prioritize Illumination" msgstr "为照明设置优先级" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, the object will be marked as a priority object and always included in lighting calculations. Useful for objects that will be strongly emissive to make sure that other objects will be illuminated by this object." msgstr "启用后,对象将被标记为优先对象,并始终包含在照明计算中。该选项对于强烈发射的对象非常有用,可以确保其他对象被此对象照亮。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Stitch Seams" msgstr "拼合缝隙" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, seams in baked lightmaps will get smoothed." msgstr "启用后,烘焙光照贴图中的接缝将变得平滑。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the maximum worldspace distance to be used for UV chart simplification. If charts are within this distance, they will be simplified for optimization purposes." msgstr "指定用于简化 UV 图表的最大世界空间距离。如果图表在此距离内,则会简化图表以便进行优化。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Max Angle" msgstr "最大角度" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the maximum angle in degrees between faces sharing a UV edge. If the angle between the faces is below this value, the UV charts will be simplified." msgstr "指定共享 UV 边缘的面之间的最大角度(以度为单位)。如果面之间的角度低于此值,则将简化 UV 图表。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Allows the adjustment of advanced parameters that affect the process of generating a lightmap for an object using global illumination." msgstr "允许调整影响生成使用全局照明对象的光照贴图的过程的高级参数。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Object's size in lightmap has reached the max atlas size." msgstr "光照贴图中对象的大小已达到最大图集大小。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "If you need higher resolution for this object, divide it into smaller meshes or set higher max atlas size via the LightmapEditorSettings class." msgstr "如果此对象需要更高分辨率,请将其划分为更小的网格或通过 LightmapEditorSettings 类设置更高的最大图集尺寸。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the relative size of object's UVs within a lightmap. A value of 0 will result in the object not being lightmapped, but still contribute lighting to other objects in the Scene." msgstr "指定光照贴图中对象的 UVs 的相对大小。值为 0 将不会为对象进行光照贴图,但仍会为“场景”中的其他对象提供照明。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Albedo Scale" msgstr "反照率缩放" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the relative size of object's UVs within its albedo texture that is used when calculating the influence on surrounding objects." msgstr "指定在计算对周围对象的影响时使用的对象反照率纹理内部 UV 的相对大小。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the baked GI instance." msgstr "烘焙 GI 实例的哈希。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the atlas this baked GI instance is a part of." msgstr "该烘焙 GI 实例属于其中一部分的的图集哈希。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Atlas Instance Offset" msgstr "图集实例偏移" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The offset into the transform array instances of this atlas start at." msgstr "此图集开始的转换数组实例的偏移。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "System Resolution" msgstr "系统分辨率" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The resolution in texels of the realtime lightmap that this renderer belongs to." msgstr "此渲染器所属的实时光照贴图的纹素的分辨率。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Instance Resolution" msgstr "实例解析" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The resolution in texels of the realtime lightmap packed instance." msgstr "实时光照贴图打包实例的纹素的分辨率。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "System Hash" msgstr "系统哈希" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the realtime system that the renderer belongs to." msgstr "渲染器所属的实时系统的哈希。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the realtime GI instance." msgstr "实时 GI 实例的哈希。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Geometry Hash" msgstr "几何体哈希" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the realtime GI geometry that the renderer is using." msgstr "渲染器正在使用的实时 GI 几何体的哈希。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies whether a geometry creates shadows or not when a shadow-casting Light shines on it." msgstr "指定当阴影投射“光线”照射到几何体时,几何体是否创建阴影。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, any shadows cast from other objects are drawn on the geometry." msgstr "启用后,会从几何体上绘制从其他对象投射的所有阴影。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment." msgstr "应用阴影偏离以防止自阴影伪影。指定的值与每个段的轨迹宽度成比例。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Contribute Global Illumination" msgstr "贡献全局照明" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, this GameObject influences lightmaps and Light Probes. If you want this object itself to be lightmapped, you must enable this property." msgstr "启用后,此游戏对象会影响光照贴图和光照探测器。如果希望对此对象本身进行光照贴图,则必须启用此属性。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Receive Global Illumination" msgstr "接收全局照明" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "If enabled, this GameObject receives global illumination from lightmaps or Light Probes. To use lightmaps, Contribute Global Illumination must be enabled." msgstr "如果启用,此游戏对象将从光照贴图或光照探测器接收全局照明。要使用光照贴图,必须启用“贡献全局照明”。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Terrain is chunked up into {0} instances for baking." msgstr "地形被切成{0}个实例进行烘焙。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "2 (Minimum)" msgstr "2(最小化)" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "4 (Stitchable)" msgstr "4 (允许拼合)" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Tiling X" msgstr "正在平铺 X" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Tiling Y" msgstr "正在平铺 Y" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Offset X" msgstr "偏移 X" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Offset Y" msgstr "偏移 Y" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Object's size in the realtime lightmap has reached the maximum size. If you need higher resolution for this object, divide it into smaller meshes." msgstr "实时光照贴图中对象的大小已达到最大。如果您需要此对象的更高分辨率,请将其划分为更小的网格。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh used by the renderer has zero UV or surface area. Non zero area is required for lightmapping." msgstr "渲染器使用的网格拥有零个 UV 或表面区域。光照贴图需要非零区域。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh used by the renderer doesn't have normals. Normals are needed for lightmapping." msgstr "渲染器所使用的网格没有法线。光照贴图需要法线。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh used by the renderer doesn't have vertices. Vertices are needed for lightmapping." msgstr "渲染器所使用的网格没有顶点。光照贴图需要顶点。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh with point, strip or line topology is not supported by lightmapping." msgstr "光照贴图不支持带有点、条或线拓扑的网格。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "This GameObject has overlapping UVs. Please enable 'Generate Lightmap UVs' on the Asset or fix in your modelling package." msgstr "此游戏对象有重叠的 UVs。请在“资源”上启用“生成光照贴图 UVs”或在建模包中进行修复。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Baked Lightmap" msgstr "烘焙光照贴图" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Realtime Lightmap" msgstr "实时光照贴图" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmap Index" msgstr "光照贴图索引" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Realtime UVs" msgstr "实时 UV" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmapping" msgstr "光照贴图" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Precompute/indirect resolution for this terrain is probably too high. Use a lower realtime/indirect resolution setting in the Lighting window or assign LightmapParameters that use a lower resolution setting. Otherwise it may take a very long time to bake and memory consumption during and after the bake may be very high." msgstr "此地形的预计算/间接分辨率可能过高。请在“照明”窗口中使用较低的实时/间接分辨率设置,或指定使用较低分辨率设置的 LightmapParameters。否则可能需要很长时间来烘烤,并且烘烤期间和烘烤之后的内存消耗可能非常高。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Precompute/indirect resolution for this terrain is probably too low. If the Clustering stage takes a long time, try using a higher realtime/indirect resolution setting in the Lighting window or assign LightmapParameters that use a higher resolution setting." msgstr "此地形的预计算/间接分辨率可能太低。如果“聚类”阶段耗时很长,请尝试在“照明”窗口中使用较低的实时/间接分辨率设置,或指定使用较低分辨率设置的 LightmapParameters。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmapping settings are currently disabled. Enable Baked Global Illumination or Realtime Global Illumination to display these settings." msgstr "当前已禁用光照贴图设置。启用“烘焙全局照明”或“实时全局照明”即可显示这些设置。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Open Preview" msgstr "打开预览" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Important GI" msgstr "重要 GI" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Auto UV Max Distance" msgstr "自动 UV 最大距离" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Activate" msgstr "激活" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Activate the constraint at the current offset from the sources." msgstr "使用源的当前偏移量激活约束。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Zero" msgstr "零" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Activate the constraint at zero offset from the sources." msgstr "使用源的零偏移量激活约束。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "When set, the constraint is being evaluated." msgstr "设置后,会评估约束。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "When set, evaluate with the current offset. When not set, update the offset based on the current transform." msgstr "设置后,会使用当前偏移进行评估。未设置时则根据当前转换更新偏移。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Sources" msgstr "源" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Constraint Settings" msgstr "约束设置" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Is Contraint Active" msgstr "是约束活跃的" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Is Locked" msgstr "是锁定的" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "At Rest" msgstr "静止状态" #: Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "The gradient describing the color along the trail." msgstr "描述沿拖尾颜色的渐变。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Trails can rotate to face their transform component or the camera. When using TransformZ mode, lines extrude along the XY plane of the Transform." msgstr "可以旋转拖尾使其面向转换组件或相机。使用 TransformZ 模式时,线条沿着“转换”的 XY 平面突出。" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Job Options (Experimental)" msgstr "工作选择(实验性)" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Allows the configuration of multi-threaded physics using the job system." msgstr "允许使用作业系统配置多线程物理。" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Job Options" msgstr "作业选项" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Always Show Colliders" msgstr "始终显示碰撞器" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Show Collider Sleep" msgstr "显示碰撞器睡眠" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider Awake Color" msgstr "碰撞器唤醒颜色" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider Asleep Color" msgstr "碰撞器休眠颜色" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Show Collider Contacts" msgstr "显示碰撞器接触" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider Contact Color" msgstr "碰撞器接触颜色" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Show Collider AABB" msgstr "显示碰撞器 AABB" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider AABB Color" msgstr "碰撞器 AABB 颜色" #: Editor/Mono/Inspector/GenericPresetLibraryInspector.cs:1 msgid "Preset libraries should be placed in an 'Editor' folder." msgstr "预设的库应放在一个“编辑器”文件夹中。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Size of the render texture in pixels." msgstr "以像素为单位的渲染纹理的大小。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Anti-aliasing" msgstr "抗锯齿" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Number of anti-aliasing samples." msgstr "抗锯齿样本的数量。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Format of the color buffer." msgstr "颜色缓冲区格式。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Depth Buffer" msgstr "深度缓冲区" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Format of the depth buffer." msgstr "深度缓冲区格式。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Compatible Color Format" msgstr "启用兼容颜色格式" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Lets the color format be changed to compatible and supported formats for the target platform automatically, if the target platform doesn't support the input format." msgstr "如果目标平台不支持输入格式,则让颜色格式自动更改为目标平台的兼容且支持的格式。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Is the texture 2D, Cube or 3D?" msgstr "纹理是 2D、立方体还是 3D?" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Mip Maps" msgstr "启用 Mip 贴图" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "This render texture will have Mip Maps." msgstr "此渲染纹理将具有“Mip 图”。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Bind multisampled" msgstr "绑定多重采样" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "If enabled, the texture will not go through an AA resolve if bound to a shader." msgstr "如果启用,绑定到着色器的纹理将不会通过 AA 解析。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Auto generate Mip Maps" msgstr "自动生成 Mip Maps" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "This render texture automatically generates its Mip Maps." msgstr "此渲染纹理会自动生成其“Mip 贴图”。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "sRGB (Color RenderTexture)" msgstr "sRGB(颜色渲染纹理)" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "RenderTexture content is stored in gamma space. Non-HDR color textures should enable this flag." msgstr "RenderTexture 内容存储在 gamma 空间中。非-HDR 颜色纹理应启用此标志。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Dynamic Scaling" msgstr "动态缩放" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Allow the texture to be automatically resized by ScalableBufferManager, to support dynamic resolution." msgstr "允许 ScalableBufferManager 自动调整纹理大小,以支持动态分辨率。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "2 samples" msgstr "2 样本" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "4 samples" msgstr "4 样本" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "8 samples" msgstr "8 样本" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "3D" msgstr "3D" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Mipmaps" msgstr "启用 Mipmaps" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Auto Generates Mipmaps" msgstr "自动生成 Mipmaps" #: Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Apply Root Motion" msgstr "应用根运动" #: Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Culling Mode" msgstr "剔除模式" #: Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Avatar" msgstr "Avatar" #: Editor/Mono/Inspector/Effector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Collider Mask" msgstr "使用碰撞器遮罩" #: Editor/Mono/Inspector/Effector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Collider Mask" msgstr "碰撞器遮罩" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Log Shader Compilation" msgstr "记录着色器编译" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "When enabled, the player will print shader information each time a shader is being compiled (development and debug mode only)." msgstr "启用后,播放器将在每次编译着色器时打印着色器信息(仅限开发和调试模式)。" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Open Editor..." msgstr "打开编辑器…" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Close Editor" msgstr "关闭编辑器" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Built-in Shader Settings" msgstr "内置着色器设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Shader Stripping" msgstr "着色器剥离" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Shader Loading" msgstr "着色器加载" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Camera Settings" msgstr "摄像机设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Scriptable Render Pipeline Settings" msgstr "可编写脚本的渲染管道设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Scriptable Render Pipeline" msgstr "可编写脚本的渲染管道" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "Due to floating-point precision limitations, it is recommended to bring the world coordinates of the GameObject within a smaller range." msgstr "由于浮点精度限制,推荐将游戏对象的世界坐标放置在一个更小的范围内。" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "The local position of this GameObject relative to the parent." msgstr "此游戏对象相对于父级的局部位置。" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "The local scaling of this GameObject relative to the parent." msgstr "此游戏对象相对于父级的局部缩放。" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "The local rotation of this GameObject relative to the parent." msgstr "此游戏对象相对于父级的局部旋转。" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 msgid "Use GUID" msgstr "使用 GUID" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 msgid "Use the Assembly Definition asset GUID instead of name for referencing. Allows the referenced assembly to be renamed without having to update references." msgstr "使用“程序集定义”资源 GUID 而不是名称进行引用。允许重命名引用的程序集,而无需更新引用。" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Assembly Definition" msgstr "程序集定义" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:1 msgid "Moving an array element will copy the complete array to all other selected objects." msgstr "移动数组元素会将完整数组复制到所有其他选定对象。" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:1 msgid "Unique values in the different selected objects will be lost" msgstr "不同选定对象中的唯一值将丢失" #: Editor/Mono/Inspector/LineRendererCurveEditor.cs:1 msgid "The multiplier applied to the curve, describing the width (in world space) along the line." msgstr "应用于描述沿线宽度(在世界空间中)的曲线的乘数。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Volume Rolloff" msgstr "音量衰减" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Which type of rolloff curve to use" msgstr "使用的衰减曲线类型" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "AudioClip" msgstr "AudioClip" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "The AudioClip asset played by the AudioSource. Can be undefined if the AudioSource is generating a live stream of audio via OnAudioFilterRead." msgstr "通过 AudioSource 播放的 AudioClip 资产。如果 AudioSource 正在通过 OnAudioFilterRead 生成实时音频流,可以不预定义。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Stereo Pan" msgstr "立体声像" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Only valid for Mono and Stereo AudioClips. Mono sounds will be panned at constant power left and right. Stereo sounds will have each left/right value faded up and down according to the specified pan value." msgstr "仅对单声道和立体声 AudioClips 有效。单声道声音会以恒定功率对左右进行声相处理。立体声声音会根据指定的声相值分别对左/右值进行渐强或渐弱处理。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spatial Blend" msgstr "空间混合" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets how much this AudioSource is treated as a 3D source. 3D sources are affected by spatial position and spread. If 3D Pan Level is 0, all spatial attenuation is ignored." msgstr "设置此 AudioSource 被视为 3D 源的程度。 3D 源会受到空间位置和传播的影响。如果 “3D Pan 级别”为 0,则忽略所有空间衰减。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Reverb Zone Mix" msgstr "混响区混音" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets how much of the signal this AudioSource is mixing into the global reverb associated with the zones. [0, 1] is a linear range (like volume) while [1, 1.1] lets you boost the reverb mix by 10 dB." msgstr "设置此 AudioSource 混合到关联区域的全局混响中的信号量。 [0, 1]是线性范围(如音量),而[1, 1.1]可以将混响混音提高 10 dB。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Doppler Level" msgstr "多普勒级别" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Specifies how much the pitch is changed based on the relative velocity between AudioListener and AudioSource." msgstr "根据 AudioListener 和 AudioSource 之间的相对速度,指定音调改变量。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spread" msgstr "扩张" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the spread of a 3d sound in speaker space" msgstr "设置扬声器空间中 3d 声音的扩展" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Set whether the sound should play through an Audio Mixer first or directly to the Audio Listener" msgstr "设置声音是首先通过“音频混合器”播放还是直接播放到“音频监听器”" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the overall volume of the sound." msgstr "设置声音的整体音量。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Pitch" msgstr "音调" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the frequency of the sound. Use this to slow down or speed up the sound." msgstr "设置声音的频率。使用此选项可对声音减速或加速。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the priority of the source. Note that a sound with a larger priority value will more likely be stolen by sounds with smaller priority values." msgstr "设置源的优先级。请注意,优先级值较大的声音更有可能被具有优先级值较小的声音窃取。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spatialize" msgstr "空间化" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Enables or disables custom spatialization for the AudioSource." msgstr "启用或禁用 AudioSource 自定义空间化。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spatialize Post Effects" msgstr "空间化后期效果" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Determines if the custom spatializer is applied before or after the effect filters attached to the AudioSource. This flag only has an effect if the spatialize flag is enabled on the AudioSource." msgstr "确定是在效果过滤器附加到 AudioSource 之前还是之后应用自定义 spatializer。只有 AudioSource 上启用了 spatialize 标志后,该标志才会起作用。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "High" msgstr "高" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Low" msgstr "低" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Audio Clip" msgstr "音频剪辑" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Output Audio Mixer Group" msgstr "输出音频混合器组" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Bypass Effects" msgstr "绕过效果" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Bypass Listener Effects" msgstr "绕过监听器效果" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Bypass Reverb Zones" msgstr "绕过混响区域" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Rolloff Mode" msgstr "衰减模式" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Show generated code" msgstr "显示生成的代码" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Show generated code of a surface shader" msgstr "显示某个表面着色器的生成代码" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Show generated code of a fixed function shader" msgstr "显示某个固定功能着色器的生成代码" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Compile and show code \\u007C \\u25BE" msgstr "编译并显示代码 \\u007C \\u25BE" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "no" msgstr "无" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Built-in shader" msgstr "内置着色器" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "..." msgstr "..." #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Copy error text" msgstr "复制错误文本" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:1 msgid "Cutoff Frequency" msgstr "截止频率" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:1 msgid "Lowpass Resonance Q" msgstr "低通共振 Q" #: Editor/Mono/Inspector/PointEffector2DEditor.cs:1 msgid "Distance Scale" msgstr "距离比例" #: Editor/Mono/Inspector/PointEffector2DEditor.cs:1 msgid "Force Source" msgstr "力来源" #: Editor/Mono/Inspector/PointEffector2DEditor.cs:1 msgid "Force Mode" msgstr "力模式" #: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1 msgid "CutOffFrequency" msgstr "CutOffFrequency" #: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1 msgid "Sets the cut off frequency of High Pass filter" msgstr "设置高通滤波器的截止频率" #: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1 msgid "Highpass Resonance Q" msgstr "高通共振品质" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "IK" msgstr "IK" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "Toggles feet IK preview" msgstr "切换脚 IK 预览" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "Toggles 2D preview mode" msgstr "切换 2D 预览模式" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "Unity Model" msgstr "Unity 模型" #: Editor/Mono/Inspector/AvatarPreview.cs:1 Editor-Missing:Missing detected at runtime. msgid "Changes animation preview speed" msgstr "更改动画预览速度" #: Editor/Mono/Inspector/AvatarPreview.cs:1 Editor-Missing:Missing detected at runtime. msgid "Displays avatar's pivot and mass center" msgstr "显示 Avatar 的轴心和质心" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Roll" msgstr "滚动" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Specifies the roll angle in degrees." msgstr "指定以度为单位的侧倾角。" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Use Up Object" msgstr "使用向上对象" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Specifies how the world up vector should be computed. Either use the World Up Object or the Roll value" msgstr "指定应如何计算世界的正向矢量。计算时使用的是“世界上方向对象”或“滚动”值。" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:1 msgid "Cull Transparent Mesh" msgstr "剔除透明网格" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:1 msgid "Cull if the vertex color alpha is close to zero for every vertex of the mesh." msgstr "如果网格每个顶点的顶点颜色 Alpha 接近零,则进行剔除。" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:1 msgid "Cull Transparent Mesh Property" msgstr "剔透透明网格属性" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1 msgid "Scale At Rest" msgstr "静止缩放" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1 msgid "Scale Offset" msgstr "缩放偏移" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1 msgid "Freeze Scaling Axes" msgstr "冻结缩放轴" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Auto Mixer Suspend" msgstr "自动混合器挂起" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Enables/disables suspending of processing in order to save CPU when the RMS signal level falls under the defined threshold (in dB). Mixers resume processing when an AudioSource referencing them starts playing again." msgstr "RMS 信号水平低于定义的阈值(单位:dB)时,启用/禁用处理暂停,以便节约 CPU。当引用混合器的 AudioSource 再次开始播放时,这些音频混合器将恢复处理。" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid " Threshold Volume" msgstr "阈值音量" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "The level of the Master Group at which the mixer suspends processing in order to save CPU. Mixers resume processing when an AudioSource referencing them starts playing again." msgstr "令混合器为节省 CPU 而暂停处理的主组级别。当引用混合器的 AudioSource 再次开始播放时,混和器会恢复处理。" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Update AudioMixer transitions with game time or unscaled realtime." msgstr "用游戏时间或未缩放的实时更新 AudioMixer 过渡。" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Enable Suspend" msgstr "启用挂起" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Is this collider a trigger? Triggers are only supported on convex colliders." msgstr "此碰撞器是一个触发器吗?仅凸面碰撞器支持触发器。" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Convex" msgstr "凸面" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Is this collider convex?" msgstr "碰撞器是凸面的吗?" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Cooking Options" msgstr "烹饪选项" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Options affecting the result of the mesh processing by the physics engine." msgstr "影响物理引擎网格处理结果的选项。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "The name for the Sprite." msgstr "Sprite 的名称。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "The value is normalized to the Sprite's size where (0, 0) is the lower left and (1, 1) is the upper right. May be used for syncing animation frames of different sizes." msgstr "该值归一化为 Sprite 的大小,其中 (0, 0) 表示左下角,(1, 1) 表示右上角。可用于同步不同大小的动画帧。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "Border values for the Sprite set in Sprite Editor window. May be useful for 9-Slicing Sprites." msgstr "“Sprite 编辑器”窗口中设置的 Sprite 边框值。可能对 9 切片 Sprites 很有用。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "X:{0:0.##}, Y:{1:0.##}" msgstr "X:{0:0.##} Y:{1:0.##}" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "L:{0:0.##} B:{1:0.##} R:{2:0.##} T:{3:0.##}" msgstr "L:{0:0.##} B:{1:0.##} R:{2:0.##} T:{3:0.##}" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "-" msgstr "-" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Shader Pass used to update the Custom Render Texture." msgstr "用于更新“自定义渲染纹理”的着色器通道。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Swap (Double Buffer)" msgstr "交换(双缓冲)" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "If ticked, and if the texture is double buffered, a request is made to swap the buffers before the next update. If this is not ticked, the buffers will not be swapped." msgstr "如果勾选且纹理是双缓冲,则在下次更新之前请求交换缓冲区。如果未勾选,则不会交换缓冲区。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Specify how the texture should be updated." msgstr "指定如何更新纹理。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Period" msgstr "期间" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Period in seconds at which real-time textures are updated (0.0 will update every frame)." msgstr "以秒为单位的更新实时纹理的时间(0.0 将更新每帧)。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "If ticked, the Custom Render Texture is double buffered so that you can access it during its own update. If unticked, the Custom Render Texture will be not be double buffered." msgstr "如果勾选,则”自定义渲染纹理”将被双缓冲,以便您在其自己的更新期间访问。如果未勾选,则“自定义渲染纹理”将不会被双缓冲。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Specify how the texture should be initialized." msgstr "指定如何初始化纹理。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Specify if the texture is initialized by a Material or by a Texture and a Color." msgstr "指定纹理是由“材质”初始化,还是由“纹理”和“颜色”初始化。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Color with which the Custom Render Texture is initialized." msgstr "“自定义渲染纹理”初始化颜色。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Texture with which the Custom Render Texture is initialized (multiplied by the initialization color)." msgstr "用于初始化“自定义渲染纹理”的纹理(乘以初始化颜色)。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Material with which the Custom Render Texture is initialized." msgstr "用于初始化“自定义渲染纹理”的材质。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Space in which the update zones are expressed (Normalized or Pixel space)." msgstr "表示更新区域的空间(“规范化”或“像素”空间)。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "List of partial update zones." msgstr "部分更新区域列表。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Cubemap Faces" msgstr "立方体贴图面" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Enable or disable rendering on each face of the cubemap." msgstr "在立方体贴图的每个面上启用或禁用渲染。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Center of the partial update zone." msgstr "部分更新区域中心。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Size of the partial update zone." msgstr "部分更新区域的大小。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Rotation of the update zone." msgstr "更新区域旋转。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "If ticked, Update zones will wrap around the border of the Custom Render Texture. If unticked, Update zones will be clamped at the border of the Custom Render Texture." msgstr "如果勾选,“更新”区域将环绕”自定义渲染纹理”边界包裹。如果未勾选,则“更新”区域将被夹在”自定义渲染纹理”边界。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Save Texture" msgstr "保存纹理" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Save the content of the Custom Render Texture to an EXR or PNG file." msgstr "将“自定义渲染纹理”的内容保存到 EXR 或 PNG 文件中。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "OnDemand" msgstr "OnDemand" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Texture and Color" msgstr "纹理和颜色" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Normalized" msgstr "已经归一化" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Pixel" msgstr "像素" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "+Z" msgstr "+Z" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "-Z" msgstr "-Z" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Definition" msgstr "定义" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Choose between Create From This Model, Copy From Other Avatar. The first one creates a Mask for this file and the second one uses a Mask from another file to import animation." msgstr "选择“从此模型创建”,或者“从其他 Avatar 复制”。第一个选项会为此文件创建一个“遮罩”,第二个选项会用另一个文件中的“遮罩”导入动画。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create From This Model" msgstr "从此模型创建" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create a Mask based on the model from this file. For Humanoid rig all the human transforms are always imported and converted to muscle curve, thus they cannot be unchecked." msgstr "根据此文件中的模型创建一个“遮罩”。对于人形骨架,所有人形变换总是被导入并转换为肌肉曲线,因此它们不能被取消选中。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Copy From Other Mask" msgstr "从其他遮罩复制" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Copy a Mask from another file to import animation clip." msgstr "从另一个文件复制“遮罩”以导入动画片段。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "None " msgstr "无" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid " Import Everything" msgstr "导入所有" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Select from which AvatarMask the animation should take the mask information" msgstr "选择动画应从哪个 AvatarMask 获取遮罩信息" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create Mask" msgstr "创建遮罩" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create a new mask from this model avatar." msgstr "从此模型 Avatar 创建新遮罩。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Use skeleton from" msgstr "使用来自以下位置的骨骼:" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "The selected avatar is never linked here and only used to populate the list of transform." msgstr "所选的 Avatar 从未链接到此处,仅用于填充变换列表。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Import skeleton" msgstr "导入骨架" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Generates new transform data based on the selected avatar skeleton" msgstr "基于所选的 Avatar 骨架生成新的变换数据" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Humanoid" msgstr "人形" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Define which body part are active. Also define which animation curves will be imported for an Animation Clip." msgstr "定义哪些身体部位是活动的。并定义为“动画剪辑”导入哪些动画曲线。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Define which transform are active. Also define which animation curves will be imported for an Animation Clip." msgstr "定义哪些转换是活动的。并定义为“动画剪辑”导入哪些动画曲线。" #: Editor/Mono/Inspector/BillboardAssetInspector.cs:1 msgid "Shaded" msgstr "已着色" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Proxy Volume Resolution" msgstr "代理卷解析" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Specifies the resolution of the 3D grid of interpolated light probes. Higher resolution/density means better lighting, but the CPU cost will increase." msgstr "指定插值光照探测器 3D 网格的分辨率。更高的分辨率/密度意味着更好的光照,但会增加 CPU 成本。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Mode" msgstr "包围盒模式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The mode in which the bounding box is computed. A 3D grid of interpolated light probes will be generated inside this bounding box.\n\nAutomatic Local - the local-space bounding box of the Renderer is used.\n\nAutomatic Global - a bounding box is computed which encloses the current Renderer and all the Renderers down the hierarchy that have the Light Probes property set to Use Proxy Volume. The bounding box will be world-space aligned.\n\nCustom - a custom bounding box is used. The bounding box is specified in the local-space of the game object." msgstr "计算边界框的模式。将在该边界框内生成内插光照探测器的一个 3D 网格。\n\n自动本地 - 使用渲染器的本地空间边界框。\n\n自动全局 - 计算一个封装当前渲染器和层次结构中所有“渲染器”的边界框,层次结构中“光照探测器”的属性设置为“使用代理体”。边界框将与世界空间对齐。\n\n自定义 - 使用自定义边界框。边界框在游戏对象的局部空间中指定。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Resolution Mode" msgstr "分辨率模式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The mode in which the resolution of the 3D grid of interpolated light probes is specified:\n\nAutomatic - the resolution on each axis is computed using a user-specified number of interpolated light probes per unit area (Density).\n\nCustom - the user can specify a different resolution on each axis." msgstr "指定插值光照探测器 3D 网格的分辨率的模式:\n\n自动 - 使用每单位面积(密度)用户指定数量的插值光照探测器来计算每个轴上的分辨率。\n\n自定义 - 用户可以在每个轴上指定一个不同的分辨率。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Probe Position Mode" msgstr "探测器位置模式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The mode in which the interpolated probe positions are generated.\n\nCellCorner - divide the volume in cells and generate interpolated probe positions in the corner/edge of the cells.\n\nCellCenter - divide the volume in cells and generate interpolated probe positions in the center of the cells." msgstr "生成插值探测器位置的模式。\n\nCellCorner - 在单元格中划分卷,并在单元格的角落/边缘生成插值探测器位置。\n\nCellCenter - 在单元格中划分卷,并在单元格的中心生成插值探测器位置。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Affects the total number of evaluated Spherical Harmonics(SH) bands for Renderers that use a Light Probe Proxy Volume:\n\nLow Quality - uses only 2 bands (L0 and L1) sampled from a LPPV texture. This option might improve the performance by not breaking batching.\n\nNormal Quality - uses all the bands to evaluate the SH. L0 and L1 are sampled from a LPPV texture and L2 is constant per Renderer." msgstr "影响使用光照探测器代理体的渲染器评估的球谐函数 (SH) 波段的总数:\n\n低质量 - 仅使用从 LPPV 纹理采样的 2 个波段(L0 和 L1)。该选项可以通过不破坏批处理来提高性能。\n\n正常质量 - 使用全部波段评估 SH。L0 和 L1 采样于 LPPV 纹理,而 L2 对每个渲染器都是常量。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Density in probes per world unit." msgstr "每个世界单位的探测器密度。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Settings" msgstr "包围盒设置" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Origin" msgstr "起始位置" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "In order to use the component on this game object, the Light Probes property should be set to 'Use Proxy Volume' in Renderer." msgstr "要在此游戏对象上使用该组件,应该在“渲染器”中将“光照探测器”的属性设置为“使用代理体”。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The component is unused by this game object because there is no Renderer component attached." msgstr "因为没有附加渲染器组件,所以此游戏对象没有使用该组件。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The scene doesn't contain any light probes. Add light probes using Light Probe Group components (menu: Component->Rendering->Light Probe Group)." msgstr "场景中未包含任何光照探测器。使用“光照探测器组”组件添加光照探测器(菜单:“组件”->“渲染”->“光照探测器组”)。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Tree rendering doesn't support Light Probe Proxy Volume components." msgstr "树的渲染不支持光照探测器代理体组件。" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Add Motion Field" msgstr "添加运动域" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Velocity XZ" msgstr "速度 XZ" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Speed And Angular Speed" msgstr "速度与角速度" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Homogeneous Speed" msgstr "均匀速度" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Reset Time Scale" msgstr "重置时间比例" #: Editor/Mono/Inspector/AddComponent/NewScriptDropdownItem.cs:1 Editor-Missing:Missing detected at runtime. msgid "New Script" msgstr "新建脚本" #: Editor/Mono/Inspector/AddComponent/AddComponentGUI.cs:1 msgid "Create and Add" msgstr "创建并添加" #: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:1 Editor-Missing:Missing detected at runtime. msgid "Search" msgstr "搜索" #: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:1 msgid "New script" msgstr "新建脚本" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "General GI" msgstr "常规 GI" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in both Precomputed Realtime Global Illumination and Baked Global Illumination." msgstr "“预计算实时全局照明”和“烘焙全局照明”中使用的设置。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Realtime GI (Deprecated)" msgstr "实时 GI(已弃用)" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in Precomputed Realtime Global Illumination where it is precomputed how indirect light can bounce between static objects, but the final lighting is done at runtime. Lights, ambient lighting in addition to the materials and emission of static objects can still be changed at runtime. Only static objects can affect GI by blocking and bouncing light, but non-static objects can receive bounced light via light probes." msgstr "“预计算实时全局照明”中使用的设置,其中间接光照如何在静态对象之间反弹是预先计算的,但最终照明是在运行时完成。除了材料和静态物体的发射之外,灯光和环境照明仍然可以在运行时更改。只有静态物体才能通过阻挡和反射光来影响 GI,但非静态物体可以通过光照探测器接收反射光。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Realtime lightmap resolution in texels per world unit. This value is multiplied by the realtime resolution in the Lighting window to give the output lightmap resolution. This should generally be an order of magnitude less than what is common for baked lightmaps to keep the precompute time manageable and the performance at runtime acceptable. Note that if this is made more fine-grained, then the Irradiance Budget will often need to be increased too, to fully take advantage of this increased detail." msgstr "每世界单位纹素的实时光照贴图分辨率。此值乘以“照明”窗口中的实时分辨率,即可提供输出光照贴图分辨率。该分辨率通常应比烘焙光照贴图常见的分辨率数量级小,以便保持预计算时间的可管理性并使运行时的性能可接受。请注意,如果想要更精细的分辨率,那么通常也需要增加“辐照度预算”,以便充分利用这种增加的细节。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Cluster Resolution" msgstr "群集分辨率" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The ratio between the resolution of the clusters with which light bounce is calculated and the resolution of the output lightmaps that sample from these." msgstr "计算光线反弹的集群的分辨率与进行采样的输出光照贴图的分辨率之间的比。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Irradiance Budget" msgstr "辐照预算" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The amount of data used by each texel in the output lightmap. Specifies how fine-grained a view of the scene an output texel has. Small values mean more averaged out lighting, since the light contributions from more clusters are treated as one. Affects runtime memory usage and to a lesser degree runtime CPU usage." msgstr "输出光照贴图中每个纹素的数据量。该值可以指定输出纹理元素场景视图的细粒度。较小的值意味着更多的平均光照,这是因为来自更多集群的光被视为了同一道光线。该值影响运行时的内存使用情况,并在较小程度上影响运行时的 CPU 使用情况。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Irradiance Quality" msgstr "辐照质量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The number of rays to cast to compute which clusters affect a given output lightmap texel - the granularity of how this is saved is defined by the Irradiance Budget. Affects the speed of the precomputation but has no influence on runtime performance." msgstr "用于计算哪些集群影响给定的输出光照贴图纹素的投射的光线数量 - 其保存的粒度粗细由“辐照度预算”定义。该值影响预计算的速度但不影响运行时的性能。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Backface Tolerance" msgstr "背面容差" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The percentage of rays shot from an output texel that must hit front faces to be considered usable. Allows a texel to be invalidated if too many of the rays cast from it hit back faces (the texel is inside some geometry). In that case artefacts are avoided by cloning valid values from surrounding texels. For example, if backface tolerance is 0.0, the texel is rejected only if it sees nothing but backfaces. If it is 1.0, the ray origin is rejected if it has even one ray that hits a backface." msgstr "被认为是可用的来自必须击中前面的输出纹素的光线的百分比。如果从其投射的太多光线击中背面(纹素在某些几何体内),则允许纹素无效。这种情况下可以通过克隆周围纹素的有效值来避免伪影。例如,如果背面公差为 0.0,则只有在看不到背面的情况下才会拒绝纹素。如果公差为 1.0,那么即使只有一条光线击中背面,也会拒绝射线起点。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Modelling Tolerance" msgstr "模型容差" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Maximum size of gaps that can be ignored for GI." msgstr "GI 可以忽略的最大间隙。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Edge Stitching" msgstr "边缘拼合" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "If enabled, ensures that UV charts (aka UV islands) in the generated lightmaps blend together where they meet so there is no visible seam between them." msgstr "如果启用,则会确保生成的光照贴图中的 UV 图表(即“UV 岛屿”)在它们相遇的位置混合在一起,因此它们之间没有可见的接缝。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "System Tag" msgstr "系统标签" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Systems are groups of objects whose lightmaps are in the same atlas. It is also the granularity at which dependencies are calculated. Multiple systems are created automatically if the scene is big enough, but it can be helpful to be able to split them up manually for e.g. streaming in sections of a level. The system tag lets you force an object into a different realtime system even though all the other parameters are the same." msgstr "系统是光照贴图位于同一图集中的对象组,也是计算依赖关系的粒度。如果场景足够大,则会自动创建多个系统,但是能够手动将其分隔用于某些场景(例如,同一平面段中的流式传输)是非常有用。系统标记允许您在即使所有其他参数都相同的情况下将对象纳入不同的实时系统。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked GI" msgstr "烘焙 GI" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in Baked Global Illumination where direct and indirect lighting for static objects is precalculated and saved (baked) into lightmaps for use at runtime. This is useful when lights are known to be static, for mobile, for low end devices and other situations where there is not enough processing power to use Precomputed Realtime GI. You can toggle on each light whether it should be included in the bake." msgstr "“烘焙全局照明”中使用的设置,其中静态对象的直接照明和间接照明是预先计算的,并且保存(烘焙)到了光照贴图中以便在运行时使用。当灯光已知是静态的、移动的、用于低端设备和其他没有足够处理能力来使用“预计算实时GI”的情况时,该功能非常有用。您可以在每个灯光上切换其是否应该包含在烘烤中。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Blur Radius" msgstr "模糊半径" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The radius (in texels) of the post-processing filter that blurs baked direct lighting. This reduces aliasing artefacts and produces softer shadows." msgstr "会模糊烘焙直接照明的后处理滤镜的半径(以纹素为单位)。该半径减少了锯齿伪影,并可以产生更柔和的阴影。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Anti-aliasing Samples" msgstr "抗锯齿采样" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The maximum number of times to supersample a texel to reduce aliasing. Progressive lightmapper supersamples the positions and normals buffers (part of the G-buffer) and hence the sample count is a multiplier on the amount of memory used for those buffers. Progressive lightmapper clamps the value to the [1;16] range." msgstr "为了减少锯齿而进行的超级采样纹素的最大次数。渐进式光照贴图会对位置和法线缓冲区(G 缓冲区的一部分)进行超级采样,因此样本数是用于这些缓冲区的内存量的一个乘数。渐进式光照贴图会将值钳制到[1;16]范围内。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Direct Light Quality" msgstr "直射光质量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The number of rays used for lights with an area. Allows for accurate soft shadowing." msgstr "用于区域内灯光的光线数量。可以通过该选项获得准确的软阴影效果。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked AO" msgstr "烘焙 AO" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in Baked Ambient Occlusion, where the information on dark corners and crevices in static geometry is baked. It is multiplied by indirect lighting when compositing the baked lightmap." msgstr "“烘焙环境遮挡”中使用的设置,其中烘焙了静态几何体中暗角和裂缝的信息。合成烘焙光照贴图时会乘以间接光照。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The number of rays to cast for computing ambient occlusion." msgstr "为计算环境遮挡而投射的光线数量。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The maximum number of times to supersample a texel to reduce aliasing in ambient occlusion." msgstr "为了减少环境光遮挡中锯齿而进行的超级采样纹素的最大次数。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Is Transparent" msgstr "是透明的" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "If enabled, the object appears transparent during GlobalIllumination lighting calculations. Backfaces are not contributing to and light travels through the surface. This is useful for emissive invisible surfaces." msgstr "如果启用,则在 GlobalIllumination 灯光计算期间,对象将显示为透明。背面不会产生影响,光线可以穿过表明。这项功能对于发射不可见的表面来说很有用。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Pushoff" msgstr "推开" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The amount to push off geometry for ray tracing, in modelling units. It is applied to all baked light maps, so it will affect direct light, indirect light and AO. Useful for getting rid of unwanted AO or shadowing." msgstr "在建模单元中为了光线跟踪而让几何体推迟的量。该量适用于所有烘焙光照贴图,因此会影响直射光、间接光和 Ao。该量可以用于摆脱不需要的 AO 或阴影。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked Tag" msgstr "烘焙标记" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "An integer that lets you force an object into a different baked lightmap even though all the other parameters are the same. This can be useful e.g. when streaming in sections of a level." msgstr "一个允许您将对象强制转换为不同的烘焙光照贴图的整数,即使所有其他参数都相同。在某些场景,例如在级别部分中进行流式处理时,该功能十分有用。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Limit Lightmap Count" msgstr "限制光照贴图数目" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "If enabled, objects with the same baked GI settings will be packed into a specified number of lightmaps. This may reduce the objects' lightmap resolution." msgstr "如果启用,具有相同烘焙 GI 设置的对象将被打包到指定数量的光照贴图中。这可能会降低对象的光照贴图分辨率。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Max Lightmaps" msgstr "最大光照贴图数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The maximum number of lightmaps into which objects will be packed." msgstr "要将对象打包到的光照贴图的最大数量。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Anti Aliasing Samples" msgstr "抗锯齿采样" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked Lightmap Tag" msgstr "烘焙光照贴图标签" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Lightmap Max Count" msgstr "光照贴图最大数目" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "AO Quality" msgstr "AO 质量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "AO Anti Aliasing Samples" msgstr "AO 抗锯齿样本" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Muscles & Settings" msgstr "肌肉与设置" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Collider" msgstr "碰撞器" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Configure Avatar" msgstr "配置 Avatar" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Reset" msgstr "重置" #: Editor/Mono/Inspector/Avatar/AvatarSkeletonDrawer.cs:1 msgid "Character is not in T pose" msgstr "角色不是 T 动作" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Body" msgstr "身体" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Head" msgstr "头部" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Arm" msgstr "左臂" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Fingers" msgstr "左手指" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Right Arm" msgstr "右臂" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Right Fingers" msgstr "右手指" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Leg" msgstr "左腿" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Right Leg" msgstr "右腿" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Open Close" msgstr "伸展收缩" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Right" msgstr "左右" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Roll Left Right" msgstr "左转右转" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "In Out" msgstr "内收外展" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Roll In Out" msgstr "内转外转" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Finger Open Close" msgstr "手指伸展收缩" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Finger In Out" msgstr "手指内收外展" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Upper Arm Twist" msgstr "上臂扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Lower Arm Twist" msgstr "下臂扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Upper Leg Twist" msgstr "上腿扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Lower Leg Twist" msgstr "下腿扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Arm Stretch" msgstr "手臂伸展" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Leg Stretch" msgstr "腿拉伸" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Feet Spacing" msgstr "脚间距" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Translation DoF" msgstr "平移 DoF" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Muscles" msgstr "肌肉" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Optional Bones" msgstr "可选骨骼" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Done" msgstr "完成" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Automap" msgstr "自动映射" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Biped" msgstr "双足" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Load" msgstr "加载" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Pose" msgstr "动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Sample Bind-Pose" msgstr "样本绑定动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Enforce T-Pose" msgstr "强制 T 动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Biped Pose" msgstr "双足动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Show Error(s)..." msgstr "显示错误..." #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Close Error(s)" msgstr "关闭错误" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed macOS bundleIdentifier" msgstr "变更的 macOS 包标识符" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed macOS build number" msgstr "变更的 macOS 版本号" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Batching Settings" msgstr "变更的批处理设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Icon" msgstr "变更的图标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Graphics API Settings" msgstr "变更的图形 API 设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Scripting Define Settings" msgstr "变更的脚本定义设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Vertex Compression*" msgstr "顶点压缩*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Select which vertex channels should be compressed. Compression can save memory and bandwidth, but precision will be lower." msgstr "选择应该压缩的顶点通道。压缩可以节省内存和带宽,但会降低精度。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prebake Collision Meshes*" msgstr "预烘烤碰撞网格*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Bake collision data into the meshes on build time" msgstr "在构建时将碰撞数据烘焙到网格中" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Keep Loaded Shaders Alive*" msgstr "使加载的着色器保持活动状态*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prevents shaders from being unloaded" msgstr "防止着色器被卸载" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Preloaded Assets*" msgstr "预加载资产*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Assets to load at start up in the player and kept alive until the player terminates" msgstr "资产在播放器启动时加载,并在播放器终止之前一直保持活动" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Engine Code*" msgstr "剥离引擎代码*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Unused Engine Code - Note that byte code stripping of managed assemblies is always enabled for the IL2CPP scripting backend." msgstr "剥离未使用的引擎代码 - 请注意,IL2CPP 脚本后端始终启用托管程序集的字节代码剥离。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Internal Profiler* (Deprecated)" msgstr "启用内部探查器*(已弃用)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Internal profiler counters should be accessed by scripts using UnityEngine.Profiling::Profiler API." msgstr "应使用 UnityEngine.Profiling::Profiler API 通过脚本访问内部性能分析器计数器。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Optimize Mesh Data*" msgstr "优化网格数据*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Remove unused mesh components" msgstr "移除未使用的网格组件" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Protect GPU memory from being read (on supported devices). Will prevent user from taking screenshots" msgstr "在支持该功能的设备上保护 GPU 内存不被读取。可以阻止用户进行屏幕截图" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable gathering of CPU/GPU frame timing statistics." msgstr "允许收集 CPU/GPU 帧时间统计信息。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Animated Autorotation" msgstr "使用动画自动旋转" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set OS native animated autorotation method will be used. Otherwise orientation will be changed immediately." msgstr "设置后将会使用 OS 原生动画自动旋转方法。不设置则将立即更改方向。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "'LSApplicationCategoryType'" msgstr "'LSApplicationCategoryType'" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Fullscreen Mode " msgstr "全屏模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid " Not all platforms support all modes" msgstr "并非所有平台都支持所有模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use DXGI Flip Model Swapchain for D3D11" msgstr "对 D3D11 使用 DXGI 翻转模型交换链" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Flip model ensures the best performance. Disable this to fallback to Windows 7-style BltBlt model. This setting affects only D3D11 graphics API." msgstr "翻转模型可确保最佳性能。禁用此设置将回退到 Windows 7 样式的 BltBlt 模型。此设置仅影响 D3D11 图形 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use 32-bit Display Buffer*" msgstr "使用 32 位显示缓冲区*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set Display Buffer will be created to hold 32-bit color values. Use it only if you see banding, as it has performance implications." msgstr "设置后将会创建“显示缓冲区”,以保存 32 位色值。只有在您看到色带时才使用该选项,因为会影响到性能。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Render Over Native UI*" msgstr "在原生 UI 上渲染*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable this option ONLY if you want Unity to render on top of the native Android or iOS UI." msgstr "仅当希望 Unity 在原生 Android 或 iOS UI 之上渲染时,才应启用此选项。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Write-Only Backbuffer" msgstr "金属只写 Backbuffer" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Set framebufferOnly flag on backbuffer. This prevents readback from backbuffer but enables some driver optimizations." msgstr "在 backbuffer 上设置 framebufferOnly 标志。这样可以防止从 backbuffer 回读,但又会启用一些驱动程序优化。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Memoryless Depth" msgstr "无记忆深度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Memoryless mode of framebuffer depth" msgstr "帧缓冲深度的无记忆模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "SRGB Write Mode*" msgstr "SRGB 写模式*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set, enables Graphics.SetSRGBWrite() for toggling sRGB write mode during the frame but may decrease performance especially on tiled GPUs." msgstr "设置后,会启用 Graphics.SetSRGBWrite() 以便在帧中切换 sRGB 写入模式,但可能会降低性能,尤其是对平铺 GPUs 来说。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "iOS Developer Team ID" msgstr "iOS 开发者团队 ID" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Developers can retrieve their Team ID by visiting the Apple Developer site under Account > Membership." msgstr "开发人员可以通过访问“帐户” > “成员身份”下的 Apple Developer 站点来检索自己的“团队 ID”。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use incremental GC" msgstr "使用增量 GC" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "With incremental Garbage Collection, the Garbage Collector will try to time-slice the collection task into multiple steps, to avoid long GC times preventing content from running smoothly." msgstr "借助增量式垃圾收集,垃圾回收器将尝试把收集任务分成多个步骤,以避免过长的 GC 时间阻止内容顺利运行。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Camera Usage Description*" msgstr "摄像机使用说明*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "String shown to the user when requesting permission to use the device camera. Written to the NSCameraUsageDescription field in Xcode project's info.plist file" msgstr "请求使用设备相机的权限时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSCameraUsageDescription 字段。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Location Usage Description*" msgstr "位置使用率描述*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "String shown to the user when requesting permission to access the device location. Written to the NSLocationWhenInUseUsageDescription field in Xcode project's info.plist file." msgstr "请求访问设备位置的权限时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSLocationWhenInUseUsageDescription 字段。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Microphone Usage Description*" msgstr "麦克风使用率描述*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "String shown to the user when requesting to use the device microphone. Written to the NSMicrophoneUsageDescription field in Xcode project's info.plist file" msgstr "请求使用设备麦克风时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSMicrophoneUsageDescription 字段。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "GPU Skinning*" msgstr "GPU 蒙皮*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use DX11/ES3 GPU Skinning" msgstr "使用 DX11 / ES3 GPU 蒙皮" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Compute Skinning*" msgstr "计算蒙皮*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Compute pipeline for Skinning" msgstr "使用计算管道进行蒙皮" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disable HW Statistics*" msgstr "禁用 HW 统计*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disables HW Statistics" msgstr "禁用 HW 统计" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If scripting backend is IL2CPP, managed stripping can't be disabled." msgstr "如果脚本后端为 IL2CPP,则无法禁用托管剥离。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allow compilation of unsafe code for predefined assemblies (Assembly-CSharp.dll, etc.)" msgstr "允许预定义程序集编译不安全代码(Assembly-CSharp.dll 等)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Lightmap Encoding" msgstr "光照贴图编码" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Affects the encoding scheme and compression format of the lightmaps." msgstr "影响光照贴图的编码方案和压缩格式。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Lightmap Streaming Enabled" msgstr "已启用光照贴图流式处理" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Only load larger lightmap mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings. This value is applied to the light map textures as they are generated." msgstr "仅根据需要加载较大的光照贴图 mipmap 以渲染当前的游戏摄像机。需要在质量设置中启用纹理流。此值在光照贴图纹理生成时应用于这些纹理。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Streaming Priority" msgstr "流优先级" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Lightmap mipmap streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127. This value is applied to the light map textures as they are generated." msgstr "存在资源争夺时,光照贴图 mipmap 的流式处理优先级。正数代表更高的优先级。有效范围是 -128 到 127。此值在光照贴图纹理生成时应用于这些纹理。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Clamp BlendShapes (Deprecated)*" msgstr "钳制 BlendShapes(已弃用)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set, the range of BlendShape weights in SkinnedMeshRenderers will be clamped." msgstr "设置后,SkinnedMeshRenderers 中的 BlendShape 权重范围将受到钳制。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Swap Chain Bit Depth" msgstr "交换链位深度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Affects the bit depth of the final swap chain format and color space." msgstr "影响最终交换链格式和颜色空间的位深度。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Settings for {0}" msgstr "设置 {0}" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Override for {0}" msgstr "{0} 覆盖" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Auto Graphics API {0}" msgstr "自动图形 API {0}" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid " (not supported on this platform)" msgstr " (在此平台上不受支持)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Linear colorspace requires OpenGL ES 3.0 or Vulkan, uncheck 'Automatic Graphics API' to remove OpenGL ES 2 API, Blit Type for non-SRP projects must be Always Blit or Auto" msgstr "线性颜色空间需要 OpenGL ES 3.0 或 Vulkan,取消选中 '自动图形 API' 即可移除 OpenGL ES 2 API,非 SRP 项目的“Blit 类型”必须为“始终 Blit”或“自动”" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Linear colorspace requires WebGL 2.0, uncheck 'Automatic Graphics API' to remove WebGL 1.0 API. WARNING: If DXT sRGB is not supported by the browser, texture will be decompressed" msgstr "线性色彩空间需要 WebGL 2.0;取消选中“自动图形 API”即可删除 WebGL 1.0 API。警告:如果浏览器不支持 DXT sRGB,纹理将被解压缩" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Linear colorspace requires Metal API only. Uncheck 'Automatic Graphics API' and remove OpenGL ES 2/3 APIs." msgstr "线性色彩空间仅需 Metal API。取消选中 '自动图形 API' 并移除 OpenGL ES 2/3 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Reordering the list will switch editor to the first available platform" msgstr "重新排序列表将会把编辑器切换到首个有效平台" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Not applicable for this platform." msgstr "不适用于此平台。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "* Shared setting between multiple platforms." msgstr "*在多平台间共享的设置。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Virtual Reality Support is enabled. Upon entering VR mode, landscape left orientation will be the default orientation unless only landscape right is available." msgstr "已启用“虚拟现实支持”。进入 VR 模式后,除非只有右横向可用,否则默认方向为左横向。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Icon" msgstr "默认图标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Resolution and Presentation" msgstr "分辨率和演示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Orientation" msgstr "方向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Orientations for Auto Rotation" msgstr "允许方向自动旋转" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Multitasking Support" msgstr "多任务支持" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Status Bar" msgstr "状态栏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Standalone Player Options" msgstr "独立播放器选项" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Debugging and crash reporting" msgstr "调试和崩溃报告" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Debugging" msgstr "调试" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Crash Reporting" msgstr "崩溃报告" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Other Settings" msgstr "其他设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Rendering" msgstr "渲染" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Vulkan Settings" msgstr "Vulkan 设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Identification" msgstr "识别" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac App Store Options" msgstr "Mac 应用商店选项" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Configuration" msgstr "配置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Optimization" msgstr "优化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Stack Trace*" msgstr "堆栈跟踪*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Legacy" msgstr "旧版" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Publishing Settings" msgstr "发布设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Script Call Optimization*" msgstr "脚本调用优化*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prerendered Icon" msgstr "预渲染的图标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Run In Background*" msgstr "后台运行*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Orientation*" msgstr "默认方向*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Portrait" msgstr "纵向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Portrait Upside Down" msgstr "纵向倒置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Landscape Right" msgstr "右横屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Landscape Left" msgstr "左横屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Requires Fullscreen" msgstr "要求全屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Status Bar Hidden" msgstr "状态栏隐藏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Status Bar Style" msgstr "状态栏样式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac App Store Validation" msgstr "Mac 应用商店验证" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Exclusive Fullscreen" msgstr "独占全屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fullscreen Window" msgstr "全屏窗口" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Maximized Window" msgstr "最大化窗口" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Windowed" msgstr "窗口化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enabled (Deprecated)" msgstr "已启用(已弃用)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Hidden by Default (Deprecated)" msgstr "默认隐藏(已弃用)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The Display Resolution Dialog has been deprecated and will be removed in a future version." msgstr "已弃用“显示分辨率对话框”,并会在以后的版本中将其移除。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disable Depth and Stencil*" msgstr "禁用深度和模板*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Show Loading Indicator" msgstr "显示加载指示器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "On .Net UnhandledException*" msgstr "在 Net UnhandledException*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Log Obj-C Uncaught Exceptions*" msgstr "记录 Obj-C 未捕获的异常*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable CrashReport API*" msgstr "启用 CrashReport API*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Color Space*" msgstr "颜色空间*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Color Gamut*" msgstr "色域*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Color Gamut For Mac*" msgstr "适用于 Mac* 的色域" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force hard shadows on Metal*" msgstr "在“金属”上强制硬阴影*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Editor Support*" msgstr "金属编辑器支持*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal API Validation*" msgstr "金属 API 验证*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Unused" msgstr "未使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Forced" msgstr "强制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Multithreaded Rendering*" msgstr "多线程渲染*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Graphics Jobs (Experimental)*" msgstr "图形作业(实验功能)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Graphics Jobs Mode*" msgstr "图形作业模式*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use on-demand resources*" msgstr "使用按需资源*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Accelerometer Frequency*" msgstr "加速计频率*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mute Other Audio Sources*" msgstr "静音其他音频源*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prepare iOS for Recording" msgstr "准备 iOS 进行录制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force iOS Speakers when Recording" msgstr "录制时强制 iOS 扬声器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Requires Persistent WiFi*" msgstr "需要持续的 WiFi*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allow downloads over HTTP (nonsecure)*" msgstr "允许通过 HTTP(非安全)*下载" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Supported URL schemes*" msgstr "支持的 URL 方案*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Audio input from Bluetooth microphones is not supported when Mute Other Audio Sources is off." msgstr "当“静音其他音频源”关闭时,不支持从蓝牙麦克风输入音频。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "AOT Compilation Options*" msgstr "AOT 编译选项*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES3.1" msgstr "要求 ES3.1" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES3.1+AEP" msgstr "要求 ES3.1+AEP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES3.2" msgstr "要求 ES3.2" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Scripting Define Symbols" msgstr "脚本定义符号" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "C++ Compiler Configuration" msgstr "C++ 编译器配置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mono" msgstr "Mono" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IL2CPP" msgstr "IL2CPP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disabled" msgstr "已禁用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Medium" msgstr "中等" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Api Compatibility Level*" msgstr "Api 兼容级别*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 2.0" msgstr ".NET 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 2.0 Subset" msgstr ".NET 2.0 子集" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 4.x" msgstr ".NET 4.x" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET Standard 2.0" msgstr ".NET Standard 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Active Input Handling*" msgstr "活动输入处理*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Input Manager (Old)" msgstr "输入管理器(旧)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Input System Package (New)" msgstr "输入系统包(新)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Low Quality" msgstr "低质量" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Normal Quality" msgstr "法线质量" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "High Quality" msgstr "高质量" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The selected Lightmap Encoding requires OpenGL ES 3.0 or Vulkan. Uncheck 'Automatic Graphics API' and remove OpenGL ES 2 API" msgstr "选定的光照贴图编码需要 OpenGL ES 3.0 或 Vulkan。取消选中 '自动图形 API' 并移除 OpenGL ES 2 API" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The selected Lightmap Encoding requires Metal API only. Uncheck 'Automatic Graphics API' and remove OpenGL ES APIs." msgstr "所选的光照贴图编码仅需 Metal API。取消选中 '自动图形 API' 并移除 OpenGL ES API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Native" msgstr "本地" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Bit Depth 10" msgstr "位深度 10" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Bit Depth 16" msgstr "位深度 16" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Not selected." msgstr "没有选定。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Application Bundle Version" msgstr "应用程序 Bundle 版本" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use OS Auto Rotation" msgstr "使用 OS 自动旋转" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Portrait" msgstr "允许自动旋转为纵向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Portrait Upside Down" msgstr "允许自动旋转为竖屏倒置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Landscape Right" msgstr "允许自动旋转为右横向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Landscape Left" msgstr "允许自动旋转为左横向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use 32 Bit Display Buffer" msgstr "使用 32 位显示缓冲区" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES31" msgstr "要求 ES31" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES31AEP" msgstr "要求 ES31AEP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES32" msgstr "要求 ES32" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Log Obj C Uncaught Exceptions" msgstr "记录 Obj C 未捕获的异常" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Crash Report API" msgstr "启用崩溃报告 API" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Force Hard Shadows" msgstr "Metal Force 硬阴影" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Skin On GPU" msgstr "GPU 上的蒙皮" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "GC Incremental" msgstr "GC 增量" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IOS Allow HTTP Download" msgstr "IOS 允许 HTTP 下载" #: Editor/Mono/Inspector/PlayerSettingsEditor/WebTemplateManagerBase.cs:1 msgid "No templates found." msgstr "沒有找到模板。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background color when no background image is used." msgstr "未使用背景图像时的背景色。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background Image" msgstr "背景图片" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Image to be used in landscape and portrait (when portrait image is not set)." msgstr "要横向和纵向使用的图像(未设置纵向图像时)。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Alternate Portrait Image*" msgstr "替代肖像*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Optional image to be used in portrait mode." msgstr "纵向模式下使用的可选图像。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Logo Duration" msgstr "徽标持续时间" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "The time the logo will be shown for." msgstr "徽标的显示时间。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Overlay Opacity" msgstr "覆盖不透明度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Overlay strength applied to improve logo visibility." msgstr "用来提高徽标可见性的覆盖强度。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Preview the splash screen in the game view." msgstr "在游戏视图中预览启动画面。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Animation" msgstr "动画" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background*" msgstr "背景*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background Zoom" msgstr "背景缩放" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Blur Background Image" msgstr "模糊背景图像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Cancel Preview" msgstr "取消预览" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Application Config Dialog Banner" msgstr "应用程序配置对话框横幅" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Application Config Dialog Banner is deprecated and will be removed in future versions." msgstr "已弃用“应用程序配置对话框横幅”,并会在以后的版本中将其移除。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Logos*" msgstr "徽标*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Logo Zoom" msgstr "徽标缩放" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Unity Logo" msgstr "显示 Unity 徽标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Splash Screen" msgstr "显示启动画面" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Style" msgstr "启动风格" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen" msgstr "启动画面" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Image" msgstr "启动图像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Virtual Reality Splash Image" msgstr "虚拟现实启动图像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Logo Style" msgstr "启动画面徽标样式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Animation" msgstr "启动画面动画" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Draw Mode" msgstr "启动画面绘制模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Blur Background" msgstr "启动画面模糊背景" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Prefab Assets" msgstr "预制件资源" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Prefab Asset" msgstr "预制件资产" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Saving Failed" msgstr "保存失败" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Check the Console window to get more insight into what needs to be fixed on the Prefab Asset.\n\nYou can open Prefab Mode to fix any issues on child GameObjects" msgstr "请检查控制台窗口以进一步了解预制件资源需要修复的问题。\n\n您可以打开“预制件模式”来修复子游戏对象的任何问题" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Open Prefab" msgstr "打开预制件" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Open Prefab for full editing support." msgstr "打开预制件以获得完整的编辑支持。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Prefab has missing scripts. Open Prefab to fix the issue." msgstr "预制件有缺失的脚本。请打开预制件以修复该问题。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Some of the selected Prefabs have missing scripts and needs to be fixed before editing them. Click to Open Prefab to fix the issue." msgstr "某些选定的预制件有缺失的脚本,需要在编辑这些脚本之前进行修复。请单击“打开预制件”以修复该问题。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Saving has failed. Check the Console window to get more insight into what needs to be fixed on the Prefab Asset.\n\nOpen Prefab to fix the issue." msgstr "保存失败。请检查控制台窗口以进一步了解预制件资产需要修复的问题。\n\n请打开预制件以修复该问题。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Base" msgstr "基础" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Cannot apply default-override property" msgstr "无法应用默认覆盖属性" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Default-override properties are protected from being applied or reverted." msgstr "默认覆盖属性受到保护而无法应用或恢复。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Cannot apply reference to object in scene" msgstr "无法应用场景中对象的引用" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "A reference to an object in the scene cannot be applied to the Prefab asset." msgstr "对场景中对象的引用无法应用于预制件资产。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Can't revert added component {0} because {1} depends on it" msgstr "无法恢复已添加的组件 {0},因为 {1} 依赖于该组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Can't revert added component" msgstr "无法恢复已添加的组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Apply as Override in Prefab '{0}'" msgstr "在预制件 '{0}' 中作为覆盖应用" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Apply to Prefab '{0}'" msgstr "应用到预制件 '{0}'" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Revert" msgstr "恢复" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Prefabs" msgstr "预制件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "The version control requires you to check out the {0} before saving changes." msgstr "版本控制要求您在保存更改之前签出 {0}。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "The version control requires you to check out the {0} before applying changes." msgstr "版本控制要求您在应用更改之前签出 {0}。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Could not save {0}" msgstr "无法保存 {0}" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Could not apply to {0}" msgstr "无法应用于 {0}" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "It was not possible to check out the {0} so the save operation has been canceled." msgstr "无法签出 {0},因此已取消保存操作。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "It was not possible to check out the {0} so the apply operation has been canceled." msgstr "无法签出 {0},因此已取消应用操作。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Revert All" msgstr "全部恢复" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Revert all overrides." msgstr "恢复所有覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply All" msgstr "应用所有" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply all overrides to Prefab source '{0}'." msgstr "将所有覆盖应用于预制件源 '{0}'。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply All to Base" msgstr "全部应用于基础" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply all overrides to base Prefab source '{0}'." msgstr "将所有覆盖应用于基础预制件源 '{0}'。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple instances of same Prefab Asset" msgstr "同一个预制件资产的多个实例" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple instances of the same Prefab Asset were detected. Potentially conflicting overrides will be applied sequentially and will overwrite each other." msgstr "检测到同一个预制件资源的多个实例。潜在冲突的覆盖将按顺序应用,并将相互覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Overrides to" msgstr "覆盖到" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "in" msgstr "在" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple Prefabs selected. Cannot show overrides." msgstr "已选择多个预制件。无法显示覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple Prefabs selected. Cannot show overrides.\nApplying is not possible for one or more Prefabs. Select individual Prefabs for details." msgstr "已选择多个预制件。无法显示覆盖。\n一个或多个预制件无法应用。请选择各个预制件以了解详细信息。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Click on individual items to review and revert.\nApplying to a Model Prefab is not possible." msgstr "单击要查看和恢复的各个项。\n无法应用于模型预制件。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Click on individual items to review, revert and apply." msgstr "单击要查看、恢复和应用的各个项。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Click on individual items to review and revert." msgstr "单击要查看和恢复的各个项。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Disconnected. Cannot show overrides." msgstr "已断开连接。无法显示覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "The Prefab file contains an invalid script. Applying is not possible. Enter Prefab Mode and remove or recover the script." msgstr "预制件文件包含无效的脚本。无法进行应用。请进入预制件模式并移除或恢复脚本。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "The Prefab instance contains an invalid script. Applying is not possible. Remove or recover the script." msgstr "预制件实例包含无效的脚本。无法进行应用。请移除或恢复脚本。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "The Prefab file is immutable. Applying is not possible." msgstr "预制件文件不可变。无法进行应用。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Prefab Source" msgstr "预制件源" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Override" msgstr "覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Removed" msgstr "已移除" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Added" msgstr "已添加" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "No Overrides" msgstr "无覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Apply" msgstr "应用" #: Editor/Mono/EditorHandles/BoundsHandle/PrimitiveBoundsHandle.cs:1 msgid "Edit bounding volume.\n\n - Hold Alt after clicking control handle to pin center in place.\n - Hold Shift after clicking control handle to scale uniformly." msgstr "编辑边界体积。\n\n - 单击控制手柄后按住 Alt 键将中心固定到位。\n - 单击控制手柄后按住 Shift 键进行均匀缩放。" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1 msgid "Create New Library" msgstr "创建新库" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1 msgid "Preferences Folder" msgstr "首选项文件夹" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1 msgid "Project Folder" msgstr "项目文件夹" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Grid" msgstr "网格" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "List" msgstr "列表" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Small Grid" msgstr "小网格" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Large Grid" msgstr "大网格" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Small List" msgstr "小列表" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Large List" msgstr "大列表" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Create New Library..." msgstr "创建新库…" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Add Factory Presets To Current Library" msgstr "添加预设效果至当前库" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Reveal Current Library Location" msgstr "显示当前库位置" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Add new preset" msgstr "添加新预设" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "To add presets you need to press the 'Check out' button below" msgstr "要添加预设,您需要点击下方的 '签出' 按钮" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Presets" msgstr "预设" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "New" msgstr "新建" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Move To First" msgstr "移动到首位" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Cannot Delete" msgstr "无法删除" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Deleting the 'Assets' folder is not allowed" msgstr "不允许删除 'Assets' 文件夹" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Delete selected assets?" msgstr "删除选定资产?" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Delete selected asset?" msgstr "删除选定资源?" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "You cannot undo this action." msgstr "您无法撤消此操作。" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Some assets could not be deleted.\nMake sure nothing is keeping a hook on them, like a loaded DLL for example." msgstr "无法删除某些资产。\n确保没有任何东西挂在资产上,例如加载的 DLL。" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Choose the target player to connect to." msgstr "选择要连接到的目标播放器。" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid " (Localhost prohibited)" msgstr "(禁止 localhost)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid " (Version mismatch)" msgstr "(版本不匹配)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Enter Player IP" msgstr "输入玩家 IP" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Playmode" msgstr "播放模式" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Editor" msgstr "编辑器" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "" msgstr "<输入 IP>" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "(Autoconnected Player)" msgstr "(自动连接的播放器)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Connecting to player... (this can take a while)" msgstr "正在连接到播放器...(请稍候)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Connect" msgstr "连接" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Connection Status" msgstr "连接状态" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Emulation Mode" msgstr "仿真模式" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Device Version" msgstr "设备版本" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Room" msgstr "环境" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Simulated Input" msgstr "模拟输入" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Remote Machine" msgstr "远程机器" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Enable Video" msgstr "启用视频" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Enable Audio" msgstr "启用音频" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Max Bitrate (kbps)" msgstr "最大比特率(kbps)" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Disconnect" msgstr "断开" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Disconnected" msgstr "已断开连接" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Connecting" msgstr "正在连接" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Connected" msgstr "已连接" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Remote to Device" msgstr "远程到设备" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Simulate in Editor" msgstr "在编辑器中模拟" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "HoloLens (1st Gen)" msgstr "HoloLens(第 1 代)" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "HoloLens 2" msgstr "HoloLens 2" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "DefaultRoom" msgstr "DefaultRoom" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Bedroom1" msgstr "Bedroom1" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Bedroom2" msgstr "Bedroom2" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "GreatRoom" msgstr "GreatRoom" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "LivingRoom" msgstr "LivingRoom" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Left Hand" msgstr "左手" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Right Hand" msgstr "右手" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Left Controller" msgstr "左控制器" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Right Controller" msgstr "右控制器" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Holographic" msgstr "全息" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "Lighting Data Asset" msgstr "照明数据资产" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "A different LightingData.asset can be assigned here. These assets are generated by baking a scene in the OnDemand mode." msgstr "在此可分配不同的 LightingData.asset,通过在按需模式中烘焙场景可生成这些资产。" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "Lightmap textures: N/A" msgstr "光照贴图纹理:不适用" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "This lightmap has converged and is not owned by the Progressive Lightmapper anymore." msgstr "此光照贴图已收敛,不再由“渐进光照贴图烘焙器”拥有。" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "GPU memory: N/A" msgstr "GPU 内存:不适用" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Baked Global Illumination" msgstr "烘焙全局照明" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether Mixed and Baked lights will use baked Global Illumination. If enabled, Mixed lights are baked using the specified Lighting Mode and Baked lights will be completely baked and not adjustable at runtime." msgstr "控制“混合”和“烘焙”光照是否使用烘焙“全局”照明。如果启用,“混合”光照将使用指定的“照明模式”进行烘焙,“烘焙”光照将完全烘焙,且在运行时无法调整。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Multiplier for indirect lighting. Use with care." msgstr "反弹比例|间接光乘数。请谨慎使用。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Update Threshold" msgstr "更新阈值" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Threshold for updating realtime GI. A lower value causes more frequent updates (default 1.0)." msgstr "更新实时 GI 的阈值。较低的值会导致更频繁的更新(默认值为 1.0)。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the amount of light bounced between surfaces by intensifying the albedo of materials in the scene. Increasing this draws the albedo value towards white for indirect light computation. The default value is physically accurate." msgstr "通过增强场景中材质的反照率来控制平面之间反射的光量。对于间接光计算,增加此值会使其反照率值接近白色。默认值在物理上是准确的。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Intensity" msgstr "间接密度" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the brightness of indirect light stored in realtime and baked lightmaps. A value above 1.0 will increase the intensity of indirect light while a value less than 1.0 will reduce indirect light intensity." msgstr "控制存储在实时和烘焙光照贴图中的间接光的亮度。大于 1.0 的值将增加间接光的强度,而小于 1.0 的值将减小间接光强度。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Directional Mode" msgstr "定向模式" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether baked and realtime lightmaps will store directional lighting information from the lighting environment. Options are Directional and Non-Directional." msgstr "控制烘焙和实时光照贴图是否存储来自照明环境的定向光照信息。选项有“定向”和“非定向”。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Lighting" msgstr "实时光照" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Precompute Realtime indirect lighting for realtime lights and static objects. In this mode realtime lights, ambient lighting, materials of static objects (including emission) will generate indirect lighting at runtime. Only static objects are blocking and bouncing light, dynamic objects receive indirect lighting via light probes." msgstr "预计算实时灯光和静态物体的“实时”间接照明。在此模式下,实时灯光、环境光线和静态物体的材质(包括发射)将在运行时生成间接照明。只有静态物体会阻挡并反射光线,动态物体会通过光照探测器接收间接照明。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed Lighting" msgstr "混合照明" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bake Global Illumination for mixed lights and static objects. May bake both direct and/or indirect lighting based on settings. Only static objects are blocking and bouncing light, dynamic objects receive baked lighting via light probes." msgstr "混合照明和静态物体的“烘焙全局照明”。可以根据设置烘焙直接和/或间接照明。只有静态物体才会阻挡并反射光照,动态物体会通过光照探测器接收烘焙照明。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmapping Settings" msgstr "光照贴图设置" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Settings that apply to both Global Illumination modes (Precomputed Realtime and Baked)." msgstr "适用于两种“全局照明”模式(“预计算实时”和“烘焙”)的设置。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Concurrent Jobs" msgstr "并发工作" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The amount of simultaneously scheduled jobs." msgstr "同时安排的工作量。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force White Albedo" msgstr "强制白色反照率" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force white albedo during lighting calculations." msgstr "照明计算时强制白色反照率。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force Updates" msgstr "强制更新" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force continuous updates of runtime indirect lighting calculations." msgstr "强制连续更新运行时间接照明计算。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Exports unfiltered textures, normals, positions." msgstr "导出未过滤的纹理、法线和位置。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Destination" msgstr "目标" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Destination for the training data, for example 'mysetup/30samples'. Will still be located at the first level in the project folder. " msgstr "训练数据的目标,例如 'mysetup/30samples'。仍将位于项目文件夹的第一级。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the resolution in texels that are used per unit for objects being lit by indirect lighting. The larger the value, the more significant the impact will be on the time it takes to bake the lighting." msgstr "设置间接照明点亮对象每单位使用的纹素的分辨率。值越大,对烘烤照明所花费时间的影响就越大。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the resolution in texels that are used per unit for objects being lit by baked global illumination. Larger values will result in increased time to calculate the baked lighting." msgstr "设置烘焙全局照明点亮的对象每单位使用的纹素的分辨率。较大的值会增加计算烘焙照明所用的时间。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmap Padding" msgstr "光照贴图填充" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the separation in texels between shapes in the baked lightmap." msgstr "设置烘焙光照贴图中形状之间的纹理分隔。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the resolution of the full lightmap Texture in pixels. Values are squared, so a setting of 1024 will produce a 1024x1024 pixel sized lightmap." msgstr "设置以像素为单位的完整光照贴图纹理的分辨率。值为平方,因此设置为 1024 将生成 1024x1024 像素大小的光照贴图。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether the baked lightmap is compressed or not. When enabled, baked lightmaps are compressed to reduce required storage space but some artifacting may be present due to compression." msgstr "控制是否压缩烘焙光照贴图。启用后,将压缩烘焙光照贴图以减少所需的存储空间,但压缩可能会导致出现一些伪影。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether to include ambient occlusion or not in the baked lightmap result. Enabling this results in simulating the soft shadows that occur in cracks and crevices of objects when light is reflected onto them." msgstr "指定是否在烘焙的光照贴图结果中包含环境光遮挡。启用此功能可以模拟光线反射到物体时,裂缝和裂缝中出现的柔和阴影。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Contribution" msgstr "间接贡献" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Adjusts the contrast of ambient occlusion applied to indirect lighting. The larger the value, the more contrast is applied to the ambient occlusion for indirect lighting." msgstr "调整应用于间接照明的环境光遮蔽的对比度。值越大,对于间接照明的环境遮挡应用的对比度越大。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Contribution" msgstr "直接贡献" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Adjusts the contrast of ambient occlusion applied to the direct lighting. The larger the value is, the more contrast is applied to the ambient occlusion for direct lighting. This effect is not physically accurate." msgstr "调整应用于直接照明的环境光遮蔽的对比度。值越大,对于直接照明的环境遮挡应用的对比度越大。这种效果不是精确的物理效果。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls how far rays are cast in order to determine if an object is occluded or not. A larger value produces longer rays and contributes more shadows to the lightmap, while a smaller value produces shorter rays that contribute shadows only when objects are very close to one another. A value of 0 casts an infinitely long ray that has no maximum distance." msgstr "控制光线投射的距离,以便确定对象是否受到了遮挡。较大的值会产生较长的光线并为光照贴图提供更多的阴影,而较小的值则会产生较短的光线,只有当物体彼此非常接近时才会产生阴影。值为 0 会投射出没有最大距离的无限长的光线。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether the final light bounce of the global illumination calculation is calculated at the same resolution as the baked lightmap. When enabled, visual quality is improved at the cost of additional time required to bake the lighting." msgstr "指定是否以与烘焙光照贴图相同的分辨率计算全局照明计算的最终光线反弹。启用后,会以烘烤照明所需的额外时间为代价来提高视觉质量。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of rays emitted for every final gather point." msgstr "控制从每个最终聚集点发射的光线数量。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Denoising" msgstr "去噪" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether a denoising filter is applied to the final gather output." msgstr "控制是否将去噪滤镜应用于最终聚集输出。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Shadow Color" msgstr "实时阴影颜色" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The color used for mixing realtime shadows with baked lightmaps in Subtractive lighting mode. The color defines the darkest point of the realtime shadow." msgstr "用于在“减性”照明模式下将实时阴影与烘焙光照贴图混合的颜色。颜色定义了实时阴影的最暗点。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lighting Mode" msgstr "照明模式" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies which Scene lighting mode will be used for all Mixed lights in the Scene. Options are Baked Indirect, Shadowmask and Subtractive." msgstr "指定“场景”中所有“混合”灯光使用哪种“场景”照明模式。选项包括“直接烘焙”、“Shadowmask”和“减性”。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Global Illumination (Deprecated)" msgstr "实时全局照明(已弃用)" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Enlighten is entering deprecation. Please ensure that your project will not require support for Enlighten beyond the deprecation date." msgstr "Enlighten 即将弃用。请确保您的项目在弃用日期之后不再需要 Enlighten 支持。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmapper" msgstr "光照贴图器" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies which baking system will be used to generate baked lightmaps." msgstr "指定使用哪个烘焙系统来生成烘焙光照贴图。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sampling" msgstr "采样" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "How to sample the lightmaps. Auto and adaptive automatically test for convergence. Auto uses a maximum of 16K samples. Adaptive uses a configurable maximum number of samples. Fixed always uses the set number of samples and does not test for convergence." msgstr "如何对光照贴图进行采样。“自动和自适应”会自动测试收敛。“自动”最多使用 16K 样本。“自适应”使用可配置的最大样本数。“固定”始终使用设定数量的样本,且不会测试收敛。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Max Direct Samples" msgstr "最大直接样本数" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Maximum number of samples to use for direct lighting." msgstr "用于直接照明的最大样本数。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of samples the lightmapper will use for direct lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete." msgstr "控制光照贴图用来计算直接照明的样本数。增加此值可以提高光照贴图的质量,但会增加完成烘焙所需的时间。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Max Indirect Samples" msgstr "最大间接样本数" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Maximum number of samples to use for indirect lighting." msgstr "用于间接照明的最大样本数。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of samples the lightmapper will use for indirect lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete." msgstr "控制光照贴图用来计算间接照明的样本数。增加此值可以提高光照贴图的质量,但会增加完成烘焙所需的时间。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the maximum number of bounces the lightmapper will compute for indirect light." msgstr "控制光照贴图为间接光线计算的最大反弹次数。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Denoiser" msgstr "直接降噪器" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Your hardware doesn't support denoising. To see minimum requirements, read the documentation." msgstr "您的硬件不支持去噪。要查看最低要求,请阅读文档。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Denoiser" msgstr "间接降噪器" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ambient Occlusion Denoiser" msgstr "环境光遮挡降噪器" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the type of denoiser used to reduce noise for direct lights." msgstr "指定用于减少直射光噪点的降噪器类型。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the type of denoiser used to reduce noise for indirect lights." msgstr "指定用于减少间接光噪点的降噪器类型。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the type of denoiser used to reduce noise for ambient occlusion." msgstr "指定用于减少环境光遮挡噪点的降噪器类型。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the method to reduce noise in baked lightmaps." msgstr "指定减少烘焙光照贴图中的噪点的方法。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Filter" msgstr "直接过滤器" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the filter kernel applied to the direct light stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail." msgstr "指定应用于存储在光照贴图中的直射光的滤镜内核。高斯会使光照贴图模糊,并会丢失一些细节。A-Trous 会根据阈值降低噪点,同时保持边缘细节。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Filter" msgstr "间接过滤器" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the filter kernel applied to the indirect light stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail." msgstr "指定应用于存储在光照贴图中的间接光的滤镜内核。高斯会使光照贴图模糊,并会丢失一些细节。A-Trous 会根据阈值降低噪点,同时保持边缘细节。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ambient Occlusion Filter" msgstr "环境光遮蔽滤镜" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the filter kernel applied to the ambient occlusion stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail." msgstr "指定应用于存储在光照贴图中的环境光遮挡的滤镜内核。高斯会使光照贴图模糊,并会丢失一些细节。A-Trous 会根据阈值降低噪点,同时保持边缘细节。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the radius of the filter for direct light stored in the lightmap. A higher value gives a stronger blur and less noise." msgstr "控制光照贴图中存储的直射光的滤镜半径。值越高,模糊越强,噪点也越少。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the radius of the filter for indirect light stored in the lightmap. A higher value gives a stronger blur and less noise." msgstr "控制光照贴图中存储的间接光的滤镜半径。值越高,模糊越强,噪点也越少。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the radius of the filter for ambient occlusion stored in the lightmap. A higher value gives a stronger blur and less noise." msgstr "控制光照贴图中存储的环境光遮挡的滤镜半径。值越高,模糊越强,噪点也越少。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sigma" msgstr "Sigma" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the threshold of the filter for direct light stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap." msgstr "控制光照贴图中存储的直射光的滤镜阈值。增加此值可以增加阈值,从而减少光照贴图直接层中的噪点。过高的值可能会导致光照贴图中的细节丢失。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the threshold of the filter for indirect light stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap." msgstr "控制光照贴图中存储的间接光的滤镜阈值。增加此值可以增加阈值,从而减少光照贴图直接层中的噪点。过高的值可能会导致光照贴图中的细节丢失。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the threshold of the filter for ambient occlusion stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap." msgstr "控制光照贴图中存储的环境光遮挡的滤镜阈值。增加此值可以增加阈值,从而减少光照贴图直接层中的噪点。过高的值可能会导致光照贴图中的细节丢失。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether the lightmapper should prioritize baking texels within the scene view. When disabled, objects outside the scene view will have the same priority as those in the scene view." msgstr "指定光照贴图是否应该优先考虑场景视图中的烘焙纹素。禁用后,场景视图外的对象与场景视图中的对象具有相同的优先级。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Multiple Importance Sampling" msgstr "多重重要性采样" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether to use multiple importance sampling for sampling the environment. This will generally lead to faster convergence when generating lightmaps but can lead to noisier results in certain low frequency environments." msgstr "指定是否要使用多重重要性采样来对环境进行采样。这通常会在生成光照贴图时提高收敛速度,但在某些低频环境中会导致噪点更大的结果。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Environment Samples" msgstr "环境样本" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of samples the lightmapper will use for environment lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete." msgstr "控制光照贴图烘焙器用来计算环境光照的样本数。增加此值可以提高光照贴图的质量,但会增加完成烘焙所需的时间。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Light Probe Sample Multiplier" msgstr "光照探测器样本乘数" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls how many samples are used for Light Probes as a multiplier of the general sample counts above. Higher values improve the quality of Light Probes, but also take longer to bake. Enable the Light Probe sample count multiplier in the Editor tab under Project Settings." msgstr "控制光照探测器使用的样本数量,作为上述常规样本数量的乘数。较高的值可以改善光照探测器的质量,但烘焙时间也更长。在“项目设置”下的“编辑器”选项卡中启用光照探测器样本数量乘数。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Enlighten (Deprecated)" msgstr "Enlighten(已弃用)" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Progressive CPU" msgstr "渐进 CPU" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Progressive GPU (Preview)" msgstr "渐进 GPU(预览)" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Non-Directional" msgstr "非定向" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Baked Indirect" msgstr "间接烘焙" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Subtractive" msgstr "减性" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Shadowmask" msgstr "Shadowmask" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Optix" msgstr "Optix" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "OpenImageDenoise" msgstr "OpenImageDenoise" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Radeon Pro" msgstr "Radeon Pro" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed lights provide realtime direct lighting while indirect light is baked into lightmaps and light probes." msgstr "混合灯光提供实时直接照明,而间接照明则会被烘焙到光照贴图和光照探测器中。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the scene." msgstr "混合灯光为静态物体提供烘焙直接照明和间接照明。动态对象接收实时直接照明,并使用场景中的主方向光在静态对象上投射阴影。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed lights provide realtime direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probes occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel." msgstr "混合灯光提供实时直接照明。间接照明会被烘焙到光照贴图和光照探测器中。会为烘焙阴影生成 Shadowmasks 和光照探测器遮挡。运行时使用的“Shadowmask模式”可以在“质量设置”面板中设置。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The Lightmapper is not supported by the current render pipeline. Fallback is " msgstr "当前渲染管道不支持光照贴图器。回退是" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The Mixed mode is not supported by the current render pipeline. Fallback mode is " msgstr "当前渲染管道不支持“混合”模式。回退模式是" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Directional Mode is not supported. Fallback will be Non-Directional." msgstr "不支持定向模式。后退将是“非定向”的。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Global Illumination is not supported on SM2.0 hardware nor when using GLES2.0." msgstr "SM2.0 硬件或者使用 GLES2.0 时不支持“实时全局照明”。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "All Baked and Mixed lights in the Scene are currently being overridden to Realtime light modes. Enable Baked Global Illumination to allow the use of Baked and Mixed light modes." msgstr "“场景”中所有的“烘焙”和“混合”灯光当前都被覆盖为“实时”光照模式。启用“烘焙全局照明”即可允许使用“烘焙”和“混合”光照模式。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Gaussian" msgstr "高斯" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "A-Trous filtering is not implemented in the Progressive GPU lightmapper yet. Use the CPU lightmapper instead if you need this functionality." msgstr "尚未在渐进 GPU 光照贴图中实现 A-Trous 过滤。如果需要此功能,请改用 CPU 光照贴图。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Enable Realtime GI" msgstr "启用实时 GI" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Enabled Baked GI" msgstr "已启用烘焙 GI" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Pvr Sampling" msgstr "Pvr 采样" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filter Type AO" msgstr "PVR 过滤器类型 AO" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Indirect" msgstr "实时间接" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Directionality" msgstr "实时方向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Albedo" msgstr "实时反照率" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Emissive" msgstr "实时发光" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "UV Charts" msgstr "UV 图表" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Directionality" msgstr "烘焙方向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Shadowmask" msgstr "烘焙 Shadowmask" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Albedo" msgstr "烘焙反照率" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Emissive" msgstr "烘焙放射性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked UV Charts" msgstr "烘焙 UV 图表" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Texel Validity" msgstr "烘焙纹素有效性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked UV Overlap" msgstr "烘焙 UV 重叠" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Lightmap Culling" msgstr "烘焙光照贴图剔除" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not available at the moment." msgstr "纹理暂时不可用。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not available at the moment.\nPlease try to rebake the current scene or turn on Auto, and make sure that this object is set to 'Contribute Global Illumination' if it's meant to be baked." msgstr "纹理暂时不可用。\n请尝试重新烘焙当前场景或启用“自动”;如果要重新烘焙,请确保将此对象设置为 '贡献全局照明'。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not available at the moment.\nPlease make sure that Mixed Lights affect this GameObject and that it is set to 'Contribute Global Illumination'." msgstr "纹理暂时不可用。\n请确保“混合光源”作用于此游戏对象,且设置为 '贡献全局照明'。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not an index-based texture and is not available when using Progressive.\nPlease go to the instance you wish to debug, and select the lightmap on the Mesh Renderer." msgstr "该纹理不是基于索引的纹理,在使用“渐进”时不可用。\n请转到要调试的实例,然后在网格渲染器上选择光照贴图。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Loading..." msgstr "加载中…" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Toggles the UV Overlay for all the objects in the lightmap. The currently selected object will be highlighted. " msgstr "切换光照贴图中所有对象的 UV 重叠。当前选定的对象将高亮显示。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Controls the number of stops to over or under expose the lightmap." msgstr "控制光照贴图过度曝光或曝光不足的停止次数。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Automatically generates lighting data in the Scene when any changes are made to the lighting systems." msgstr "照明系统进行任何更改时,在“场景”中自动生成照明数据。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Generate Lighting" msgstr "生成照明" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Generates the lightmap data for the current master scene. This lightmap data (for realtime and baked global illumination) is stored in the GI Cache. For GI Cache settings see the Preferences panel." msgstr "生成当前主场景的光照贴图数据。该光照贴图数据(用于实时和烘焙全局照明)存储“GI 缓存”中。关于“GI 缓存”设置请参见“首选项”面板。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Debug Settings" msgstr "调试设置" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Light Probe Visualization" msgstr "光照探测器可视化" #: Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:1 msgid "Light Explorer" msgstr "光照浏览器" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navigation" msgstr "导航" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Radius" msgstr "代理半径" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "How close to the walls navigation mesh exist." msgstr "导航网格距离墙壁多近。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Height" msgstr "代理高度" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "How much vertical clearance space must exist." msgstr "必须存在多少垂直间隙空间。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Max Slope" msgstr "最大坡度" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Maximum slope the agent can walk up." msgstr "代理可以走上去的最大坡度。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Drop Height" msgstr "掉落高度" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Maximum agent drop height." msgstr "最大代理掉落高度。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Step Height" msgstr "步高" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "The height of discontinuities in the level the agent can climb over (i.e. steps and stairs)." msgstr "代理可以爬过的平面的间断高度(即台阶和楼梯)。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Jump Distance" msgstr "跳跃距离" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Maximum agent jump distance." msgstr "最大代理跳跃距离。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Height Mesh" msgstr "高度网格" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Generate an accurate height mesh for precise agent placement (slower)." msgstr "生成精确的高度网格,以便精确放置代理(较慢)。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Min Region Area" msgstr "最小区域面积" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Minimum area that a navmesh region can be." msgstr "导航网格区域的最小面积。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Manual Voxel Size" msgstr "手动体素尺寸" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Enable to set voxel size manually." msgstr "启用此选项,手动设置体素大小。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Voxel Size" msgstr "体素大小" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Specifies at the voxelization resolution at which the NavMesh is build." msgstr "指定生成 NavMesh 的体素化分辨率。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Learn instead about the component workflow." msgstr "了解组件工作流程。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Components available for building and using navmesh data for different agent types." msgstr "可用于生成并使用不同代理类型的 navmesh 数据的组件。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agents" msgstr "代理" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh agent settings." msgstr "导航网格代理设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Areas" msgstr "区域" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh area settings." msgstr "导航网格区域设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh bake settings." msgstr "导航网格烘焙设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Bake settings for the currently selected object." msgstr "当前所选对象的烘焙设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Path Polygons" msgstr "显示路径多边形" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the polygons leading to goal." msgstr "显示导致目标的多边形。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Path Query Nodes" msgstr "显示路径查询节点" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the nodes expanded during last path query." msgstr "显示上次路径查询期间展开的节点。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Neighbours" msgstr "显示邻居" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show the agent neighbours considered during simulation." msgstr "显示模拟过程中考虑的代理邻居。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Walls" msgstr "显示墙壁" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the wall segments handled during simulation." msgstr "显示模拟期间处理的墙段。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Avoidance" msgstr "显示避免" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the processed avoidance geometry from simulation." msgstr "显示模拟中处理的回避几何体。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Carve Hull" msgstr "显示 Carve Hull" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the hull used to carve the obstacle from navmesh." msgstr "显示用来从导航网格 carve 障碍物的 hull。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Baked Agent Size" msgstr "烘焙代理大小" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Generated Off Mesh Links" msgstr "生成分离网格链接" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Types" msgstr "代理类型" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Cost" msgstr "成本" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh Display" msgstr "导航网格显示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Display" msgstr "代理显示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Obstacle Display" msgstr "障碍显示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show NavMesh" msgstr "显示 NavMesh" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show HeightMesh" msgstr "显示 HeightMesh" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show NavMesh Portals" msgstr "显示 NavMesh 入口" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show NavMesh Links" msgstr "显示 NavMesh 链接" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Proximity Grid" msgstr "显示邻近网格" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show HeightMesh BV-Tree" msgstr "显示 HeightMesh BV-Tree" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Reset Legacy Bake Settings" msgstr "重置旧版烘焙设置" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Name Prop" msgstr "名称属性" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Radius Prop" msgstr "半径属性" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Height Prop" msgstr "高度属性" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Step Height Prop" msgstr "步高 Prop" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Smallest hole in the geometry through which the camera is supposed to see. The single float value of the parameter represents the diameter of the imaginary smallest hole, i.e. the maximum extent of a 3D object that fits through the hole." msgstr "应该透过相机看到的几何体上最小的孔。参数的单个浮值表示假想的最小孔的直径,即穿过孔的 3D 对象的最大范围。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The backface threshold is a size optimization that reduces unnecessary details by testing backfaces. A value of 100 is robust and never removes any backfaces. A value of 5 aggressively reduces the data based on locations with visible backfaces. The idea is that typically valid camera positions cannot see many backfaces. For example, geometry under terrain and inside solid objects can be removed." msgstr "背面阈值是一项大小优化,通过测试背面来减少不必要的细节。值为 100 时比较稳妥,不会移除任何背面。值为 5 时会根据有可见背面的位置大幅减少数据。原理在于,通常来说,有效的摄像机位置是看不到很多背面的。例如,位于地形下方和实体对象内部的几何体就可以移除。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Far Clip Plane used during baking. This should match the largest far clip plane used by any camera in the scene. A value of 0.0 sets the far plane to Infinity." msgstr "烘烤期间使用的远剪裁平面。该平面应该匹配场景中任何摄像机使用的最大远剪裁平面。值为 0.0 时,远平面会被设置为无穷大。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The size of the smallest object that will be used to hide other objects when doing occlusion culling. For example, if a value of 4 is chosen, then all the objects that are higher or wider than 4 meters will block visibility and the objects that are smaller than that will not. This value is a tradeoff between occlusion accuracy and storage size." msgstr "进行遮挡剔除时用于隐藏其他对象的最小对象的大小。例如,如果值选择为 4,则所有高于或大于 4 米的对象将阻止可见性,而小于该值的对象则不会阻止可见性。该值是遮挡精度和存储大小之间的折衷。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Default Parameters" msgstr "默认参数" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The default parameters guarantee that any given scene computes fast and the occlusion culling results are good. As the parameters are always scene specific, better results will be achieved when fine tuning the parameters on a scene to scene basis. All the parameters are dependent on the unit scale of the scene and it is imperative that the unit scale parameter is set correctly before setting the default values." msgstr "默认参数保证可以快速计算任何给定场景并且遮挡剔除结果良好。由于参数始终是针对特定场景的,为逐个场景微调参数可以获得更好的结果。所有参数都取决于场景的单位比例,因此在设置默认值之前必须正确设置单位比例参数。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Visualization" msgstr "可视化" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Select a Mesh Renderer or an Occlusion Area from the scene." msgstr "从场景中选择一个网格渲染器或一片遮挡区域。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Select a Camera from the scene." msgstr "从现场中选择一个摄像机。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The visualization may not correspond to current bake settings and Occlusion Area placements if they have been changed since last bake." msgstr "如果上次烘焙后曾发生改变,可视化效果可能会与当前烘焙设置以及遮挡区域放置有出入。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "See the occlusion culling visualization in the Scene View based on the selected Camera." msgstr "在场景视图中基于选定的摄像机查看遮挡剔除情况。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "No occlusion data has been baked." msgstr "没有烘焙任何遮挡数据" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Workflow" msgstr "工作流" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "The \"Hide\" mode is useful for fast discovery while the \"Show\" mode is useful for finding specific items." msgstr "“隐藏”模式对于有助于快速发现,而“显示”模式则有助于查找特定项目。" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Force Overdraw" msgstr "强制透支" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Draws Collider geometry on top of render geometry" msgstr "在渲染几何体上绘制碰撞器几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "View Distance" msgstr "查看距离" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Lower bound on distance from camera to physics geometry." msgstr "相机到物理几何体的距离下界。" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Terrain Tiles Max" msgstr "地形 Tiles 最大" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Number of mesh tiles to drawn." msgstr "要绘制的网格图块数。" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Layers" msgstr "显示层" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show selected layers" msgstr "显示所选层" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Physics Scene" msgstr "显示物理场景" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show selected physics scenes" msgstr "显示所选物理场景" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Static Colliders" msgstr "显示静态碰撞器" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Colliders that do not have a Rigidbody" msgstr "显示无刚体的碰撞器的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Triggers" msgstr "显示触发器" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Colliders that have 'isTrigger' enabled" msgstr "显示已启用 'isTrigger' 的碰撞器的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Rigidbodies" msgstr "显示刚体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Rigidbodies" msgstr "显示刚体的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Kinematic Bodies" msgstr "显示运动体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Kinematic Rigidbodies" msgstr "显示运动刚体的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Sleeping Bodies" msgstr "显示休眠体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Sleeping Rigidbodies" msgstr "显示休眠刚体的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show BoxColliders" msgstr "显示 BoxColliders" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is BoxCollider" msgstr "显示作为 BoxCollider 的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show SphereColliders" msgstr "显示 SphereColliders" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is SphereCollider" msgstr "显示作为 SphereCollider 的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show CapsuleColliders" msgstr "显示 CapsuleColliders" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is CapsuleCollider" msgstr "显示作为 CapsuleCollider 的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show MeshColliders (convex)" msgstr "显示 MeshColliders(凸面)" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is Convex MeshCollider" msgstr "显示作为凸面 MeshCollider 的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show MeshColliders (concave)" msgstr "显示 MeshColliders(凹面)" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is Concave MeshCollider" msgstr "显示作为凹面 MeshCollider 的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show TerrainColliders" msgstr "显示 TerrainColliders" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is TerrainCollider" msgstr "显示作为 TerrainCollider 的碰撞几何体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Physics Debug" msgstr "物理调试" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Static Colliders" msgstr "静态碰撞器" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Triggers" msgstr "触发器" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Rigidbodies" msgstr "刚体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Kinematic Bodies" msgstr "Kinematic 机构" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Sleeping Bodies" msgstr "休眠体" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Variation" msgstr "变化" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Transparency" msgstr "透明度" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "devOptions" msgstr "devOptions" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Force Dot" msgstr "力点" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "DotAlpha" msgstr "DotAlpha" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Hide tools" msgstr "隐藏工具" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Collision Geometry" msgstr "碰撞几何" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Mouse Select" msgstr "鼠标选择" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Use Scene Cam" msgstr "使用场景摄像头" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Collider Types" msgstr "碰撞器类型" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Selected Object Info" msgstr "选择的对象信息" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Show All" msgstr "显示全部" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show None" msgstr "不显示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "GameObject" msgstr "游戏对象" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Infinite" msgstr "无穷大" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Far Plane" msgstr "远平面" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 Editor-Missing:Missing detected at runtime. msgid "Find References in Scene" msgstr "在场景中查找引用" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:1 msgid "Realtime Lightmaps" msgstr "实时光照贴图" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:1 msgid "Baked Lightmaps" msgstr "烘焙光照贴图" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Enable/disable scene preview mode." msgstr "启用/禁用场景预览模式。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "No animatable object selected." msgstr "没有选定可动画对象。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "To begin animating {0}, create {1}." msgstr "要开始动画{0},请创建{1}。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "an Animator and an Animation Clip" msgstr "一个动画器和一个动画剪辑" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "an Animation Clip" msgstr "一个动画剪辑" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Create" msgstr "创建" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Dopesheet" msgstr "简报" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Samples" msgstr "样本" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Create New Clip..." msgstr "创建新剪辑..." #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Editing and playback of animations on optimized game object hierarchy is not supported.\nPlease select a game object that does not have 'Optimize Game Objects' applied." msgstr "不支持在已经优化的游戏对象层次结构上编辑和回放动画。\n请选择一个尚未应用“优化游戏对象”的游戏对象。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Animation Clip is Read-Only" msgstr "动画剪辑为只读" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Show Read-Only Properties" msgstr "显示只读属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Play the animation clip." msgstr "播放动画剪辑。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Enable/disable keyframe recording mode." msgstr "启用/禁用关键帧记录模式。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to previous keyframe." msgstr "转到上一个 keyframe。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to next keyframe." msgstr "转到下一个 keyframe。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to the beginning of the animation clip." msgstr "转到动画剪辑开头。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to the end of the animation clip." msgstr "转到动画剪辑末尾。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add keyframe." msgstr "添加关键帧。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add event." msgstr "添加事件。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Filter by selection." msgstr "按选择过滤。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Animation Window is linked to Timeline Editor. Press to Unlink." msgstr "“动画窗口”已经链接到“时间轴编辑器”。按下即可“取消链接”。" #: Editor/Mono/Animation/AnimationWindow/AddCurvesPopupHierarchyGUI.cs:1 msgid "Add Properties" msgstr "添加属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1 msgid "Add Property" msgstr "添加属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1 msgid "Interpolation/Euler Angles (Quaternion)" msgstr "插值/欧拉角(四元数)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1 msgid "Interpolation/Quaternion" msgstr "插值/四元数" #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:1 msgid "Add Key" msgstr "添加密钥" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Clamped Auto" msgstr "自动钳制" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Free Smooth" msgstr "自由平滑" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Flat" msgstr "平" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Broken" msgstr "断开" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Free" msgstr "左切线/自由" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Linear" msgstr "左切线/线性" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Constant" msgstr "左切线/恒定" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Weighted" msgstr "左切线/加权" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Free" msgstr "右切线/自由曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Linear" msgstr "右切线/线性" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Constant" msgstr "右切线/恒定曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Weighted" msgstr "右切线//加权" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Free" msgstr "双切线/自由曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Linear" msgstr "双切线/线性曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Constant" msgstr "双切线/恒定曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Weighted" msgstr "双切线/加权曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Weighted" msgstr "加权" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Update Key" msgstr "更新密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Remove Key" msgstr "移除密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Remove All Keys" msgstr "移除所有密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Go to Previous Key" msgstr "转到“上个键”" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Go to Next Key" msgstr "转到“下个键”" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Key All Modified" msgstr "密钥全部修改" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Key All Animated" msgstr "密钥全部动画" #: Editor/Mono/Animation/AnimationWindow/MinMaxCurveEditorWindow.cs:1 msgid "Curve Editor" msgstr "曲线编辑器" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1 msgid "Some functions were overloaded in MonoBehaviour components and may not work as intended if used with Animation Events!" msgstr "某些函数在 MonoBehaviour 组件中过载,如果与动画事件一起使用,可能无法正常工作!" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1 msgid "Function" msgstr "函数" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:1 msgid "time" msgstr "时间" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:1 msgid "value" msgstr "值" #: Editor/Mono/Annotation/LayerVisibilityWindow.cs:1 msgid "Edit Layers..." msgstr "编辑图层..." #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Camera Speed" msgstr "摄像机速度" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The current speed of the camera in the Scene view." msgstr "摄像机在“场景”视图中的当前速度。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Camera Acceleration" msgstr "摄像机加速" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Check this to enable acceleration when moving the camera. When enabled, camera speed is evaluated as a modifier. With acceleration disabled, the camera is accelerated to the Camera Speed." msgstr "选中此项可在移动摄像机时启用加速。启用后,摄像机速度将算作修改器。禁用加速后,摄像机将加速到“摄像机速度”。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The minimum speed of the camera in the Scene view. Valid values are between [0.01, 98]." msgstr "摄像机在“场景”视图中的最小速度。有效值介于 [0.01, 98] 之间。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The maximum speed of the camera in the Scene view. Valid values are between [0.02, 99]." msgstr "摄像机在“场景”视图中的最大速度。有效值介于 [0.02, 99] 之间。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The height of the camera's view angle. Measured in degrees vertically, or along the local Y axis." msgstr "摄像机视角的高度。在垂直方向或沿局部 Y 轴以度为单位测量。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Dynamic Clipping" msgstr "动态剪裁" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Check this to enable camera's near and far clipping planes to be calculated relative to the viewport size of the Scene." msgstr "选中此项可以相对于场景的视区大小计算摄像机的近剪裁平面和远剪裁平面。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Camera Easing" msgstr "摄像机缓入缓出" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Check this to enable camera movement easing. This makes the camera ease in when it starts moving and ease out when it stops." msgstr "选中此项可启用摄像机缓入缓出功能。这样可以在摄像机开始移动时缓入,而在停止时缓出。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Scene Camera" msgstr "场景摄像机" #: Editor/Mono/Annotation/SceneRenderModeWindow.cs:1 msgid "Show Lightmap Resolution" msgstr "显示光照贴图分辨率" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Show/Hide Icon" msgstr "显示/隐藏图标" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Select Icon" msgstr "选择图标" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Show/Hide Gizmo" msgstr "显示/隐藏小工具" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Scripts" msgstr "脚本" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Built-in Components" msgstr "内置组件" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "3D Icons" msgstr "3D 图标" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Selection Outline" msgstr "选择轮廓" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Selection Wire" msgstr "选择线" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Password" msgstr "密码" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Certificate password." msgstr "证书密码。" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Enter Windows Store Certificate Password" msgstr "输入 Windows 应用商店证书密码" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Invalid password." msgstr "密码无效。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Publisher" msgstr "发布者" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Publisher of the package." msgstr "包的发布者。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Confirm password" msgstr "确认密码" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Re-enter certificate password." msgstr "重新输入证书密码。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Current file will be overwritten." msgstr "当前文件将被覆盖。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Create Test Certificate for Windows Store" msgstr "为 Windows 应用商店创建测试证书" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Publisher must be specified." msgstr "必须指定发布者。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Invalid publisher." msgstr "无效的发布者。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Confirm the password." msgstr "确认密码。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Passwords do not match." msgstr "密码不匹配。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the material that is used to simulate the sky or other distant background in the Scene." msgstr "指定用于模拟“场景”中的天空或其他远处背景的材质。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Sun Source" msgstr "太阳源" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the directional light that is used to indicate the direction of the sun when a procedural skybox is used. If set to None, the brightest directional light in the Scene is used to represent the sun." msgstr "指定使用程序天空盒时用来指示太阳方向的定向光。如果设置为“无”,则“场景”中最亮的定向光用来表示太阳。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies whether to use a skybox, gradient, or color for ambient light contributed to the Scene." msgstr "指定是否对“场景”中的环境光使用天空盒、渐变或颜色。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the brightness of the skybox lighting in the Scene." msgstr "控制“场景”中天空盒灯光的亮度。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies whether to use the skybox or a custom cube map for reflection effects in the Scene." msgstr "指定是否对“场景”中的反射效果使用天空盒或自定义立方体贴图。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the resolution for the cube map assigned to the skybox material for reflection effects in the Scene." msgstr "控制分配给天空盒材质的立方体贴图的分辨率,以便用于“场景”中反射效果。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls how Unity compresses the reflection cube maps. Options are Auto, Compressed, and Uncompressed. Auto compresses the cube maps if the compression format is suitable." msgstr "控制 Unity 如何压缩反射立方体贴图。选项包括“自动”、“压缩”和“未压缩”。如果压缩格式合适,则自动压缩立方体贴图。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls how much the skybox or custom cubemap affects reflections in the Scene. A value of 1 produces physically correct results." msgstr "控制天空盒或自定义立方体贴图对“场景”中反射的影响程度。值为 1 会产生物理上正确的结果。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls how many times a reflection includes other reflections. A value of 1 results in the Scene being rendered once so mirrored reflections will be black. A value of 2 results in mirrored reflections being visible in the Scene." msgstr "控制某个反射包含其他反射的次数。值为 1 会导致“场景”渲染一次,因此镜像反射将为黑色。值为 2 会导致镜像反射在“场景”中可见。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Sky Color" msgstr "天空颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of light emitted from the sky in the Scene." msgstr "控制“场景”天空发出的光的颜色。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Equator Color" msgstr "赤道颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of light emitted from the sides of the Scene." msgstr "控制“场景”侧面发出的光的颜色。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Ground Color" msgstr "地面颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of light emitted from the ground of the Scene." msgstr "控制“场景”地面发出的光的颜色。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Ambient Color" msgstr "环境颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of the ambient light contributed to the Scene." msgstr "控制作用于“场景”的环境光的颜色。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the custom cube map used for reflection effects in the Scene." msgstr "指定用于“场景”中反射效果的自定义立方体贴图。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the Global Illumination mode that should be used for handling ambient light in the Scene. Options are Realtime or Baked. This property is not editable unless both Realtime Global Illumination and Baked Global Illumination are enabled for the scene." msgstr "指定处理“场景”中的环境光应该使用的“全局照明”模式。选项包括“实时”或“烘焙”。除非为“场景”启用了“实时全局照明”和“烘焙全局照明”,否则此属性不可编辑。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Environment" msgstr "环境" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Environment Lighting" msgstr "环境照明" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Environment Reflections" msgstr "环境反射" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Shader of this material does not support skybox rendering." msgstr "此材质的着色器不支持天空盒渲染。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Create Light" msgstr "创建光照" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the density of the fog effect in the Scene when using Exponential or Exponential Squared modes." msgstr "控制使用“指数”或“指数平方”模式时,“场景”中雾效果的浓度。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the distance from the camera where the fog will start in the Scene." msgstr "控制雾在“场景”中开始的距离。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the distance from the camera where the fog will completely obscure objects in the Scene." msgstr "控制雾完全遮挡“场景”中的对象时距离相机的距离。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Specifies whether fog is used in the Scene or not." msgstr "指定是否在“场景”中使用雾。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the color of the fog drawn in the Scene." msgstr "控制“场景”中绘制的雾的颜色。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the mathematical function determining the way fog accumulates with distance from the camera. Options are Linear, Exponential, and Exponential Squared." msgstr "控制确定雾与相机距离累积方式的数学函数。选项包括“线性”、“指数”和“指数平方”。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog has no effect on opaque objects when using Deferred Shading rendering. Use the Global Fog image effect instead, which supports opaque objects." msgstr "使用“延迟着色”渲染时,雾对不透明对象没有影响。请改为使用支持不透明对象的“全局雾”图像效果。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for Deferred Shading." msgstr "用于延迟着色的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for Deferred reflection probes." msgstr "用于延迟反射探测器的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for Legacy (light prepass) Deferred Lighting." msgstr "用于旧版(光照预通道)延迟光照的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for screen-space cascaded shadows." msgstr "用于屏幕空间级联阴影的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for depth and normals texture when enabled on a Camera." msgstr "在摄像机上启用时用于深度和法线纹理的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader for generation of Motion Vectors when the rendering camera has renderMotionVectors set to true." msgstr "当渲染摄像机的 renderMotionVectors 设置为 true 时生成“运动矢量”的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Default Shader used for light halos." msgstr "用于光环的默认着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Default Shader used for lens flares." msgstr "用于镜头光晕的默认着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Baked Non-Directional" msgstr "非定向烘焙" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked non-directional lightmaps." msgstr "烘焙非定向|支持非定向光照贴图。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Baked Directional" msgstr "烘焙方向" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked directional lightmaps." msgstr "烘焙定向|提供烘焙定向光照贴图支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked shadow occlusion." msgstr "包括对烘焙阴影遮挡的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Baked Subtractive" msgstr "减性烘焙" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked subtractive lightmaps." msgstr "包括对烘焙减性光照贴图的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Realtime Non-Directional" msgstr "实时非定向" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for realtime non-directional lightmaps." msgstr "实时非定向|包括对实时非定向光照贴图的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Realtime Directional" msgstr "实时方向" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for realtime directional lightmaps." msgstr "包括对实时定向光照贴图的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Import From Current Scene" msgstr "从当前场景导入" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Calculate lightmap modes used by the current scene." msgstr "计算当前场景使用的光照贴图模式。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Linear" msgstr "线性" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for Linear fog." msgstr "线性|包括对线性曲线雾的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Exponential" msgstr "指数的" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for Exponential fog." msgstr "指数|包括对指数雾的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Exponential Squared" msgstr "指数平方" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for Exponential Squared fog." msgstr "指数平方|包括对指数平方雾的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Calculate fog modes used by the current scene." msgstr "计算当前场景使用的雾模式。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Save to asset..." msgstr "保存到资源..." #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Save currently tracked shaders into a Shader Variant Manifest asset." msgstr "将当前跟踪的着色器保存到“着色器变体清单”资产中。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Clear currently tracked shader variant information." msgstr "清除当前跟踪的着色器变体信息。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Realtime Global Illumination CPU Usage" msgstr "实时全局照明 CPU 使用情况" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "How many CPU worker threads to create for Realtime Global Illumination lighting calculations in the Player. Increasing this makes the system react faster to changes in lighting at a cost of using more CPU time. The higher the CPU Usage value, the more worker threads are created for solving Realtime GI." msgstr "为播放器中的“实时全局照明”灯光计算创建多少个 CPU 工作线程。增加线程数会使系统对灯光变化的反应更快,但代价是会使用更多的 CPU 时间。“CPU 使用”值越高,为解决“实时 GI”而创建的工作线程数就越多。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Platform shader settings" msgstr "平台着色器设置" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Built-in shader settings" msgstr "内置着色器设置" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader preloading" msgstr "着色器预加载" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Modes" msgstr "光照贴图模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Modes" msgstr "雾模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Instancing Variants" msgstr "实例化变体" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "FP16" msgstr "FP16" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "R11G11B10" msgstr "R11G11B10" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Unlimited" msgstr "无限制" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Low (Tier1)" msgstr "低(第 1 层)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Medium (Tier 2)" msgstr "中等(第 2 层)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "High (Tier 3)" msgstr "高(第 3 层)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Use Defaults" msgstr "使用默认" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Standard Shader" msgstr "标准着色器" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Standard Shader Quality" msgstr "标准着色器质量" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Reflection Probes Box Projection" msgstr "反射探测器盒投影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Reflection Probes Blending" msgstr "反射探测器混合" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Detail Normal Map" msgstr "细节法线贴图" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Cascaded Shadows" msgstr "级联阴影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Prefer 32-bit shadow maps" msgstr "首选 32 位阴影贴图" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Enable Semitransparent Shadows" msgstr "启用半透明阴影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Enable Light Probe Proxy Volume" msgstr "启用光线探测器代理卷" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Use HDR" msgstr "使用 HDR" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "HDR Mode" msgstr "HDR 模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Stripping" msgstr "光照贴图剥离" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Stripping" msgstr "雾剥离" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Keep Exp 2" msgstr "雾保持指数 2" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Instancing Stripping" msgstr "实例化剥离" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Controls the visibility of the halo effect around lights in the Scene." msgstr "控制“场景”中灯光周围光晕效果的可见性。" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Specifies the Texture used when drawing the halo effect around lights in the Scene" msgstr "指定在“场景”中的灯光周围绘制光晕效果时使用的纹理" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Controls the visibility of lens flares from lights in the Scene." msgstr "控制“场景”中灯光的镜头光晕的可见性。" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Controls the time over which lens flares fade from view after initially appearing." msgstr "控制镜头光晕出现后再从视野中淡去的时间。" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Specifies the Texture mask used to cast shadows, create silhouettes, or patterned illumination when using spot lights." msgstr "指定使用聚光灯时用于投射阴影,创建轮廓或图案照明的“纹理”遮罩。" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Move" msgstr "移动" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snap value for the Move tool" msgstr "移动工具的捕捉值" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "X snap value" msgstr "X 捕捉值" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Y snap value" msgstr "Y 捕捉值" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Z snap value" msgstr "Z 捕捉值" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snap value for the Rotate tool" msgstr "旋转工具的捕捉值" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snap value for the Scale tool" msgstr "缩放工具的捕捉值" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Prefer Grid" msgstr "首选网格" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "When moving a handle along a cardinal direction, handles will snap to the nearest grid point instead of increments from the handle origin." msgstr "沿基本方向移动手柄时,手柄将捕捉到最近的网格点,而不是从手柄原点开始递增。" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snap to Grid" msgstr "捕捉到网格" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snap Settings" msgstr "捕捉设置" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snaps selected object to the grid" msgstr "将选定对象捕捉到网格" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snaps selected object to the grid on the X axis" msgstr "将选定对象捕捉到 X 轴上的网格" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snaps selected object to the grid on the Y axis" msgstr "将选定对象捕捉到 Y 轴上的网格" #: Editor/Mono/Grids/SnapSettingsWindow.cs:1 msgid "Snaps selected object to the grid on the Z axis" msgstr "将选定对象捕捉到 Z 轴上的网格" #: Editor/Mono/Grids/GridSettingsWindow.cs:1 msgid "Grid Axis" msgstr "网格轴" #: Editor/Mono/Grids/GridSettingsWindow.cs:1 msgid "Grid Settings" msgstr "网格设置" #: Editor/Mono/Grids/GridSettingsWindow.cs:1 msgid "Opacity" msgstr "不透明度" #: Editor/Mono/WebViewEditorWindow/WebViewEditorWindow.cs:1 msgid "About" msgstr "关于" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Record" msgstr "记录" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Record profiling information" msgstr "记录分析信息" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 0" msgstr "RT 0" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #0" msgstr "显示渲染目标 #0" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 1" msgstr "RT 1" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #1" msgstr "显示渲染目标 #1" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 2" msgstr "RT 2" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #2" msgstr "显示渲染目标 #2" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 3" msgstr "RT 3" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #3" msgstr "显示渲染目标 #3" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 4" msgstr "RT 4" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #4" msgstr "显示渲染目标 #4" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 5" msgstr "RT 5" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #5" msgstr "显示渲染目标 #5" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 6" msgstr "RT 6" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #6" msgstr "显示渲染目标 #6" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 7" msgstr "RT 7" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #7" msgstr "显示渲染目标 #7" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show depth buffer" msgstr "显示深度缓冲区" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show all (RGB) color channels" msgstr "显示所有(RGB)颜色通道" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show red channel only" msgstr "仅显示红色通道" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show green channel only" msgstr "仅显示绿色通道" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show blue channel only" msgstr "仅显示蓝色通道" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show alpha channel only" msgstr "仅显示 alpha 通道" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Which render target color channels to show" msgstr "颜色通道显示的渲染目标" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Levels" msgstr "级别" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Render target display black/white intensity levels" msgstr "渲染目标显示黑/白强度等级" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Click to select shader" msgstr "单击选择着色器" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Click to copy shader and keywords text to clipboard." msgstr "单击将着色器和关键字文本复制到剪贴板。" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Disable" msgstr "禁用" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Enable" msgstr "启用" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Frame Debug" msgstr "帧调试" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Copy value" msgstr "复制值" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Why this draw call can't be batched with the previous one" msgstr "为什么不能用前一个调用批处理这个绘制调用" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go back one frame" msgstr "退回一帧" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go one frame forwards" msgstr "前进一帧" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Enable Code Coverage" msgstr "启用代码覆盖率" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Check this to enable Code Coverage." msgstr "选中此项可启用代码覆盖率。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Maximum Cache Size (GB)" msgstr "最大缓存大小(GB)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "The size of the GI Cache folder will be kept below this maximum value when possible. A background job will periodically clean up the oldest unused files." msgstr "如果可能,“GI 缓存”文件夹的大小将始终低于此最大值。后台作业会定期清理最旧的未使用文件。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Custom cache location" msgstr "自定义缓存位置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Specify the GI Cache folder location." msgstr "指定“ GI 缓存”文件夹的位置。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache Folder Location" msgstr "缓存文件夹位置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "The GI Cache folder is shared between all projects." msgstr "“GI Cache”文件夹在所有项目之间共享。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache compression" msgstr "缓存压缩" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Use fast realtime compression for the GI cache files to reduce the size of generated data. Disable it and clean the cache if you need access to the raw data generated by Enlighten." msgstr "对 GI 缓存文件使用快速实时压缩以减少生成的数据的大小。如果需要访问 Enlighten 生成的原始数据,请禁用该选项并清理缓存。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Max Sprite Atlas Cache Size (GB)" msgstr "最大 Sprite 图集缓存大小(GB)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "The size of the Sprite Atlas Cache folder will be kept below this maximum value when possible. Change requires Editor restart" msgstr "如果可能,“Sprite 图集缓存”文件夹的大小将始终低于此最大值。如有更改则需要重启“编辑器”。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Open by file extension" msgstr "按文件扩展名打开" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Browse..." msgstr "浏览..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Auto Refresh" msgstr "自动刷新" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Load Previous Project on Startup" msgstr "启动时加载上次的项目" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Compress Assets on Import" msgstr "导入时压缩资源" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "macOS Color Picker" msgstr "macOS 颜色选取器" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Disable Editor Analytics (Pro Only)" msgstr "禁用编辑器 Analytics(仅限专业版)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Show Asset Store search hits" msgstr "显示资源商店搜索命中项" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Verify Saving Assets" msgstr "验证保存资源" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Script Changes While Playing" msgstr "播放时脚本更改" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Font" msgstr "编辑器字体" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Theme" msgstr "编辑器主题" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Personal" msgstr "个人" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Professional" msgstr "专业" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Enable Alphanumeric Sorting" msgstr "启用字母数字排序" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Attaching" msgstr "编辑器附加" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Changing this setting requires a restart to take effect." msgstr "此设置更改后需重启生效。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Revision Control Diff/Merge" msgstr "修订控制区别/合并" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "External Script Editor" msgstr "外部脚本编辑器" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Image application" msgstr "图像应用程序" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor icons and text scaling" msgstr "编辑器图标和文本缩放" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Use default desktop setting" msgstr "使用默认桌面设置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Current scaling" msgstr "当前缩放" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Use custom scaling value" msgstr "使用自定义缩放值" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache settings can't be changed while lightmapping is being computed." msgstr "计算光照贴图时不能更改缓存设置。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Clean Cache" msgstr "清理缓存" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Browse for GI Cache location" msgstr "浏览 GI 缓存位置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache size is" msgstr "缓存大小是" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Please wait..." msgstr "请稍候..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Language (Experimental)" msgstr "编辑器语言(实验功能)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor language" msgstr "编辑器语言" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Auto Refresh must be set when using Collaboration feature." msgstr "使用协作功能时必须设置自动刷新" #: Editor/Mono/PreferencesWindow/DiagnosticsSwitchPreferences.cs:1 msgid "Some settings will not take effect until you restart Unity." msgstr "重新启动 Unity 后,某些设置才会生效。" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "The size of the local asset cache server folder will be kept below this maximum value." msgstr "始终低于此最大值的本地资源缓存服务器文件夹的大小。" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Specify the local asset cache server folder location." msgstr "指定本地资源缓存服务器文件夹的位置。" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "The local asset cache server folder is shared between all projects." msgstr "所有项目之间共享本地资源缓存服务器文件夹。" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Check Cache Size" msgstr "检查缓存大小" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Check the size of the local asset cache server - can take a while" msgstr "检查本地资源缓存服务器的大小 - 可能需要一段时间" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "New Projects default asset pipeline" msgstr "新项目默认资源管道" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "The default asset pipeline used when creating a new project. Note that this default can be overridden by using a -adb1 or -adb2 command line argument." msgstr "创建新项目时使用的默认资源管道。请注意,可以使用 -adb1 或 -adb2 命令行参数覆盖此默认设置。" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Browse for local asset cache server location" msgstr "浏览本地资源缓存服务器位置" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Asset pipeline v1" msgstr "资源管道 v1" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Asset pipeline v2 (experimental)" msgstr "资源管道 v2(实验功能)" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Cache size is unknown" msgstr "缓存大小未知" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Lock Selection" msgstr "锁定选择" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Limits the table contents to the active selection." msgstr "限制表内容为活动选择。" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Disable All" msgstr "禁用全部" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Disables all filters." msgstr "禁用所有过滤器。" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Invert Result" msgstr "反转结果" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Inverts the filtered results." msgstr "反转过滤后的结果。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Adds this group to set of soloed groups" msgstr "添加该组到独立组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Mutes this group" msgstr "静音此组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Bypasses the effects on this group" msgstr "绕过此组的效果" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Drag horizontally to change wet mix levels or vertically to change order of effects. Note: Enable wet mixing in the context menu." msgstr "水平拖拽更改湿混合级别或垂直拖到更改效果顺序。注意:在上下文菜单中启用湿混合。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Place the attenuation slot in the effect stack where attenuation should take effect" msgstr "将衰减槽放置在效果堆栈中,使其发挥作用。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Connect to a Receive in the context menu or in the inspector" msgstr "连接到上下文菜单或检查器中的“接收”" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Connect a Send to this Receive" msgstr "将“发送”连接到该“接收”" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Connect a Send to this Duck Volume" msgstr "将“发送”连接到该“闪避音量”" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Ducking Fader" msgstr "闪避推子" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Attenuation fader" msgstr "衰减音量控制器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "The VU meter shows the current level of the mix of all sounds and subgroups." msgstr "VU 表显示所有音频和子组的当前混合等级。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Referenced groups" msgstr "已引用组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Mixer groups that are hidden but are referenced by the visible mixer groups are shown here for convenience" msgstr "为了方便起见,在这里显示已隐藏但被可视混合器组引用的混合器组。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Toggle bypass on this effect" msgstr "开关忽略此效果" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Allow Wet Mixing (causes higher memory usage)" msgstr "允许湿混(会消耗大量内存)" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add..." msgstr "添加..." #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Wet" msgstr "湿" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Enables/disables wet/dry ratio on this effect. Note that this makes the DSP graph more complex and requires additional CPU and memory, so use it only when necessary." msgstr "启用/禁用此效果的湿/干比率。注意,此选项会使 DSP 图更加复杂并且需要额外的 CPU 和内存,因此仅在需要时使用。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Edit in Playmode" msgstr "在“播放模式”中编辑" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Add Effect" msgstr "添加特效" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Send level" msgstr "发送级别" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Receive" msgstr "接收" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Copy effect settings to all snapshots" msgstr "复制效果设置到所有快照" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Copy effect settings to all snapshots, including wet level" msgstr "复制效果设置到所有快照(包括湿级别)" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Remove this effect" msgstr "移除此效果" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "No valid Receive targets found" msgstr "没有有效的接收目标" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "No Send sources connected." msgstr "未连接发送源" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParameterView.cs:1 msgid "Unexpose" msgstr "取消暴露" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:1 msgid "Views" msgstr "视图" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:1 msgid "A view is the saved visibility state of the current Mixer Groups. Use views to setup often used combinations of Mixer Groups." msgstr "视图是当前混合器组的已保存可见性状态。使用视图可以设置常用混合器组的组合。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParametersPopup.cs:1 msgid "Audio Mixer parameters can be exposed to scripting. Select an Audio Mixer Group, right click one of its properties in the Inspector and select 'Expose'." msgstr "音频混合器参数可以暴露给脚本。选择一个音频混合器组,右键单击检查器中的一个属性,然后选择 '暴露'。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Audio Mixer" msgstr "音频混合器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "RMS" msgstr "RMS" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Switches between RMS (Root Mean Square) metering and peak metering. RMS is closer to the energy level and perceived loudness of the sound (hence lower than the peak meter), while peak-metering is useful for monitoring spikes in the signal that can cause clipping." msgstr "在 RMS(均方根)计量和峰值计量之间切换。RMS 接近于能量等级和音频感知度(因此低于峰值计量),而峰值计量在监视引起削波的信号尖峰中非常有用。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Select an Audio Mixer" msgstr "选择一个“音频混合器”" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Select an Audio Mixer Group from another Audio Mixer to output to. If 'None' is selected, then output is routed directly to the Audio Listener." msgstr "从另外一个“音频混合器”中选择一个“音频混合器组”用于输出。如果选择 '无',则将输出直接定向到“音频监听器”。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Create an AudioMixer asset from the Project Browser to get started" msgstr "先从项目浏览器中创建一个 AudioMixer" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Sort groups alphabetically" msgstr "按字母顺序进行组排序" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Show referenced groups" msgstr "显示已引用组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Show group connections" msgstr "显示组连接" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Only highlight selected group connections" msgstr "仅高亮显示选定的组连接" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Vertical layout" msgstr "垂直布局" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Horizontal layout" msgstr "水平布局" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Use RMS metering for display" msgstr "使用 RMS 测量显示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Use peak metering for display" msgstr "使用峰值测量显示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Groups Rendered Above" msgstr "DEVELOPER/Groups 上述渲染" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 10 groups" msgstr "DEVELOPER/Build 10 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 20 groups" msgstr "DEVELOPER/Build 20 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 40 groups" msgstr "DEVELOPER/Build 40 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 80 groups" msgstr "DEVELOPER/Build 80 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 160 groups" msgstr "DEVELOPER/Build 160 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 10 groups" msgstr "DEVELOPER/Build 10 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 20 groups " msgstr "DEVELOPER/Build 20 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 40 groups" msgstr "DEVELOPER/Build 40 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 80 groups" msgstr "DEVELOPER/Build 80 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Show overlays" msgstr "DEVELOPER/显示覆盖" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "No Audio Mixers found in this project" msgstr "在此项目中没有找到音频混合器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Edit in Play Mode" msgstr "在播放模式中编辑" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Are scene and inspector changes recorded into the animation curves?" msgstr "场景和检查器更改是否已经记录到动画曲线中?" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1 msgid "Snapshots" msgstr "快照" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1 msgid "A snapshot is a set of values for all parameters in the mixer. When using the mixer, you modify parameters in the selected snapshot. Blend between multiple snapshots at runtime." msgstr "快照是混合器中的所有参数的一整套值。使用混合器时,您可以修改选定快照中的参数。在运行时可将多个快照进行混合。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1 msgid "Set as start Snapshot" msgstr "设置为起始快照" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "Linear Snapshot Transition" msgstr "线性快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "Smoothstep Snapshot Transition" msgstr "平滑插值快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "Squared Snapshot Transition" msgstr "平方快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "SquareRoot Snapshot Transition" msgstr "SquareRoot 快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "BrickwallStart Snapshot Transition" msgstr "BrickwallStart 快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "BrickwallEnd Snapshot Transition" msgstr "BrickwallEnd 快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Mixers" msgstr "混合器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "All mixers in the project are shown here. By default, a mixer outputs to the AudioListener but mixers can also route their output to other mixers. Each mixer shows where it outputs (in parenthesis). To reroute a mixer simply drag the mixer upon another mixer and select a group from the popup." msgstr "项目中的所有混合器显示在此处。默认情况下,混合器输出到 AudioListener,但是混合器也可输出到其他混合器。各个混合器分别显示其输出位置(在圆括号中)。要重设混合器路径,只需将混合器拖拽到另一个混合器上,并从弹出的菜单中选择一个组即可。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "+" msgstr "+" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Add mixer asset. The asset will be saved in the same folder as the current selected mixer or, if none is selected, saved in the Assets folder." msgstr "添加混合器资源。资源将被保存在当前选中混合器所在的文件夹,如果未选中任何文件夹,则将保存到“资源”文件夹中。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Delete AudioMixer" msgstr "删除 AudioMixer" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Select Output Audio Mixer Group" msgstr "选择输出音频混合器组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Groups" msgstr "组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "An Audio Mixer Group is used by e.g Audio Sources to modify the audio output before it reaches the Audio Listener. An Audio Mixer Group will route its output to another Audio Mixer Group if it is made a child of that group. The Master Group will route its output to the Audio Listener if it doesn't route its output into another Mixer." msgstr "例如音频源可以使用一个音频混合器组在其到达音频监听器前修改音频输出。一个音频混合器组会将其输出重定向到另一个音频混合器组,如果它成为那个组的子组。如果主组未将输出定向至其他混合器,则直接输出至音频监听器。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Add child group" msgstr "添加子组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Add sibling group" msgstr "添加同级组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Modifying group topology in play mode is not allowed" msgstr "禁止在播放模式中修改组拓扑" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Describe your changes here" msgstr "在此处描述您的更改" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Changed assets:" msgstr "变更的资产:" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Publish" msgstr "发布" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Issues:" msgstr "问题:" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Accept" msgstr "接受" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Error: The Prefab contents root has been deleted.\n\nPrefab: " msgstr "错误:已删除预制件内容根。\n\n预制件:" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Error: The root GameObject of the opened Prefab has been moved out of the Prefab Stage scene by a script.\n\nPrefab: " msgstr "错误:已打开的预制件的根游戏对象已由脚本移出预制件阶段场景。\n\n预制件:" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Prefab Has Been Changed on Disk" msgstr "已在磁盘上更改预制件" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "You have modifications to the Prefab '{0}' that was changed on disk while in Prefab Mode. Do you want to keep your changes or reload the Prefab and discard your changes?" msgstr "您在预制件模式下对磁盘上已更改的预制件 '{0}' 进行了修改。您想保留更改还是重新加载预制件并放弃更改?" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Keep Changes" msgstr "保持更改" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Saving Variant Failed" msgstr "保存变体失败" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Can't save the Prefab Variant when its base Prefab is missing. You have to unpack the root GameObject or recover the missing base Prefab in order to save the Prefab Variant" msgstr "当缺少基础预制件时,无法保存预制件变体。必须解压缩根游戏对象或恢复缺失的基础预制件才能保存预制件变体" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "\n\nAuto Save has been temporarily disabled." msgstr "\n\n已暂时禁用自动保存。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Saving failed. Check the Console window to get more insight into what needs to be fixed." msgstr "保存失败。请检查控制台窗口以进一步了解需要修复的问题。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Save Prefab has failed" msgstr "保存预制件失败" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Overwriting the same path as another open prefab is not allowed." msgstr "不允许覆盖与另一个打开预制件相同的路径。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Rename Prefab File Not Possible" msgstr "无法重命名预制件文件" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "The Prefab file name must match the Prefab root GameObject name but there is already a Prefab asset with the file name '{0}' in the same folder. The root GameObject name will therefore be changed back to match the Prefab file name when saving." msgstr "预制件文件名必须与预制件根游戏对象名称匹配,但相同文件夹中已有文件名为 '{0}' 的预制件资产。因此,根游戏对象名称将在保存时改回来与预制件文件名匹配。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Cancel Save" msgstr "取消保存" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Rename Prefab File?" msgstr "重命名预制件文件?" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "The Prefab file name must match the Prefab root GameObject name. Do you want to rename the file to '{0}' or use the old name '{1}' for both?" msgstr "预制件文件名必须与预制件根游戏对象名称匹配。您想要将文件重命名为 '{0}' 还是两者都使用旧名称 '{1}'?" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Rename File" msgstr "重命名文件" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Use Old Name" msgstr "使用旧名称" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "CONNECTING..." msgstr "正在连接..." #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "OFFLINE" msgstr "离线" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "WORK OFFLINE is enabled in Editor Settings. Unity will behave as if version control is disabled." msgstr "在“编辑器设置”中已启用“离线工作”。Unity 的行为与禁用版本控制时类似。" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 Editor-Missing:Missing detected at runtime. msgid "Editor Settings" msgstr "编辑器设置" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Apply All Incoming Changes" msgstr "应用所有传入的变更" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Incoming (xx)" msgstr "传入 (xx)" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Outgoing" msgstr "传出" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Delete Empty Changesets" msgstr "删除空变更集" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "This is a new Asset" msgstr "这是一个新的“资源”" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "These files will be deleted!" msgstr "这些文件将被删除!" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "Warning: File exists in project, but with different GUID. Will override existing asset which may be undesired." msgstr "警告:文件存在于项目中,但具有不同的 GUID。将覆盖可能不想要的现有资源。" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "This file is new or has changed." msgstr "此文件是新文件或已经更改。" #: Editor/Mono/GUI/ObjectField.cs:1 msgid "Scene mismatch (cross scene references not supported)" msgstr "场景不匹配(不支持跨场景引用)" #: Editor/Mono/GUI/ObjectField.cs:1 msgid "Type mismatch" msgstr "类型不匹配" #: Editor/Mono/GUI/AboutWindow.cs:1 msgid "Developer Mode {0}" msgstr "开发者模式 {0}" #: Editor/Mono/GUI/AboutWindow.cs:1 msgid "On" msgstr "开启" #: Editor/Mono/GUI/AboutWindow.cs:1 msgid "Off" msgstr "关闭" #: Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Save Selected" msgstr "保存选定项" #: Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Save Assets" msgstr "保存资产" #: Editor/Mono/GUI/WindowLayout.cs:1 msgid "Save Layout" msgstr "保存层" #: Editor/Mono/GUI/WindowLayout.cs:1 msgid "Delete Layout" msgstr "删除布局" #: Editor/Mono/GUI/WindowLayout.cs:1 msgid "Invalid characters: {0}" msgstr "无效字符:{0}" #: Editor/Mono/GUI/FoldoutHeader.cs:1 msgid "You can't nest Foldout Headers, end it with EndHeaderFoldoutGroup." msgstr "您不能嵌套折叠标头,请以 EndHeaderFoldoutGroup 结束它。" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Number of stops to over- or under-expose the color." msgstr "过度曝光或曝光不足的停止次数。" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Hexadecimal" msgstr "十六进制" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Swatches" msgstr "样本" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "RGB 0-255" msgstr "RGB 0-255" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "RGB 0-1.0" msgstr "RGB 0-1.0" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "HSV" msgstr "HSV" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "HDR Color" msgstr "HDR 颜色" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Pick a color from the screen." msgstr "从屏幕中选择一种颜色。" #: Editor/Mono/GUI/PackageExport.cs:1 msgid "Include dependencies" msgstr "包括依赖项" #: Editor/Mono/GUI/PackageExport.cs:1 msgid "Items to Export" msgstr "导出项" #: Editor/Mono/GUI/PackageExport.cs:1 msgid "Export..." msgstr "导出..." #: Editor/Mono/GUI/PragmaFixingWindow.cs:1 msgid "Unity - #pragma fixing" msgstr "Unity - #pragma 固定" #: Editor/Mono/GUI/ReorderableList.cs:1 msgid "List is Empty" msgstr "空列表" #: Editor/Mono/GUI/ReorderableList.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add to list" msgstr "添加至列表" #: Editor/Mono/GUI/FallbackEditorWindow.cs:1 msgid "Failed to load" msgstr "加载失败" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:1 msgid "A Material is using the texture as a normal map.\nThe texture must be marked as a normal map in the import settings." msgstr "材质正使用纹理作为法线贴图。\n必须在导入设置中将此纹理标记为法线贴图。" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:1 msgid "NormalMap settings" msgstr "NormalMap 设置" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Which layers are visible in the Scene views." msgstr "在“场景”视图中可以看到哪些层。" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Editor tool" msgstr "编辑器工具" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Account" msgstr "帐户" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Go to account" msgstr "进入账户" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Sign in..." msgstr "登录..." #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Upgrade to Unity Plus or Pro" msgstr "升级至 Unity Plus 或 Pro" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Move Tool" msgstr "移动工具" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Rotate Tool" msgstr "旋转工具" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Scale Tool" msgstr "缩放工具" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Rect Tool" msgstr "矩形工具" #: Editor/Mono/GUI/Toolbar.cs:1 Editor-Missing:Missing detected at runtime. msgid "Move, Rotate or Scale selected objects." msgstr "移动、旋转或缩放选定对象。" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Available Custom Editor Tools" msgstr "可用的自定义编辑器工具" #: Editor/Mono/GUI/Toolbar.cs:1 Editor-Missing:Missing detected at runtime. msgid "Orbit the Scene view." msgstr "围绕“场景”视图进行轨道运行" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Pause" msgstr "暂停" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Step" msgstr "步骤" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Profiler Play" msgstr "分析器播放" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "Unity Editor Update Check" msgstr "Unity 编辑器检查更新" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "There is a new version of the Unity Editor available for download.\n\nCurrently installed version is {0}\nNew version is {1}" msgstr "Unity 编辑器已有新版本可以下载。\n\n当前安装版本为 新版本为 {0}\n新版本为 {1}" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "The Unity Editor is up to date. Currently installed version is {0}" msgstr "“Unity 编辑器”已经是最新版。目前安装的版本为 {0}" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "Check for Updates" msgstr "检查更新" #: Editor/Mono/GUI/DockArea.cs:1 msgid "Maximize" msgstr "最大化" #: Editor/Mono/GUI/DockArea.cs:1 msgid "Close Tab" msgstr "关闭选项卡" #: Editor/Mono/GUI/DockArea.cs:1 msgid "Add Tab" msgstr "添加选项卡" #: Editor/Mono/GUI/AssetPopupBackend.cs:1 msgid "Create New..." msgstr "创建新..." #: Editor/Mono/GUI/Tools/EditorToolWindow.cs:1 msgid "Editor Tool" msgstr "编辑器工具" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Tools" msgstr "工具" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Recent" msgstr "最近" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Available" msgstr "可用" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "No custom tools available" msgstr "无可用的自定义工具" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Local" msgstr "局部" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Global" msgstr "全局" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Position\n\nThe tool handle is placed at the center of the selection." msgstr "切换工具句柄位置\n\n工具句柄位于选择的中心。" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Position\n\nThe tool handle is placed at the active object's pivot point." msgstr "切换工具句柄位置\n\n工具句柄位于活动对象的轴心点。" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Rotation\n\nTool handles are in the active object's rotation." msgstr "切换工具句柄旋转\n\n工具句柄处于活动对象的旋转中。" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Rotation\n\nTool handles are in global rotation." msgstr "切换工具句柄旋转\n\n工具句柄处于全局旋转状态。" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:1 msgid "Handle Position and Rotation" msgstr "手柄位置与旋转" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:1 msgid "Transform Tool" msgstr "变换组件工具" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:1 msgid "Add New Item" msgstr "添加新项" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:1 msgid "Edit..." msgstr "编辑…" #: Editor/Mono/GUI/TreeView/MultiColumnHeader.cs:1 msgid "Resize to Fit" msgstr "重设大小以适应" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:1 msgid "Toggle All" msgstr "全部切换" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:1 msgid "Expand All" msgstr "全部展开" #: Editor/Mono/UnityConnect/UnityConnectConsentView.cs:1 msgid "Unity Application Consent Window" msgstr "Unity 应用程序同意窗口" #: Editor/Mono/GameView/GameView.cs:1 msgid "Game" msgstr "游戏" #: Editor/Mono/GameView/GameView.cs:1 msgid "Size of the game view on the screen." msgstr "屏幕上游戏视图的大小。" #: Editor/Mono/GameView/GameView.cs:1 msgid "VSync" msgstr "VSync" #: Editor/Mono/GameView/GameView.cs:1 msgid "Maximize On Play" msgstr "播放时最大化" #: Editor/Mono/GameView/GameView.cs:1 msgid "Mute Audio" msgstr "音频静音" #: Editor/Mono/GameView/GameView.cs:1 msgid "Stats" msgstr "状态" #: Editor/Mono/GameView/GameView.cs:1 msgid "Frame Debugger On" msgstr "帧调试器已开启" #: Editor/Mono/GameView/GameView.cs:1 msgid "Warn if No Cameras Rendering" msgstr "如果没有相机渲染则发出警告" #: Editor/Mono/GameView/GameView.cs:1 msgid "Clear Every Frame in Edit Mode" msgstr "在“编辑模式”下清除每一帧" #: Editor/Mono/GameView/GameView.cs:1 msgid "Low Resolution Aspect Ratios" msgstr "低分辨率纵横比" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Width & Height" msgstr "宽度和高度" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Label" msgstr "标签" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Fixed Resolution" msgstr "固定分辨率" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Pack" msgstr "打包" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Repack" msgstr "重新打包" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "View Atlas:" msgstr "查看图集:" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Page {0}" msgstr "页 {0}" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Legacy sprite packing is disabled. Enable it in Edit > Project Settings > Editor." msgstr "已禁用旧版 sprite 打包。可以在“编辑”>“项目设置”>“编辑器”中启用。" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Open Project Editor Settings" msgstr "打开项目编辑器设置" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Create a new animation for the game object '{0}':" msgstr "为游戏对象 '{0}’ 创建一个新动画:" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Create New Animation" msgstr "创建新动画" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "There should be a SpriteRenderer in dragged object" msgstr "拖拽对象中应该有一个 SpriteRenderer" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Unable to add SpriteRenderer into Gameobject." msgstr "无法将 SpriteRenderer 添加到游戏对象中。" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Failed to create animation for dragged object" msgstr "为拖拽对象创建动画失败" #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:1 msgid "Sprite Editor Window" msgstr "Sprite 编辑器窗口" #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:1 msgid "No Sprite Editor Window registered. Please download 2D Sprite package from Package Manager." msgstr "没有注册任何 Sprite 编辑器窗口。请从包管理器下载 2D Sprite 包。" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Target Platform" msgstr "目标平台" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Destination platform for standalone build" msgstr "单机版目标平台" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Architecture" msgstr "架构" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Build m_Architecture for standalone" msgstr "为 standalone 生成 m_Architecture" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Server Build" msgstr "服务器版本" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Headless player build tailored for server environments" msgstr "针对服务器环境量身定制的无头播放器" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "x86_64" msgstr "x86_64" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Max Size" msgstr "最大尺寸" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Textures larger than this will be scaled down." msgstr "大于此值的纹理将按比例缩小。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Select algorithm to apply for textures when scaled down." msgstr "选择纹理缩小时使用的算法。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "How will this texture be compressed?" msgstr "如何压缩这种纹理?" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture is not compressed." msgstr "纹理未压缩。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture compressed with low quality but high performance, high compression format." msgstr "纹理使用了低质量压缩,但性能高、压缩格式高。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture is compressed with a standard format." msgstr "纹理使用了标准格式压缩。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture compressed with a high quality format." msgstr "纹理采用高质量格式压缩。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "The selected format value {0} is not compatible on this platform, please change it to a valid one from the dropdown." msgstr "选定的格式值 {0} 在此平台上不兼容,请从下拉列表中将其更改为有效格式值。" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:1 msgid "Scripts Only Build" msgstr "仅脚本生成" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:1 msgid "Scripts Only Build re-compiles only scripts in the current Project, it skips processing other assets. When you Build, it will produce a new Player build, based on a previous successful build." msgstr "“仅脚本生成”仅重新编译当前项目中的脚本,它会跳过其他资源的处理。在执行生成时,它将基于先前的成功生成结果来产生新的播放器生成。" #: Editor/Mono/PlatformSupport/ReorderableTextureList.cs:1 msgid "Layer {0}" msgstr "图层{0}" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:1 msgid "Profile ID:" msgstr "配置文件 ID:" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:1 msgid "Profile Type:" msgstr "配置文件类型:" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:1 msgid "Maximum size of the packed texture." msgstr "包装纹理的最大尺寸。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Master Atlas" msgstr "主图集" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Assigning another Sprite Atlas asset will make this atlas a variant of it." msgstr "指定另一个 Sprite Atlas 资产将使该地图集成为其变体。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Include in Build" msgstr "包括在构建中" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Packed textures will be included in the build by default." msgstr "打包的纹理默认包含在 build。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Allow Rotation" msgstr "允许旋转" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Try rotating the sprite to fit better during packing." msgstr "尝试旋转 sprite 以在包装过程中更好地适应。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Tight Packing" msgstr "紧密包装" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Use the mesh outline to fit instead of the whole texture rect during packing." msgstr "在包装过程中使用网格轮廓适应来代替整个纹理 rect。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "The amount of extra padding between packed sprites." msgstr "打包 sprites 之间额外填充的量。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "sRGB" msgstr "sRGB" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Texture content is stored in gamma space." msgstr "纹理内容存储在伽马空间中。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Down scale ratio." msgstr "降低比例。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Copy Master's Settings" msgstr "复制 Master 设置" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Copy all master's settings into this variant." msgstr "把所有 master 设置复制到变体中。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Pack Preview" msgstr "打包预览" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Pack this atlas." msgstr "打包该图集。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Objects for Packing" msgstr "包装对象" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Only accept Folder, Sprite Sheet (Texture) and Sprite." msgstr "仅接受“文件夹”、“Sprite 表(纹理)”和“Sprite”。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Packing" msgstr "正在打包" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "This scale will produce a Sprite Atlas variant with a packed texture that is NPOT (non - power of two). This may cause visual artifacts in certain compression/texture formats." msgstr "该缩放将产生一个包装纹理是 NPOT(非二次幂)的“Sprite 图集”变体。这可能在特定的压缩/纹理格式上产生视觉假象。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Master" msgstr "Master" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Sprite Atlas packing is disabled. Enable it in Edit > Settings > Editor." msgstr "已禁用“Sprite 图集打包”。可以在“编辑”>“设置”>“编辑器”中启用该选项。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Variant Scale" msgstr "变体缩放" #: Editor/Mono/AssetStore/AssetStoreLoginWIndow.cs:1 msgid "Forgot?" msgstr "忘记了?" #: Editor/Mono/AssetStore/AssetStoreLoginWIndow.cs:1 msgid "Reset your password" msgstr "重置密码" #: Editor/Mono/UIElements/Controls/LayerField.cs:1 msgid "LayerField doesn't support the formatting of the selected value." msgstr "LayerField 不支持所选值的格式化。" #: Editor/Mono/UIElements/Controls/LayerField.cs:1 msgid "LayerField doesn't support the formatting of the list items." msgstr "LayerField 不支持列表项的格式化。" #: Editor/Mono/UIElements/Controls/MaskField.cs:1 Editor-Missing:Missing detected at runtime. msgid "Nothing" msgstr "无内容" #: Editor/Mono/UIElements/Controls/MaskField.cs:1 Editor-Missing:Missing detected at runtime. msgid "Everything" msgstr "所有" #: Editor/Mono/UIElements/Controls/MaskField.cs:1 msgid "Mixed..." msgstr "混合..." #: Editor/Mono/UIElements/Controls/PropertyField.cs:1 msgid "Serialized Property" msgstr "序列化属性" #: Editor/Mono/UIElements/Controls/TagField.cs:1 msgid "TagField doesn't support the formatting of the selected value." msgstr "TagField 不支持所选值的格式化。" #: Editor/Mono/UIElements/Controls/TagField.cs:1 msgid "TagField doesn't support the formatting of the list items." msgstr "TagField 不支持列表项的格式化。" #: Editor/Mono/UIElements/Controls/LayerMaskField.cs:1 msgid "LayerMaskField doesn't support the formatting of the selected value." msgstr "LayerMaskField 不支持所选值的格式化。" #: Editor/Mono/UIElements/Controls/LayerMaskField.cs:1 msgid "LayerMaskField doesn't support the formatting of the list items." msgstr "LayerMaskField 不支持列表项的格式化。" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:1 msgid "Add Motion" msgstr "添加运动" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:1 msgid "Add Blend Tree" msgstr "添加混合树" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:1 msgid "Make Transition" msgstr "创建过渡" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:1 msgid "Set StateMachine Default State" msgstr "设置 StateMachine 默认状态" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create State/Empty" msgstr "创建状态/空" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create State/From Selected Clip" msgstr "创建状态/从选定剪辑" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create State/From New Blend Tree" msgstr "创建状态/从新混合树" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create Sub-State Machine" msgstr "创建子状态机" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Copy current StateMachine" msgstr "复制当前 StateMachine" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1 msgid "Set as Layer Default State" msgstr "设置为图层默认状态" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1 msgid "Create new BlendTree in State" msgstr "在“状态”中创建一个新 BlendTree" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1 msgid "Jump To State" msgstr "跳转至状态" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1 msgid "Add Behaviour" msgstr "添加行为" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Copy Transition Parameters" msgstr "复制转换参数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Paste Settings" msgstr "粘贴设置" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Paste Conditions" msgstr "粘贴条件" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Paste Both" msgstr "粘贴两者" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Not Found" msgstr "未找到" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition has a fixed exit time" msgstr "过渡有固定的退出时间" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Exit time in normalized time from current state" msgstr "当前状态退出时间的归一化时间" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Fixed Duration " msgstr "固定持续时间" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid " Transition duration is independent of state length" msgstr "过渡持续时间依赖于状态长度" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Interruption Source" msgstr "中断源" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Can be interrupted by transitions from" msgstr "可以通过转换中断" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Normalized start time in the next state" msgstr "下个状态中的归一化起始时间" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition Duration (s) " msgstr "过渡持续时间(s)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition duration in seconds" msgstr "过渡持续时间(秒)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition Duration (%) " msgstr "过渡持续时间(%)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition duration in normalized time from current state" msgstr "从当前状态开始的归一化时间的过渡持续时间" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Can only be interrupted by higher priority transitions" msgstr "只能被优先级更高的转换中断" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Multiplier" msgstr "乘数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Parameter used as multiplier for speed." msgstr "可用作速度乘数的参数。" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Parameter" msgstr "参数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Use an AnimatorController's parameter to modulate this property at runtime." msgstr "在运行时使用 AnimatorController 的参数调节此属性" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Override this constant value with an AnimatorController's parameter to animate this property at runtime." msgstr "用一个 AnimatorController 参数覆盖此常数值,以便在运行时将此属性进行动画化。" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Foot IK" msgstr "脚部 IK" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Change layer default weight." msgstr "更改图层默认权重。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Blending" msgstr "正在混合" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Choose between Override and Additive layer." msgstr "选择“覆盖”或“添加”图层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Sync" msgstr "同步" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Synchronize this layer with another layer." msgstr "将该层与另一层同步。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Timing" msgstr "定时" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "When active, the layer will take control of the duration of the Synced Layer." msgstr "激活时,图层将控制“同步层”的持续时间。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback." msgstr "激活时,图层在评估时将具有一个 IK 通道。该通道会触发 OnAnimatorIK 回调。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Source Layer" msgstr "源层" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Specifies the source of the Synced Layer." msgstr "指定“同步层”的源。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "The AvatarMask that is used to mask the animation on the given layer." msgstr "用于遮罩给定层上动画的 AvatarMask。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Animator" msgstr "动画器" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Click to edit controller's layers." msgstr "单击编辑控制器图层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Click to edit controller's parameters." msgstr "单击编辑控制器参数。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Create New Layer" msgstr "创建新层" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Click to change layer settings." msgstr "单击更改图层设置。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "S" msgstr "S" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Layer is a Synchronized layer." msgstr "图层是“同步”图层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "S+T" msgstr "S+T" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Layer is a Synchronized layer and will take control of the duration for this Synced Layer." msgstr "图层是“同步”图层,将控制该“同步图层”的持续时间。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Additive Layer." msgstr "叠加层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "M" msgstr "M" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Layer has an AvatarMask." msgstr "图层有一个 AvatarMask。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Character orientation may be erroneous for humanoid motion if there is an AvatarMask on the default layer. Consider not using a mask for the default layer." msgstr "如果默认图层上存在 AvatarMask,人形运动的角色朝向可能是错误的。请考虑不要在默认图层上使用遮罩。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "No frame data available" msgstr "没有可用的帧数据" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "Showing search results are disabled while recording with deep profiling.\nStop recording to view search results." msgstr "使用深度分析录制时,已禁用显示搜索结果。\n停止录制即可查看搜索结果。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "CPU:{0}ms GPU:{1}ms" msgstr "CPU:{0}毫秒 GPU:{1}毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "Timeline" msgstr "时间轴" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "Raw Hierarchy" msgstr "原始层次结构" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameDataTreeView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Press 'F' to frame selection" msgstr "按'F'进行帧选择" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "CPU Usage|Graph out the various CPU areas" msgstr "CPU 使用率|绘制不同的 CPU 区域" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "GPU Usage|Graph out the various GPU areas" msgstr "GPU 使用率|绘制各 GPU 区域的曲线" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Memory|Graph out the various memory usage areas" msgstr "内存|绘制出各个内存使用率区域" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Audio" msgstr "音频" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Video" msgstr "视频" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Physics" msgstr "物理" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Physics (2D)" msgstr "物理 (2D)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Network Messages" msgstr "网络消息" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Network Operations" msgstr "网络操作" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "UI" msgstr "UI" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "UI Details" msgstr "UI 细节" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Global Illumination|Graph of the Precomputed Realtime Global Illumination system resource usage." msgstr "全局光照|“预计算实时全局”照明系统资源使用状况图。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Collecting GPU Profiler data might have overhead. Close graph if you don't need its data" msgstr "收集 GPU 探查器数据可能有性能消耗。如果您不需要此数据可以关闭图表" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:1 msgid "Callstack:" msgstr "调用栈:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Profiler" msgstr "分析器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Profiler Modules" msgstr "性能分析器模块" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Add and remove profiler modules" msgstr "添加和移除性能分析器模块" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Deep Profile" msgstr "深度分析" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Instrument all mono calls to investigate scripts" msgstr "利用所有的 mono 调用来调查脚本" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Call Stacks" msgstr "调用堆栈" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Record call stacks for special samples such as GC.Alloc" msgstr "记录特殊样本的调用堆栈(例如 GC.Alloc)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Preferences" msgstr "首选项" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Open User Preferences for the Profiler" msgstr "打开性能分析器的用户首选项" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Profiler files" msgstr "分析器文件" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "All files" msgstr "所有文件" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Managed Allocations" msgstr "托管分配" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "All Allocations (fast)" msgstr "所有分配(快)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "All Allocations (full)" msgstr "所有分配(完整)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Frame: " msgstr "帧:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Save Window" msgstr "保存窗口" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Load Window" msgstr "加载窗口" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Color Blind Mode" msgstr "色盲模式" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Go to (and stay on) current frame" msgstr "转到(并保持)当前帧" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Save current profiling information to a binary file" msgstr "将当前分析信息保存到二进制文件" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Load binary profiling information from a file. Shift click to append to the existing data" msgstr "从文件中加载二进制分析信息。按住 Shift 键并单击即可追加到现有数据中" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Open Manual" msgstr "打开手册" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Overview" msgstr "概述" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Total" msgstr "总计" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Calls" msgstr "调用" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "GC Alloc" msgstr "GC 分配" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Time ms" msgstr "时间毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Self ms" msgstr "自己 毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "DrawCalls" msgstr "DrawCalls" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "GPU ms" msgstr "GPU 毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "|Warnings" msgstr "|警告" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Start ms" msgstr "起始毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Collapse EditorOnly Samples" msgstr "折叠 EditorOnly 样本" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Samples that are only created due to profiling the editor are collapsed by default, renamed to EditorOnly [] and any GC Alloc incurred by them will not be accumulated." msgstr "仅因为分析编辑器而创建的样本在默认情况下将会折叠,重命名为 EditorOnly [<函数名称>],并且不会累积由它们引起的任何 GC 分配。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "No Details" msgstr "无细节" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Show Related Objects" msgstr "显示相关对象" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Show Calls" msgstr "显示调用" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total time of all calls of the selected function in the frame." msgstr "帧中所选功能的所有调用的总时间。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Called From" msgstr "调用于" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Parents the selected function is called from\n\n(Press 'F' for frame selection)" msgstr "选择的家长函数调用自\n\n(按“F”选择框架)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Calls To" msgstr "调用至" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Functions which are called from the selected function\n\n(Press 'F' for frame selection)" msgstr "从所选函数调用的函数\n\n(按下 'F' 进行帧选择)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total number of calls in a selected frame" msgstr "所选帧中的调用总数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total time the selected function spends within a parent" msgstr "选定函数在父级中花费的总时间" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total time the child call spends within selected function" msgstr "子调用在选定函数中花费的总时间" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Time %" msgstr "时间 %" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Shows how often the selected function was called from the parent call" msgstr "显示父调用调用所选函数的频率" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Shows how often child call was called from the selected function" msgstr "显示所选函数调用子调用的频率" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedView.cs:1 msgid "Select Line for the detailed information" msgstr "选择行以获取详细信息" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfilerTreeView.cs:1 msgid "Find matching objects in scene" msgstr "在场景中查找匹配对象" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Self Batch Count" msgstr "自批量数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Cumulative Batch Count" msgstr "累积批次数目" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Self Vertex Count" msgstr "自顶点数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Cumulative Vertex Count" msgstr "累积顶点数目" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Batch Breaking Reason" msgstr "批量破坏原因" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "GameObject Count" msgstr "游戏对象数目" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "GameObjects" msgstr "游戏对象" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "No frame data available - UI profiling is only available when profiling in the editor" msgstr "没有可用的帧数据 - 只有在编辑器中进行分析时才能使用 UI 分析" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Detach" msgstr "拆离" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Checkerboard" msgstr "棋盘" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Black" msgstr "黑色" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "White" msgstr "白色" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Standard" msgstr "标准" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Overdraw" msgstr "过度绘制" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:1 msgid "Composite overdraw" msgstr "复合透支" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1 msgid "Gather object references" msgstr "收集对象引用" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1 msgid "Collect reference information to see where objects are referenced from. Disable this to save memory" msgstr "收集参考信息以便查看引用对象的位置。禁用此选项可以节省内存" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1 Editor-Missing:Missing detected at runtime. msgid "Take Sample {0}" msgstr "采样 {0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1 msgid "Warning: this may freeze the Editor and the connected Player for a moment!" msgstr "警告:这可能会暂时冻结编辑器和连接的播放器!" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:1 msgid "Memory usage in the Editor is not the same as it would be in a Player." msgstr "编辑器中的内存使用量与播放器中的内存使用量不同。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:1 msgid "Instances" msgstr "实例" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1 msgid "Open Frame Debugger" msgstr "打开帧调试器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1 msgid "Frame Debugger for current game view" msgstr "当前游戏视图的帧调试器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1 msgid "Frame Debugger" msgstr "帧调试器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:1 msgid "Open Frame Debugger (Current frame needs to be selected)" msgstr "打开帧调试器(需要选择当前帧)" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1 msgid "Maximum of visible frames in the Profiler Window." msgstr "性能分析器窗口中的最大可见帧数。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:1 msgid "Profiler overhead and memory usage can increase significantly the more frames are kept visible in the Profiler Window through the 'Frame Count' setting." msgstr "在性能分析器窗口中通过 '帧数' 设置保持可见的帧数越多,性能分析器的开销和内存使用量就会大大增加。" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Size" msgstr "单元格大小" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Gap" msgstr "单元格间隙" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Layout" msgstr "单元格布局" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Swizzle" msgstr "单元格重排" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1 msgid "Select the SketchUp nodes to import" msgstr "选择要导入的 SketchUp 节点" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1 msgid "Nodes in the file hierarchy" msgstr "文件层次结构中的节点" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1 msgid "SketchUp Node Selection Dialog" msgstr "SketchUp 节点选择对话框" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "SketchUp" msgstr "SketchUp" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "SketchUp import settings" msgstr "SketchUp 导入设置" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Generate Back Face" msgstr "生成背面" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Enable/disable generation of back facing polygons" msgstr "启用/禁用背面多边形的生成" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Merge Coplanar Faces" msgstr "合并共面" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Enable/disable merging of coplanar faces when generating meshes" msgstr "启用/禁用生成网格时共面的合并" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Select Nodes..." msgstr "选择节点..." #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Brings up the node selection dialog box" msgstr "打开节点选择对话框" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Unit conversion" msgstr "单位转换" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Length measurement to unit conversion. The value in Scale Factor is calculated based on the value here" msgstr "长度测量到单位转换。“比例系数”中的值是基于此处的值计算的" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Longitude" msgstr "经度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Longitude Geo-location" msgstr "经度地理位置" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Latitude" msgstr "纬度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Latitude Geo-location" msgstr "纬度地理位置" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "North Correction" msgstr "北方修正" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "The angle which will rotate the north direction to the z-axis for the model" msgstr "旋转模型北向到 z 轴的角度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Meters" msgstr "米" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Centimeters" msgstr "厘米" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Millimeters" msgstr "毫米" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Inches" msgstr "英寸" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Import Cameras" msgstr "导入相机" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:1 msgid "Lock the current selected Particle System" msgstr "锁定当前选定的粒子系统" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:1 msgid "Particle Effect" msgstr "粒子效果" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Optimize" msgstr "优化" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Click to optimize curve. Optimized curves are defined by having at most 3 keys, with a key at both ends, and do not support loop or ping pong wrapping." msgstr "单击优化曲线。优化曲线的定义是最多有 3 个键,两端各有一个键,且不支持循环或乒乓包裹。" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Remove selected curve(s)" msgstr "移除选定的曲线" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Open curve library" msgstr "打开曲线库" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:1 msgid "Particle System Curves" msgstr "粒子系统曲线" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:1 msgid "Hide Editor" msgstr "隐藏编辑器" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Show/Hide Modules" msgstr "显示/隐藏模块" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Velocity over Lifetime" msgstr "生命周期内速度" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Limit Velocity over Lifetime" msgstr "生命周期内速度限制" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Inherit Velocity" msgstr "继承速度" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Force over Lifetime" msgstr "生命周期内受力" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Color over Lifetime" msgstr "生命周期内颜色" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Color by Speed" msgstr "速度颜色" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Size over Lifetime" msgstr "生命周期内大小" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Size by Speed" msgstr "速度决定大小" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Rotation over Lifetime" msgstr "生命周期内旋转" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Rotation by Speed" msgstr "按速度旋转" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "External Forces" msgstr "外力" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Noise" msgstr "噪音" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Collision" msgstr "碰撞" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Sub Emitters" msgstr "子发射器" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Texture Sheet Animation" msgstr "纹理表格动画" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Trails" msgstr "拖尾" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Custom Data" msgstr "自定义数据" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Show All Modules" msgstr "显示所有模块" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Show Location" msgstr "显示位置" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Create Particle System" msgstr "创建粒子系统" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Create new Particle System" msgstr "创建新粒子系统" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Speed" msgstr "回放速度" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Speed is also affected by the Time Scale setting in the Time Manager." msgstr "“回放速度”也受“时间管理器”中的“时间尺度”设置的影响。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Speed is locked to 0.0, because the Time Scale in the Time Manager is set to 0.0." msgstr "“回放速度”被锁定为了 0.0,因为“时间管理器”中的“时间尺度”被设置为了 0.0。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Play is disabled, because the Time Scale in the Time Manager is set to 0.0." msgstr "已禁用播放,因为“时间管理器”中的“时间尺度”被设置为了 0.0。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Show Bounds" msgstr "显示边界" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Show world space bounding boxes." msgstr "显示世界空间边界框。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Show Only Selected" msgstr "仅显示已选择" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Hide all unselected Particle Systems in the current Effect." msgstr "隐藏当前效果中所有未选择的“粒子系统”。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Resimulate" msgstr "重新模拟" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "If resimulate is enabled, the Particle System will show changes made to the system immediately (including changes made to the Particle System Transform)." msgstr "如果启用重新模拟,“粒子系统”将立即显示对系统所做的更改(包括对“粒子系统转换”所做的更改)。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Simulate Layers" msgstr "模拟层" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Automatically preview all looping Particle Systems on the chosen layers, in addition to the selected Game Objects." msgstr "除选择的“游戏对象”外,在选定图层上自动预览所有的循环“粒子系统”。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Particle System " msgstr "粒子系统" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Particle System" msgstr "粒子系统" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Time" msgstr "回放时间" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Particles" msgstr "粒子" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Sub Emitter Particles" msgstr "子发射器粒子" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Speed Range" msgstr "速度范围" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Restart" msgstr "重启" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Dampen" msgstr "抑制" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Controls how much the velocity that exceeds the velocity limit should be dampened. A value of 0.5 will dampen the exceeding velocity by 50%." msgstr "控制超过速度限制的速度应该受到的抑制。值为 0.5 将使超出速度减小 50%。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "The speed limit of particles over the particle lifetime." msgstr "粒子在粒子生存期内的速度限制。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Separate Axes" msgstr "分离轴" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "If enabled, you can control the velocity limit separately for each axis." msgstr "如果启用,您可以分别控制每个轴的速度限制。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Space" msgstr "空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Specifies if the velocity values are in local space (rotated with the transform) or world space." msgstr "指定速度值是在本地空间(使用转换旋转)还是世界空间。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Control the amount of drag applied to each particle during its lifetime." msgstr "控制在每个粒子的生命周期中施加的拖拽力。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Linear X" msgstr "线性 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply linear velocity to particles." msgstr "将线速度应用于粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Orbital X" msgstr "轨道 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply orbital velocity to particles, which will rotate them around the center of the system." msgstr "将轨道速度应用于粒子,使其围绕系统中心旋转。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Offset X" msgstr "偏移 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply an offset to the center of rotation." msgstr "将偏移应用于旋转中心。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Speed Modifier" msgstr "速度修改器" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Multiply the particle speed by this value" msgstr "将粒子速度乘以该值" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Radial" msgstr "射线" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply radial velocity to particles, which will project them out from the center of the system." msgstr "将粒子径向速度应用于粒子,使其从系统中心投射出来。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Specifies whether the emitter velocity is inherited as a one-shot when a particle is born, always using the current emitter velocity, or using the emitter velocity when the particle was born." msgstr "指定当粒子出生时,发射器速度是否继承为一次性、是否始终使用当前发射器速度,还是在粒子出生时使用发射器速度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Controls the amount of emitter velocity inherited during each particle's lifetime." msgstr "控制每个粒子生命周期中继承的发射器速度的量。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Initial" msgstr "初始" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Current" msgstr "当前" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorModuleUI.cs:1 msgid "Controls the color of each particle during its lifetime." msgstr "控制每个粒子在其生命周期内的颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select how trails are generated on the particles." msgstr "选择如何在粒子上生成拖尾。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Ratio" msgstr "比例" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Choose what proportion of particles will receive a trail." msgstr "选择粒子接收拖尾的比例。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Lifetime" msgstr "生存期" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "How long each trail will last, relative to the life of the particle." msgstr "相对于粒子的寿命,每个拖尾持续多久。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Minimum Vertex Distance" msgstr "最小顶点距离" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The minimum distance each trail can travel before adding a new vertex." msgstr "添加新顶点之前每条拖尾可以移动的最小距离。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "World Space" msgstr "世界空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Trail points will be dropped in world space, even if the particle system is simulating in local space." msgstr "即使粒子系统在局部空间中模拟,拖尾点也会在世界空间中被丢弃。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Die with Particles" msgstr "随粒子消失" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will disappear when their owning particles die." msgstr "当其所属的粒子消亡时,拖尾就会消失。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Size affects Width" msgstr "大小会影响宽度" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will use the particle size to control their width." msgstr "拖尾会使用粒子大小来控制其宽度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Size affects Lifetime" msgstr "大小会影响生命周期" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will use the particle size to control their lifetime." msgstr "拖尾会使用粒子大小来控制其生存期。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Inherit Particle Color" msgstr "继承粒子颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will use the particle color as their base color." msgstr "拖尾会使用粒子颜色作为其基色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The color of the trails during the lifetime of the particle they are attached to." msgstr "附着的粒子的生存期内拖尾的颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Width over Trail" msgstr "拖尾宽度" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select a width for the trail from its start to end vertex." msgstr "为拖尾选择一个从开始顶点到结束顶点的宽度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Color over Trail" msgstr "拖尾颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select a color for the trail from its start to end vertex." msgstr "为拖尾选择一种从开始顶点到结束顶点的颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Ribbon Count" msgstr "条带数" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select how many ribbons to render throughout the Particle System." msgstr "选择要在“粒子系统”中渲染的条带数量。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Split Sub Emitter Ribbons" msgstr "分割子发射器色带" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "When used on a sub emitter, ribbons will connect particles from each parent particle independently." msgstr "在子发射器上使用时,条带将独立连接来自每个父粒子的粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Attach Ribbons to Transform" msgstr "将条带附加到变换组件" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Connect each ribbon to the position of the Transform Component." msgstr "将每个条带连接到变换组件的位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Ribbon" msgstr "条带" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Stretch" msgstr "伸展" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Tile" msgstr "平铺" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "DistributePerSegment" msgstr "DistributePerSegment" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "RepeatPerSegment" msgstr "RepeatPerSegment" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Animation frames can either be specified on a regular grid texture, or as a list of Sprites." msgstr "动画帧可以在常规网格纹理上指定,也可以在 Sprites 列表中指定。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Time Mode" msgstr "时间模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Play frames either based on the lifetime of the particle, the speed of the particle, or at a constant FPS, regardless of particle lifetime." msgstr "根据粒子生命周期、粒子速度或不考虑粒子生命周期而以恒定 FPS 来播放帧。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "FPS" msgstr "FPS" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specify the Frames Per Second of the animation." msgstr "指定动画的每秒帧数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Frame over Time" msgstr "随时间推移的帧" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Controls the uv animation frame of each particle over its lifetime. On the horizontal axis you will find the lifetime. On the vertical axis you will find the sheet index." msgstr "控制每个粒子在其生存期内的 uv 动画帧。水平轴上显示粒子的生存期。垂直轴上显示表索引。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Start Frame" msgstr "开始帧" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Phase the animation, so it starts on a frame other than 0." msgstr "对动画进行相位调整,使其从一个帧开始,而非从 0 开始。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Remaps speed in the defined range to a 0-1 value through the animation." msgstr "通过动画将定义范围内的速度重新映射为 0-1 值。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Tiles" msgstr "瓦片" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Defines the tiling of the texture." msgstr "定义纹理的平铺。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specifies the animation type: Whole Sheet or Single Row. Whole Sheet will animate over the whole texture sheet from left to right, top to bottom. Single Row will animate a single row in the sheet from left to right." msgstr "指定动画类型:“整页”或“单行”。“整页”将从左到右、从上到下为整个纹理板绘制动画。“单行”则将从左到右为工作表中的单行绘制动画。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Row Mode" msgstr "行模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Determine how the row is selected for each particle." msgstr "确定如何为每个粒子选择行。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Row" msgstr "行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "The row in the sheet which will be played." msgstr "要播放的工作表中的行。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "The list of Sprites to be played." msgstr "要播放的 Sprites 列表。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Frame" msgstr "帧" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "The frame in the sheet which will be used." msgstr "将使用的工作表中的框架。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Cycles" msgstr "周期" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specifies how many times the animation will loop during the lifetime of the particle." msgstr "指定动画在粒子生命周期中循环的次数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Affected UV Channels" msgstr "受影响的 UV 通道" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specifies which UV channels will be animated." msgstr "指定要绘制动画的 UV 通道。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Whole Sheet" msgstr "整张工作表" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Single Row" msgstr "单行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Random" msgstr "随机" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Mesh Index" msgstr "网格索引" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:1 msgid "Controls the color of each particle based on its speed." msgstr "根据速度控制每个粒子的颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:1 msgid "Remaps speed in the defined range to a color." msgstr "将定义范围内的速度重新映射为颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Colliders" msgstr "碰撞器" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "The list of collision shapes to use for the trigger." msgstr "用于触发器的碰撞形状列表。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Create a GameObject containing a sphere collider and assigns it to the list." msgstr "创建一个包含球体碰撞器的游戏对象并将其分配给列表。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Inside" msgstr "内部" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "What to do for particles that are inside the collision volume." msgstr "如何处理碰撞体内的粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Outside" msgstr "外部" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "What to do for particles that are outside the collision volume." msgstr "如何处理碰撞体外的粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Enter" msgstr "进入" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Triggered once when particles enter the collision volume." msgstr "当粒子进入碰撞体时触发一次。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Triggered once when particles leave the collision volume." msgstr "当粒子离开碰撞体时触发一次。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Radius Scale" msgstr "半径缩放" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Scale particle bounds by this amount to get more precise collisions." msgstr "缩放该数量的粒子边界以便获得更精确的碰撞。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Visualize Bounds" msgstr "可视化边界" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Render the collision bounds of the particles." msgstr "渲染粒子的碰撞边界。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Kill" msgstr "杀掉" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Callback" msgstr "回调" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1 msgid "Angular Velocity" msgstr "角速率" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1 msgid "Controls the angular velocity of each particle during its lifetime." msgstr "控制每个粒子在其生命周期内的角速度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1 msgid "If enabled, you can control the angular velocity limit separately for each axis." msgstr "如果启用,您可以对各个轴的角速率限制进行单独控制。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeModuleUI.cs:1 msgid "Controls the size of each particle during its lifetime." msgstr "控制每个粒子在其生命周期中的大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ModuleUIHelpers.cs:1 msgid "Constant Color" msgstr "常量颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "If enabled, you can control the noise separately for each axis." msgstr "如果启用,您可以分别控制每个轴的噪声。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "How strong the overall noise effect is." msgstr "整体噪音效果有多强。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Frequency" msgstr "频率" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Low values create soft, smooth noise, and high values create rapidly changing noise." msgstr "低值会产生柔和、平滑的噪音,而高值会产生快速变化的噪音。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Damping" msgstr "阻尼" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "If enabled, strength is proportional to frequency." msgstr "如果启用,强度将会与频率成比例。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Octaves" msgstr "倍率" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Layers of noise that combine to produce final noise (Adding octaves increases the performance cost substantially!)" msgstr "结合起来产生最终噪声的噪声层(添加倍率会大大增加性能成本!)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Octave Multiplier" msgstr "倍率乘数" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "When combining each octave, scale the intensity by this amount." msgstr "合并各个倍率时,按此数量缩放强度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Octave Scale" msgstr "倍率缩放" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "When combining each octave, zoom in by this amount." msgstr "合并各个倍率时,按此数量放大。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Generate 1D, 2D or 3D noise." msgstr "生成 1D、2D 或 3D 噪音。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Scroll Speed" msgstr "滚动速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Scroll the noise map over the particle system." msgstr "在“粒子系统”上滚动噪声图。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Remap" msgstr "重新映射" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Remap the final noise values into a new range." msgstr "将最终噪声值重新映射到一个新范围。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Position Amount" msgstr "位置数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "What proportion of the noise is applied to the particle positions." msgstr "将多大比例的噪声施加到粒子位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Rotation Amount" msgstr "旋转量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "What proportion of the noise is applied to the particle rotations, in degrees per second." msgstr "将多大比例的噪声施加到粒子旋转(以度/秒为单位)。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Size Amount" msgstr "尺寸量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Multiply the size of the particle by a proportion of the noise." msgstr "将粒子大小乘以噪音比例。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Preview the noise as a texture." msgstr "将噪音作为纹理预览。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Preview (Disabled)" msgstr "预览(已禁用)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Preview is disabled in multi-object editing mode." msgstr "多对象编辑模式下禁用预览。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Remap Curve" msgstr "重新映射曲线" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Low (1D)" msgstr "低(1D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Medium (2D)" msgstr "中等 (2D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "High (3D)" msgstr "高(3D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1 msgid "Select the type of data to populate this stream with." msgstr "选择要使用此流填充的数据类型。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1 msgid "Number of Components" msgstr "组件数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1 msgid "How many of the components (XYZW) to fill." msgstr "要填充多少个组件(XYZW)。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Defines the shape of the volume from which particles can be emitted, and the direction of the start velocity." msgstr "定义粒子发射体的形状以及起始速度的方向。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Radius of the shape." msgstr "半径形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Radius Thickness" msgstr "半径厚度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Control the thickness of the spawn volume, from 0 to 1." msgstr "控制生成体积的厚度,从 0 到 1。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Angle" msgstr "角度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Angle of the cone." msgstr "锥体角度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Length of the cone." msgstr "锥的长度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Box Thickness" msgstr "盒厚度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "When using shell/edge modes, control the thickness of the spawn volume, from 0 to 1." msgstr "使用 shell/edge 模式时,控制生成卷的厚度;范围为 0 到 1。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Generate particles from vertices, edges or triangles." msgstr "从顶点、边或三角形生成粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Mesh that the particle system will emit from." msgstr "发射粒子系统的网格。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "MeshRenderer that the particle system will emit from." msgstr "发射粒子系统的 MeshRenderer。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "SkinnedMeshRenderer that the particle system will emit from." msgstr "发射粒子系统的 SkinnedMeshRenderer。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Sprite that the particle system will emit from." msgstr "发射粒子系统的 Sprite。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "SpriteRenderer that the particle system will emit from." msgstr "发射粒子系统的 SpriteRenderer。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Single Material" msgstr "单一材质" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Only emit from a specific material of the mesh." msgstr "仅从网格的特定材质发射。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Use Mesh Colors" msgstr "使用网格颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Modulate particle color with mesh vertex colors, or if they don't exist, use the shader color property \"_Color\" or \"_TintColor\" from the material. Does not read texture colors." msgstr "使用网格顶点颜色调整粒子颜色;如果没有网格顶点,请使用材质中的着色器颜色属性 \"_Color\" or \"_TintColor\"。请勿读取纹理颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Normal Offset" msgstr "法线偏移" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Offset particle spawn positions along the mesh normal." msgstr "沿网格法线偏移的粒子生成位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Texture that the particles will sample their color from." msgstr "粒子用来从中对颜色采样的纹理。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Clip Channel" msgstr "剪辑频道" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Select a channel to use for discarding particles." msgstr "选择一个用于丢弃粒子的通道。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Clip Threshold" msgstr "剪辑阈值" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Only emit from parts of the texture where the Clip Channel is greater than or equal to this value." msgstr "仅从“剪辑通”道大于或等于此值的纹理部分发射。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Color affects Particles" msgstr "颜色会影响粒子" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Multiply the particle color by the texture RGB value." msgstr "将粒子颜色乘以纹理 RGB 值。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Alpha affects Particles" msgstr "Alpha 影响粒子" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Multiply the particle alpha by the texture alpha value." msgstr "将粒子 alpha 乘以纹理 alpha 值。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Bilinear Filtering" msgstr "双线性过滤" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Blend between pixels on the texture." msgstr "在纹理上的像素之间混合。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "UV Channel" msgstr "UV 通道" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Use the selected UV channel from the source mesh, for reading the texture." msgstr "使用源网格中选定的 UV 通道来读取纹理。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Align To Direction" msgstr "方向对齐" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Automatically align particles based on their initial direction of travel." msgstr "根据初始行进方向自动对齐粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Randomize Direction" msgstr "随机化方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Override the initial direction of travel with a random direction." msgstr "用随机方向覆盖初始行进方向。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Spherize Direction" msgstr "球面化方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Override the initial direction of travel with a direction that projects particles outwards from the center of the Shape Transform." msgstr "用从“形状转换”中心向外投射粒子的方向覆盖初始行进方向。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Randomize Position" msgstr "随机化位置" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Move the starting positions by a random amount, up to this maximum value." msgstr "随机移动起始位置至此最大值。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Emit from:" msgstr "发射于:" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Specifies from where particles are emitted." msgstr "指定粒子的发射位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Radius" msgstr "甜甜圈半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "The radius of the donut. Used to control the thickness of the ring." msgstr "甜甜圈的半径。该半径用于控制环的厚度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Translate the emission shape." msgstr "转换发射形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Rotate the emission shape." msgstr "旋转发射形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Scale the emission shape." msgstr "缩放发射形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Sphere Thickness Handle Change" msgstr "球体厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Sphere Handle Change" msgstr "球体手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Circle Thickness Handle Change" msgstr "圆形厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Circle Handle Change" msgstr "圆形手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Hemisphere Thickness Handle Change" msgstr "半球厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Hemisphere Handle Change" msgstr "半球手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Thickness Handle Change" msgstr "锥体厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Handle Change" msgstr "锥体手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Volume Thickness Handle Change" msgstr "锥体体积厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Volume Handle Change" msgstr "锥体体积手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Box Handle Change" msgstr "盒体手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Handle Change" msgstr "圆环手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Radius Thickness Handle Change" msgstr "圆环半径厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Radius Handle Change" msgstr "圆环半径手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Edge Handle Change" msgstr "边缘手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Rectangle Handle Change" msgstr "矩形手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape Transform Change" msgstr "形状变换更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone" msgstr "锥体" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut" msgstr "甜甜圈" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Mesh Renderer" msgstr "网格渲染器" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Skinned Mesh Renderer" msgstr "蒙皮网格渲染器" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Circle" msgstr "圆形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Edge" msgstr "边缘" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shell" msgstr "Shell" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Triangle" msgstr "三角形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Ping-Pong" msgstr "乒乓" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Burst Spread" msgstr "突发扩张" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Green" msgstr "绿色" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Blue" msgstr "蓝色" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "To use mesh colors, your source mesh must either provide vertex colors, or its shader must contain a color property named \"_Color\" or \"_TintColor\"." msgstr "要使用网格颜色,您的源网格必须提供顶点颜色,或者其着色器必须包含名为 “_ Color ” 或 “_ TintColor” 的颜色属性。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape gizmo editing mode." msgstr "形状小工具编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape transform position editing mode." msgstr "形状变换位置编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape transform rotation editing mode." msgstr "形状变换旋转编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape transform scale editing mode." msgstr "形状变换缩放编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:1 msgid "Remaps speed in the defined range to a size." msgstr "将定义范围内的速度重新映射为大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:1 msgid "Controls the size of each particle based on its speed." msgstr "根据速度控制每个粒子的大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The length of time the Particle System is emitting particles. If the system is looping, this indicates the length of one cycle." msgstr "“粒子系统”发射粒子的时间长度。如果系统正在循环,则该长度表示一个周期的长度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Looping" msgstr "循环播放" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If true, the emission cycle will repeat after the duration." msgstr "如果为 true,则在持续时间之后重复发射周期。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Prewarm" msgstr "预热" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "When played, a prewarmed system will be in a state as if it had emitted one loop cycle. Can only be used if the system is looping." msgstr "播放时,预热系统将处于一种好像其已经发出了一个循环周期的状态。只能在系统循环时使用。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Delay" msgstr "启动延迟" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Delay in seconds that this Particle System will wait before emitting particles. Cannot be used together with a prewarmed looping system." msgstr "此“粒子系统”在发射粒子之前等待的延迟时间(以秒为单位)。不能与预热循环系统共用。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Max Particles" msgstr "最大粒子" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The number of particles in the system will be limited by this number. Emission will be temporarily halted if this is reached." msgstr "系统中粒子数量受此数量的限制。达到此数量后将暂时停止发射。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Lifetime" msgstr "起始生命周期" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start lifetime in seconds, particle will die when its lifetime reaches 0." msgstr "以秒为单位开始生命周期,粒子将在其生命周期达到 0 时消亡。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Speed" msgstr "起始速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start speed of particles, applied in the starting direction." msgstr "在起始方向施加的粒子的起始速度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start color of particles." msgstr "粒子的起始颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "3D Start Size" msgstr "3D 开始大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If enabled, you can control the size separately for each axis." msgstr "如果启用,您可以分别控制每个轴的大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Size" msgstr "起始大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start size of particles." msgstr "粒子的起始大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "3D Start Rotation" msgstr "3D 开始旋转" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If enabled, you can control the rotation separately for each axis." msgstr "如果启用,您可以分别控制每个轴的旋转。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Rotation" msgstr "开始旋转" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start rotation of particles in degrees." msgstr "粒子的起始旋转度数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Flip Rotation" msgstr "翻转旋转" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Cause some particles to spin in the opposite direction. (Set between 0 and 1, where a higher value causes more to flip)" msgstr "导致某些粒子朝反方向翻转。(设置在 0 和 1 之间;值越大,翻转越多)" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Play On Awake*" msgstr "唤醒时播放*" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If enabled, the system will start playing automatically. Note that this setting is shared between all Particle Systems in the current particle effect." msgstr "如果启用,系统将自动开始播放。请注意,此设置在当前粒子效果中的所有“粒子系统”之间共享。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Gravity Modifier" msgstr "重力修改器" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Scales the gravity defined in Physics Manager" msgstr "缩放“物理管理器”中定义的重力" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Scaling Mode" msgstr "缩放模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Use the combined scale from our entire hierarchy, just this local particle node, or only apply scale to the shape module." msgstr "仅在此局部粒子节点中使用我们整个层次结构中的组合缩放,或仅将缩放应用于形状模块。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Simulation Space" msgstr "模拟空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Makes particle positions simulate in world, local or custom space. In local space they stay relative to their own Transform, and in custom space they are relative to the custom Transform." msgstr "使粒子位置在世界、本地或自定义空间中模拟。在本地空间中,粒子会保持与其自身的“转换”相对,而在自定义空间中,粒子会保持与自定义“转换”相对。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Custom Simulation Space" msgstr "自定义模拟空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Makes particle positions simulate relative to a custom Transform component." msgstr "使粒子位置相对于自定义“转换”组件进行模拟。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Simulation Speed" msgstr "模拟速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Scale the playback speed of the Particle System." msgstr "缩放“粒子系统”的播放速度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Delta Time" msgstr "时间差" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Use either the Delta Time or the Unscaled Delta Time. Useful for playing effects whilst paused." msgstr "使用“增量时间”或“未缩放的增量时间”。对暂停时的播放效果很有用。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Auto Random Seed" msgstr "自动随机种子" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Simulate differently each time the effect is played." msgstr "每次播放效果时都会做不同模拟。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Random Seed" msgstr "随机种子" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Randomize the look of the Particle System. Using the same seed will make the Particle System play identically each time. After changing this value, restart the Particle System to see the changes, or check the Resimulate box." msgstr "随机化“粒子系统”的外观。使用相同的种子会使“粒子系统”每次都相同。更改此值后,需要重新启动“粒子系统”才能查看更改,或者选择“重新模拟”框。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Emitter Velocity" msgstr "发射器速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "When the Particle System is moving, should we use its Transform, or Rigidbody Component, to calculate its velocity?" msgstr "“粒子系统”正在移动时,我们应该使用其“转换”或“刚体组件”来计算它的速度吗?" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Stop Action" msgstr "停止行动" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "When the Particle System is stopped and all particles have died, should the GameObject automatically disable/destroy itself?" msgstr "当粒子系统停止且所有粒子都已经消亡后,游戏对象会自动禁用/销毁自身吗?" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Choose whether to continue simulating the Particle System when offscreen. Catch-up mode pauses offscreen simulations but performs a large simulation step when they become visible, giving the appearance that they were never paused. Automatic uses Pause mode for looping systems, and AlwaysSimulate if not looping." msgstr "选择是否在屏幕外继续模拟粒子系统。“追赶”模式将暂停屏幕外模拟,但在模拟变为可见状态时执行大型模拟步骤,从而带来从未暂停模拟的印象。“自动”使用“暂停”模式来循环系统,如果不循环,则使用 AlwaysSimulate。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Ring Buffer Mode" msgstr "环状缓冲模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Rather than dying when their lifetime has elapsed, particles will remain alive until the Max Particles buffer is full, at which point new particles will replace the oldest." msgstr "粒子不会在生命周期结束时死亡,而是会保持存活,直到“最大粒子数”缓冲区已满,此时新粒子将取代最早的粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Loop Range" msgstr "循环范围" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Particle lifetimes may loop between a fade-in and fade-out time, in order to use curves for the entire time they are alive. Values are in the 0-1 range." msgstr "粒子生命周期可以在淡入和淡出时间之间循环,以便在粒子存活的整个时间内使用曲线。值在 0-1 范围内。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "World" msgstr "世界" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Destroy" msgstr "销毁" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Pause and Catch-up" msgstr "暂停和追赶" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Always Simulate" msgstr "始终模拟" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Pause Until Replaced" msgstr "暂停直到替换" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Loop Until Replaced" msgstr "循环直到替换" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the render mode of the particle renderer." msgstr "定义粒子渲染器的渲染模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the material used to render particles." msgstr "定义用于渲染粒子的材质。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Trail Material" msgstr "拖尾材质" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the material used to render particle trails." msgstr "定义用于渲染粒子轨迹的材料。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the mesh that will be rendered as particle." msgstr "定义将渲染为粒子的网格。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Min Particle Size" msgstr "最小粒子大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "How small is a particle allowed to be on screen at least? 1 is entire viewport. 0.5 is half viewport." msgstr "屏幕上最小允许有多小的粒子?1 为整个视区。0.5 为半个视区。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Max Particle Size" msgstr "最大粒子大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "How large is a particle allowed to be on screen at most? 1 is entire viewport. 0.5 is half viewport." msgstr "屏幕上最大允许有多大的粒子?1 为整个视区。0.5 为半个视区。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Camera Scale" msgstr "摄像机缩放" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "How much the camera speed is factored in when determining particle stretching." msgstr "确定粒子拉伸时,相机速度的影响程度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Speed Scale" msgstr "速度比例" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the length of the particle compared to its speed." msgstr "定义与自身速度比较的粒子的长度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Length Scale" msgstr "长度比例" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the length of the particle compared to its width." msgstr "定义与自身宽度比较的粒子的长度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Sorting Fudge" msgstr "排序校正" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Lower the number and most likely these particles will appear in front of other transparent objects, including other particles." msgstr "降低数值,这些粒子大部分将出现在其它透明对象前面,包括其他粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "This is disabled as the Sorting Group component handles the sorting for this Renderer." msgstr "由于“排序组”组件会处理此渲染器的排序,因此禁用此选项。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Sort Mode" msgstr "排序模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "The draw order of particles can be sorted by distance, oldest in front, or youngest in front." msgstr "粒子的绘制顺序可以按距离排序、可以把最老的放到最前面或者把最新的放到最前面。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Set whether the rotation of the particles is defined in Screen or World space." msgstr "设置是否在“屏幕”或“世界”空间中定义粒子的旋转。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Only opaque materials cast shadows" msgstr "只有不透明材质投射阴影" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Only opaque materials receive shadows. When using deferred rendering, all opaque objects receive shadows." msgstr "只有不透明材质接受阴影。使用延迟渲染时,所有不透明对象都会接受阴影。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size." msgstr "应用阴影偏离以防止自阴影伪影。指定的值与粒子大小成比例。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Specifies whether the Particle System renders 'Per Object Motion', 'Camera Motion', or 'No Motion' vectors to the Camera Motion Vector Texture. Note that there is no built-in support for Per-Particle Motion." msgstr "指定粒子系统是否将“每个对象运动”、“相机运动”或“无运动”矢量渲染到“相机运动矢量纹理”。注意“Per-Particle 运动”没有内置支持。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Normal Direction" msgstr "法线方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Value between 0.0 and 1.0. If 1.0 is used, normals will point towards camera. If 0.0 is used, normals will point out in the corner direction of the particle." msgstr "值在 0.0 和 1.0. 之间。如果使用 1.0,法线将指向摄像机。如果使用 0.0,法线将向外指向粒子的角落方向。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Allow Roll" msgstr "允许滚动" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Allows billboards to roll with the camera. It is often useful to disable this option when using VR." msgstr "允许 billboards 与摄像机一起滚动。使用 VR 时禁用此选项通常很有用。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Name of the Renderer's sorting layer." msgstr "渲染器排序层的名称。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Render Alignment" msgstr "渲染对齐" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Specifies if the particles will face the camera, align to world axes, or stay local to the system's transform." msgstr "指定粒子是面向相机、与世界轴对齐,还是保持系统转换的局部。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Applies an offset to the pivot of particles, as a multiplier of its size." msgstr "对粒子中心应用偏移,作为其大小的乘数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Cause some particles to be flipped horizontally and/or vertically. (Set between 0 and 1, where a higher value causes more to flip)" msgstr "导致某些粒子水平和/或垂直翻转。(设置在 0 和 1 之间;值越大,翻转越多)" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Cause some mesh particles to be flipped along each of their axes. Use a shader with CullMode=None, to avoid inside-out geometry. (Set between 0 and 1, where a higher value causes more to flip)" msgstr "导致某些网格粒子沿其每个轴翻转。请使用 CullMode=None 的着色器以避免几何体内外相反(设置在 0 和 1 之间;值越大,翻转越多)" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Visualize Pivot" msgstr "可视化枢轴" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Render the pivot positions of the particles." msgstr "渲染粒子的枢轴位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Custom Vertex Streams" msgstr "自定义顶点流" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Choose whether to send custom particle data to the shader." msgstr "选择是否将自定义粒子数据发送到着色器。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Enable Mesh GPU Instancing" msgstr "启用网格 GPU 实例化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "When rendering mesh particles, use GPU Instancing on platforms where it is supported, and when using shaders that contain a Procedural Instancing pass (#pragma instancing_options procedural)." msgstr "渲染网格粒子或者使用包含“过程实例”通道的着色器 (#pragma instancing_options procedural)时,在支持的平台上使用“GPU 实例”。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Apply Active Color Space" msgstr "应用当前颜色空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "When using Linear Rendering, particle colors will be converted appropriately before being passed to the GPU." msgstr "使用“线性渲染”时,粒子颜色将在传递到 GPU 之前进行适当转换。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Masking" msgstr "遮罩" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the masking behavior of the particles. See Sprite Masking documentation for more details." msgstr "定义粒子的遮罩行为。更多细节请参见 “Sprite 遮罩”文档。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Stretched Billboard" msgstr "伸展 Billboard" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Horizontal Billboard" msgstr "水平广告牌" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Vertical Billboard" msgstr "垂直 Billboard" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "By Distance" msgstr "通过距离" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Oldest in Front" msgstr "最旧的放前面" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Youngest in Front" msgstr "最新的放在最前面" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "View" msgstr "视图" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Facing" msgstr "面对" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Velocity" msgstr "速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Camera Motion Only" msgstr "仅摄像机运动" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Per Object Motion" msgstr "每对象运动" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Force No Motion" msgstr "强制无动作" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "No Masking" msgstr "无遮罩" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Visible Inside Mask" msgstr "遮罩中可见" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Visible Outside Mask" msgstr "遮罩外可见" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Using Align to Direction in the Shape Module forces the system to be rendered using Local Render Alignment." msgstr "在“形状模块”中使用“对齐方向”会强制使用“局部渲染对齐”来渲染系统。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Lifetime Loss" msgstr "生存期损失" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particle collides, it will lose this fraction of its Start Lifetime" msgstr "粒子发生碰撞时,它将失去其“开始粒子的生命周期”中的这一部分" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Planes" msgstr "平面" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Planes are defined by assigning a reference to a transform. This transform can be any transform in the scene and can be animated. Multiple planes can be used. Note: the Y-axis is used as the plane normal." msgstr "通过为转换分配引用来定义平面。此转换可以是场景中的任何转换,且可以设置动画。可以使用多个平面。注意:Y 轴被用作平面法线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Create an empty GameObject and assign it as a plane." msgstr "创建一个空游戏对象并将其指定为一个平面。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Min Kill Speed" msgstr "最小消亡速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particles collide and their speed is lower than this value, they are killed." msgstr "当粒子发生碰撞且其速度低于此值时,粒子会被销毁。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Max Kill Speed" msgstr "最大消失速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particles collide and their speed is higher than this value, they are killed." msgstr "当粒子发生碰撞且其速度高于此值时,粒子会被销毁。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particle collides, it will lose this fraction of its speed. Unless this is set to 0.0, particle will become slower after collision." msgstr "粒子发生碰撞时,它会失去这部分速度。除非将其设置为 0.0,否则粒子在碰撞后会变慢。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Bounce" msgstr "反弹" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particle collides, the bounce is scaled with this value. The bounce is the upwards motion in the plane normal direction." msgstr "粒子发生碰撞时,反弹将使用此值进行缩放。反弹是平面法线方向上的向上运动。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Only used for visualizing the planes: Wireframe or Solid." msgstr "仅用于平面的可视化:Wireframe 或“实体”。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Scale Plane" msgstr "缩放平面" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Resizes the visualization planes." msgstr "调整可视化平面的大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collides With" msgstr "碰撞对象" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collides the particles with colliders included in the layermask." msgstr "将粒子与包含在 layermask 中的碰撞器进行碰撞。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Enable Dynamic Colliders" msgstr "启用动态碰撞器" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should particles collide with dynamic objects?" msgstr "粒子是否应该与动态物体碰撞?" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Max Collision Shapes" msgstr "最大碰撞形状" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "How many collision shapes can be considered for particle collisions. Excess shapes will be ignored. Terrains take priority." msgstr "粒子碰撞可以考虑多少个碰撞形状。多余的形状将被忽略。地形优先。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collision Quality" msgstr "碰撞质量" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Quality of world collisions. Medium and low quality are approximate and may leak particles." msgstr "世界碰撞的质量。中等质量和低质量很相似,可能会泄漏颗粒。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Size of voxels in the collision cache. Smaller values improve accuracy but require higher memory usage and are less efficient." msgstr "碰撞缓存中的体素的大小。较小的值可提高准确性,但需要使用更多内存,效率也会降低。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Send Collision Messages" msgstr "发送碰撞消息" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Send collision callback messages." msgstr "发送碰撞回调消息。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collide with a list of Planes, or the Physics World." msgstr "与一系列“平面”或“物理世界”发生碰撞。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Use 3D Physics or 2D Physics." msgstr "使用 3D 物理或 2D 物理。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collider Force" msgstr "碰撞器力度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Control the strength of particle forces on colliders." msgstr "控制碰撞器上粒子力的强度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Multiply by Collision Angle" msgstr "乘以碰撞角" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should the force be proportional to the angle of the particle collision? A particle collision directly along the collision normal produces all the specified force whilst collisions away from the collision normal produce less force." msgstr "力应该与粒子碰撞角度成比例吗?直接沿着碰撞法线的粒子碰撞会产生所有指定的力,而远离碰撞法线的碰撞则会产生较小的力。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Multiply by Particle Speed" msgstr "乘以粒子速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should the force be proportional to the particle speed?" msgstr "力应该与粒子速度成比例吗?" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Multiply by Particle Size" msgstr "乘以粒子大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should the force be proportional to the particle size?" msgstr "力应该与粒子大小成比例吗?" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Modified Collision Plane Transform" msgstr "已修改的碰撞平面变换" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Medium (Static Colliders)" msgstr "中等(静态碰撞器)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Low (Static Colliders)" msgstr "低(静态碰撞体)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Solid" msgstr "实体" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Move plane editing mode." msgstr "移动平面编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Rotate plane editing mode." msgstr "旋转平面编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:1 msgid "Maps the speed to a value along the curve, when using one of the curve modes." msgstr "使用其中一种曲线模式时,将速度映射到曲线上的一个值。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:1 msgid "Controls the angular velocity of each particle based on its speed." msgstr "根据速度控制每个粒子的角速度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Create and assign a Particle System as sub-emitter." msgstr "创建并指定一个“粒子系统”作为“子发射器”。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Inherit" msgstr "继承" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Determines what properties to inherit from the parent system." msgstr "确定要从父系统继承的属性。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Emit Probability" msgstr "发射概率" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Determines the proportion of sub-emitter spawn events that successfully triggers the associated sub-emitter." msgstr "确定子发射器生成事件可成功触发相关子发射器的比例。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Sub emission of particles. This allows each particle to emit particles in another system." msgstr "子粒子发射。该选项允许每个粒子在另一个系统中同样发射粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Birth" msgstr "出生" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Death" msgstr "死亡" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Trigger" msgstr "触发器" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Manual" msgstr "用户手册" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Used to scale the force applied to this particle system." msgstr "用于缩放作用于此粒子系统的力。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Influence Filter" msgstr "影响过滤器" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Use either a LayerMask or a List, to decide which Force Fields affect this Particle System." msgstr "使用 LayerMask 或列表来确定影响此粒子系统的力场。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Influence Mask" msgstr "影响遮罩" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Select a global mask of which GameObjects can affect this Particle System." msgstr "选择一个全局遮罩以确保可以通过其游戏对象影响此粒子系统。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Layer Mask and List" msgstr "层遮罩和列表" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Rate over Time" msgstr "随单位时间产生的粒子数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "The number of particles emitted per second." msgstr "每秒发射的粒子数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Rate over Distance" msgstr "随移动距离产生的粒子数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "The number of particles emitted per distance unit." msgstr "每距离单位发射的粒子数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Bursts" msgstr "突发" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Emission of extra particles at specific times during the duration of the system." msgstr "在系统持续时间内的特定时间发射额​​外粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "When the burst will trigger." msgstr "突发触发的时间。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Count" msgstr "数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "The number of particles to emit." msgstr "要发射的粒子数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "How many times to emit the burst. Use the dropdown to repeat infinitely." msgstr "发射突发多少次。使用下拉列表无限重复。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Interval" msgstr "间隔" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Repeat the burst every N seconds." msgstr "每 N 秒重复一次突发。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Probability" msgstr "概率" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "0-1 Chance that the burst will trigger." msgstr "0-1 突发触发的几率。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1 msgid "Randomize" msgstr "随机化" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1 msgid "Randomize force every frame. Only available when using random between two constants or random between two curves." msgstr "随机强制每帧。仅在两个常数或两个曲线之间使用随机时可用。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1 msgid "Specifies if the force values are in local space (rotated with the transform) or world space." msgstr "指定力值是在本地空间(使用转换旋转)还是在世界空间中。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Amount of particles that have a light source attached to them." msgstr "附着有光源的粒子数量。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Random Distribution" msgstr "随机分布" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Emit lights randomly, or at regular intervals." msgstr "随机发射光线,或定期发射光线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Light" msgstr "灯光" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Light prefab to be used for spawning particle lights." msgstr "用于产生粒子光线的光照预制件。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Use Particle Color" msgstr "使用粒子颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Check the option to multiply the particle color by the light color. Otherwise, only the color of the light is used." msgstr "检查粒子颜色乘以浅色选项。否则,仅使用光的颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Size Affects Range" msgstr "大小影响范围" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Multiply the range of the light with the size of the particle." msgstr "将光线范围乘以粒子大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Alpha Affects Intensity" msgstr "Alpha 影响强度" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Multiply the intensity of the light with the alpha of the particle." msgstr "将光的强度乘以粒子的 alpha。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Range Multiplier" msgstr "范围乘数" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Apply a custom multiplier to the range of the lights." msgstr "将自定义倍增器应用于灯光范围。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Apply a custom multiplier to the intensity of the lights." msgstr "将自定义倍增器应用于灯光强度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Maximum Lights" msgstr "最大灯光数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Limit the amount of lights the system can create. This module makes it very easy to create lots of lights, which can hurt performance." msgstr "限制系统可以创建的灯光数量。使用该模块可以很容易地创建大量灯光,这可能会降低性能。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Only point and spot lights are supported on particles." msgstr "粒子上仅支持点光源和聚光灯。" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:1 msgid "Error loading packages, see console" msgstr "加载包时出错,请参阅控制台" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1 msgid "All packages" msgstr "所有包" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1 msgid "In Project" msgstr "在项目中" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1 msgid "Built-in packages" msgstr "内置包" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1 msgid "My Assets" msgstr "我的资源" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:1 msgid "In Development" msgstr "在开发中" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:1 msgid "Fetching packages..." msgstr "正在获取包..." #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:1 msgid "There are no packages." msgstr "无任何包。" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:1 msgid "No results for \"{0}\"" msgstr "\"{0}\" 无结果" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageVersion.cs:1 msgid "You do not have entitlements for this package." msgstr "您没有此包的权限。" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1 msgid "Package download in progress" msgstr "正在下载包" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1 msgid "Please note that entering Play Mode while Unity is downloading a package may impact performance" msgstr "请注意,在 Unity 下载包时进入播放模式可能会影响性能" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1 msgid "Got it" msgstr "已完成" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1 msgid "Play Mode in progress" msgstr "正处于播放模式" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:1 msgid "Please note that making changes in the Package Manager while in Play Mode may impact performance." msgstr "请注意,播放模式下在包管理器中进行更改可能会影响性能。" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageDatabase.cs:1 msgid "Error while fetching your assets: {0}" msgstr "获取资源时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:1 msgid "Download aborted" msgstr "已中止下载" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackageVersion.cs:1 msgid "Unknown publisher" msgstr "未知的发布者" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Plane|" msgstr "平面|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Cross|" msgstr "交叉|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "TriCross|" msgstr "TriCross|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Billboard|" msgstr "Billboard|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Mesh|" msgstr "网格|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Create New Tree" msgstr "创建新树" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Create Wind Zone" msgstr "创建风区" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Move Branch|Select a branch spline point and drag to move it." msgstr "移动树枝|选择分支样条点并进行拖拽。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Rotate Branch|Select a branch spline point and drag to rotate it." msgstr "旋转树枝|选择一个树枝样条点并将其拖拽旋转。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Free Hand|Click on a branch spline node and drag to draw a new shape." msgstr "徒手|点击树枝样条节点并拖拽绘制一个新图形。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Move Leaf|Select a leaf spline point and drag to move it." msgstr "旋转树叶|选择树叶样条点并将其拖拽。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Rotate Leaf|Select a leaf spline point and drag to rotate it." msgstr "旋转树叶|选择树叶样条点并将其拖拽旋转" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Random|" msgstr "随机|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Alternate|" msgstr "替代|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Opposite|" msgstr "相反|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Whorled|" msgstr "螺旋|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Tree Seed|The global seed that affects the entire tree. Use it to randomize your tree, while keeping the general structure of it." msgstr "树种|影响整棵树的全局种子。在保持树木的总体结构的同时,使用此选项来使树随机化。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Area Spread|Adjusts the spread of trunk nodes. Has an effect only if you have more than one trunk." msgstr "区域扩展|调节树干节点扩展。只要不是一个树干节点就会有效果。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Ground Offset|Adjusts the offset of trunk nodes on Y axis." msgstr "地面偏移|在 Y 轴上调整树干节点的偏移。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "LOD Quality|Defines the level-of-detail for the entire tree. A low value will make the tree less complex, a high value will make the tree more complex. Check the statistics in the hierarchy view to see the current complexity of the mesh." msgstr "LOD 质量|定义整个树的细节级别。较低的值将使树没有那么复杂,较高的值将使树更加复杂。检查层级视图中的统计以便了解当前网格的复杂程度。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Ambient Occlusion|Toggles ambient occlusion on or off." msgstr "环境光遮挡|切换或关闭环境光遮挡。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "AO Density|Adjusts the density of ambient occlusion." msgstr "AO 密度|调节环境光遮挡密度。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Translucency Color|The color that will be multiplied in when the leaves are backlit." msgstr "半透明颜色|树叶背光照射时此颜色成倍增强。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Trans. View Dep.|Translucency view dependency. Fully view dependent translucency is relative to the angle between the view direction and the light direction. View independent is relative to the angle between the leaf's normal vector and the light direction." msgstr "Trans. View Dep.|半透明视图依赖性。视图依赖的半透明与视图方向和光照方向之间夹角成比例。视图依赖性与树叶的法线向量和光照方向之间的夹角成比例。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Alpha Cutoff|Alpha values from the base texture smaller than the alpha cutoff are clipped creating a cutout." msgstr "Alpha 修剪|小于Alpha 修剪的基础纹理阿尔法值将被剪掉,创建出一个镂空。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shadow Strength|Makes the shadows on the leaves less harsh. Since it scales all the shadowing that the leaves receive, it should be used with care for trees that are e.g. in a shadow of a mountain." msgstr "暗影强度|使树叶上的阴影弱化。因为选项缩放树叶接收的所有阴影,在树上应用时应该多加注意,例如,在山的阴影中的树。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shadow Offset|Scales the values from the Shadow Offset texture set in the source material. It is used to offset the position of the leaves when collecting the shadows, so that the leaves appear as if they were not placed on one quad. It's especially important for billboarded leaves and they should have brighter values in the center of the texture and darker ones at the border. Start out with a black texture and add different shades of gray per leaf." msgstr "阴影偏移|缩放在源材质中设置的阴影偏移纹理值。聚集阴影时,该值用于抵消树叶位置,因此树叶就好像没有放置在四边形上。特别是对于广告牌树叶尤其重要,它们应该在纹理中央有亮度值,边框上有暗度值。以黑色的纹理开始并为每个树叶添加不同的灰度。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Full Res|" msgstr "全部分辨率|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Half Res|" msgstr "半分辨率|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Quarter Res|" msgstr "四分之一分辨率|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "One-8th Res|" msgstr "八分之一分辨率|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "One-16th Res|" msgstr "十六分之一分辨率|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shadow Caster Res.|Defines the resolution of the texture atlas containing alpha values from source diffuse textures. The atlas is used when the leaves are rendered as shadow casters. Using lower resolution might increase performance." msgstr "阴影投射分辨率|定义纹理图集的分辨率,该图集包含源漫反射纹理的阿尔法值。当树叶渲染为阴影投射时使用此图集。使用较低的分辨率可能提高性能。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "LOD Multiplier|Adjusts the quality of this group relative to tree's LOD Quality, so that it is of either higher or lower quality than the rest of the tree." msgstr "LOD 乘数|调节该组中与树的 LOD 相关的质量,使其比其他树的质量更高或者更低。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Branch Only|" msgstr "仅枝|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Branch + Fronds|" msgstr "树枝 + 叶状体" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Fronds Only|" msgstr "仅叶状体|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Geometry Mode|Type of geometry for this branch group." msgstr "几何体模式|该支组的几何体类型。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Branch Material|The primary material for the branches." msgstr "枝的材质|枝的主要材质。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Break Material|Material for capping broken branches." msgstr "折断材质|封盖断枝的材质。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Material|Material for the fronds." msgstr "叶状体材质|叶状体材质。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Length|Adjusts the length of the branches." msgstr "长度|调节树枝长度。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Relative Length|Determines whether the radius of a branch is affected by its length." msgstr "相对长度|确定树枝半径是否受其长度影响。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Radius|Adjusts the radius of the branches, use the curve to fine-tune the radius along the length of the branches." msgstr "半径|调节树枝的半径,使用曲线沿着树枝长度微调半径。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Cap Smoothing|Defines the roundness of the cap/tip of the branches. Useful for cacti." msgstr "树冠平滑|确定树枝冠部/梢头的圆度。适用于仙人掌。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Crinkliness|Adjusts how crinkly/crooked the branches are, use the curve to fine-tune." msgstr "褶皱度|调整树枝的褶皱/弯曲程度。使用曲线进行微调。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Seek Sun|Use the curve to adjust how the branches are bent upwards/downwards and the slider to change the scale." msgstr "向阳性|使用曲线调整树枝向上/向下弯曲并使用滑块更改比例。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Noise|Overall noise factor, use the curve to fine-tune." msgstr "噪音|整体噪音因子,使用曲线进行微调。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Noise Scale U|Scale of the noise around the branch, lower values will give a more wobbly look, while higher values gives a more stochastic look." msgstr "噪波比例 U|树枝周围的噪波比例,数值较低时,树枝摆动的幅度较大;数值较高时,树枝摆动会更加随机。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Noise Scale V|Scale of the noise along the branch, lower values will give a more wobbly look, while higher values gives a more stochastic look." msgstr "噪波比例 V|树枝周围的噪波比例,数值较低时,树枝摆动的幅度较大;数值较高时,树枝摆动会更加随机。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Flare Radius|The radius of the flares, this is added to the main radius, so a zero value means no flares." msgstr "光斑半径|光斑的半径。该半径添加到主半径中,因此零值表示没有光斑。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Flare Height|Defines how far up the trunk the flares start." msgstr "光斑高度|定义树干的光斑开始高度。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Flare Noise|Defines the noise of the flares, lower values will give a more wobbly look, while higher values gives a more stochastic look." msgstr "光斑噪波|定义光斑噪波,定义光斑的噪波。数值较低时,树枝摆动的幅度较大;数值较高时,树枝摆动会更加随机。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Weld Length|Defines how far up the branch the weld spread starts." msgstr "连接长度|定义树枝从开始处连接延伸的长度。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Spread Top|Weld's spread factor on the top-side of the branch, relative to its parent branch. Zero means no spread." msgstr "延伸到顶|树枝顶侧的连接延伸因子(相对于父级树枝)。零表示没有延伸。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Spread Bottom|Weld's spread factor on the bottom-side of the branch, relative to its parent branch. Zero means no spread." msgstr "延伸到底|树枝底侧的连接延伸因子(相对于父级树枝)。零表示没有延伸。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Break Chance|Chance of a branch breaking, i.e. 0 = no branches are broken, 0.5 = half of the branches are broken, 1.0 = all the branches are broken." msgstr "折断几率|树枝折断的几率,即,0 = 无枝折断, 0.5 = 枝一半折断,1.0 = 所有枝折断。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Break Location|This range defines where the branches will be broken. Relative to the length of the branch." msgstr "折断位置|该范围定义了枝的折断位置。与枝的长度相对。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Count|Defines the number of fronds per branch. Fronds are always evenly spaced around the branch." msgstr "叶状体计数|定义每个树枝的叶状体数量。叶状体始终平均分布于树枝周围。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Width|The width of the fronds, use the curve to adjust the specific shape along the length of the branch." msgstr "叶状体宽度|叶状体宽度,使用曲线沿着树枝长度调整具体形状。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Range|Defines the starting and ending point of the fronds." msgstr "叶状体范围|定义叶状体开始点和结束点。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Rotation|Defines rotation around the parent branch." msgstr "叶状体旋转|定义围绕父级树枝的旋转。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Crease|Adjust to crease / fold the fronds." msgstr "叶状体褶皱|调节以褶皱/折叠叶状体。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Geometry Mode|The type of geometry created. You can use a custom mesh, by selecting the Mesh option, ideal for flowers, fruits, etc." msgstr "几何体模式|创建的几何体类型。通过选择网格选项您可以使用自定义的网格,非常适合花卉、水果等。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Material|Material used for the leaves." msgstr "材质|用于树叶的材质。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Mesh|Mesh used for the leaves." msgstr "网格|用于树叶的网格。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Size|Adjusts the size of the leaves, use the range to adjust the minimum and the maximum size." msgstr "尺寸|调节树叶的尺寸,使用范围调整尺寸的最小值和最大值。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Perpendicular Align|Adjusts whether the leaves are aligned perpendicular to the parent branch." msgstr "垂直对齐|调整树叶是否和父级树枝垂直对齐。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Horizontal Align|Adjusts whether the leaves are aligned horizontally." msgstr "水平对齐|调整树叶是否水平对齐。" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Distribution|" msgstr "分布|" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Geometry|" msgstr "几何体|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Material|Controls global material properties of the tree." msgstr "材质|控制树的全局材质属性。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Distribution|Adjusts the count and placement of branches in the group. Use the curves to fine tune position, rotation and scale. The curves are relative to the parent branch or to the area spread in case of a trunk." msgstr "分布|调节该组中树枝的计数以及位置。使用曲线微调位置、旋转和缩放。曲线和父级树枝成比例变化,或者如果是树干则与其区域延伸成比例变化。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Geometry|Select what type of geometry is generated for this branch group and which materials are applied. LOD Multiplier allows you to adjust the quality of this group relative to tree's LOD Quality." msgstr "几何体|选择为该枝组生成的几何体类型以及枝组应用的材质。LOD 乘数可以调整与树 LOD 质量相关的该组质量。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shape|Adjusts the shape and growth of the branches. Use the curves to fine tune the shape, all curves are relative to the branch itself." msgstr "形状|调整树枝的形状和生长。使用曲线来微调形状,所有曲线都与树枝本身相关。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Fronds|" msgstr "叶状体|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Wind|Adjusts the parameters used for animating this group of branches. The wind zones are only active in Play Mode." msgstr "风|调节应用于动画枝组的参数。仅在播放模式激活风区。" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Leaf Group" msgstr "添加叶组" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Branch Group" msgstr "添加分支组" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Delete Selected Group" msgstr "删除选定组" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Duplicate Selected Group" msgstr "复制选定组" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Recompute Tree" msgstr "重新计算树" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Group Seed|The seed for this group of branches. Modify to vary procedural generation." msgstr "组种子|枝组种子。修改此选项以改变程序生成。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Frequency|Adjusts the number of branches created for each parent branch." msgstr "频率|调节为每个父级树枝创建的树枝的数量。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Distribution|The way the branches are distributed along their parent." msgstr "分布|树枝沿着父级分布的方式。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Twirl|Twirl around the parent branch." msgstr "旋转|围绕父分支选装。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Whorled Step|Defines how many nodes are in each whorled step when using Whorled distribution. For real plants this is normally a Fibonacci number." msgstr "螺旋步骤|定义使用螺旋分布时每个螺旋步骤中有多少个节点。对于真实的植物,正常情况下它是一个斐波纳契数。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Growth Scale|Defines the scale of nodes along the parent node. Use the curve to adjust and the slider to fade the effect in and out." msgstr "生长比例|定义跟随父级的节点比例。使用曲线调整并用滑块产生交叉淡化效果。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Growth Angle|Defines the initial angle of growth relative to the parent. Use the curve to adjust and the slider to fade the effect in and out." msgstr "生长角度|定义相对于父级的初始生长角度。使用曲线调整并用滑块产生交叉淡化效果。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Main Wind|Primary wind effect. This creates a soft swaying motion and is typically the only parameter needed for primary branches." msgstr "主风|次风效果。该选项将产生轻微的摇摆运动并且是仅用于主枝的参数。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Main Turbulence|Secondary turbulence effect. Produces more stochastic motion, which is individual per branch. Typically used for branches with fronds, such as ferns and palms." msgstr "主湍流|次湍流效果。产生更多的随机运动且每个树枝的运动都是独立的。典型应用于叶状体树枝,例如蕨类植物和棕榈植物。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Edge Turbulence|Turbulence along the edge of fronds. Useful for ferns, palms, etc." msgstr "边缘湍流|沿叶状体边缘湍流。适用于蕨类植物、棕榈树等。" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Group Seed|The seed for this group of leaves. Modify to vary procedural generation." msgstr "组种子|叶组种子。修改此选项以改变程序生成。" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Frequency|Adjusts the number of leaves created for each parent branch." msgstr "频率|调节为每个父级树枝创建的树叶的数量。" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Distribution|Select the way the leaves are distributed along their parent." msgstr "分布|选择树叶沿着父级分布的方式。" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Main Wind|Primary wind effect. Usually this should be kept as a low value to avoid leaves floating away from the parent branch." msgstr "主风|次风效果。该选项通常保持在一个较低值,以免树叶从父级树枝飘离。" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Main Turbulence|Secondary turbulence effect. For leaves this should usually be kept as a low value." msgstr "主湍流|次湍流效果。对于树叶此选项中应将该值维持在较低值。" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Edge Turbulence|Defines how much wind turbulence occurs along the edges of the leaves." msgstr "边缘湍流|定义树叶边缘周围出现多少风湍流。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Type of source the movie will be read from." msgstr "从中读取影片的源类型。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Video Clip" msgstr "视频剪辑" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "VideoClips can be imported using the asset pipeline." msgstr "可以使用资源管道导入 VideoClips。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "URL" msgstr "URL" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "URLs" msgstr "URL" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Click to set a file:// URL. http:// URLs have to be written or copy-pasted manually." msgstr "单击设置文件:// URL. http:// URLs 必须手写或者复制粘贴。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Start playback as soon as the game is started." msgstr "游戏开始后立即开始播放。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Wait For First Frame" msgstr "等待第一帧" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Wait for first frame to be ready before starting playback. When on, player time will only start increasing when the first image is ready. When off, the first few frames may be skipped while clip preparation is ongoing." msgstr "在开始播放之前等待第一帧准备就绪。启用后,播放器时间仅在第一张图像准备就绪时才开始增加。关闭后,可以跳过前几帧,同时剪辑准备正在进行中。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Start playback at the beginning when end is reached." msgstr "到达结束时从头开始播放。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Skip On Drop" msgstr "放下时跳过" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Allow to skip frames to catch up with current time." msgstr "允许跳帧以追上当前时间。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Increase or decrease the playback speed. 1.0 is the normal speed." msgstr "增加或减少播放速度。1.0 是常速。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Type of object on which the played images will be drawn." msgstr "在其上绘制播放图像的对象类型。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Camera where the images will be drawn, behind (Back Plane) or in front of (Front Plane) of the scene." msgstr "要再场景后面(背面)或前面(前平面)绘制图像的摄像机。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "RenderTexture where the images will be drawn. RenderTextures can be created under the Assets folder and then used on other objects." msgstr "绘制图像的 RenderTexture。可以先在“资源”文件夹下创建 RenderTextures,然后用于其他对象。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "A value less than 1.0 will reveal the content behind the video." msgstr "小于 1.0 的值将显示视频背后的内容。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "3D Layout" msgstr "3D 布局" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Layout of 3D content in the source video." msgstr "源视频中 3D 内容的布局。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Audio Output Mode" msgstr "音频输出模式" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Where the audio in the movie will be output." msgstr "电影中的音频输出到何处。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Audio Source" msgstr "音频源" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "AudioSource component that will receive this track's audio samples." msgstr "接收该音轨音频样本的 AudioSource 组件。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Movie files" msgstr "影片文件" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Data Source" msgstr "数据源" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Url" msgstr "Url" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Target Camera" msgstr "目标相机" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Target Camera 3D Layout" msgstr "目标相机 3D 布局" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Target Material Renderer" msgstr "目标材质渲染器" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Controlled Audio Track Count" msgstr "受控音轨数目" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package name. Must be lowercase" msgstr "包名。必须小写" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Display name" msgstr "显示名称" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Display name used in UI." msgstr "UI 中使用的显示名称。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package Version, much follow SemVer (ex: 1.0.0-preview.1)." msgstr "包版本,很大程度上遵循 SemVer(如:1.0.0-preview.1)。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package Type (optional)." msgstr "包类型(可选)。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Visibility in Editor" msgstr "编辑器中的可见性" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package visibility in Editor." msgstr "编辑器中的包可见性。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Major" msgstr "主要" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Major version of Unity" msgstr "Unity 的主要版本" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Minor" msgstr "次要" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Minor version of Unity" msgstr "Unity 的次要版本" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Release" msgstr "释放" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Specific release (ex: 0a9)" msgstr "特定版本(如:0a9)" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package name" msgstr "包名" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package '{0}' Manifest" msgstr "包 '{0}' 清单" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "{0} Package Manifests" msgstr "{0} 包清单" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Invalid Package Manifest" msgstr "无效的包清单" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package Manager UI package is required to see selected packaged detail." msgstr "需要包管理器 UI 包才能查看选定的打包详细信息。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Information" msgstr "信息" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Minimal Unity Version" msgstr "最低 Unity 版本" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Brief Description" msgstr "简要描述" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "View in Package Manager" msgstr "在包管理器中查看" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Unity Version Enabled" msgstr "已启用 Unity 版本" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Visibility" msgstr "可视性" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "Unity Package Manager" msgstr "Unity 包管理器" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "Resetting packages to defaults will discard any changes you have made and/or remove packages set by the project template.\nThis action may result in compilation errors or a broken project. Are you sure?" msgstr "将包重置为默认值将放弃您所做的任何更改和/或删除项目模板设置的包。\n此操作可能导致编译错误或项目损坏。您确定吗?" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "Yes" msgstr "是" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "No" msgstr "否" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animation Type" msgstr "动画类型" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "The type of animation to support / import." msgstr "支持/导入的动画类型。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "No animation present." msgstr "无动画存在。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Legacy animation system." msgstr "旧版动画系统。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Generic" msgstr "泛型" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Generic Mecanim animation." msgstr "一般 Mecanim 动画。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Humanoid Mecanim animation system." msgstr "人形动画 Mecanim 动画系统。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Save Avatar" msgstr "保存 Avatar" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Saves the generated Avatar as a sub-asset." msgstr "将生成的 Avatar 保存为子资产。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Generation" msgstr "生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Controls how animations are imported." msgstr "控制动画的导入方式。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Don't Import" msgstr "不导入" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "No animation or skinning is imported." msgstr "未导入动画或蒙皮。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Original Roots (Deprecated)" msgstr "存储在“原始根”中(已弃用)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animations are stored in the root objects of your animation package (these might be different from the root objects in Unity)." msgstr "动画存储在您的动画包的根对象中(这些动画可能与 Unity 中的根对象不同)。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Nodes (Deprecated)" msgstr "存储在“节点”中(已弃用)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animations are stored together with the objects they animate. Use this when you have a complex animation setup and want full scripting control." msgstr "动画与动画绘制的对象存储在一起。当您的动画设置非常复杂、想要完整的脚本控制时请使用此选项。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Root (Deprecated)" msgstr "存储在“根”中(已弃用)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animations are stored in the scene's transform root objects. Use this when animating anything that has a hierarchy." msgstr "动画存储在场景的变换根对象中。在为具有层次结构的内容绘制动画时请使用此选项。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Update" msgstr "更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Update the copy of the muscle definition from the source." msgstr "从源更新肌肉定义副本。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Root node" msgstr "根节点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Specify the root node used to extract the animation translation." msgstr "指定用于提取动画转换的根节点。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Avatar Definition" msgstr "Avatar 定义" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Choose between Create From This Model or Copy From Other Avatar. The first one creates an Avatar for this file and the second one uses an Avatar from another file to import animation." msgstr "选择“从此模型创建”或者“从其他 Avatar 复制”。第一个选项会为此文件创建一个 Avatar,第二个选项会用另一个文件中的 Avatar 导入动画。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Control how many bone weights are imported." msgstr "控制导入的骨骼权重数量。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Standard (4 Bones)" msgstr "标准(4 个骨骼)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Import a maximum of 4 bones per vertex." msgstr "导入每个顶点的最多 4 个骨骼。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Import a custom number of bones per vertex." msgstr "导入每个顶点的自定义数量的骨骼。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Max Bones/Vertex" msgstr "最大骨骼数/顶点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Number of bones that can affect each vertex." msgstr "可影响每个顶点的骨骼数量。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Min Bone Weight" msgstr "最小骨骼权重" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Bone weights smaller than this value are rejected. The remaining weights are scaled to add up to 1.0." msgstr "小于此值的骨骼权重将被拒绝。其余权重按比例相加为 1.0。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Update reference clips" msgstr "更新参考剪辑" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Click on this button to update all the @convention files referencing this file. Should set all these files to Copy From Other Avatar, set the source Avatar to this one and reimport all these files." msgstr "单击此按钮可更新所有引用此文件的 @convention 文件。应将所有这些文件设置为“从其他 Avatar 复制”,将源 Avatar 设置为此文件并重新导入所有这些文件。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Extra Transforms to Expose" msgstr "要暴露的额外变换" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Select the list of transforms to expose in the optimized GameObject hierarchy." msgstr "选择要在优化的游戏对象层级视图中公开的变换列表。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Root (New)" msgstr "存储在“根”中(新)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Configure..." msgstr "配置..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "\\u2713" msgstr "\\u2713" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "\\u2715" msgstr "\\u2715" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Import Messages" msgstr "导入消息" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Optimize Game Objects" msgstr "优化游戏对象" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Load Type" msgstr "加载类型" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Preload Audio Data" msgstr "预加载音频数据" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Compression Format" msgstr "压缩格式" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Sample Rate Setting" msgstr "采样率设置" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Force To Mono" msgstr "强制变为单声道" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Normalize" msgstr "归一化" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Load In Background" msgstr "后台加载" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Ambisonic" msgstr "全景声" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Source Info" msgstr "源信息" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Encode Alpha" msgstr "编码 Alpha" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Deinterlace" msgstr "取消隔行扫描" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Flip Horizontal" msgstr "水平翻转" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Flip Vertical" msgstr "垂直翻转" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Import Audio" msgstr "导入音频" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Custom Width Property" msgstr "自定义宽度属性" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Custom Height Property" msgstr "自定义高度属性" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Enable Transcoding Property" msgstr "启用转码属性" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "FBX Scene import settings" msgstr "FBX 场景导入设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "How much to scale the models compared to what is in the source file." msgstr "与源文件相比,模型缩放的程度如何。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Convert Units" msgstr "转换单位" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Convert file units to Unity ones." msgstr "将文件单位转换为 Unity 单位。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import BlendShapes" msgstr "导入 BlendShapes" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Should Unity import BlendShapes." msgstr "Unity 是否应该导入 BlendShapes。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import Visibility" msgstr "导入可见性" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Use visibility properties to enable or disable MeshRenderer components." msgstr "使用可见性属性来启用或禁用 MeshRenderer 组件。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Preserve Hierarchy" msgstr "保持层次结构" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Always create an explicit prefab root, even if the model only has a single root." msgstr "始终创建显式预制件根,即使模型只有一个单根。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Sort Hierarchy By Name" msgstr "按名称对层级视图排序" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Sort game objects children by name." msgstr "按名称对游戏对象子对象进行排序。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Global settings for generated meshes" msgstr "所生成网格的全局设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Higher compression ratio means lower mesh precision. If enabled, the mesh bounds and a lower bit depth per component are used to compress the mesh data." msgstr "更高的压缩比意味着更低的网格精度。如果启用,则使用每个组件的网格边界和一个低位深度来压缩网格数据。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Allow vertices and indices to be accessed from script." msgstr "允许从脚本访问顶点和索引。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Optimize Mesh" msgstr "优化网格" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Reorder vertices and/or polygons for better GPU performance." msgstr "对顶点和/或多边形重新排序,以便实现更好的 GPU 性能。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate Colliders" msgstr "生成碰撞器" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Should Unity generate mesh colliders for all meshes." msgstr "Unity 是否应该为所有网格生成网格碰撞器。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Detailed mesh data" msgstr "详细网格数据" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Keep Quads" msgstr "保留四边形" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "If model contains quad faces, they are kept for DX11 tessellation." msgstr "如果模型中包含四面,则会保留用于 DX11 曲面细分。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Weld Vertices" msgstr "焊接顶点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Combine vertices that share the same position in space." msgstr "合并空间中共享相同位置的顶点。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Index Format" msgstr "索引格式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Format of mesh index buffer. Auto mode picks 16 or 32 bit depending on mesh vertex count." msgstr "网格索引缓冲区格式。根据网格顶点数,自动模式会选择 16 或 32 位。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Source of mesh normals. If Import is selected and a mesh has no normals, they will be calculated instead." msgstr "网格法线的源。如果选择“导入”,而网格没有法线,则将计算它们。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Normals Mode" msgstr "法线模式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "How to weight faces when calculating normals." msgstr "如何在计算法线时确定面的权重。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Smoothing Angle" msgstr "平滑角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "When calculating normals on a mesh that doesn't have smoothing groups, edges between faces will be smooth if this value is greater than the angle between the faces." msgstr "在没有平滑组的网格上计算法线时,如果此值大于面之间的角度,则面之间的边将是平滑的。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Source of mesh tangents. If Import is selected and a mesh has no tangents, they will be calculated instead." msgstr "网格切线的源。如果选择“导入”,而网格没有切线,则将计算它们。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Blend Shape Normals" msgstr "混合形状法线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Source of blend shape normals. If Import is selected and a blend shape has no normals, they will be calculated instead." msgstr "混合形状法线的源。如果选择“导入”,而混合形状没有法线,则将计算它们。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Smoothness Source" msgstr "平滑度源" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "How to determine which edges should be smooth and which should be sharp." msgstr "如何确定哪些边缘应该平滑而哪些应该锐利。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Swap UVs" msgstr "交换 UVs" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Swaps the 2 UV channels in meshes. Use if your diffuse texture uses UVs from the lightmap." msgstr "交换网格中的 2 个 UV 通道。如果漫反射纹理使用了光照贴图中的 UVs,请使用此选项。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate Lightmap UVs" msgstr "生成光照贴图 UVs" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate lightmap UVs into UV2." msgstr "将光照贴图 Uvs 生成为 UV2。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Lightmap UVs settings" msgstr "光照贴图 UV 设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Advanced settings for Lightmap UVs generation" msgstr "光照贴图 UV 生成的高级设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Angle Error" msgstr "角度错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Measured in percents. Angle error measures deviation of UV angles from geometry angles. Area error measures deviation of UV triangles area from geometry triangles if they were uniformly scaled." msgstr "以百分比衡量。角度误差测量的是 UV 角度与几何角度之间的偏差。如果均匀缩放,则面积误差测量的是 UV 三角形区域与几何三角形之间的偏差。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Hard Angle" msgstr "硬角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Angle between neighbor triangles that will generate seam." msgstr "产生接缝的相邻三角形之间的角度。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Pack Margin" msgstr "打包边距" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Measured in pixels, assuming mesh will cover an entire 1024x1024 lightmap." msgstr "以像素为单位衡量并假设网格将覆盖整个 1024x1024 光照贴图。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Legacy Blend Shape Normals" msgstr "旧版混合形状法线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Compute normals from smoothing groups when the mesh has BlendShapes." msgstr "当网格具有 BlendShapes 时,根据平滑组计算法线。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "1{0} (File) to {1}m (Unity)" msgstr "1{0} (文件) to {1}m (Unity)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "1 unit (File) to {0}m (Unity)" msgstr "1 单位(文件)至 {0}m (Unity)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import Lights" msgstr "导入灯光" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Area Error" msgstr "区域误差" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Add Colliders" msgstr "添加碰撞器" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Global Scale" msgstr "全局缩放" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import Blend Shapes" msgstr "导入混合形状" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Swap UV Channels" msgstr "交换 UV 通道" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate Secondary UV" msgstr "生成二次 UV" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "{0} Import Settings" msgstr "{0} 导入设置" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1 msgid "Unapplied import settings" msgstr "未应用导入设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:1 msgid "Model Import Settings" msgstr "模型导入设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:1 msgid "Starting with the Unity 2019.3 release, direct import of Cinema4D files will require an external plugin. Keep an eye on our External Tools forum for updates.\n\nPlease note that FBX files exported from Cinema4D will still be supported." msgstr "从 Unity 2019.3 版本开始,需要一个外部插件才能直接导入 Cinema4D 文件。请关注我们的“外部工具”论坛以获取最新信息。\n\n请注意,仍然支持从 Cinema4D 导出的 FBX 文件。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Import Animation" msgstr "导入动画" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Controls if animations are imported." msgstr "控制是否导入动画。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The default Wrap Mode for the animation in the mesh being imported." msgstr "正在导入的网格中动画的默认“包裹模式”。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays as specified in the animation splitting options below." msgstr "动画会按照下方动画拆分选项中指定的方式进行播放。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Once" msgstr "一次" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through to the end once and then stops." msgstr "动画会播放到结尾(仅播放一次),然后停止。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through and then restarts when the end is reached." msgstr "动画会播放完毕,然后到达结尾时重新开始。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "PingPong" msgstr "PingPong" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through and then plays in reverse from the end to the start, and so on." msgstr "动画会播放完毕,然后从结尾到开始反向播放,依此类推。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "ClampForever" msgstr "ClampForever" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through, but the last frame is repeated indefinitely. This is not the same as Once mode because playback does not technically stop at the last frame (which is useful when blending animations)." msgstr "动画会播放完毕,但是最后一帧会无限期重复。该模式不同于“一次”模式,因为从技术上来说,播放不会在最后一帧停止(混合动画中这样很有用)。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Bake Animations" msgstr "烘焙动画" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Enable this when using IK or simulation in your animation package. Unity will convert to forward kinematics on import. This option is available only for Maya, 3dsMax and Cinema4D files." msgstr "您的动画包中使用了 IK 或者模拟时启用此选项。Unity 将在导入时转换为正向运动学。此选项仅适用于 Maya、3dsMax 和 Cinema4D 文件。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Resample Curves " msgstr "重采样曲线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid " Curves will be resampled on every frame. Use this if you're having issues with the interpolation between keys in your original animation. Disable this to keep curves as close as possible to how they were originally authored." msgstr "每一帧都将曲线对进行重新采样。如果您的原始动画中出现键之间的插值问题,可以使用此选项。禁用此选项可令曲线尽可能保持初始状态。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Anim. Compression" msgstr "动漫。压缩" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The type of compression that will be applied to this mesh's animation(s)." msgstr "将应用于此网格的动画的压缩类型。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Disables animation compression. This means that Unity doesn't reduce keyframe count on import, which leads to the highest precision animations, but slower performance and bigger file and runtime memory size. It is generally not advisable to use this option - if you need higher precision animation, you should enable keyframe reduction and lower allowed Animation Compression Error values instead." msgstr "禁用动画压缩。这意味着 Unity 不会减少导入时的关键帧数,这样动画的精度最高,但性能会降低,且文件和运行时内存大小也会增加。通常不建议使用此选项 - 如果需要更高精度的动画,您可以启用关键帧缩减并降低允许的“动画压缩错误”值。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Keyframe Reduction" msgstr "关键帧减少" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Reduces keyframes on import. If selected, the Animation Compression Errors options are displayed." msgstr "减少导入时的关键帧。如果选中,则会显示“动画压缩错误”选项。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Keyframe Reduction and Compression" msgstr "关键帧减少和压缩" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Reduces keyframes on import and compresses keyframes when storing animations in files. This affects only file size - the runtime memory size is the same as Keyframe Reduction. If selected, the Animation Compression Errors options are displayed." msgstr "在文件中存储动画时,减少导入时的关键帧并压缩关键帧。这仅仅会影响到文件大小 - 运行时内存大小与“关键帧缩减”相同。如果选中,则会显示“动画压缩错误”选项。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Optimal" msgstr "最佳" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Reduces keyframes on import and choose between different curve representations to reduce memory usage at runtime. This affects the runtime memory size and how curves are evaluated." msgstr "减少导入时的关键帧并在不同曲线表示之间进行选择,以减少运行时的内存使用量。这会影响运行时的内存大小以及如何评估曲线。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Rotation Error" msgstr "旋转错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Defines how much rotation curves should be reduced. The smaller value you use - the higher precision you get." msgstr "定义应减少多少旋转曲线。您使用的值越小 - 获得的精度就越高。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Position Error" msgstr "位置错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Defines how much position curves should be reduced. The smaller value you use - the higher precision you get." msgstr "定义应减少多少位置曲线。您使用的值越小 - 获得的精度就越高。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Scale Error" msgstr "缩放错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Defines how much scale curves should be reduced. The smaller value you use - the higher precision you get." msgstr "定义应减少多少比例曲线。您使用的值越小 - 获得的精度就越高。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Advanced setting for root motion and blending pivot" msgstr "根运动和混合轴心的高级设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Root Motion Node" msgstr "根运动节点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Define a transform node that will be used to create root motion curves" msgstr "定义一个用于创建根运动曲线的转换节点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Configure the mask for this clip to remove unnecessary curves." msgstr "配置此剪辑的遮罩以删除不必要的曲线。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animated Custom Properties" msgstr "动画自定义属性" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Controls if animated custom properties are imported." msgstr "控制是否导入动画自定义属性。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Import Constraints" msgstr "导入约束" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Controls if the constraints are imported." msgstr "控制是否导入约束。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Rotation error is defined as maximum angle deviation allowed in degrees, for others it is defined as maximum distance/delta deviation allowed in percents" msgstr "旋转误差定义为允许的最大角度偏差(用度表示),其他则定义为最大距离/增量偏差(用百分比表示)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Multi-object editing of clips not supported." msgstr "不支持剪辑的多物体编辑。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Generate Retargeting Quality Report" msgstr "生成重定向质量报告" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Clips" msgstr "剪辑" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Mask has a path that does not match the transform hierarchy. Animation may not import correctly." msgstr "遮罩的路径与转换层次结构不匹配。动画可能无法正确导入。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Update Mask" msgstr "更新遮罩" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Source Mask has changed since last import and must be updated." msgstr "“源遮罩”自上次导入后已有更改,必须更新。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Source Mask has a path that does not match the transform hierarchy. Animation may not import correctly." msgstr "“源遮罩”具有与转换层次结构不匹配的路径。动画可能无法正确导入。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "" msgstr "<无>" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "" msgstr "<根变换>" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Error(s) found while importing this animation file. Open \"Import Messages\" foldout below for more details." msgstr "导入此动画文件时发现错误。打开下方折叠的 \"导入消息\" 获取更多详细信息。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Warning(s) found while importing rig in this animation file. Open \"Rig\" tab for more details." msgstr "在此动画文件中导入 rig 时发现警告。打开 \"Rig\" 选项卡以获取更多详细信息。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Warning(s) found while importing this animation file. Open \"Import Messages\" foldout below for more details." msgstr "导入此动画文件时发现警告。打开下方的“导入消息”折叠标签以获取更多详细信息。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Retargeting Quality compares retargeted with original animation. It reports average and maximum position/orientation difference for body parts. It may slow down import time of this file." msgstr "重定向质量,将重定向后动画与原动画做对比,报告身体各部分的平均及最大位置/方向差异。这可能会增加此文件的导入时间。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation data was imported using a deprecated Generation option in the Rig tab. Please switch to a non-deprecated import mode in the Rig tab to be able to edit the animation import settings." msgstr "动画数据是由操控选项卡中已弃用的生成选项导入。请在操控选项卡中改选一种未弃用的导入模式以便能对动画导入设置进行编辑。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animations settings can be edited after clicking Apply." msgstr "点击应用后可以对动画设置进行编辑。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Error(s) found while importing rig in this animation file. Open \"Rig\" tab for more details." msgstr "在此动画文件中导入装备时发现错误。打开 \"装备\" 选项卡获取更多详细信息。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "No animation data available in this model." msgstr "此模型中没有可用的动画数据。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The rigs of the selected models have different Animation Types." msgstr "所选模型的装备具有不同的“动画类型”。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The rigs of the selected models are not setup to handle animation. Change the Animation Type in the Rig tab and click Apply." msgstr "所选模型的 rigs 未设置为处理动画。在“Rig”选项卡中更改“动画类型”,然后单击“应用”。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Do Retargeting Warnings" msgstr "动画正在重定向警告" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Bake Simulation" msgstr "烘焙模拟" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Resample Curves" msgstr "重采样曲线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Rotation Error" msgstr "动画旋转错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Position Error" msgstr "动画位置错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Scale Error" msgstr "动画缩放错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Import Animated Custom Properties" msgstr "导入动画自定义属性" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1 msgid "Load on startup" msgstr "启动时加载" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1 msgid "Always load plugin during startup instead of on-demand" msgstr "始终在启动期间加载插件而不是按需加载插件" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1 msgid "Plugin load settings" msgstr "插件加载设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Extract Textures..." msgstr "提取纹理..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Click on this button to extract the embedded textures." msgstr "单击此按钮提取嵌入的纹理。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Search and Remap" msgstr "搜索和重新映射" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "sRGB Albedo Colors" msgstr "sRGB 反照率颜色" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Albedo colors in gamma space. Disable this for projects using linear color space." msgstr "伽马空间中的反照率颜色。对使用线性颜色空间的项目禁用此选项。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Material Creation Mode" msgstr "材质创建模式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Select the method used to generate materials during the import process." msgstr "选择在导入过程中生成材质所用的方法。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Material Editing is not supported on multiple selection" msgstr "多选时不支持材质编辑" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Naming" msgstr "正在命名" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "By Base Texture Name" msgstr "通过基础纹理名称" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "From Model's Material" msgstr "从模型材质" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Model Name + Model's Material" msgstr "模型名称 + 模型材质" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Texture Name or Model Name + Model's Material (Obsolete)" msgstr "纹理名称或模型名称 + 模型材质(过时)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Local Materials Folder" msgstr "本地材质文件夹" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Recursive-Up" msgstr "向上递归" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Project-Wide" msgstr "项目范围" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Do not generate materials. Use Unity's default material instead." msgstr "不要生成材质。请改用 Unity 的默认材质。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "For each imported material, Unity first looks for an existing material named %MAT%." msgstr "对于每个导入的材质,Unity 将首先查找名为 %MAT% 的现有材质。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[BaseTextureName]" msgstr "[BaseTextureName]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[MaterialName]" msgstr "[MaterialName]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[ModelFileName]-[MaterialName]" msgstr "[ModelFileName]-[MaterialName]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[BaseTextureName] or [ModelFileName]-[MaterialName] if no base texture can be found" msgstr "[BaseTextureName] 或 [ModelFileName]-[MaterialName] 如果不能找到基础纹理" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Unity will look for it in the local Materials folder." msgstr "Unity 将在本地材质文件夹中查找它。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Unity will do a recursive-up search for it in all Materials folders up to the Assets folder." msgstr "Unity 会在所有的材质文件夹中向上递归搜索,直至资产文件夹。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Unity will search for it anywhere inside the Assets folder." msgstr "Unity 将在资产文件夹的每个角落搜索它。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "If it doesn't exist, a new one is created in the local Materials folder." msgstr "如果不存在,将在本地材料文件夹中创建一个新的。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Use SRGB Material Color" msgstr "使用 SRGB 材质颜色" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "The Sprite defining the mask" msgstr "定义遮罩的 Sprite" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite." msgstr "遮罩用来选择在遮罩的 sprite 上定义的影响区域的最小 alpha 值。" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Custom Range" msgstr "自定义范围" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Mask sprites from front to back sorting values only." msgstr "仅从前到后对遮罩 sprites 进行排序。" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Create Sprite Mask" msgstr "创建 Sprite 遮罩" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "New Sprite Mask" msgstr "新 Sprite 遮罩" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Front" msgstr "前面" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Back" msgstr "背部" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Is Custom Range Active" msgstr "是自定义范围活跃的" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Create Neighbor Terrains" msgstr "创建相邻地形" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Click the edges to create neighbor terrains" msgstr "单击边以创建相邻地形" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Paint Terrain" msgstr "绘制地形" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Select a tool from the drop-down list" msgstr "从下拉列表中选择工具" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Paint Trees" msgstr "绘制树" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Click to paint trees.\n\nHold shift and click to erase trees.\n\nHold Ctrl and click to erase only trees of the selected type." msgstr "单击绘制树木。\n\n按住 Shift 并单击可以删除树木。\n\n按住 Ctrl 并单击可以仅仅删除所选类型的树木。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Paint Details" msgstr "绘制细节" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Click to paint details.\n\nHold shift and click to erase details.\n\nHold Ctrl and click to erase only details of the selected type." msgstr "单击绘制细节。\n\n按住 Shift 并单击可以删除详细信息。\n\n按住 Ctrl 并单击可以仅删除所选类型的详细信息。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Brush Size" msgstr "画笔大小" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Size of the brush used to paint." msgstr "用于绘制的画笔的大小。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Strength of the applied effect." msgstr "应用效果的强度。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Target Strength" msgstr "目标强度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Maximum opacity you can reach by painting continuously." msgstr "通过连续绘制可以达到的最大不透明度。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "No Trees defined" msgstr "未定义树" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Use edit button below to add new tree types." msgstr "使用下面的编辑按钮添加新的树类型。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Edit Trees..." msgstr "编辑树..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Add/remove tree types." msgstr "添加/删除树类型。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Density" msgstr "树密度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "How dense trees are you painting" msgstr "您绘制的树木有多茂密。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Height" msgstr "树高" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Height of the planted trees" msgstr "种植树木的高度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Random?" msgstr "随机?" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Enable random variation in tree height (variation)" msgstr "启用树高随机变化(变体)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Lock Width to Height" msgstr "锁定宽度到高度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Let the tree width be the same with height" msgstr "使树的宽度与高度相同" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Width" msgstr "树宽度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Width of the planted trees" msgstr "种植的树木的宽度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Enable random variation in tree width (variation)" msgstr "启用树宽随机变化(变体)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Color Variation" msgstr "色差" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Amount of random shading applied to trees. This only works if the shader supports _TreeInstanceColor (for example, Speedtree shaders do not use this)" msgstr "应用于树的随机着色量。此选项仅在着色器支持 _TreeInstanceColor 时有效(例如,Speedtree 着色器不使用此选项)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Random Tree Rotation" msgstr "随机树旋转" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Randomize tree rotation. This only works when the tree has an LOD group." msgstr "随机化树旋转。这仅在树具有 LOD 组时有效。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Mass Place Trees" msgstr "大量放置树" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Mass Place Trees button is a very useful way to create an overall covering of trees without painting over the whole landscape. Following a mass placement, you can still use painting to add or remove trees to create denser or sparser areas." msgstr "“批量种植树”按钮是一种非常有用的方法,可以创建整体树木覆盖物,而无需在整个景观上绘制。批量种植后,您仍然可以通过绘制来添加或删除树,以便创建树木更密集或更稀疏的区域。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Contribute Global Illumination" msgstr "树贡献全局照明" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The state of the Contribute GI flag for the tree prefab root GameObject. The flag can be changed on the prefab. When disabled, this tree will not be visible to the lightmapper. When enabled, any child GameObjects which also have the static flag enabled, will be present in lightmap calculations. Regardless of the value of the flag, each tree instance receives its own light probe and no lightmap texels." msgstr "树预制件根游戏对象的“贡献 GI”标志状态。可以在预制件上更改标志。禁用后,光照贴图将无法看到此树。启用后,任何启用了静态标志的子游戏对象都将出现在光照贴图计算中。无论标志如何,每个树实例都会收到自己的光照探测器且没有光照贴图纹素。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Edit Details..." msgstr "编辑细节..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Add/remove detail meshes" msgstr "添加/删除细节网格" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Target amount" msgstr "目标量" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "You can set the Height property manually or you can shift-click on the terrain to sample the height at the mouse position (rather like the \"eyedropper\" tool in an image editor)." msgstr "您可以手动设置高度属性,也可以在地形上按住 Shift 键并单击,对鼠标位置处的高度进行采样(就像图像编辑器中的\"吸管\"工具一样)。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Import Raw..." msgstr "导入 Raw..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Import Raw button allows you to set the terrain's heightmap from an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity." msgstr "“导出 Raw”按钮允许您通过一个“RAW”灰度格式的图像文件设置地形高度图。 RAW 格式可以用第三方地形编辑工具(如 Bryce)生成,也可以用 Photoshop 打开、编辑和保存。通过该按钮,您就可以在 Unity 之外进行复杂的地形生成和编辑。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Export Raw..." msgstr "导出原始..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Export Raw button allows you to save the terrain's heightmap to an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity." msgstr "“导出 Raw”按钮允许您将地形高度图保存为“RAW”灰度格式的图像文件。 RAW 格式可以用第三方地形编辑工具(如 Bryce)生成,也可以用 Photoshop 打开、编辑和保存。借助该按钮,您就可以在 Unity 之外进行复杂的地形生成和编辑。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Flatten" msgstr "平整" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Flatten button levels the whole terrain to the chosen height." msgstr "“展平”按钮会将整个地形调整到所选的高度。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Bake Light Probes For Trees" msgstr "烘焙树木光照探测器" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "If the option is enabled, Unity will create internal light probes at the position of each tree (these probes are internal and will not affect other renderers in the scene) and apply them to tree renderers for lighting. Otherwise trees are still affected by LightProbeGroups. The option is only effective for trees that have LightProbe enabled on their prototype prefab." msgstr "如果启用该选项,Unity 将在每个树的位置创建内部光照探测器(这些探测器属于内部探测器,不会影响到场景中的其他渲染器)并将它们应用于树渲染器进行照明。如果不启用的话,树木将受到 LightProbeGroups 的影响。只有当树木的原型预制件上启用了 LightProbe 后,该选项才有效。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Remove Light Probe Ringing" msgstr "移除光照探测器振铃" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Refresh" msgstr "刷新" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "When you save a tree asset from the modelling app, you will need to click the Refresh button (shown in the inspector when the tree painting tool is selected) in order to see the updated trees on your terrain." msgstr "从建模应用程序保存树资源时,您需要单击“刷新”按钮(选择树绘制工具时会在检查器中显示),以便查看地形上更新的树。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Grouping ID" msgstr "分组 ID" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Grouping ID for auto connection" msgstr "用于自动连接的分组 ID" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Auto Connect" msgstr "自动连接" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Allow the current terrain tile to automatically connect to neighboring tiles sharing the same grouping ID." msgstr "允许当前地形瓦片自动连接到共用相同分组 ID 的相邻瓦片。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Will attempt to re-run auto connection" msgstr "将尝试重新运行自动连接" #: Modules/TerrainEditor/TerrainInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Draw" msgstr "绘制" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Toggle the rendering of terrain" msgstr "切换地形渲染" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Draw Instanced" msgstr "绘制实例化" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Toggle terrain instancing rendering" msgstr "切换地形实例化渲染" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Pixel Error" msgstr "像素误差" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The accuracy of the mapping between the terrain maps (heightmap, textures, etc.) and the generated terrain; higher values indicate lower accuracy but lower rendering overhead." msgstr "地形贴图(高度贴图、纹理等)与生成的地形之间的映射精度;值越高表示精度越低,但渲染开销越低。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Base Map Dist." msgstr "底图距离" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The maximum distance at which terrain textures will be displayed at full resolution. Beyond this distance, a lower resolution composite image will be used for efficiency." msgstr "地形纹理以全分辨率显示的最大距离。超过此距离将使用较低分辨率的合成图像来提高效率。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Does the terrain cast shadows?" msgstr "地形会投下阴影吗?" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The material used to render the terrain. The shader used by the material will affect how the color channels of a terrain texture are interpreted." msgstr "用于渲染地形的材质。材质使用的着色器会影响如何解释地形纹理的颜色通道。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Create..." msgstr "创建..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Create a new Material asset to be used by the terrain by duplicating the current default Terrain material." msgstr "通过复制当前默认的地形材质,创建由地形使用的新材质资产。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "How reflection probes are used on terrain. Only effective when using built-in standard material or a custom material which supports rendering with reflection." msgstr "如何在地形上使用反射探测器。仅在使用内置标准材料或者支持反射渲染的自定义材料时有效。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Should trees, grass and details be drawn?" msgstr "是否应该画出树木、草和细节?" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Distance" msgstr "细节距离" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The distance (from camera) beyond which details will be culled." msgstr "超过后细节将被剔除的距离(来自摄像机)。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Collect Detail Patches" msgstr "收集细节面片" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Should detail patches in the Terrain be removed from memory when not visible?" msgstr "如果不可见,“地形”中的细节补丁是否应从内存中删除?" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Density" msgstr "细节密度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The number of detail/grass objects in a given unit of area. The value can be set lower to reduce rendering overhead." msgstr "给定单位面积中细节/草对象的数量。可以将该值设置得更低以减少渲染开销。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Distance" msgstr "树距离" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The distance (from camera) beyond which trees will be culled. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "超过后树将被剔除的距离(相对于摄像机)。对于 SpeedTree 树,此参数由 LOD 组设置进行控制。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Billboard Start" msgstr "Billboard 开始" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The distance (from camera) at which 3D tree objects will be replaced by billboard images. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "3D 树对象被 billboard 图像替代的距离(相对于摄像机)。对于 SpeedTree 树,此参数由 LOD 组设置进行控制。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Fade Length" msgstr "淡化长度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Distance over which trees will transition between 3D objects and billboards. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "树在 3D 对象和 billboards 之间转换的距离。对于 SpeedTree 树,此参数由 LOD 组设置进行控制。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Max Mesh Trees" msgstr "最大网格树" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The maximum number of visible trees that will be represented as solid 3D meshes. Beyond this limit, trees will be replaced with billboards. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "表示为实体 3D 网格的可见树的最大数量。超出此限制时,树将被 billboards 取代。对于 SpeedTree 树,此参数由 LOD 组设置进行控制。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The speed of the wind as it blows grass." msgstr "风吹草的速度。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The size of the 'ripples' on grassy areas as the wind blows over them." msgstr "当风吹过时,草地上的 '涟漪' 的大小。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Bending" msgstr "弯曲" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The degree to which grass objects are bent over by the wind." msgstr "草对象被风吹弯的程度。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Grass Tint" msgstr "草色彩" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Overall color tint applied to grass objects." msgstr "应用于草对象的整体着色。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Compress Holes Texture" msgstr "压缩孔洞纹理" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "If enabled, holes texture will be compressed at runtime if compression supported." msgstr "如果启用此选项,则会在支持压缩的情况下在运行时压缩孔洞纹理。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Settings" msgstr "地形设置" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Assign" msgstr "指定" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "This inspector tab is not the active Terrain inspector, paint functionality disabled." msgstr "此检查器选项卡不是有效的“地形”检查器,已禁用绘制功能。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Activate this inspector" msgstr "激活此检查器" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Layers" msgstr "地形层" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Edit Terrain Layers..." msgstr "编辑地形层..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Trees" msgstr "树" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The selected tree does not have an LOD group, so it will use the default impostor system and will not support rotation." msgstr "所选树没有 LOD 组,因此它将使用默认的冒名顶替系统,并且不会支持旋转。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Details" msgstr "细节" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Texture Resolutions (On Terrain Data)" msgstr "纹理分辨率(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Require resampling on change" msgstr "要求在更改时重新采样" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Basic Terrain" msgstr "基础地形" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree & Detail Objects" msgstr "树和细节对象" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Wind Settings for Grass (On Terrain Data)" msgstr "草的风设置(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Mesh Resolution (On Terrain Data)" msgstr "网格分辨率(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "You may reduce CPU draw call overhead by setting the detail resolution per patch as high as possible, relative to detail resolution." msgstr "您可以通过将每个面片的细节分辨率设置得尽可能高(相对于细节分辨率)来减少 CPU 绘制调用开销。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Holes Settings (On Terrain Data)" msgstr "孔洞设置(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Can't use materials with shaders which need tangent geometry on terrain, use shaders in Nature/Terrain instead." msgstr "不能在地形上使用着色器涉及切线几何的材质,请使用“自然/地形”中的着色器来替代。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Base Texture Resolution" msgstr "基础纹理分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Control Texture Resolution" msgstr "控制纹理分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Heightmap Resolution" msgstr "高度贴图分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Width" msgstr "地形宽度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Length" msgstr "地形长度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Height" msgstr "地形高度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Resolution Per Patch" msgstr "每面片细节分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Resolution" msgstr "细节分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain editting is not supported in GLES2." msgstr "GLES2 不支持地形编辑。" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Diffuse" msgstr "漫反射" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Depending on your terrain material type, the Alpha channel can be:\n\n Built-in diffuse: Unused\n Built-in specular: Gloss\n Built-in standard or HDRP TerrainLit: Smoothness" msgstr "根据地形材质类型,Alpha 通道可以是:\n\n 内置漫反射:未使用\n 内置镜面反射:光泽度\n 内置标准或 HDRP TerrainLit:平滑度" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Depending on your terrain material type, the Alpha channel can be:\n\n Built-in diffuse: Unused\n Built-in specular: Gloss\n Built-in standard: Smoothness\n HDRP TerrainLit: Density" msgstr "根据地形材质类型,Alpha 通道可以是:\n\n 内置漫反射:未使用\n 内置镜面反射:光泽度\n 内置标准:平滑度\n 或 HDRP TerrainLit:密度" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Mask Map" msgstr "遮罩贴图" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "HDRP TerrainLit shader uses this texture for:\n\n R: Metallic\n G: AO\n B: Height\n A: Smoothness (Diffuse Alpha becomes Density)\n\nCustom shaders can use this texture for whatever purpose." msgstr "HDRP TerrainLit 着色器将此纹理用于:\n\n R:金属度\n G:AO\n B:高度\n A:平滑度(漫反射 Alpha 变为密度)\n\n自定义着色器可将此纹理用于任何目的。" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "The value when the texture channel is 0" msgstr "纹理通道为 0 时的值" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "The value when the texture channel is 1" msgstr "纹理通道为 1 时的值" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Channel Remapping" msgstr "通道重新映射" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Normal Scale" msgstr "正常比例" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "No terrain layers founds. You can create a new terrain layer using the Asset/Create/Terrain Layer menu command." msgstr "找不到地形层。可使用“资源/创建/地形层”菜单命令创建新的地形层。" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Tiling Settings" msgstr "平铺设置" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Assign a tiling texture" msgstr "分配平铺纹理" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Texture wrap mode must be set to Repeat" msgstr "纹理循环模式必须设置为“重复”" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Texture must have mip maps" msgstr "纹理必须具有 Mip 贴图" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Normal texture should be imported as Normal Map" msgstr "应将法线纹理导入为法线贴图" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Allows adding / replacing or removing terrain layers" msgstr "允许添加/替换或移除地形层" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Tile Size" msgstr "瓦片大小" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Tile Offset" msgstr "瓦片偏移" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "Mask texture" msgstr "遮罩纹理" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "Invert Range" msgstr "反转范围" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "One or more selected brushes are read-only." msgstr "一个或多个选定的画笔是只读的。" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "Invert Remap Range" msgstr "反转重新映射范围" #: Modules/TerrainEditor/Brush/BrushList.cs:1 msgid "Brushes" msgstr "笔刷" #: Modules/TerrainEditor/Brush/BrushList.cs:1 msgid "No brushes defined." msgstr "未定义画笔。" #: Modules/TerrainEditor/Brush/BrushList.cs:1 msgid "Built-in brush" msgstr "内置画笔" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "You can set the Height property manually or you can shift-click on the terrain to sample the height at the mouse position (rather like the 'eyedropper' tool in an image editor)." msgstr "您可以手动设置“高度”属性,也可以在地形上按住 Shift 键并单击,对鼠标位置处的高度进行采样(就像图像编辑器中的 '吸管' 工具一样)。" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "Flatten Tile" msgstr "展平瓦片" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "Flatten All" msgstr "全部展平" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "If selected, it will traverse all neighbors and flatten them too" msgstr "如果选择此项,则会遍历所有邻居并将它们展平" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "Left click to set the height.\n\nHold shift and left click to sample the target height." msgstr "单击左键可以设置高度。\n\n按住 Shift 并单击左键可以为目标高度采样。" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1 msgid "Blur Direction" msgstr "模糊方向" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1 msgid "Blur only up (1.0), only down (-1.0) or both (0.0)" msgstr "仅向上 (1.0)、仅向下 (-1.0) 或双向 (0.0) 模糊" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1 msgid "Click to smooth the terrain height." msgstr "单击以平滑地形高度。" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Stamp Height" msgstr "标记高度" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "You can set the Stamp Height manually or you can hold shift and mouse wheel on the terrain to adjust it." msgstr "您可以手动设置“标记高度”,也可以在地形上按住 Shift 键和鼠标滚轮进行调整。" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Subtract" msgstr "减去" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Subtract the stamp from the terrain." msgstr "从地形中减去标记。" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Max <--> Add" msgstr "最大值 <--> 添加" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Blend between adding the heights and taking the maximum." msgstr "在添加高度与采用最大值之间混合。" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Left click to stamp the brush onto the terrain.\n\nHold control and mousewheel to adjust height.\nHold shift to invert the stamp." msgstr "单击左键可以将画笔标记到地形上。\n\n按住 Control 和鼠标滚轮可以调整高度。\n按住 Shift 可以反转标记。" #: Modules/TerrainEditor/PaintTools/PaintHeightTool.cs:1 msgid "Left click to raise.\n\nHold shift and left click to lower." msgstr "单击左键可以提升。\n\n按住 Shift 并单击左键可以降低。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Fill Heightmap Using Neighbors" msgstr "使用邻居填充高度贴图" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "If selected, it will fill heightmap of the new terrain performing cross blend of heightmaps of its neighbors." msgstr "如果选择此项,则会填充新地形的高度贴图,从而执行其邻居的高度贴图的交叉混合。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Fill Heightmap Address Mode" msgstr "填充高度贴图地址模式" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Type of the terrain's neighbors sampling address mode." msgstr "地形的邻居采样地址模式的类型。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Terrain tool property change" msgstr "地形工具属性更改" #: Modules/StyleSheetsEditor/StyleSheetImporter.cs:1 msgid "Disable Validation" msgstr "禁用验证" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "Material to be used by TilemapRenderer" msgstr "瓦片地图渲染器使用的材质" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "TilemapRenderer's interaction with a Sprite Mask" msgstr "瓦片地图渲染器与一个“Sprite 遮罩”的交互" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "Detect Chunk Culling Bounds" msgstr "检测块剔除边界" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "Chunk Culling Bounds" msgstr "区块剔除边界" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Invalid Matrix" msgstr "无效的矩阵" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "No valid Position / Rotation / Scale components available for this matrix" msgstr "此矩阵无有效“位置”/“旋转”/“缩放”组件可用" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Preview of tile with attributes set" msgstr "预览具有属性集的瓦片" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Reset Matrix" msgstr "重置矩阵" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Sprite Editor" msgstr "Sprite 编辑器" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Collider Type" msgstr "碰撞器类型" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1 msgid "Max Tile Change Count" msgstr "最大瓦片更改计数" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1 msgid "Extrusion Factor" msgstr "挤出因子" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1 msgid "Maximum Tile Change Count" msgstr "最大瓦片更改计数" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Animation Frame Rate" msgstr "动画帧速率" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Frame rate for playing animated tiles in the tilemap" msgstr "在瓦片地图中播放动画瓦片的帧速率" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Color tinting all Sprites from tiles in the tilemap" msgstr "为瓦片地图中瓦片所有的 Sprites 着色" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Tile Anchor" msgstr "平铺锚" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Anchoring position for Sprites from tiles in the tilemap" msgstr "从瓦片地图的瓦片中锚定 Sprites 的位置" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Orientation for tiles in the tilemap" msgstr "瓦片地图中瓦片的朝向" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Hexagonal Point Top Tilemap" msgstr "六边形点顶部瓦片地图" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Hexagonal Flat Top Tilemap" msgstr "六边形平顶瓦片地图" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Isometric Tilemap" msgstr "等距瓦片地图" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Isometric Z As Y Tilemap" msgstr "等距 Z 作为 Y 瓦片地图" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Tilemap Color" msgstr "瓦片地图颜色" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Orientation Matrix" msgstr "方向矩阵" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Atlas Population Mode_prop" msgstr "图集填充模式_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Atlas Render Mode_prop" msgstr "图集渲染模式_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Sampling Point Size_prop" msgstr "采样点大小_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Atlas Padding_prop" msgstr "图集填充_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_atlas_prop" msgstr "Font_atlas_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_material_prop" msgstr "Font_material_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_normal Style_prop" msgstr "Font_normal Style_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_bold Style_prop" msgstr "Font_bold Style_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_normal Spacing_prop" msgstr "Font_normal Spacing_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_bold Spacing_prop" msgstr "Font_bold Spacing_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_italic Style_prop" msgstr "Font_italic Style_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_tab Size_prop" msgstr "Font_tab Size_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Character Property" msgstr "字符属性" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Glyph Property" msgstr "字形属性" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Kerning Info" msgstr "字距调整信息" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Kerning Pair_prop" msgstr "字距调整对_prop" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Family Name" msgstr "系列名称" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Style Name" msgstr "样式名称" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Point Size" msgstr "磅值" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Line Height" msgstr "行高" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Ascent Line" msgstr "高线" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Cap Line" msgstr "大写字母线" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Mean Line" msgstr "等分线" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Baseline" msgstr "基准线" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Descent Line" msgstr "低线" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Underline Offset" msgstr "下划线偏移" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Underline Thickness" msgstr "下划线粗细" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Strikethrough Offset" msgstr "删除线偏移" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Strikethrough Thickness" msgstr "删除线粗细" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Superscript Offset" msgstr "上标偏移" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Superscript Size" msgstr "上标大小" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Subscript Offset" msgstr "下标偏移" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Subscript Size" msgstr "下标大小" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Tab Width" msgstr "制表符宽度" #: Modules/UIElementsDebuggerEditor/UIElementsDebugger.cs:1 msgid "UIElements Debugger" msgstr "UIElements 调试器" #: Modules/UIElementsDebuggerEditor/UIElementsDebugger.cs:1 msgid "Inspect Element" msgstr "检视元素" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Element styles" msgstr "元素样式" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "UXML Dump" msgstr "UXML 转储" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Stylesheets" msgstr "样式表" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Matching Selectors" msgstr "匹配选择器" #: Modules/GraphViewEditor/Windows/GraphViewBlackboardWindow.cs:1 msgid "Blackboard" msgstr "黑板" #: Modules/GraphViewEditor/Windows/GraphViewMinimapWindow.cs:1 msgid "MiniMap" msgstr "小地图" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Binding Conflict" msgstr "绑定冲突" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "The key {0} is already assigned to the \"{1}\" shortcut.\nDo you want to reassign this key?" msgstr "{0} 键已分配给 \"{1}\" 快捷方式。\n是否要重新分配此键?" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Reassign" msgstr "重新分配" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create Conflict" msgstr "创建冲突" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create profile" msgstr "创建配置文件" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create a shortcut profile" msgstr "创建快捷方式配置文件" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Enter the name of the profile you want to create" msgstr "输入要创建的配置文件的名称" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Profile Name:" msgstr "配置文件名称:" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "New profile" msgstr "新建配置文件" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Rename profile" msgstr "重命名配置文件" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Rename a shortcut profile" msgstr "重命名快捷方式配置文件" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Enter the new name you want to give the profile '{0}'" msgstr "输入要提供给配置文件 '{0}' 的新名称" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Unassigned Key" msgstr "未分配的密钥" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Assigned Key" msgstr "分配的密钥" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Global Key" msgstr "全局键" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Command" msgstr "命令" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Shortcut" msgstr "快捷方式" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Reset to default" msgstr "重置为默认值" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Remove shortcut" msgstr "移除快捷方式" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create new profile..." msgstr "创建新配置文件..." #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Rename profile..." msgstr "重命名配置文件..." #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Delete profile..." msgstr "删除配置文件..." #: Modules/ShortcutManagerEditor/DeleteShortcutProfileWindow.cs:1 msgid "Delete Profile" msgstr "删除配置文件" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "The binding \"{0}\" conflicts with multiple commands." msgstr "绑定 \"{0}\" 与多个命令冲突。" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "You can choose to perform a single command, rebind the shortcut to the selected command, or resolve the conflict in the Shortcut Manager." msgstr "您可以选择执行单个命令,将快捷方式重新绑定到所选命令,或者在快捷方式管理器中解决冲突。" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Perform Selected" msgstr "执行选定项" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Rebind Selected" msgstr "重新绑定选定项" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Shortcut Conflict" msgstr "快捷方式冲突" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Rebind to selected command" msgstr "重新绑定到选定命令" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Select a command to perform:" msgstr "选择要执行的命令:" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Resolve Conflict..." msgstr "解决冲突..." #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1 msgid "All Unity Commands" msgstr "所有 Unity 命令" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1 msgid "Binding Conflicts" msgstr "绑定冲突" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1 msgid "Main Menu" msgstr "主菜单" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Fill Material" msgstr "填充材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Fill Material to be used by SpriteShapeRenderer" msgstr "SpriteShapeRenderer 使用的填充材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Edge Material" msgstr "边缘材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Edge Material to be used by SpriteShapeRenderer" msgstr "SpriteShapeRenderer 使用的边缘材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Material does not have a _MainTex texture property. It is required for SpriteShapeRenderer." msgstr "材质没有 _MainTex 纹理属性。SpriteShapeRenderer 需要此属性。" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Material texture property _MainTex has offset/scale set. It is incompatible with SpriteShapeRenderer." msgstr "材质纹理属性 _MainTex 设置了偏移/缩放。此设置与 SpriteShapeRenderer 不兼容。" #: Modules/ExampleEditor/ExampleComponentEditor.cs:1 msgid "Example Field" msgstr "示例字段" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass stereo rendering requires OpenGL ES 3. Please make sure that it's the first one listed under Graphics APIs." msgstr "“单程”立体声渲染需要 OpenGL ES 3。请确保其为“图形 APIs”下列出的第一个 API。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Multi Pass will be used on Android devices that don't support Single Pass." msgstr "“多通道”将用于不支持“单通道”的 Android 设备。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "When using a Scriptable Render Pipeline, Single Pass Double Wide will be used on Android devices that don't support Single Pass Instancing or Multi-view." msgstr "使用“可编写脚本的渲染管道”时,在不支持“单通道实例化”或“多视图”的 Android 设备上将使用“单通道双宽”。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass Instanced is only supported on Windows. Multi Pass will be used on other platforms." msgstr "仅在 Windows上 支持“单程实例”。其他平台上使用的是“多程”。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Multi Pass is only supported using the legacy render pipelines. Stereo Rendering Mode is set to the fallback mode of Single Pass." msgstr "只有使用旧版渲染管道才支持多通道。立体渲染模式设置为单通道的回退模式。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Multi Pass" msgstr "多通道" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass" msgstr "单程" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass Instanced" msgstr "单程实例" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "XR Settings" msgstr "XR 设置" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Virtual Reality Supported" msgstr "支持虚拟现实" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Virtual Reality SDKs" msgstr "虚拟现实 SDKs" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "360 Stereo Capture" msgstr "360 立体捕捉" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Stereo Rendering Mode*" msgstr "立体渲染模式*" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "ARCore Supported" msgstr "支持 ARCore" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Vuforia Augmented Reality Supported*" msgstr "支持 Vuforia 增强现实*" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "WSA Holographic Remoting Supported" msgstr "支持 WSA 全息遥控" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Enable 360 Stereo Capture" msgstr "启用 360 立体捕捉" #: Modules/VREditor/Mono/WindowsHolographic/VRCustomOptionsWindowsHolographic.cs:1 msgid "16-bit depth" msgstr "16 位深度" #: Modules/VREditor/Mono/WindowsHolographic/VRCustomOptionsWindowsHolographic.cs:1 msgid "24-bit depth" msgstr "24 位深度" #: Modules/VREditor/Mono/WindowsHolographic/VRCustomOptionsWindowsHolographic.cs:1 msgid "Enable Depth Buffer Sharing" msgstr "启用深度缓冲区共享" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Foreground Icon" msgstr "前景图标" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Icon should be a Texture with dimensions of 512px by 512px and a 1:1 aspect ratio." msgstr "图标应该是尺寸为 512px 乘以 512px 且纵横比为 1:1 的一个“纹理”。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Background Icon" msgstr "背景图标" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Sustained Performance" msgstr "持续性能" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Sustained Performance mode is intended to provide a consistent level of performance for a prolonged amount of time" msgstr "“持续性能”模式旨在在较长时间内提供水平一致的性能" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Video Surface" msgstr "视频表面" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Enable the use of the video surface integrated with Daydream asynchronous reprojection." msgstr "允许使用集成了 Daydream 异步重投影的视频表面。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Protected Memory" msgstr "受保护的内存" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Enable the use of DRM protection. Only usable if all content is DRM Protected." msgstr "启用使用 DRM 保护。仅在所有内容均受 DRM 保护时该选项才可用。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Positional Head Tracking" msgstr "位置头部跟踪" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Requested head tracking support of target devices to run the application on." msgstr "为了运行应用程序而请求的目标设备的头部跟踪支持。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Will run on any device and provides no head tracking." msgstr "可以在任何设备上运行但不提供头部跟踪。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Supported" msgstr "支持的" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Will run on any device and will provide head tracking on devices that support head tracking." msgstr "可以在任何设备上运行,并在支持头部跟踪的设备上提供头部跟踪。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Required" msgstr "已要求" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Will only run on devices with full 6 DoF head tracking support." msgstr "仅在完全支持 6 DoF 头部追踪的设备上运行。" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "24-bit depth | 8-bit stencil" msgstr "24 位深度 | 8 位模板" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Enable Transition View" msgstr "启用过渡视图" #: Modules/PresetsEditor/PresetManagerEditor.cs:1 msgid "Preset management" msgstr "预设管理" #: Modules/PresetsEditor/PresetManagerEditor.cs:1 msgid "Add Default Preset" msgstr "添加默认预设" #: Modules/PresetsEditor/PresetSelector.cs:1 msgid "Select Preset" msgstr "选择预设" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "Preset Type" msgstr "预设类型" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "The Object type this Preset can be applied to." msgstr "可以应用此“预设”的“对象”类型。" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "Add to {0} default" msgstr "添加到 {0} 默认值" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "The Preset will be added first in the default list with an empty filter." msgstr "预设将首先添加到默认值列表中,并附带一个空的过滤器。" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "Remove from {0} default" msgstr "从 {0} 默认值中移除" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "All entry using this Preset will be removed from the default list." msgstr "所有使用此预设的条目都将从默认值列表中移除。" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:1 msgid "Add Default Type" msgstr "添加默认类型" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:1 msgid "Importer" msgstr "导入器" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Xcode Default Settings" msgstr "Xcode 默认设置" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "All of these settings can be overridden in the Player Settings panel" msgstr "可以在“播放器设置”面板中覆盖所有这些设置" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Automatically Sign" msgstr "自动签名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Can be overridden in Player Settings" msgstr "可以在“播放器设置”中覆盖" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Signing Team Id:" msgstr "签署团队 Id:" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Can be overriden in Player Settings" msgstr "可以在“播放器设置”中覆盖" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "iOS Manual Provisioning Profile" msgstr "iOS 手动配置文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "tvOS Manual Provisioning Profile" msgstr "tvOS 手动配置文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1 msgid "Add to Embedded Binaries" msgstr "添加至嵌入式二进制文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1 msgid "Only necessary if plugin contains dynamic libraries or any assets and resources that need to be accessible in runtime" msgstr "仅当插件包含动态库或需要在运行时可访问的任何资源时才是必须的" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1 msgid "Compile flags" msgstr "编译标志" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Configured variant names" msgstr "配置变体名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Variant map for app slicing" msgstr "应用程序切片变体映射" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Custom value" msgstr "自定义值" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Custom XIB" msgstr "自定义 XIB" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Custom Storyboard" msgstr "自定义故事板" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Check this to allow Xcode to Automatically sign your build." msgstr "选中此项,以便允许 Xcode 自动标记您的版本。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Signing Team ID" msgstr "签署团队 ID" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Version*" msgstr "版本*" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "'CFBundleShortVersionString'" msgstr "'CFBundleShortVersionString'" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Requires ARKit support " msgstr "需要 ARKit 支持" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Restricts the app to iPhone 6s/iOS 11 or newer" msgstr "将应用程序限制到 iPhone 6s/iOS 11 或更新版本" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Automatically add capabilities" msgstr "自动添加功能" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Generates an entitlements plist file and adds capabilities for iOS APIs implemented in Unity if they are required (such as Game Center or Notifications" msgstr "生成权利 plist 文件,并为 Unity 中实现的 iOS API 添加功能(如果需要,如游戏中心或通知)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Defer system gestures on edges " msgstr "延迟系统边缘手势" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " A second swipe is required to enact system gesture" msgstr "需要进行第二次滑动以制定系统手势" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Portrait Image " msgstr "纵向图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Use only advanced type textures" msgstr "仅使用高级类型的纹理" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Landscape Image " msgstr "横向图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Image " msgstr "图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Size in points " msgstr "点大小" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Vertical in both portrait and landscape" msgstr "直屏与横屏时均垂直" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Horizontal in portrait, vertical in landscape" msgstr "直屏时水平,横屏时垂直" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Fill percentage " msgstr "填充百分比" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "iOS Provisioning Profile" msgstr "iOS 配置文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Fixed DPI" msgstr "固定 DPI" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Resolution Scaling" msgstr "分辨率缩放" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "ARKit requires iOS 11 or newer. Please set 'Target minimum iOS version' to at least 11.0" msgstr "ARKit 要求 iOS 11 或更高版本。请将“目标最低 iOS 版本”设置为至少 11.0" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Target SDK" msgstr "目标 SDK" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Enable ProMotion Support" msgstr "启用 ProMotion 支持" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Hide home button on iPhone X" msgstr "隐藏 iPhone X 上的 home 按钮" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Render Extra Frame on Pause" msgstr "暂停时渲染额外帧" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Behavior in Background" msgstr "后台行为" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Variant settings" msgstr "变体设置" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Add custom entry" msgstr "添加自定义条目" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Image and background (relative size)" msgstr "图像和背景(相对大小)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Image and background (constant size)" msgstr "图像和背景(恒定大小)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Launch screen type" msgstr "启动屏幕类型" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Use Storyboard for Launch Screen" msgstr "使用故事版进行启动屏幕" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "iPhone Launch Screen" msgstr "iPhone 启动屏幕" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "iPad Launch Screen" msgstr "iPad 启动屏幕" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Legacy Launch Images" msgstr "旧版启动图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Target minimum iOS Version" msgstr "目标最小 iOS 版本" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Enable Pro Motion" msgstr "启用专业动作" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Require AR Kit" msgstr "要求 AR 工具包" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Automatically Detect And Add Capabilities" msgstr "自动检测并添加功能" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Render Extra Frame On Pause" msgstr "暂停时渲染额外帧" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "App In Background Behavior" msgstr "后台行为中的 App" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Use Custom Storyboard" msgstr "使用自定义故事板" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1 msgid "In order to build the Xcode project go to 'Player Settings...' to resolve the incompatibility between the ARKit and the minimum iOS version." msgstr "为了生成 Xcode 项目,请到“播放器设置...”中解决 ARKit 与最低 iOS 版本之间的不兼容问题。" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1 msgid "In order to build the Xcode project for Simulator make sure that either GLES2 or GLES3 is added to the 'Graphics APIs' list because currently Metal is not supported in the Simulator." msgstr "为了为模拟器生成 Xcode 项目,请确保将 GLES2 或 GLES3 添加到 '图形 API' 列表中,因为模拟器当前不支持 Metal。" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1 msgid "Symlink Unity libraries" msgstr "符号链接 Unity 库" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1 msgid "(Custom)" msgstr "(自定义)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1 msgid "(custom) " msgstr "(自定义)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1 msgid "No requirements" msgstr "没有要求" #: PlatformDependent/iPhonePlayer/Extensions/Common/Utils.cs:1 msgid "String Property" msgstr "字符串属性" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "ARM64" msgstr "ARM64" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "Universal" msgstr "通用" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "ARMv7" msgstr "ARMv7" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "i386" msgstr "i386" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "Run in Xcode as" msgstr "在 Xcode 中运行,作为" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enable Android Banner" msgstr "启用 Android 横幅" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "If enabled, android banner will be added to the APK resources" msgstr "如果启用,android 横幅将被添加到 APK 资源中。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Bundle Version Code" msgstr "资源包版本代码" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Should be less than 100000 for split APKs to generate valid version codes." msgstr "分割 APKs 应小于100000,以生成有效的版本代码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Target Architectures" msgstr "目标架构" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "List supported CPU architectures" msgstr "列出支持的 CPU 架构" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "32-bit ARM architecture" msgstr "32 位 ARM 架构" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "64-bit ARM architecture (not supported on Mono)" msgstr "64 位 ARM 架构(Mono 不支持)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split APKs by target architecture (Experimental)" msgstr "按目标架构拆分 APKs(实验功能)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Create separate APK for each CPU architecture" msgstr "为每个 CPU 架构创建单独的 APK" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Game" msgstr "Android 游戏" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "If enabled, built APK will be marked as a game rather than a regular app" msgstr "如果启用,生成的 APK 将被标记为游戏而非常规 app" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split Application Binary" msgstr "分割动画二进制" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split application binary into expansion files\n(use only with Google Play Store if larger than 100 MB)" msgstr "将应用程序二进制文件拆分为扩展文件\n(如果大于 100 MB,则仅用于 Google Play 商店)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Static Splash Image" msgstr "静态启动图像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "This image will be shown while the engine is loading" msgstr "引擎加载时将显示此图像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android TV Compatibility" msgstr "Android TV 兼容性" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Check the game for Android TV compatibility, update the manifest if needed" msgstr "检查游戏与 Android TV 的兼容性;如有需要,更新清单" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Write Permission" msgstr "写入权限" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Since Android KITKAT writing to external cache and persistent data paths doesn't require write external permission." msgstr "由于 Android KITKAT 写入外部缓存和持久数据路径不需要写入外部权限。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Minify" msgstr "缩小" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "How you want your java code to be minified. NOTE: Minification can sometimes remove needed code and produce non-working binaries." msgstr "您希望如何缩小您的 java 代码。注意:“缩小”有时候会移除所需的代码并生成无用的二进制文件。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Custom Gradle Template" msgstr "自定义 Gradle 模板" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the gradle build file." msgstr "如果您需要通过将自己的变更提供到 gradle build 文件中的方式来调整 Gradle build 进程,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Blit Type" msgstr "Blit 类型" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Allows you to choose whether to choose a faster (Never) or more compatible (Always) screen blit technique." msgstr "允许您选择更快(“从不”)亦或更兼容(“始终”)屏幕 blit 技术。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Aspect Ratio Mode" msgstr "宽高比模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Allows to support super widescreen devices" msgstr "允许支持超宽屏设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Filter Touches When Obscured" msgstr "遮挡时过滤触摸" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Discard touches that are received when another visible window is covering the Unity application. Prevents tapjacking." msgstr "放弃当另一个可见窗口覆盖 Unity 应用程序时收到的触摸。防止按键劫持。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Sustained Performance Mode" msgstr "持续性能模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Set a predictable, consistent level of device performance over longer periods of time without thermal throttling; suitable for long-running apps. Please note that the overall performance level may be lower than in the normal mode." msgstr "设置没有热量限制的且较长时间内可预测的、一致的设备性能水平;适合长期运行的应用程序。请注意,整体性能水平可能低于正常模式的性能水平。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Low Accuracy Location" msgstr "低精度定位" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "ACCESS_FINE_LOCATION permission is automatically added to the android manifest when location APIs are called from the script. Enable this checkbox to add ACCESS_COARSE_LOCATION permission instead. Make sure your scripts call LocationService.Start() with low accuracy values when this is selected." msgstr "当从脚本调用 location APIs 时,ACCESS_FINE_LOCATION 权限会自动添加到 android 清单中。启用该复选框添加 ACCESS_COARSE_LOCATION 权限。请确保选中该复选框后,脚本调用使用低精度值的 LocationService.Start()。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Start in fullscreen mode" msgstr "全屏模式启动" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "If not set, navigation bar will be shown during splash screen or first scene loading." msgstr "如果未设置,则在启动画面时或第一次加载场景期间将显示导航栏。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Render outside safe area" msgstr "渲染外部安全区域" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enable this option to utilize all available screen space and allow rendering into display cutout (notch) area." msgstr "启用此选项可利用所有可用的屏幕空间并允许渲染到显示切口(凹口)区域。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Optimized Frame Pacing" msgstr "优化的帧节奏调整" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Frame pacing delivers consistency of frame rate by enabling frames to be distributed with less variance between them, creating smoother gameplay." msgstr "帧节奏调整通过在分发帧时减小帧之间的差异来确保帧率的一致性,从而实现更流畅的游戏体验。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Warn about App Bundle size" msgstr "警告应用程序资源包大小" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Only when building release App Bundle" msgstr "仅在生成发行版的应用程序资源包时" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "App Bundle size threshold" msgstr "应用程序资源包大小阈值" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Value in megabytes" msgstr "以兆字节 (MB) 为单位的值" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Target Pixel Density ({0}-{1})" msgstr "目标像素密度({0}-{1})" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Alias" msgstr "别名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Select..." msgstr "选择..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Keystore Manager..." msgstr "密钥库管理器..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Custom Keystore" msgstr "自定义密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "The application will be signed with a debug key" msgstr "应用程序将使用调试密钥进行签名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Select Keystore..." msgstr "选择密钥库..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Development Keystore" msgstr "开发密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split APKs is disabled when building Android AppBundle" msgstr "生成 Android AppBundle 时禁用“拆分 APK”" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enter password." msgstr "输入密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Image" msgstr "图像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Install Location" msgstr "安装位置" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Internet Access" msgstr "互联网访问" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Project Key" msgstr "项目密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Project Keystore" msgstr "项目密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Minimum API Level" msgstr "最低 API 级别" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Target API Level" msgstr "目标 API 级别" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Getting API levels..." msgstr "正在获取 API 级别..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Open existing keystore..." msgstr "打开现有的密钥库..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Password must be at least 6 characters." msgstr "密码必须至少 6 个字符。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Wrong password" msgstr "密码错误" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Scaling" msgstr "缩放" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split Application Binary is disabled when building Android AppBundle" msgstr "生成 Android AppBundle 时禁用“拆分应用程序二进制文件”" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "User Proguard File" msgstr "用户 Proguard 文件" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Proguard" msgstr "Proguard" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Gradle (Experimental)" msgstr "Gradle(实验功能)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Changed Android package field" msgstr "变更的 Android 包字段" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Package Name" msgstr "包名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Supported Aspect Ratio" msgstr "支持的纵横比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Up To" msgstr "取决于" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Adaptive Icons require API level 26, in Player Settings please set 'Target API Level' to at least 26 (or install Android 8.0 SDK if it's set to 'Automatic') if you would like to use them." msgstr "自适应图标需要 API 级别 26。在播放器设置中,请将“目标 API 级别”设置为 26 或更高(设置为“自动”时请安装 Android 8.0 SDK)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Round Icons require API level 25, in Player Settings please set 'Target API Level' to at least 25 (or install Android 7.1 SDK if it's set to 'Automatic') if you would like to use them." msgstr "圆形图标需要 API 级别为 25;如果您想使用圆形图标,请在“播放器设置”中将“目标 API 级别”设置为至少 25(如果设置为“自动”,则需要安装 Android 7.1 SDK)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Adaptive Icons are not set up correctly. Make sure that there is at least one icon with both a background and a foreground layer set." msgstr "自适应图标设置不正确。请确保至少有一个图标同时设置了背景和前景图层。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Require" msgstr "要求" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Max Aspect Ratio" msgstr "最大纵横比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enable Sustained Performance Mode" msgstr "启用持续性能模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Use Low Accuracy Location" msgstr "使用低精度位置" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Android SDK and/or JDK directory is not set" msgstr "未设置 Android SDK 和/或 JDK 目录" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "To set Android SDK and/or JDK directory go to Edit -> Preferences... -> External Tools -> Android SDK/JDK" msgstr "要设置 Android SDK 和/或 JDK 目录,请转到“编辑”->“首选项...”->“外部工具”-> Android SDK / JDK" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Platform tools not found in Android SDK" msgstr "Android SDK 中未找到平台工具" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Make sure you have platform tools installed in your Android SDK" msgstr "确保您的 Android SDK 中安装了平台工具" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Symlink Sources" msgstr "符号链接源" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Directly reference java or kotlin sources from Unity project instead of copying them" msgstr "直接从 Unity 项目引用 java 或 kotlin 源代码而不是复制它们" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Build System" msgstr "生成系统" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Export Project" msgstr "导出项目" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Build App Bundle (Google Play)" msgstr "生成应用程序资源包 (Google Play)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ETC2 fallback" msgstr "ETC2 回退" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Export" msgstr "导出" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Run Device" msgstr "运行设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Fetching connected devices..." msgstr "正在获取连接的设备..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Default device" msgstr "默认设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "All compatible devices" msgstr "所有兼容设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Don't override" msgstr "不覆盖" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ETC (default)" msgstr "ETC(默认)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ETC2 (GLES 3.0)" msgstr "ETC2 (GLES 3.0)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ASTC" msgstr "ASTC" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "DXT (Tegra)" msgstr "DXT (Tegra)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "PVRTC (PowerVR)" msgstr "PVRTC (PowerVR)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "32-bit" msgstr "32 位" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "16-bit" msgstr "16 位" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "32-bit, half resolution" msgstr "32 位,半分辨率" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Patch" msgstr "修补" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Patch And Run" msgstr "修补和运行" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1 msgid "Override ETC2 fallback" msgstr "覆盖 ETC2 回退" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1 msgid "Use build settings" msgstr "使用 build 设置" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1 msgid "32-bit (half resolution)" msgstr "32 位(半分辨率)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Maximum JVM heap size, Mbytes" msgstr "最大 JVM 堆大小(兆字节)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Determines the maximum java heap size (in megabytes) that will be used for building (Min value 128). Increase this value if you experience heap space errors." msgstr "确定要用于构建的最大 Java 堆大小(以兆字节为单位)(最小值 128)。如果遇到堆空间错误,请增大此值。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Stop Gradle daemons on exit" msgstr "退出时停止 Gradle 守护进程" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "If checked, all Gradle daemons will be stopped when closing the editor." msgstr "如果选中,则会在关闭编辑器时停止所有 Gradle 守护进程。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Android" msgstr "Android" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore Manager" msgstr "密钥库管理器" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Create a new keystore with a new key or add a new key to an existing keystore" msgstr "使用新密钥创建新密钥库,或将新密钥添加到现有密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "New Key Values" msgstr "新密钥值" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Existing Keys" msgstr "现有密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore..." msgstr "密钥库..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Create New/Anywhere..." msgstr "创建新的/任何位置..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Create New/In Dedicated Location..." msgstr "创建新的/在专用位置..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Load Keys" msgstr "加载密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Load Existing Keys" msgstr "加载现有密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Select keystore location." msgstr "选择密钥库位置。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter alias for your new key." msgstr "为新密钥输入别名。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "The entered alias already exists in this keystore." msgstr "输入的别名已经存在于此密钥库中。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter keystore password." msgstr "输入密钥库密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter key password." msgstr "输入密钥密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore password must be at least 6 characters." msgstr "密钥库密码必须至少 6 个字符。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Key password must be at least 6 characters." msgstr "密钥密码必须至少 6 个字符。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Confirm keystore password." msgstr "确认密钥库密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Confirm key password." msgstr "确认密钥密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore passwords don't match." msgstr "密钥库密码不匹配。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Cannot load keys. Make sure keystore password is correct." msgstr "无法加载密钥。请确保密钥库密码正确无误。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Key passwords don't match." msgstr "密钥密码不匹配。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter key validity time." msgstr "输入密钥的有效时间。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Maximum validity time is 1000 years." msgstr "最长有效时间为 1000 年。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "At least one Certificate issuer field is required." msgstr "至少需要一个证书发布者字段。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "A 25 years validity time is recommended." msgstr "推荐有效期为 25 年。" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidNDKTools.cs:1 msgid "Android NDK not found or invalid. Please, fix it in Preferences -> External Tools" msgstr "Android NDK 未找到或无效。请在“首选项”>“外部工具”中将其修复" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:1 msgid "Android SDK not found or invalid. Please, fix it in Preferences -> External Tools" msgstr "Android SDK 未找到或无效。请在“首选项”>“外部工具”中将其修复" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidJavaTools.cs:1 msgid "Java Development Kit (JDK) directory is not set or invalid. Please, fix it in Preferences -> External Tools" msgstr "Java 开发工具包 (JDK) 目录未设置或无效。请在“首选项”>“外部工具”中将其修复" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Enable Exceptions" msgstr "启用异常" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Turn this on to enable exception catching in WebGL. Don't use this if you don't need to as it has a significant performance overhead." msgstr "启用此选项可在 WebGL 中启用异常捕获。如果您不需要,请不要使用该选项,因为其性能开销很大。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Compression format for non-development build files. Note that this setting does not affect development builds, therefore its files will not be compressed." msgstr "非开发构建文件的压缩格式。请注意,此设置不会影响开发构建,因此不会压缩其文件。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Name Files As Hashes" msgstr "将文件命名为哈希" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Use MD5 hash of the uncompressed file contents as a filename for each file in the build." msgstr "使用未压缩文件内容的 MD5 哈希作为 build 中每个文件的文件名。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Data Caching" msgstr "数据缓存" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Automatically cache downloaded assets locally on users' machine to skip long downloads in subsequent runs." msgstr "自动在用户计算机上将下载的资产缓存到本地,以便在后续运行中跳过长时间下载。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Debug Symbols" msgstr "调试符号" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Preserve debug symbols and perform demangling of the stack trace when an error occurs. For release builds all the debug information is stored in a separate file which is downloaded from the server on demand when an error occurs. Development builds always have demangling support embedded in the main module and therefore are not affected by this option." msgstr "发生错误时,保留调试符号并恢复堆栈踪迹。对于发布版本,所有调试信息都存储在单独的文件中,该文件在发生错误时可以根据需要从服务器下载。开发构建始终在主模块中嵌入了恢复支持,因此不受此选项的影响。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "WebAssembly Streaming" msgstr "WebAssembly 流" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Enable WebAssembly streaming compilation support. Note that this setting requires 'application/wasm' mime type, therefore the server will need to be set up accordingly." msgstr "启用 WebAssembly 串流编译支持。请注意,此设置需要 'application/wasm' mime 类型,因此需要相应设置服务器。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Width*" msgstr "默认画布宽度*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Height*" msgstr "默认画布高度*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "'Full With Stacktrace' exception support will decrease performance and increase browser memory usage. Only use this for debugging purposes, and make sure to test in a 64-bit browser." msgstr "'完整且包含堆栈跟踪' 异常支持功能将会降低性能并增加浏览器内存使用量。此功能仅用于调试目的,并确保在 64 位浏览器中进行测试。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Exception Support" msgstr "异常支持" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Wasm Streaming" msgstr "Wasm 流" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Width" msgstr "默认画布宽度" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Height" msgstr "默认画布高度" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:1 msgid "Create Xcode Project" msgstr "创建 Xcode 项目" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 Editor-Missing:Missing detected at runtime. msgid "Placeholder" msgstr "占位符" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Stub assembly used instead of plugin during script compilation. Only needed if plugin references platform specific types." msgstr "在脚本编译期间使用存根程序集而不是插件。仅在插件引用平台特定类型时需要。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "SDK" msgstr "SDK" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Is plugin compatible with Windows 8.0 or Windows 8.1 SDK?" msgstr "插件兼容 Windows 8.0 或 Windows 8.1 SDK吗?" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Is plugin compatible with x86, x64, ARM or ARM64 CPU architecture?" msgstr "插件是与否与 x86、x64 或 ARM 或 ARM64 CPU 架构兼容?" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "ScriptingBackend" msgstr "ScriptingBackend" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Is plugin compatible with .NET, Il2Cpp or both scripting backends?" msgstr "插件是否与 .NET、Il2Cpp 兼容或与两脚本后端都兼容?" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Don't process" msgstr "不处理" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Plugin will not be modified in any way. This prevents Unity from making sure that it will work on Windows. Note: this setting has no effect for Il2Cpp builds" msgstr "插件不会以任何方式进行修改。这样 Unity 就无法确认插件能否在 Windows 上运行。注意:此设置对 Il2Cpp 版本没有影响" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Specific device type for which resources get optimized" msgstr "优化资源的特定设备类型" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Target processor architecture for build" msgstr "用于生成的目标处理器架构" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Target SDK Version" msgstr "目标 SDK 版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Which specific Windows 10 SDK should the build process use?" msgstr "生成过程应使用哪个特定的 Windows 10 SDK?" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Minimum Platform Version" msgstr "最低平台版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "The minimum Windows 10 platform version this project supports" msgstr "此项目支持的最低 Windows 10 平台版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Visual Studio Version" msgstr "Visual Studio 版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Generate solution file (.sln) for specific Visual Studio version" msgstr "为特定的 Visual Studio 版本生成解决方案文件(.sln)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Build and Run on" msgstr "生成并运行于" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "On which device the application should run when you click Build And Run button. Note: this option is ignored when you click Build button." msgstr "当您点击“生成和运行”按钮时,应在哪个设备上运行应用程序。注意:当您单击“生成”按钮时,此选项将被忽略。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Build configuration" msgstr "生成配置" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Device Portal Address" msgstr "设备门户地址" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Windows Device Portal connection string to the remote device, ex: https://192.168.0.1:50443" msgstr "与远程设备的 Windows 设备门户连接字符串,例如:https://192.168.0.1:50443" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Device Portal Username" msgstr "设备门户用户名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Windows Device Portal username to log into the device (if WDP authentication is enabled)" msgstr "用于登录到设备的 Windows 设备门户用户名(如果已启用 WDP 身份验证)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Device Portal Password" msgstr "设备门户密码" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Windows Device Portal password to log into the device (if WDP authentication is enabled)" msgstr "用于登录到设备的 Windows 设备门户密码(如果已启用 WDP 身份验证)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Copy PDB files" msgstr "复制 PDB 文件" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Copy pdb files to final destination, contains debugging symbols" msgstr "将 pdb 文件复制到最终目标,包含调试符号" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Any device" msgstr "任何设备" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "PC" msgstr "PC" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Mobile" msgstr "移动" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "HoloLens" msgstr "全息透镜" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "XAML Project" msgstr "XAML 项目" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "D3D Project" msgstr "D3D 项目" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Executable Only" msgstr "仅可执行文件" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Local Machine" msgstr "本地计算机" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "USB Device" msgstr "USB 设备" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Remote Device (via Device Portal)" msgstr "远程设备(通过设备门户)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "You have to use Windows 8 or greater for this build." msgstr "您必须为此构建使用 Windows 8 或更高版本。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Transparent Swapchain" msgstr "透明交换链" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets AlphaMode on the swap chain to DXGI_ALPHA_MODE_PREMULTIPLIED for compositing with XAML content." msgstr "将交换链上的 AlphaMode 设置为 DXGI_ALPHA_MODE_PREMULTIPLIED,以便与 XAML 内容进行合成。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the unique name that identifies the package on the system." msgstr "指定在系统上对包进行识别的唯一名称。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Package display name" msgstr "包显示名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the app name that appears in the Store. Same as Product Name." msgstr "指定“商店”中显示的应用程序名称。该名称与“产品名称”相同。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "The version number of the package. A version string in quad notation \"Major.Minor.Build.Revision\"." msgstr "包的版本号。四位表示法“Major.Minor.Build.Revision”中的版本字符串。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Publisher display name" msgstr "发布显示名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "A friendly name for the publisher that can be displayed to users. Same as Company Name." msgstr "为用户显示一个容易记忆的发布者名称。和公司名称一样。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Streaming Install" msgstr "流安装" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Create a AppxContentGroupMap.xml manifest file for scene data. IL2CPP Scripting backend only." msgstr "创建用于场景数据的 AppxContentGroupMap.xml 清单文件。仅限 IL2CPP 脚本后端。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Browse for certificate." msgstr "浏览证书。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Create test certificate." msgstr "创建测试证书。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the full name of the app." msgstr "指定应用程序的全名。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the text that describes the app on its tile in Windows." msgstr "指定在 Windows 中其磁贴上描述应用程序的文本。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Short name" msgstr "短名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies an abbreviated name for the app." msgstr "指定应用程序的缩写名。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Show name on" msgstr "显示名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies which logos the app name appears on." msgstr "指定应用程序名称显示在哪些徽标上。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Foreground text" msgstr "前景文字" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets the value of the text color relative to the background color on the app's tile in Windows." msgstr "设置文本颜色相对于应用程序瓦片在 Windows 背景色的值。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Background color" msgstr "背景色" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets the background color for the app's tile in Windows." msgstr "设置应用程序的瓦片在 Windows 中的背景色。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Overwrite background color" msgstr "覆盖背景颜色" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Uses default background color otherwise." msgstr "否则使用默认背景色。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets the background color for the app's splash screen." msgstr "设置应用程序启动画面的背景色。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Default Is Full Screen*" msgstr "默认全屏*" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Packaging" msgstr "封装" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Certificate" msgstr "证书" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Issued by" msgstr "发行者" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Expiration date" msgstr "截止日期" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Application UI" msgstr "应用程序 UI" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Input Source" msgstr "输入源" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Medium Tile" msgstr "中型磁贴" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Large Tile" msgstr "大磁贴" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Wide Tile" msgstr "宽磁贴" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Default Size" msgstr "默认大小" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Tiles and Logos" msgstr "瓦片和标志" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Windows Holographic" msgstr "Windows Holographic" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Holographic Splash Image" msgstr "全息过场图像" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "On Tracking Loss Pause and Show Image" msgstr "“跟踪丢失暂时”和“显示图像”时" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Tracking Loss Image" msgstr "跟踪丢失图像" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Small icon layers (1x)" msgstr "小图标层(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Small icon layers (2x)" msgstr "小图标层 (2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Large icon layers (1x)" msgstr "大图标层(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Large icon layers (2x)" msgstr "大图标层(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image layers (1x)" msgstr "顶架图像层 (1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image layers (2x)" msgstr "顶架图像层 (2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image wide layers (1x)" msgstr "顶架图像宽层 (1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image wide layers (2x)" msgstr "顶架图像宽层 (2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Multithreaded Rendering" msgstr "多线程渲染" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Multithreaded rendering on tvOS platform is supported only on Metal." msgstr "仅在 Metal 支持 tvOS 平台上的多线程渲染。" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "tvOS Provisioning Profile" msgstr "tvOS 配置文件" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Require Extended Game Controller" msgstr "要求扩展游戏控制器" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Target minimum tvOS Version" msgstr "目标最小 tvOS 版本" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Tv OS Sdk Version" msgstr "Tv OS Sdk 版本" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Tv OS Require Extended Game Controller" msgstr "Tv OS 需要扩展游戏控制器" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:1 msgid "Create Visual Studio Solution" msgstr "创建 Visual Studio 解决方案" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Control Child Size" msgstr "控制子对象大小" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Use Child Scale" msgstr "使用子级缩放" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Child Force Expand" msgstr "子力扩展" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Spacing" msgstr "间距" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Child Alignment" msgstr "子级对齐" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Text Component" msgstr "文本组件" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Text" msgstr "文本" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Character Limit" msgstr "角色限制" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Line Type" msgstr "直线类型" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Input Type" msgstr "输入类型" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Keyboard Type" msgstr "键盘类型" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Character Validation" msgstr "角色验证" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caret Blink Rate" msgstr "光标闪烁频率" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caret Width" msgstr "光标宽度" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Custom Caret Color" msgstr "自定义光标颜色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Caret Color" msgstr "光标颜色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Selection Color" msgstr "选择颜色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Hide Mobile Input" msgstr "隐藏移动输入" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Read Only" msgstr "只读" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "On Value Changed" msgstr "值改变时" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "On End Edit" msgstr "结束编辑时" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Start Corner" msgstr "起始角落" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Start Axis" msgstr "启动轴" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Constraint" msgstr "约束" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Constraint Count" msgstr "约束计数" #: Packages/com.unity.ugui/Editor/UI/RawImageEditor.cs:1 msgid "UV Rect" msgstr "UV 矩形" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Template" msgstr "模板" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caption Text" msgstr "标题文本" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caption Image" msgstr "标题图像" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Item Text" msgstr "项文本" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Item Image" msgstr "项图像" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 msgid "Alpha Fade Speed" msgstr "Alpha 淡化速度" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 msgid "On Selection Changed" msgstr "选择发生更改时" #: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Handle Rect" msgstr "处理矩形" #: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Number Of Steps" msgstr "步骤数量" #: Packages/com.unity.ugui/Editor/UI/AspectRatioFitterEditor.cs:1 msgid "Aspect Mode" msgstr "纵横模式" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Content" msgstr "内容" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Horizontal" msgstr "水平" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Vertical" msgstr "垂直" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Movement Type" msgstr "运动类型" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Elasticity" msgstr "弹性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Inertia" msgstr "惯性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Deceleration Rate" msgstr "减速率" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Scroll Sensitivity" msgstr "滚动灵敏度" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Viewport" msgstr "Viewport" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar" msgstr "水平滚动条" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Horizontal Scrollbar Visibility" msgstr "水平滚动条可见性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Horizontal Scrollbar Spacing" msgstr "水平滚动条间距" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar" msgstr "垂直滚动条" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Vertical Scrollbar Visibility" msgstr "垂直滚动条可见性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Vertical Scrollbar Spacing" msgstr "垂直滚动条间距" #: Packages/com.unity.ugui/Editor/UI/TextEditor.cs:1 msgid "Font Data" msgstr "字体数据" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Match" msgstr "匹配" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "UI Scale Mode" msgstr "UI 缩放模式" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Ui Scale Mode" msgstr "Ui 缩放模式" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Dynamic Pixels Per Unit" msgstr "每单位动态像素数" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Reference Resolution" msgstr "参考分辨率" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Screen Match Mode" msgstr "屏幕匹配模式" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Physical Unit" msgstr "物理单元" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Fallback Screen DPI" msgstr "备用屏幕 DPI" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Default Sprite DPI" msgstr "默认 Sprite DPI" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Reference Pixels Per Unit" msgstr "每单位参考像素" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fill Rect" msgstr "填充矩形" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Min Value" msgstr "最小值" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Max Value" msgstr "最大值" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Whole Numbers" msgstr "整数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Source Image" msgstr "源图像" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Image Type" msgstr "图像类型" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Clockwise" msgstr "顺时针" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Use Sprite Mesh" msgstr "使用 Sprite 网格" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Preserve Aspect" msgstr "保持长宽比" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fill Center" msgstr "填充中心" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Pixels Per Unit Multiplier" msgstr "每单位像素乘数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Fill Method" msgstr "填充方法" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Fill Amount" msgstr "填充总数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Fill Clockwise" msgstr "顺时针填充" #: Packages/com.unity.ugui/Editor/UI/LayoutPropertiesPreview.cs:1 msgid "Layout Properties" msgstr "布局属性" #: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:1 msgid "Horizontal Fit" msgstr "水平匹配" #: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:1 msgid "Vertical Fit" msgstr "垂直适应" #: Packages/com.unity.ugui/Editor/UI/ButtonEditor.cs:1 msgid "On Click Property" msgstr "鼠标单击属性" #: Packages/com.unity.ugui/Editor/UI/MaskEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Show Mask Graphic" msgstr "显示遮罩图形" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Visualize" msgstr "可视化" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Show navigation flows between selectable UI elements." msgstr "显示可选择 UI 元素间的导航流程。" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Interactable Property" msgstr "可交互属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Transition Property" msgstr "过渡属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Target Graphic Property" msgstr "目标图形属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Color Block Property" msgstr "色块属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Sprite State Property" msgstr "Sprite 状态属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Anim Trigger Property" msgstr "动漫触发属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Navigation Property" msgstr "导航属性" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "Is On Property" msgstr "属性是开启的" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "Graphic Property" msgstr "图形属性" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "Group Property" msgstr "组属性" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "On Value Changed Property" msgstr "值属性改变时" #: Packages/com.unity.ugui/Editor/UI/InterceptedEventsPreview.cs:1 msgid "Intercepted Events" msgstr "拦截的事件" #: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:1 msgid "Ignore Layout" msgstr "忽略布局" #: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:1 msgid "Layout Priority" msgstr "布局优先" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 msgid "Set Native Size" msgstr "设置原生大小" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 msgid "Sets the size to match the content." msgstr "设置尺寸以匹配内容。" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Raycast Target" msgstr "光线投射目标" #: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:1 msgid "Rich Text" msgstr "富文本" #: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:1 msgid "Use emoticons and colors" msgstr "使用表情符号和颜色" #: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:1 msgid "Add New Event Type" msgstr "添加新事件类型" #: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:1 msgid "Callbacks Property" msgstr "回调属性" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "Invalid secondary Texture entries (without names or Textures) have been removed." msgstr "已移除无效的辅助纹理条目(没有名称或纹理)。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "Every secondary Texture attached to the Sprite must have a unique name." msgstr "附加到 Sprite 的每个辅助纹理都必须具有唯一的名称。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "The names _MainTex and _AlphaTex are reserved for internal use." msgstr "名称 _MainTex 和 _AlphaTex 保留仅供内部使用。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Generate" msgstr "生成" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Generate new outline based on mesh detail value." msgstr "根据网格细节值生成新的轮廓描边。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Outline Tolerance" msgstr "轮廓公差" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Sets how tight the outline should be from the sprite." msgstr "设置轮廓与 sprite 的紧密程度。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Snap points to nearest pixel" msgstr "最近像素的吸附点" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Generating outline {0}/{1}" msgstr "正在生成轮廓描边 {0}/{1}" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1 msgid "Trim" msgstr "剪裁" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1 msgid "Trims selected rectangle (T)" msgstr "剪裁选定的矩形(T)" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1 msgid "Slice" msgstr "切片" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleBaseView.cs:1 msgid "Pivot Unit Mode" msgstr "轴点单位模式" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpritePolygonModeModuleView.cs:1 msgid "Change Shape" msgstr "更改形状" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Editing is disabled during play mode" msgstr "播放模式中禁止编辑" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "The asset was modified outside of Sprite Editor Window.\nDo you want to apply pending changes?" msgstr "资源在“Sprite 编辑器窗口”之外被修改过。\n您想要应用挂起的更改吗?" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Unapplied import settings for '{0}'" msgstr "'{0}’ 未应用导入设置" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "No texture or sprite selected" msgstr "没有选定纹理或精灵" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "No Sprite Editor module available" msgstr "无可用的“Sprite 编辑器”模块" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Unapplied module changes" msgstr "未应用的模块更改" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "You have unapplied changes from the current module" msgstr "您有来自当前模块的未应用的更改" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Loading" msgstr "加载中" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Loading Sprites {0}/{1}" msgstr "正在加载 Sprites {0}/{1}" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Delete Existing" msgstr "删除现有" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Delete all existing sprite assets before the slicing operation" msgstr "在切片操作之前删除所有现有的 sprite 资源" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Smart" msgstr "聪明" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Try to match existing sprite rects to sliced rects from the slicing operation" msgstr "尝试将现有的 sprite rects 与切片操作中的切片 reits 相匹配" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Safe" msgstr "安全" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Keep existing sprite rects intact" msgstr "保持现有的精灵矩形不动" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Method" msgstr "方法" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Column & Row" msgstr "列 & 行" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Pixel Size" msgstr "像素大小" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "To obtain more accurate slicing results, manual slicing is recommended!" msgstr "要获得更精确的切片结果,推荐使用手动切片。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Custom Pivot" msgstr "自定义轴心" #: Packages/com.unity.2d.tilemap/Editor/GridPaintingState.cs:1 msgid "Unable to set invalid palette" msgstr "无法设置无效的调色板" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Create New Palette" msgstr "创建新调色板" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Hexagon Type" msgstr "六边形类型" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Point Top" msgstr "点顶" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Flat Top" msgstr "平顶" #: Packages/com.unity.2d.tilemap/Editor/GridSelectionEditor.cs:1 msgid "Grid Selection" msgstr "网格选择" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Active Tilemap" msgstr "活动瓦片地图" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Specifies the currently active Tilemap used for painting in the Scene View." msgstr "指定在“场景视图”中用来进行绘制的当前活动瓦片地图。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Open in Prefab Mode" msgstr "在预制件模式下打开" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Editing Tilemaps in Prefabs will have better performance if edited in Prefab Mode. Do you want to open it in Prefab Mode or edit it in the Scene?" msgstr "在预制件模式下编辑预制件中的瓦片地图将获得更好的性能。要在预制件模式下将其打开还是在场景中对其进行编辑?" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Prefab Mode" msgstr "预制件模式" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Create a new palette in the dropdown above." msgstr "在上面的下拉菜单中创建一个新的调色板。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Drag Tile, Sprite or Sprite Texture assets here." msgstr "把瓦”、Sprite 或 Sprite 纹理拖拽到此处。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "This is an invalid palette. Did you delete the palette asset?" msgstr "这是一个无效的调色板。您是否删除了调色板资产?" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "The palette has an invalid Grid. Did you add a Grid to the palette asset?" msgstr "调色板的“网格”无效。您是否在调色板资产中添加了一个“网格”?" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Select Paint Target" msgstr "选择绘制目标" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Select Palette Prefab" msgstr "选择调色板预制件" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Select Tile Asset" msgstr "选择瓦片资产" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Unlock Palette Editing" msgstr "解锁调色板编辑" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Lock Palette Editing" msgstr "锁定调色板编辑" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Focus On" msgstr "焦点" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Tilemap" msgstr "瓦片地图" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Tile Palette" msgstr "平铺调色板" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Edit*" msgstr "编辑*" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Can Change Z Position" msgstr "可以更改 Z 位置" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Z Position" msgstr "Z 位置" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Editing Tilemaps in Prefabs will have better performance if edited in Prefab Mode." msgstr "在预制件模式下编辑预制件中的瓦片地图将获得更好的性能。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Tile set in tilemap" msgstr "瓦片地图中的平铺设置" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Sprite set when tile is set in tilemap" msgstr "在瓦片地图中设置瓦片时的 Sprite 集" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Color set when tile is set in tilemap" msgstr "在瓦片地图中设置瓦片的色集" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Collider shape used for tile" msgstr "瓦片使用的碰撞器形状" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Lock Color" msgstr "锁定颜色" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Prevents tilemap from changing color of tile" msgstr "防止瓦片地图更改瓦片的颜色" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Lock Transform" msgstr "锁定变换" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Prevents tilemap from changing transform of tile" msgstr "防止瓦片地图更改瓦片的转换" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Show Flood Fill Preview" msgstr "显示洪水填充预览" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Whether a preview is shown while painting a Tilemap when Flood Fill mode is enabled" msgstr "启用“洪水填充”模式、绘制瓦片地图时是否显示预览" #: /Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgctxt "MenuItem./GeometryToolbox/Progressive Mesh" msgid "GeometryToolbox" msgstr "GeometryToolbox" #: /Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgctxt "MenuItem./GeometryToolbox/Progressive Mesh" msgid "Progressive Mesh" msgstr "渐进网格" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "Custom" msgstr "自定义" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "UnwrapDebugHelper" msgstr "UnwrapDebugHelper" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "Export all MeshFilters in selection to separate OBJs" msgstr "导出所有选择的 MeshFilters 为单独的 OBJ" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:156 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export whole selection to single OBJ" msgid "Export whole selection to single OBJ" msgstr "将整个选择导出到单个 OBJ" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:211 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export each selected to single OBJ" msgid "Export each selected to single OBJ" msgstr "将每个选定导出到单个 OBJ" #: /Editor/Mono/PlayerPrefsSettings.cs:8 msgctxt "MenuItem./Edit/Clear All PlayerPrefs" msgid "Edit" msgstr "编辑" #: /Editor/Mono/PlayerPrefsSettings.cs:8 msgctxt "MenuItem./Edit/Clear All PlayerPrefs" msgid "Clear All PlayerPrefs" msgstr "清除所有 PlayerPrefs" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "GameObject" msgstr "游戏对象" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "3D Object" msgstr "3D 对象" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "Ragdoll..." msgstr "布偶..." #: /Editor/Mono/EditorResources.cs:284 msgctxt "MenuItem./Theme/Refresh Styles &r" msgid "Theme" msgstr "主题" #: /Editor/Mono/EditorResources.cs:284 msgctxt "MenuItem./Theme/Refresh Styles &r" msgid "Refresh Styles &r" msgstr "刷新样式 &r" #: /Editor/Mono/EditorResources.cs:293 msgctxt "MenuItem./Theme/Switch Theme And Repaint" msgid "Switch Theme And Repaint" msgstr "切换主题并重新绘制" #: /Editor/Mono/SceneHierarchy.cs:1629 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "DEVELOPER" msgstr "开发者" #: /Editor/Mono/SceneHierarchy.cs:1629 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "Debug Mode - Hierarchy " msgstr "调试模式 - 层次结构" #: /Editor/Mono/SceneHierarchy.cs:1630 msgctxt "MenuItem./DEVELOPER/Debug Mode - Prefab Scene" msgid "Debug Mode - Prefab Scene" msgstr "调试模式 - 预制件场景" #: /Editor/Mono/SceneHierarchy.cs:1631 msgctxt "MenuItem./DEVELOPER/Debug Mode - Expanded State Persistence" msgid "Debug Mode - Expanded State Persistence" msgstr "调试模式 - 延长的状态持久性" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:176 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger &5" msgid "Window" msgstr "窗口" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:176 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger &5" msgid "Analysis" msgstr "分析" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:176 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger &5" msgid "IMGUI Debugger &5" msgstr "IMGUI 调试器 &5" #: /Editor/Mono/Settings/SettingsWindow.cs:389 msgctxt "MenuItem./Edit/Project Settings..." msgid "Project Settings..." msgstr "项目设置..." #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:38 msgctxt "MenuItem./Assets/Open C# Project" msgid "Assets" msgstr "资源" #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:38 msgctxt "MenuItem./Assets/Open C# Project" msgid "Open C# Project" msgstr "打开 C# 项目" #: /Editor/Mono/SceneView/SceneView.cs:1450 msgctxt "MenuItem./GameObject/Set as first sibling %=" msgid "Set as first sibling %=" msgstr "置于同级首位 %=" #: /Editor/Mono/SceneView/SceneView.cs:1471 msgctxt "MenuItem./GameObject/Set as last sibling %-" msgid "Set as last sibling %-" msgstr "置于同级末位 %-" #: /Editor/Mono/SceneView/SceneView.cs:1492 msgctxt "MenuItem./GameObject/Move To View %&f" msgid "Move To View %&f" msgstr "移动到视图 %&f" #: /Editor/Mono/SceneView/SceneView.cs:1505 msgctxt "MenuItem./GameObject/Align With View %#f" msgid "Align With View %#f" msgstr "对齐视图 %#f" #: /Editor/Mono/SceneView/SceneView.cs:1518 msgctxt "MenuItem./GameObject/Align View to Selected" msgid "Align View to Selected" msgstr "对齐视图到选定项" #: /Editor/Mono/SceneView/SceneView.cs:1531 msgctxt "MenuItem./GameObject/Toggle Active State &#a" msgid "Toggle Active State &#a" msgstr "切换激活状态 &#a" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:197 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "CONTEXT" msgstr "上下文" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:197 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "TrueTypeFontImporter" msgstr "TrueTypeFontImporter" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:197 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "Create Editable Copy" msgstr "创建可编辑副本" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Copy all effect settings to all snapshots" msgid "AudioMixerGroupController" msgstr "AudioMixerGroupController" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Copy all effect settings to all snapshots" msgid "Copy all effect settings to all snapshots" msgstr "复制所有效果设置到所有快照" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:77 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Toggle CPU usage display (only available on first editor instance)" msgid "Toggle CPU usage display (only available on first editor instance)" msgstr "切换 CPU 使用率显示(仅对首个编辑器实例有效)" #: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:107 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "MonoManager" msgstr "MonoManager" #: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:107 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "Reset" msgstr "重置" #: /Editor/Mono/Inspector/MonoScriptInspector.cs:67 msgctxt "MenuItem./CONTEXT/MonoImporter/Reset" msgid "MonoImporter" msgstr "MonoImporter" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:423 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "CustomRenderTexture" msgstr "CustomRenderTexture" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:423 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "Export" msgstr "导出" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:36 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Mecanim" msgstr "Mecanim" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:36 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Write All Assets" msgstr "写入所有资产" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:362 msgctxt "MenuItem./CONTEXT/Avatar/Reset" msgid "Avatar" msgstr "Avatar" #: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:61 msgctxt "MenuItem./CONTEXT/Component/Find References In Scene" msgid "Component" msgstr "组件" #: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:61 msgctxt "MenuItem./CONTEXT/Component/Find References In Scene" msgid "Find References In Scene" msgstr "在场景中查找引用" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:198 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "Create" msgstr "创建" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:198 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "GUI Skin" msgstr "GUI 蒙皮" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:273 msgctxt "MenuItem./Assets/Create/Prefab Variant" msgid "Prefab Variant" msgstr "预制件变体" #: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:39 msgctxt "MenuItem./Window/Rendering/Light Explorer" msgid "Rendering" msgstr "渲染" #: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:39 msgctxt "MenuItem./Window/Rendering/Light Explorer" msgid "Light Explorer" msgstr "光照浏览器" #: /Editor/Mono/SceneModeWindows/NavigationWindow.cs:96 msgctxt "MenuItem./Window/AI/Navigation" msgid "AI" msgstr "AI" #: /Editor/Mono/SceneModeWindows/NavigationWindow.cs:96 msgctxt "MenuItem./Window/AI/Navigation" msgid "Navigation" msgstr "导航" #: /Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:101 msgctxt "MenuItem./Window/Rendering/Occlusion Culling" msgid "Occlusion Culling" msgstr "遮挡剔除" #: /Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:71 msgctxt "MenuItem./Window/Analysis/Physics Debugger" msgid "Physics Debugger" msgstr "物理调试器" #: /Editor/Mono/SceneModeWindows/LightingWindow.cs:229 msgctxt "MenuItem./Window/Rendering/Lighting Settings" msgid "Lighting Settings" msgstr "照明设置" #: /Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:480 msgctxt "MenuItem./CONTEXT/AnimationWindowEvent/Reset" msgid "AnimationWindowEvent" msgstr "AnimationWindowEvent" #: /Editor/Mono/Undo/UndoWindow.cs:24 msgctxt "MenuItem./Window/Internal/Undo" msgid "Internal" msgstr "内部" #: /Editor/Mono/Undo/UndoWindow.cs:24 msgctxt "MenuItem./Window/Internal/Undo" msgid "Undo" msgstr "撤消" #: /Editor/Mono/PerformanceTools/FrameDebugger.cs:344 msgctxt "MenuItem./Window/Analysis/Frame Debugger" msgid "Frame Debugger" msgstr "帧调试器" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:17 msgctxt "MenuItem./CONTEXT/Change/Submit..." msgid "Change" msgstr "更改" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:17 msgctxt "MenuItem./CONTEXT/Change/Submit..." msgid "Submit..." msgstr "提交..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:34 msgctxt "MenuItem./CONTEXT/Change/Revert..." msgid "Revert..." msgstr "恢复..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:51 msgctxt "MenuItem./CONTEXT/Change/Revert Unchanged" msgid "Revert Unchanged" msgstr "恢复为未更改" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:66 msgctxt "MenuItem./CONTEXT/Change/Resolve Conflicts..." msgid "Resolve Conflicts..." msgstr "解决冲突..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:82 msgctxt "MenuItem./CONTEXT/Change/New Changeset..." msgid "New Changeset..." msgstr "新建变更集..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:94 msgctxt "MenuItem./CONTEXT/Change/Edit Changeset..." msgid "Edit Changeset..." msgstr "编辑变更集..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:113 msgctxt "MenuItem./CONTEXT/Change/Delete Empty Changeset" msgid "Delete Empty Changeset" msgstr "删除空变更集" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:9 msgctxt "MenuItem./CONTEXT/Pending/Submit..." msgid "Pending" msgstr "待定" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:59 msgctxt "MenuItem./CONTEXT/Pending/Lock" msgid "Lock" msgstr "锁定" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:72 msgctxt "MenuItem./CONTEXT/Pending/Unlock" msgid "Unlock" msgstr "解锁" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:85 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head..." msgid "Diff" msgstr "差异" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:85 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head..." msgid "Against Head..." msgstr "针对头..." #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:97 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head with .meta..." msgid "Against Head with .meta..." msgstr "针对头及 .meta..." #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:109 msgctxt "MenuItem./CONTEXT/Pending/Reveal in Finder" msgid "Reveal in Finder" msgstr "在查找器中显示" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:125 msgctxt "MenuItem./Assets/Show in Explorer" msgid "Show in Explorer" msgstr "在资源管理器中显示" #: /Editor/Mono/Troubleshooter/TroubleshooterWindow.cs:28 msgctxt "MenuItem./Help/Troubleshoot Issue..." msgid "Help" msgstr "帮助" #: /Editor/Mono/Troubleshooter/TroubleshooterWindow.cs:28 msgctxt "MenuItem./Help/Troubleshoot Issue..." msgid "Troubleshoot Issue..." msgstr "问题解答......" #: /Editor/Mono/GUI/ScreenShotting.cs:13 msgctxt "MenuItem./Window/Internal/Screenshot/Set Window Size %&l" msgid "Screenshot" msgstr "屏幕截图" #: /Editor/Mono/GUI/ScreenShotting.cs:13 msgctxt "MenuItem./Window/Internal/Screenshot/Set Window Size %&l" msgid "Set Window Size %&l" msgstr "设置窗口尺寸 %&l" #: /Editor/Mono/GUI/ScreenShotting.cs:20 msgctxt "MenuItem./Window/Internal/Screenshot/Set Window Size Small" msgid "Set Window Size Small" msgstr "设置小尺寸窗口" #: /Editor/Mono/GUI/ScreenShotting.cs:27 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View %&j" msgid "Snap View %&j" msgstr "捕捉视图 %&j" #: /Editor/Mono/GUI/ScreenShotting.cs:41 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View Toolbar" msgid "Snap View Toolbar" msgstr "捕捉视图工具栏" #: /Editor/Mono/GUI/ScreenShotting.cs:56 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View Extended Right %&k" msgid "Snap View Extended Right %&k" msgstr "捕捉向右延伸视图 %&k" #: /Editor/Mono/GUI/ScreenShotting.cs:72 msgctxt "MenuItem./Window/Internal/Screenshot/Snap Component" msgid "Snap Component" msgstr "捕捉组件" #: /Editor/Mono/GUI/ScreenShotting.cs:87 msgctxt "MenuItem./Window/Internal/Screenshot/Snap Game View Content" msgid "Snap Game View Content" msgstr "捕捉游戏视图内容" #: /Editor/Mono/GUI/WindowLayout.cs:180 msgctxt "MenuItem./Window/Layouts" msgid "Layouts" msgstr "布局" #: /Editor/Mono/GUI/WindowLayout.cs:212 msgctxt "MenuItem./Window/Layouts/Save Layout..." msgid "Save Layout..." msgstr "保存布局..." #: /Editor/Mono/GUI/WindowLayout.cs:213 msgctxt "MenuItem./Window/Layouts/Delete Layout..." msgid "Delete Layout..." msgstr "删除布局..." #: /Editor/Mono/GUI/WindowLayout.cs:214 msgctxt "MenuItem./Window/Layouts/Revert Factory Settings..." msgid "Revert Factory Settings..." msgstr "恢复出厂设置..." #: /Editor/Mono/GUI/WindowLayout.cs:1225 msgctxt "MenuItem./Window/General/Scene %1" msgid "General" msgstr "常规" #: /Editor/Mono/GUI/WindowLayout.cs:1225 msgctxt "MenuItem./Window/General/Scene %1" msgid "Scene %1" msgstr "场景 %1" #: /Editor/Mono/GUI/WindowLayout.cs:1231 msgctxt "MenuItem./Window/General/Game %2" msgid "Game %2" msgstr "游戏 %2" #: /Editor/Mono/GUI/WindowLayout.cs:1237 msgctxt "MenuItem./Window/General/Inspector %3" msgid "Inspector %3" msgstr "检查器 %3" #: /Editor/Mono/GUI/WindowLayout.cs:1243 msgctxt "MenuItem./Window/General/Hierarchy %4" msgid "Hierarchy %4" msgstr "层级 %4" #: /Editor/Mono/GUI/WindowLayout.cs:1249 msgctxt "MenuItem./Window/General/Project %5" msgid "Project %5" msgstr "项目 %5" #: /Editor/Mono/GUI/WindowLayout.cs:1255 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation" msgstr "动画" #: /Editor/Mono/GUI/WindowLayout.cs:1255 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation %6" msgstr "动画 %6" #: /Editor/Mono/GUI/WindowLayout.cs:1261 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio" msgstr "音频" #: /Editor/Mono/GUI/WindowLayout.cs:1261 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio Mixer %8" msgstr "音频混合器 %8" #: /Editor/Mono/GUI/WindowLayout.cs:1268 msgctxt "MenuItem./Window/Version Control" msgid "Version Control" msgstr "版本控制" #: /Editor/Mono/GUI/WindowLayout.cs:1274 msgctxt "MenuItem./Window/2D/Sprite Packer" msgid "2D" msgstr "2D" #: /Editor/Mono/GUI/WindowLayout.cs:1274 msgctxt "MenuItem./Window/2D/Sprite Packer" msgid "Sprite Packer" msgstr "Sprite 打包器" #: /Editor/Mono/GUI/WindowLayout.cs:1280 msgctxt "MenuItem./Window/General/Console %#c" msgid "Console %#c" msgstr "控制台 %#c" #: /Editor/Mono/GUI/Tools/EditorToolWindow.cs:48 msgctxt "MenuItem./Window/General/Active Tool" msgid "Active Tool" msgstr "活动工具" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:370 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Unity Connect" msgstr "Unity Connect" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:370 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Clear Access Token" msgstr "清除访问令牌" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:376 msgctxt "MenuItem./Window/Unity Connect/Computer GoesToSleep" msgid "Computer GoesToSleep" msgstr "计算机 GoesToSleep" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:382 msgctxt "MenuItem./Window/Unity Connect/Computer DidWakeUp" msgid "Computer DidWakeUp" msgstr "计算机 DidWakeUp" #: /Editor/Mono/UnityConnect/Services/HubAccess.cs:55 msgctxt "MenuItem./Window/General/Services %0" msgid "Services %0" msgstr "服务 %0" #: /Editor/Mono/Commands/GOCreationCommands.cs:39 msgctxt "MenuItem./GameObject/Create Empty %#n" msgid "Create Empty %#n" msgstr "创建空对象 %#n" #: /Editor/Mono/Commands/GOCreationCommands.cs:46 msgctxt "MenuItem./GameObject/Create Empty Child &#n" msgid "Create Empty Child &#n" msgstr "创建空子对象 &#n" #: /Editor/Mono/Commands/GOCreationCommands.cs:68 msgctxt "MenuItem./GameObject/3D Object/Cube" msgid "Cube" msgstr "立方体" #: /Editor/Mono/Commands/GOCreationCommands.cs:74 msgctxt "MenuItem./GameObject/3D Object/Sphere" msgid "Sphere" msgstr "球体" #: /Editor/Mono/Commands/GOCreationCommands.cs:80 msgctxt "MenuItem./GameObject/3D Object/Capsule" msgid "Capsule" msgstr "胶囊" #: /Editor/Mono/Commands/GOCreationCommands.cs:86 msgctxt "MenuItem./GameObject/3D Object/Cylinder" msgid "Cylinder" msgstr "圆柱" #: /Editor/Mono/Commands/GOCreationCommands.cs:92 msgctxt "MenuItem./GameObject/3D Object/Plane" msgid "Plane" msgstr "平面" #: /Editor/Mono/Commands/GOCreationCommands.cs:98 msgctxt "MenuItem./GameObject/3D Object/Quad" msgid "Quad" msgstr "四边形" #: /Editor/Mono/Commands/GOCreationCommands.cs:104 msgctxt "MenuItem./GameObject/2D Object/Sprite" msgid "2D Object" msgstr "2D 对象" #: /Editor/Mono/Commands/GOCreationCommands.cs:104 msgctxt "MenuItem./GameObject/2D Object/Sprite" msgid "Sprite" msgstr "精灵" #: /Editor/Mono/Commands/GOCreationCommands.cs:143 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Light" msgstr "灯光" #: /Editor/Mono/Commands/GOCreationCommands.cs:143 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Directional Light" msgstr "定向光" #: /Editor/Mono/Commands/GOCreationCommands.cs:156 msgctxt "MenuItem./GameObject/Light/Point Light" msgid "Point Light" msgstr "点光源" #: /Editor/Mono/Commands/GOCreationCommands.cs:167 msgctxt "MenuItem./GameObject/Light/Spotlight" msgid "Spotlight" msgstr "聚光灯" #: /Editor/Mono/Commands/GOCreationCommands.cs:179 msgctxt "MenuItem./GameObject/Light/Area Light" msgid "Area Light" msgstr "区域光" #: /Editor/Mono/Commands/GOCreationCommands.cs:192 msgctxt "MenuItem./GameObject/Light/Reflection Probe" msgid "Reflection Probe" msgstr "反射探测器" #: /Editor/Mono/Commands/GOCreationCommands.cs:199 msgctxt "MenuItem./GameObject/Light/Light Probe Group" msgid "Light Probe Group" msgstr "光照探测器组" #: /Editor/Mono/Commands/GOCreationCommands.cs:206 msgctxt "MenuItem./GameObject/Audio/Audio Source" msgid "Audio Source" msgstr "音频源" #: /Editor/Mono/Commands/GOCreationCommands.cs:213 msgctxt "MenuItem./GameObject/Audio/Audio Reverb Zone" msgid "Audio Reverb Zone" msgstr "音频混响区域" #: /Editor/Mono/Commands/GOCreationCommands.cs:220 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video" msgstr "视频" #: /Editor/Mono/Commands/GOCreationCommands.cs:220 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video Player" msgstr "视频播放器" #: /Editor/Mono/Commands/GOCreationCommands.cs:227 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Effects" msgstr "效果" #: /Editor/Mono/Commands/GOCreationCommands.cs:227 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Particle System" msgstr "粒子系统" #: /Editor/Mono/Commands/GOCreationCommands.cs:243 msgctxt "MenuItem./GameObject/Effects/Particle System Force Field" msgid "Particle System Force Field" msgstr "粒子系统力场" #: /Editor/Mono/Commands/GOCreationCommands.cs:250 msgctxt "MenuItem./GameObject/Effects/Trail" msgid "Trail" msgstr "拖尾" #: /Editor/Mono/Commands/GOCreationCommands.cs:259 msgctxt "MenuItem./GameObject/Effects/Line" msgid "Line" msgstr "线" #: /Editor/Mono/Commands/GOCreationCommands.cs:271 msgctxt "MenuItem./GameObject/Camera" msgid "Camera" msgstr "摄像机" #: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:378 msgctxt "MenuItem./Test/GenerateRegisterInternalCalls" msgid "Test" msgstr "测试" #: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:378 msgctxt "MenuItem./Test/GenerateRegisterInternalCalls" msgid "GenerateRegisterInternalCalls" msgstr "GenerateRegisterInternalCalls" #: /Editor/Mono/AssetStore/AssetStoreWindow.cs:30 msgctxt "MenuItem./Window/Asset Store %9" msgid "Asset Store %9" msgstr "" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:11 msgctxt "MenuItem./Edit/Deselect All #d" msgid "Deselect All #d" msgstr "取消选择全部 #d" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:17 msgctxt "MenuItem./Edit/Select Children #c" msgid "Select Children #c" msgstr "选择子对象 #c" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:23 msgctxt "MenuItem./Edit/Select Prefab Root %#r" msgid "Select Prefab Root %#r" msgstr "选择预制件根 %#r" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:29 msgctxt "MenuItem./Edit/Invert Selection %i" msgid "Invert Selection %i" msgstr "反转选择 %i" #: /Editor/Mono/UIElements/UXMLSchemaGenerator.cs:33 msgctxt "MenuItem./Assets/Update UIElements Schema" msgid "Update UIElements Schema" msgstr "更新 UIElements 架构" #: /Editor/Mono/UIElements/UIElementsEditorWindowCreator/UIElementsEditorWindowCreator.cs:30 msgctxt "MenuItem./Assets/Create/UIElements/Editor Window" msgid "UIElements" msgstr "UIElements" #: /Editor/Mono/UIElements/UIElementsEditorWindowCreator/UIElementsEditorWindowCreator.cs:30 msgctxt "MenuItem./Assets/Create/UIElements/Editor Window" msgid "Editor Window" msgstr "编辑器窗口" #: /Editor/Mono/UIElements/UIElementsEditorWindowCreator/UssTemplateCreator.cs:9 msgctxt "MenuItem./Assets/Create/UIElements/USS File" msgid "USS File" msgstr "USS 文件" #: /Editor/Mono/UIElements/UIElementsEditorWindowCreator/UxmlTemplateCreator.cs:35 msgctxt "MenuItem./Assets/Create/UIElements/UXML Template" msgid "UXML Template" msgstr "UXML 模板" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove" msgid "StateMachineBehaviour" msgstr "StateMachineBehaviour" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove" msgid "Remove" msgstr "移除" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:87 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Up" msgid "Move Up" msgstr "向上移动" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:141 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Down" msgid "Move Down" msgstr "向下移动" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:256 msgctxt "MenuItem./CONTEXT/InvalidStateMachineBehaviour/Remove" msgid "InvalidStateMachineBehaviour" msgstr "InvalidStateMachineBehaviour" #: /Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:589 msgctxt "MenuItem./Window/Animation/Animator" msgid "Animator" msgstr "动画器" #: /Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerEditor.cs:19 msgctxt "MenuItem./Window/Animation/Animator Parameter" msgid "Animator Parameter" msgstr "动画器参数" #: /Editor/Src/EditorWindowController.cpp:92 msgctxt "MenuItem./Window/Next Window" msgid "Next Window" msgstr "下一个窗口" #: /Editor/Src/EditorWindowController.cpp:93 msgctxt "MenuItem./Window/Previous Window" msgid "Previous Window" msgstr "上一个窗口" #: /Editor/Src/EditorWindowController.cpp:96 msgctxt "MenuItem./Window/Asset Management/Version Control" msgid "Asset Management" msgstr "资源管理" #: /Editor/Src/EditorWindowController.cpp:102 msgctxt "MenuItem./Window/Internal/Doc Browser Project" msgid "Doc Browser Project" msgstr "文档浏览器项目" #: /Editor/Src/EditorWindowController.cpp:106 msgctxt "MenuItem./Window/XR/Holographic Emulation" msgid "XR" msgstr "XR" #: /Editor/Src/EditorWindowController.cpp:106 msgctxt "MenuItem./Window/XR/Holographic Emulation" msgid "Holographic Emulation" msgstr "全息仿真" #: /Editor/Src/MenuController.cpp:669 msgctxt "MenuItem./File" msgid "File" msgstr "文件" #: /Editor/Src/ShaderMenu.cpp:189 msgctxt "MenuItem./CONTEXT/ShaderPopup" msgid "ShaderPopup" msgstr "ShaderPopup" #: /Editor/Src/GI/Progressive/RecompileShadersRegisterMenu.cpp:26 msgctxt "MenuItem./Assets/Recompile Lightmapping Shaders" msgid "Recompile Lightmapping Shaders" msgstr "重新编译光照贴图着色器" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2077 msgctxt "MenuItem./Tools/Regenerate All Icons with Mips" msgid "Tools" msgstr "工具" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2077 msgctxt "MenuItem./Tools/Regenerate All Icons with Mips" msgid "Regenerate All Icons with Mips" msgstr "使用 Mips 重新生成所有图标" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2078 msgctxt "MenuItem./Tools/Regenerate Selected Icons with Mips" msgid "Regenerate Selected Icons with Mips" msgstr "使用 Mips 重新生成选定的图标" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2081 msgctxt "MenuItem./Assets/Recompile Editor Code and Modules" msgid "Recompile Editor Code and Modules" msgstr "重新编译编辑器代码和模块" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:48 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Debug" msgstr "调试" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:48 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Open Imported Asset" msgstr "打开导入的资产" #: /Editor/Src/Commands/HelpMenu.cpp:80 msgctxt "MenuItem./Help/Unity Manual" msgid "Unity Manual" msgstr "Unity 用户手册" #: /Editor/Src/Commands/HelpMenu.cpp:81 msgctxt "MenuItem./Help/Scripting Reference" msgid "Scripting Reference" msgstr "脚本参考" #: /Editor/Src/Commands/HelpMenu.cpp:139 msgctxt "MenuItem./Help/About Unity" msgid "About Unity" msgstr "关于 Unity" #: /Editor/Src/Commands/HelpMenu.cpp:143 msgctxt "MenuItem./Help/Premium Expert Help - Beta" msgid "Premium Expert Help - Beta" msgstr "高级专家帮助 - 测试版" #: /Editor/Src/Commands/HelpMenu.cpp:144 msgctxt "MenuItem./Help/Unity Services" msgid "Unity Services" msgstr "Unity 服务" #: /Editor/Src/Commands/HelpMenu.cpp:145 msgctxt "MenuItem./Help/Unity Forum" msgid "Unity Forum" msgstr "Unity 论坛" #: /Editor/Src/Commands/HelpMenu.cpp:146 msgctxt "MenuItem./Help/Unity Answers" msgid "Unity Answers" msgstr "Unity 问答" #: /Editor/Src/Commands/HelpMenu.cpp:147 msgctxt "MenuItem./Help/Unity Feedback" msgid "Unity Feedback" msgstr "Unity 反馈" #: /Editor/Src/Commands/HelpMenu.cpp:150 msgctxt "MenuItem./Help/Check for Updates" msgid "Check for Updates" msgstr "检查更新" #: /Editor/Src/Commands/HelpMenu.cpp:152 msgctxt "MenuItem./Help/Download Beta..." msgid "Download Beta..." msgstr "下载测试版..." #: /Editor/Src/Commands/HelpMenu.cpp:155 msgctxt "MenuItem./Help/Manage License" msgid "Manage License" msgstr "管理许可" #: /Editor/Src/Commands/HelpMenu.cpp:158 msgctxt "MenuItem./Help/Release Notes" msgid "Release Notes" msgstr "发行说明" #: /Editor/Src/Commands/HelpMenu.cpp:159 msgctxt "MenuItem./Help/Software Licenses" msgid "Software Licenses" msgstr "软件许可" #: /Editor/Src/Commands/HelpMenu.cpp:160 msgctxt "MenuItem./Help/Report a Bug..." msgid "Report a Bug..." msgstr "报告问题..." #: /Editor/Src/Commands/CloudMenu.cpp:45 msgctxt "MenuItem./Edit/Sign in..." msgid "Sign in..." msgstr "登录..." #: /Editor/Src/Commands/CloudMenu.cpp:46 msgctxt "MenuItem./Edit/Sign out" msgid "Sign out" msgstr "注销..." #: /Editor/Src/Commands/PlayMenu.cpp:38 msgctxt "MenuItem./Edit/Play" msgid "Play" msgstr "播放" #: /Editor/Src/Commands/PlayMenu.cpp:39 msgctxt "MenuItem./Edit/Pause" msgid "Pause" msgstr "暂停" #: /Editor/Src/Commands/PlayMenu.cpp:40 msgctxt "MenuItem./Edit/Step" msgid "Step" msgstr "步骤" #: /Editor/Src/Commands/SaveSelection.cpp:77 msgctxt "MenuItem./Edit/Selection/Previous Selection" msgid "Selection" msgstr "选择" #: /Editor/Src/Commands/SaveSelection.cpp:77 msgctxt "MenuItem./Edit/Selection/Previous Selection" msgid "Previous Selection" msgstr "上一个选择" #: /Editor/Src/Commands/SaveSelection.cpp:78 msgctxt "MenuItem./Edit/Selection/Next Selection" msgid "Next Selection" msgstr "下一个选择" #: /Editor/Src/Commands/SaveSelection.cpp:81 msgctxt "MenuItem./Edit/Selection/Load Selection 1" msgid "Load Selection 1" msgstr "载入选择 1" #: /Editor/Src/Commands/SaveSelection.cpp:82 msgctxt "MenuItem./Edit/Selection/Load Selection 2" msgid "Load Selection 2" msgstr "载入选择 2" #: /Editor/Src/Commands/SaveSelection.cpp:83 msgctxt "MenuItem./Edit/Selection/Load Selection 3" msgid "Load Selection 3" msgstr "载入选择 3" #: /Editor/Src/Commands/SaveSelection.cpp:84 msgctxt "MenuItem./Edit/Selection/Load Selection 4" msgid "Load Selection 4" msgstr "载入选择 4" #: /Editor/Src/Commands/SaveSelection.cpp:85 msgctxt "MenuItem./Edit/Selection/Load Selection 5" msgid "Load Selection 5" msgstr "载入选择 5" #: /Editor/Src/Commands/SaveSelection.cpp:86 msgctxt "MenuItem./Edit/Selection/Load Selection 6" msgid "Load Selection 6" msgstr "载入选择 6" #: /Editor/Src/Commands/SaveSelection.cpp:87 msgctxt "MenuItem./Edit/Selection/Load Selection 7" msgid "Load Selection 7" msgstr "载入选择 7" #: /Editor/Src/Commands/SaveSelection.cpp:88 msgctxt "MenuItem./Edit/Selection/Load Selection 8" msgid "Load Selection 8" msgstr "载入选择 8" #: /Editor/Src/Commands/SaveSelection.cpp:89 msgctxt "MenuItem./Edit/Selection/Load Selection 9" msgid "Load Selection 9" msgstr "载入选择 9" #: /Editor/Src/Commands/SaveSelection.cpp:90 msgctxt "MenuItem./Edit/Selection/Load Selection 0" msgid "Load Selection 0" msgstr "载入选择 0" #: /Editor/Src/Commands/SaveSelection.cpp:91 msgctxt "MenuItem./Edit/Selection/Save Selection 1" msgid "Save Selection 1" msgstr "保存选择 1" #: /Editor/Src/Commands/SaveSelection.cpp:92 msgctxt "MenuItem./Edit/Selection/Save Selection 2" msgid "Save Selection 2" msgstr "保存选择 2" #: /Editor/Src/Commands/SaveSelection.cpp:93 msgctxt "MenuItem./Edit/Selection/Save Selection 3" msgid "Save Selection 3" msgstr "保存选择 3" #: /Editor/Src/Commands/SaveSelection.cpp:94 msgctxt "MenuItem./Edit/Selection/Save Selection 4" msgid "Save Selection 4" msgstr "保存选择 4" #: /Editor/Src/Commands/SaveSelection.cpp:95 msgctxt "MenuItem./Edit/Selection/Save Selection 5" msgid "Save Selection 5" msgstr "保存选择 5" #: /Editor/Src/Commands/SaveSelection.cpp:96 msgctxt "MenuItem./Edit/Selection/Save Selection 6" msgid "Save Selection 6" msgstr "保存选择 6" #: /Editor/Src/Commands/SaveSelection.cpp:97 msgctxt "MenuItem./Edit/Selection/Save Selection 7" msgid "Save Selection 7" msgstr "保存选择 7" #: /Editor/Src/Commands/SaveSelection.cpp:98 msgctxt "MenuItem./Edit/Selection/Save Selection 8" msgid "Save Selection 8" msgstr "保存选择 8" #: /Editor/Src/Commands/SaveSelection.cpp:99 msgctxt "MenuItem./Edit/Selection/Save Selection 9" msgid "Save Selection 9" msgstr "保存选择 9" #: /Editor/Src/Commands/SaveSelection.cpp:100 msgctxt "MenuItem./Edit/Selection/Save Selection 0" msgid "Save Selection 0" msgstr "保存选择 0" #: /Editor/Src/Commands/AssetsMenu.cpp:1013 msgctxt "MenuItem./Assets/Create/Folder" msgid "Folder" msgstr "文件夹" #: /Editor/Src/Commands/AssetsMenu.cpp:1033 msgctxt "MenuItem./Assets/Create/Scene" msgid "Scene" msgstr "场景" #: /Editor/Src/Commands/AssetsMenu.cpp:1036 msgctxt "MenuItem./Assets/Create/Material" msgid "Material" msgstr "材质" #: /Editor/Src/Commands/AssetsMenu.cpp:1037 msgctxt "MenuItem./Assets/Create/Lens Flare" msgid "Lens Flare" msgstr "镜头眩光" #: /Editor/Src/Commands/AssetsMenu.cpp:1038 msgctxt "MenuItem./Assets/Create/Render Texture" msgid "Render Texture" msgstr "渲染器纹理" #: /Editor/Src/Commands/AssetsMenu.cpp:1039 msgctxt "MenuItem./Assets/Create/Custom Render Texture" msgid "Custom Render Texture" msgstr "自定义渲染纹理" #: /Editor/Src/Commands/AssetsMenu.cpp:1041 msgctxt "MenuItem./Assets/Create/Lightmap Parameters" msgid "Lightmap Parameters" msgstr "光照贴图参数" #: /Editor/Src/Commands/AssetsMenu.cpp:1044 msgctxt "MenuItem./Assets/Create/Sprite Atlas" msgid "Sprite Atlas" msgstr "Sprite 图集" #: /Editor/Src/Commands/AssetsMenu.cpp:1045 msgctxt "MenuItem./Assets/Create/Sprites/Square" msgid "Sprites" msgstr "Sprites" #: /Editor/Src/Commands/AssetsMenu.cpp:1045 msgctxt "MenuItem./Assets/Create/Sprites/Square" msgid "Square" msgstr "正方形" #: /Editor/Src/Commands/AssetsMenu.cpp:1046 msgctxt "MenuItem./Assets/Create/Sprites/Triangle" msgid "Triangle" msgstr "三角形" #: /Editor/Src/Commands/AssetsMenu.cpp:1047 msgctxt "MenuItem./Assets/Create/Sprites/Diamond" msgid "Diamond" msgstr "菱形" #: /Editor/Src/Commands/AssetsMenu.cpp:1048 msgctxt "MenuItem./Assets/Create/Sprites/Hexagon" msgid "Hexagon" msgstr "六边形" #: /Editor/Src/Commands/AssetsMenu.cpp:1049 msgctxt "MenuItem./Assets/Create/Sprites/Circle" msgid "Circle" msgstr "圆形" #: /Editor/Src/Commands/AssetsMenu.cpp:1050 msgctxt "MenuItem./Assets/Create/Sprites/Polygon" msgid "Polygon" msgstr "多边形" #: /Editor/Src/Commands/AssetsMenu.cpp:1053 msgctxt "MenuItem./Assets/Create/Animator Controller" msgid "Animator Controller" msgstr "动画器控制器" #: /Editor/Src/Commands/AssetsMenu.cpp:1055 msgctxt "MenuItem./Assets/Create/Animator Override Controller" msgid "Animator Override Controller" msgstr "动画器覆盖控制器" #: /Editor/Src/Commands/AssetsMenu.cpp:1056 msgctxt "MenuItem./Assets/Create/Avatar Mask" msgid "Avatar Mask" msgstr "Avatar 遮罩" #: /Editor/Src/Commands/AssetsMenu.cpp:1059 msgctxt "MenuItem./Assets/Create/Physic Material" msgid "Physic Material" msgstr "物理材质" #: /Editor/Src/Commands/AssetsMenu.cpp:1060 msgctxt "MenuItem./Assets/Create/Physics Material 2D" msgid "Physics Material 2D" msgstr "物理材质 2D" #: /Editor/Src/Commands/AssetsMenu.cpp:1064 msgctxt "MenuItem./Assets/Create/Custom Font" msgid "Custom Font" msgstr "自定义字体" #: /Editor/Src/Commands/AssetsMenu.cpp:1065 msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection" msgid "Shader" msgstr "着色器" #: /Editor/Src/Commands/AssetsMenu.cpp:1065 msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection" msgid "Shader Variant Collection" msgstr "着色器变体集" #: /Editor/Src/Commands/AssetsMenu.cpp:1068 msgctxt "MenuItem./Assets/Create/Legacy/Cubemap" msgid "Legacy" msgstr "旧版" #: /Editor/Src/Commands/AssetsMenu.cpp:1068 msgctxt "MenuItem./Assets/Create/Legacy/Cubemap" msgid "Cubemap" msgstr "立方体贴图" #: /Editor/Src/Commands/AssetsMenu.cpp:1070 msgctxt "MenuItem./Assets/Create/Audio Mixer" msgid "Audio Mixer" msgstr "音频混合器" #: /Editor/Src/Commands/AssetsMenu.cpp:1079 msgctxt "MenuItem./Assets/Open Containing Folder" msgid "Open Containing Folder" msgstr "打开包含的文件夹" #: /Editor/Src/Commands/AssetsMenu.cpp:1083 msgctxt "MenuItem./Assets/Open" msgid "Open" msgstr "打开" #: /Editor/Src/Commands/AssetsMenu.cpp:1085 msgctxt "MenuItem./Assets/Delete" msgid "Delete" msgstr "删除" #: /Editor/Src/Commands/AssetsMenu.cpp:1087 msgctxt "MenuItem./Assets/Rename" msgid "Rename" msgstr "重命名" #: /Editor/Src/Commands/AssetsMenu.cpp:1089 msgctxt "MenuItem./Assets/Copy Path" msgid "Copy Path" msgstr "复制路径" #: /Editor/Src/Commands/AssetsMenu.cpp:1094 msgctxt "MenuItem./Assets/Open Scene Additive" msgid "Open Scene Additive" msgstr "打开附加场景" #: /Editor/Src/Commands/AssetsMenu.cpp:1098 msgctxt "MenuItem./Assets/View in Package Manager" msgid "View in Package Manager" msgstr "在包管理器中查看" #: /Editor/Src/Commands/AssetsMenu.cpp:1102 msgctxt "MenuItem./Assets/Import New Asset..." msgid "Import New Asset..." msgstr "导入新资产..." #: /Editor/Src/Commands/AssetsMenu.cpp:1103 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Import Package" msgstr "导入包" #: /Editor/Src/Commands/AssetsMenu.cpp:1103 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Custom Package..." msgstr "自定义包..." #: /Editor/Src/Commands/AssetsMenu.cpp:1129 msgctxt "MenuItem./Assets/Export Package..." msgid "Export Package..." msgstr "导出包..." #: /Editor/Src/Commands/AssetsMenu.cpp:1130 msgctxt "MenuItem./Assets/Select Dependencies" msgid "Select Dependencies" msgstr "选择依赖对象" #: /Editor/Src/Commands/AssetsMenu.cpp:1133 msgctxt "MenuItem./Assets/Refresh" msgid "Refresh" msgstr "刷新" #: /Editor/Src/Commands/AssetsMenu.cpp:1134 msgctxt "MenuItem./Assets/Reimport" msgid "Reimport" msgstr "重新导入" #: /Editor/Src/Commands/AssetsMenu.cpp:1138 msgctxt "MenuItem./Assets/Reimport All" msgid "Reimport All" msgstr "重新导入所有" #: /Editor/Src/Commands/AssetsMenu.cpp:1142 msgctxt "MenuItem./Assets/Extract From Prefab" msgid "Extract From Prefab" msgstr "从预制件中提取" #: /Editor/Src/Commands/AssetsMenu.cpp:1147 msgctxt "MenuItem./Assets/Internal/Create A Ton of Test Assets" msgid "Create A Ton of Test Assets" msgstr "创建大量测试资产" #: /Editor/Src/Commands/AssetsMenu.cpp:1148 msgctxt "MenuItem./Assets/Clear Shader Cache" msgid "Clear Shader Cache" msgstr "清除着色器缓存" #: /Editor/Src/Commands/EditMenu.cpp:76 msgctxt "MenuItem./Edit/Redo" msgid "Redo" msgstr "重做" #: /Editor/Src/Commands/EditMenu.cpp:78 msgctxt "MenuItem./Edit/Select All" msgid "Select All" msgstr "全选" #: /Editor/Src/Commands/EditMenu.cpp:80 msgctxt "MenuItem./Edit/Cut" msgid "Cut" msgstr "剪切" #: /Editor/Src/Commands/EditMenu.cpp:81 msgctxt "MenuItem./Edit/Copy" msgid "Copy" msgstr "复制" #: /Editor/Src/Commands/EditMenu.cpp:82 msgctxt "MenuItem./Edit/Paste" msgid "Paste" msgstr "粘贴" #: /Editor/Src/Commands/EditMenu.cpp:84 msgctxt "MenuItem./Edit/Duplicate" msgid "Duplicate" msgstr "复制" #: /Editor/Src/Commands/EditMenu.cpp:87 msgctxt "MenuItem./Edit/Frame Selected" msgid "Frame Selected" msgstr "选择的帧" #: /Editor/Src/Commands/EditMenu.cpp:88 msgctxt "MenuItem./Edit/Lock View to Selected" msgid "Lock View to Selected" msgstr "锁定视图到选定项" #: /Editor/Src/Commands/EditMenu.cpp:89 msgctxt "MenuItem./Edit/Find" msgid "Find" msgstr "查找" #: /Editor/Src/Commands/EditMenu.cpp:91 msgctxt "MenuItem./Edit/Preferences..." msgid "Preferences..." msgstr "首选项..." #: /Editor/Src/Commands/EditMenu.cpp:92 msgctxt "MenuItem./Edit/Shortcuts..." msgid "Shortcuts..." msgstr "快捷方式..." #: /Editor/Src/Commands/FileMenu.cpp:64 msgctxt "MenuItem./File/New Scene" msgid "New Scene" msgstr "新建场景" #: /Editor/Src/Commands/FileMenu.cpp:65 msgctxt "MenuItem./File/Open Scene" msgid "Open Scene" msgstr "打开场景" #: /Editor/Src/Commands/FileMenu.cpp:67 msgctxt "MenuItem./File/Save" msgid "Save" msgstr "保存" #: /Editor/Src/Commands/FileMenu.cpp:68 msgctxt "MenuItem./File/Save As..." msgid "Save As..." msgstr "另存为..." #: /Editor/Src/Commands/FileMenu.cpp:70 msgctxt "MenuItem./File/New Project..." msgid "New Project..." msgstr "新建项目..." #: /Editor/Src/Commands/FileMenu.cpp:71 msgctxt "MenuItem./File/Open Project..." msgid "Open Project..." msgstr "打开项目..." #: /Editor/Src/Commands/FileMenu.cpp:72 msgctxt "MenuItem./File/Save Project" msgid "Save Project" msgstr "保存项目" #: /Editor/Src/Commands/FileMenu.cpp:74 msgctxt "MenuItem./File/Build Settings..." msgid "Build Settings..." msgstr "生成设置..." #: /Editor/Src/Commands/FileMenu.cpp:75 msgctxt "MenuItem./File/Build And Run" msgid "Build And Run" msgstr "构建和运行" #: /Editor/Src/Commands/FileMenu.cpp:84 msgctxt "MenuItem./File/Close" msgid "Close" msgstr "关闭" #: /Editor/Src/Commands/FileMenu.cpp:88 msgctxt "MenuItem./File/Exit" msgid "Exit" msgstr "退出" #: /Editor/Src/Commands/GOPlacement.cpp:79 msgctxt "MenuItem./GameObject/Center On Children" msgid "Center On Children" msgstr "对齐到子对象中心" #: /Editor/Src/Commands/GOParent.cpp:110 msgctxt "MenuItem./GameObject/Make Parent" msgid "Make Parent" msgstr "创建父级" #: /Editor/Src/Commands/GOParent.cpp:111 msgctxt "MenuItem./GameObject/Clear Parent" msgid "Clear Parent" msgstr "清除父对象" #: /Editor/Src/Commands/TestMenu.cpp:62 msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create" msgid "Tests" msgstr "测试" #: /Editor/Src/Commands/TestMenu.cpp:62 msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create" msgid "Scene-based RuntimeTest" msgstr "基于场景的 RuntimeTest" #: /Editor/Src/Commands/MiscContextMenus.cpp:115 msgctxt "MenuItem./CONTEXT/Object/Reset" msgid "Object" msgstr "对象" #: /Editor/Src/Commands/MiscContextMenus.cpp:116 msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script" msgid "MonoBehaviour" msgstr "MonoBehaviour" #: /Editor/Src/Commands/MiscContextMenus.cpp:116 msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script" msgid "Edit Script" msgstr "编辑脚本" #: /Editor/Src/Commands/MiscContextMenus.cpp:117 msgctxt "MenuItem./CONTEXT/Component/Remove Component" msgid "Remove Component" msgstr "移除组件" #: /Editor/Src/Commands/MiscContextMenus.cpp:118 msgctxt "MenuItem./CONTEXT/GameObject/Select Prefab" msgid "Select Prefab" msgstr "选择预制件" #: /Editor/Src/Commands/MiscContextMenus.cpp:122 msgctxt "MenuItem./CONTEXT/Component/Copy Component" msgid "Copy Component" msgstr "复制组件" #: /Editor/Src/Commands/MiscContextMenus.cpp:123 msgctxt "MenuItem./CONTEXT/Component/Paste Component As New" msgid "Paste Component As New" msgstr "粘贴为新组件" #: /Editor/Src/Commands/MiscContextMenus.cpp:124 msgctxt "MenuItem./CONTEXT/Component/Paste Component Values" msgid "Paste Component Values" msgstr "粘贴组件值" #: /Editor/Src/Commands/AnimatorHelper.cpp:106 msgctxt "MenuItem./CONTEXT/Animator/Optimize Transform Hierarchy" msgid "Optimize Transform Hierarchy" msgstr "优化变换层级" #: /Editor/Src/Commands/AnimatorHelper.cpp:107 msgctxt "MenuItem./CONTEXT/Animator/Deoptimize Transform Hierarchy" msgid "Deoptimize Transform Hierarchy" msgstr "取消变换层级优化" #: /Runtime/Misc/ComponentRequirement.cpp:421 msgctxt "MenuItem./Mesh" msgid "Mesh" msgstr "网格" #: /Runtime/Misc/ComponentRequirement.cpp:422 msgctxt "MenuItem./Mesh Filter" msgid "Mesh Filter" msgstr "网格过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:425 msgctxt "MenuItem./Mesh Renderer" msgid "Mesh Renderer" msgstr "网格渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:426 msgctxt "MenuItem./Skinned Mesh Renderer" msgid "Skinned Mesh Renderer" msgstr "蒙皮网格渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:430 msgctxt "MenuItem./Trail Renderer" msgid "Trail Renderer" msgstr "拖尾渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:431 msgctxt "MenuItem./Line Renderer" msgid "Line Renderer" msgstr "线段渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:433 msgctxt "MenuItem./Halo" msgid "Halo" msgstr "光晕" #: /Runtime/Misc/ComponentRequirement.cpp:434 msgctxt "MenuItem./Projector" msgid "Projector" msgstr "投影器" #: /Runtime/Misc/ComponentRequirement.cpp:435 msgctxt "MenuItem./Visual Effect" msgid "Visual Effect" msgstr "视觉效果" #: /Runtime/Misc/ComponentRequirement.cpp:437 msgctxt "MenuItem./Physics" msgid "Physics" msgstr "物理" #: /Runtime/Misc/ComponentRequirement.cpp:438 msgctxt "MenuItem./Rigidbody" msgid "Rigidbody" msgstr "刚体" #: /Runtime/Misc/ComponentRequirement.cpp:439 msgctxt "MenuItem./Character Controller" msgid "Character Controller" msgstr "角色控制器" #: /Runtime/Misc/ComponentRequirement.cpp:441 msgctxt "MenuItem./Box Collider" msgid "Box Collider" msgstr "盒状碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:442 msgctxt "MenuItem./Sphere Collider" msgid "Sphere Collider" msgstr "球体碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:443 msgctxt "MenuItem./Capsule Collider" msgid "Capsule Collider" msgstr "胶囊碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:444 msgctxt "MenuItem./Mesh Collider" msgid "Mesh Collider" msgstr "网格碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:445 msgctxt "MenuItem./Wheel Collider" msgid "Wheel Collider" msgstr "车轮碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:446 msgctxt "MenuItem./Terrain Collider" msgid "Terrain Collider" msgstr "地形碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:458 msgctxt "MenuItem./Constant Force" msgid "Constant Force" msgstr "恒力" #: /Runtime/Misc/ComponentRequirement.cpp:460 msgctxt "MenuItem./Physics 2D" msgid "Physics 2D" msgstr "2D 物理" #: /Runtime/Misc/ComponentRequirement.cpp:461 msgctxt "MenuItem./Rigidbody 2D" msgid "Rigidbody 2D" msgstr "2D 刚体" #: /Runtime/Misc/ComponentRequirement.cpp:463 msgctxt "MenuItem./Box Collider 2D" msgid "Box Collider 2D" msgstr "2D 盒状碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:464 msgctxt "MenuItem./Circle Collider 2D" msgid "Circle Collider 2D" msgstr "2D 圆形碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:465 msgctxt "MenuItem./Edge Collider 2D" msgid "Edge Collider 2D" msgstr "2D 边缘碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:466 msgctxt "MenuItem./Polygon Collider 2D" msgid "Polygon Collider 2D" msgstr "2D 多边形碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:467 msgctxt "MenuItem./Capsule Collider 2D" msgid "Capsule Collider 2D" msgstr "2D 胶囊碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:468 msgctxt "MenuItem./Composite Collider 2D" msgid "Composite Collider 2D" msgstr "复合碰撞器 2D" #: /Runtime/Misc/ComponentRequirement.cpp:470 msgctxt "MenuItem./Distance Joint 2D" msgid "Distance Joint 2D" msgstr "2D 距离关节" #: /Runtime/Misc/ComponentRequirement.cpp:471 msgctxt "MenuItem./Fixed Joint 2D" msgid "Fixed Joint 2D" msgstr "2D 固定关节" #: /Runtime/Misc/ComponentRequirement.cpp:472 msgctxt "MenuItem./Friction Joint 2D" msgid "Friction Joint 2D" msgstr "2D 摩擦关节" #: /Runtime/Misc/ComponentRequirement.cpp:473 msgctxt "MenuItem./Hinge Joint 2D" msgid "Hinge Joint 2D" msgstr "2D 铰链关节" #: /Runtime/Misc/ComponentRequirement.cpp:474 msgctxt "MenuItem./Relative Joint 2D" msgid "Relative Joint 2D" msgstr "2D 相对关节" #: /Runtime/Misc/ComponentRequirement.cpp:475 msgctxt "MenuItem./Slider Joint 2D" msgid "Slider Joint 2D" msgstr "2D 滑块关节" #: /Runtime/Misc/ComponentRequirement.cpp:476 msgctxt "MenuItem./Spring Joint 2D" msgid "Spring Joint 2D" msgstr "2D 弹簧关节" #: /Runtime/Misc/ComponentRequirement.cpp:477 msgctxt "MenuItem./Target Joint 2D" msgid "Target Joint 2D" msgstr "2D 目标关节" #: /Runtime/Misc/ComponentRequirement.cpp:478 msgctxt "MenuItem./Wheel Joint 2D" msgid "Wheel Joint 2D" msgstr "2D 车轮关节" #: /Runtime/Misc/ComponentRequirement.cpp:480 msgctxt "MenuItem./Area Effector 2D" msgid "Area Effector 2D" msgstr "2D 区域效果器" #: /Runtime/Misc/ComponentRequirement.cpp:481 msgctxt "MenuItem./Buoyancy Effector 2D" msgid "Buoyancy Effector 2D" msgstr "2D 浮力效果器" #: /Runtime/Misc/ComponentRequirement.cpp:482 msgctxt "MenuItem./Point Effector 2D" msgid "Point Effector 2D" msgstr "2D 点效果器" #: /Runtime/Misc/ComponentRequirement.cpp:483 msgctxt "MenuItem./Platform Effector 2D" msgid "Platform Effector 2D" msgstr "2D 平台效果器" #: /Runtime/Misc/ComponentRequirement.cpp:484 msgctxt "MenuItem./Surface Effector 2D" msgid "Surface Effector 2D" msgstr "2D 表面效果器" #: /Runtime/Misc/ComponentRequirement.cpp:486 msgctxt "MenuItem./Constant Force 2D" msgid "Constant Force 2D" msgstr "2D 恒力" #: /Runtime/Misc/ComponentRequirement.cpp:489 msgctxt "MenuItem./Nav Mesh Agent" msgid "Nav Mesh Agent" msgstr "导航网格代理" #: /Runtime/Misc/ComponentRequirement.cpp:490 msgctxt "MenuItem./Off Mesh Link" msgid "Off Mesh Link" msgstr "分离网格链接" #: /Runtime/Misc/ComponentRequirement.cpp:491 msgctxt "MenuItem./Nav Mesh Obstacle" msgid "Nav Mesh Obstacle" msgstr "导航网格障碍" #: /Runtime/Misc/ComponentRequirement.cpp:494 msgctxt "MenuItem./Audio Listener" msgid "Audio Listener" msgstr "音频监听器" #: /Runtime/Misc/ComponentRequirement.cpp:499 msgctxt "MenuItem./Audio Low Pass Filter" msgid "Audio Low Pass Filter" msgstr "音频低通过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:500 msgctxt "MenuItem./Audio High Pass Filter" msgid "Audio High Pass Filter" msgstr "音频高通道过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:501 msgctxt "MenuItem./Audio Echo Filter" msgid "Audio Echo Filter" msgstr "音频回声过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:502 msgctxt "MenuItem./Audio Distortion Filter" msgid "Audio Distortion Filter" msgstr "音频失真过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:503 msgctxt "MenuItem./Audio Reverb Filter" msgid "Audio Reverb Filter" msgstr "音频混响过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:504 msgctxt "MenuItem./Audio Chorus Filter" msgid "Audio Chorus Filter" msgstr "音频合音过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:514 msgctxt "MenuItem./Streaming Controller" msgid "Streaming Controller" msgstr "流控制器" #: /Runtime/Misc/ComponentRequirement.cpp:515 msgctxt "MenuItem./Skybox" msgid "Skybox" msgstr "天空盒" #: /Runtime/Misc/ComponentRequirement.cpp:516 msgctxt "MenuItem./Flare Layer" msgid "Flare Layer" msgstr "眩光层" #: /Runtime/Misc/ComponentRequirement.cpp:521 msgctxt "MenuItem./Light Probe Proxy Volume" msgid "Light Probe Proxy Volume" msgstr "光照探测器代理体" #: /Runtime/Misc/ComponentRequirement.cpp:526 msgctxt "MenuItem./Occlusion Area" msgid "Occlusion Area" msgstr "遮挡区域" #: /Runtime/Misc/ComponentRequirement.cpp:527 msgctxt "MenuItem./Occlusion Portal" msgid "Occlusion Portal" msgstr "遮挡入口" #: /Runtime/Misc/ComponentRequirement.cpp:528 msgctxt "MenuItem./LOD Group" msgid "LOD Group" msgstr "LOD 组" #: /Runtime/Misc/ComponentRequirement.cpp:531 msgctxt "MenuItem./Sprite Renderer" msgid "Sprite Renderer" msgstr "Sprite 渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:532 msgctxt "MenuItem./Sorting Group" msgid "Sorting Group" msgstr "排序组" #: /Runtime/Misc/ComponentRequirement.cpp:536 msgctxt "MenuItem./Tilemap" msgid "Tilemap" msgstr "瓦片地图" #: /Runtime/Misc/ComponentRequirement.cpp:538 msgctxt "MenuItem./Tilemap Renderer" msgid "Tilemap Renderer" msgstr "瓦片地图渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:539 msgctxt "MenuItem./Tilemap Collider 2D" msgid "Tilemap Collider 2D" msgstr "瓦片地图碰撞器 2D" #: /Runtime/Misc/ComponentRequirement.cpp:541 msgctxt "MenuItem./Layout" msgid "Layout" msgstr "布局" #: /Runtime/Misc/ComponentRequirement.cpp:546 msgctxt "MenuItem./Playables" msgid "Playables" msgstr "可播放内容" #: /Runtime/Misc/ComponentRequirement.cpp:547 msgctxt "MenuItem./Playable Director" msgid "Playable Director" msgstr "可播放导引器" #: /Runtime/Misc/ComponentRequirement.cpp:570 msgctxt "MenuItem./AR" msgid "AR" msgstr "AR" #: /Runtime/Misc/ComponentRequirement.cpp:571 msgctxt "MenuItem./World Anchor" msgid "World Anchor" msgstr "世界锚点" #: /Runtime/Misc/ComponentRequirement.cpp:574 msgctxt "MenuItem./Miscellaneous" msgid "Miscellaneous" msgstr "其他" #: /Editor/Platform/Interface/ColorPicker.h:15 msgctxt "Error Message in ColorPicker.h" msgid "Color Picker not supported on this platform!" msgstr "此平台不支持颜色选取器!" #: /Editor/Platform/OSX/DragAndDrop.mm:216 msgctxt "Error Message in DragAndDrop.mm" msgid "No Drag&Drop has been setup." msgstr "尚未设置拖放功能。" #: /Editor/Platform/OSX/DragAndDrop.mm:222 msgctxt "Error Message in DragAndDrop.mm" msgid "Starting multiple Drags. You can only start one drag at a time!" msgstr "启动多个“拖拽”。一次仅能启动一项拖拽!" #: /Editor/Platform/OSX/HardwareEvents.mm:56 msgctxt "Error Message in HardwareEvents.mm" msgid "IOServiceMatching returned null" msgstr "IOServiceMatching 返回为空" #: /Editor/Platform/OSX/HardwareEvents.mm:73 msgctxt "Error Message in HardwareEvents.mm" msgid "Couldn't subscribe to USB device added events" msgstr "无法订阅 USB 设备添加的时间" #: /Editor/Platform/OSX/HardwareEvents.mm:79 msgctxt "Error Message in HardwareEvents.mm" msgid "Couldn't subscribe to USB device removed events" msgstr "无法订阅 USB 设备删除的事件" #: /Editor/Platform/OSX/EditorWindows.mm:467 msgctxt "Error Message in EditorWindows.mm" msgid "Unknown container show mode" msgstr "未知的容器显示模式" #: /Editor/Platform/OSX/Utility/GUIRenderView.mm:737 msgctxt "Error Message in GUIRenderView.mm" msgid "No window setup yet" msgstr "还没有窗口设置" #: /Editor/Platform/OSX/Utility/OpenGLView.mm:157 msgctxt "Error Message in OpenGLView.mm" msgid "Invalid OpenGL Context for rendering." msgstr "用于渲染的无效 OpenGL Context。" #: /Editor/Platform/OSX/Utility/OpenGLView.mm:177 msgctxt "Error Message in OpenGLView.mm" msgid "OpenGL Context became invalid during rendering" msgstr "“OpenGL 上下文”在渲染过程中失效" #: /Editor/Platform/Linux/ColorPicker.cpp:9 msgctxt "Error Message in ColorPicker.cpp" msgid "Error reading screen pixels" msgstr "读取屏幕像素时出错" #: /Editor/Platform/Linux/ExternalProcess.cpp:67 msgctxt "Error Message in ExternalProcess.cpp" msgid "Pipe error!" msgstr "管道错误!" #: /Editor/Platform/Linux/ExternalProcess.cpp:76 msgctxt "Error Message in ExternalProcess.cpp" msgid "fork error" msgstr "分叉错误" #: /Editor/Platform/Linux/ExternalProcess.cpp:90 msgctxt "Error Message in ExternalProcess.cpp" msgid "error in fdopen()" msgstr "fdopen() 中的错误" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:48 msgctxt "Error Message in MenuControllerLinux.cpp" msgid "Can't enable null menu item" msgstr "无法启用空菜单项" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:59 msgctxt "Error Message in MenuControllerLinux.cpp" msgid "Can't set hotkey on null menu item" msgstr "无法在空菜单项上设置热键" #: /Editor/Platform/Linux/EditorUtility.cpp:740 msgctxt "Error Message in EditorUtility.cpp" msgid "Error relaunching Unity" msgstr "重新启动 Unity 时出错" #: /Editor/Platform/Linux/EditorUtility.cpp:961 msgctxt "Error Message in EditorUtility.cpp" msgid "Unable to read process list" msgstr "无法读取进程列表" #: /Editor/Platform/Windows/EditorWindows.cpp:1937 msgctxt "Error Message in EditorWindows.cpp" msgid "Could not adjust window rect" msgstr "无法调整窗口矩形" #: /Editor/Platform/Windows/DragAndDrop.cpp:336 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to set PPtrs for drag and drop" msgstr "为拖放设置 PPtrs 失败" #: /Editor/Platform/Windows/DragAndDrop.cpp:343 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to lock PPtr memory for drag and drop" msgstr "锁定拖放 PPtr 内存失败" #: /Editor/Platform/Windows/DragAndDrop.cpp:402 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to set paths for drag and drop" msgstr "设置拖放路径失败" #: /Editor/Platform/Windows/DragAndDrop.cpp:409 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to lock memory for paths drag and drop" msgstr "锁定路径拖放内存失败" #: /Editor/Platform/Windows/DragAndDrop.cpp:444 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to set files for drag and drop" msgstr "设置拖放文件失败" #: /Editor/Platform/Windows/DragAndDrop.cpp:451 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to lock memory for files drag and drop" msgstr "锁定文件拖放内存失败" #: /Editor/Mono/HandleUtility.bindings.h:90 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.PickGameObject called outside an editor OnGUI" msgstr "在编辑器 OnGUI 外调用了 Handles.PickGameObject" #: /Editor/Mono/HandleUtility.bindings.h:213 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.Repaint called outside an editor OnGUI" msgstr "在编辑器 OnGUI 外调用了 Handles.Repaint" #: /Editor/Mono/ShaderUtil.bindings.cpp:302 msgctxt "Error Message in ShaderUtil.bindings.cpp" msgid "Could not write shader variant collection asset." msgstr "无法写入着色器变体集合资源。" #: /Editor/Src/PopupMenuUtility.cpp:83 msgctxt "Error Message in PopupMenuUtility.cpp" msgid "Context is null." msgstr "上下文为空。" #: /Editor/Src/GlobalObjectId.cpp:22 msgctxt "Error Message in GlobalObjectId.cpp" msgid "GetGlobalObjectIdsSlow outputIdentifiers array argument must be at least as big as the objects argument." msgstr "GetGlobalObjectIdsSlow outputIdentifiers 数组参数必须至少与对象参数一样大。" #: /Editor/Src/GlobalObjectId.cpp:116 msgctxt "Error Message in GlobalObjectId.cpp" msgid "GlobalObjectIdentifiersToObjectsSlow array arguments must be of the same size." msgstr "GlobalObjectIdentifiersToObjectsSlow 数组参数必须大小相同。" #: /Editor/Src/Picking.cpp:50 msgctxt "Error Message in Picking.cpp" msgid "Could not find scene view picking shader. Are editor resources out of date" msgstr "找不到场景视图拾取着色器。编辑器资源是否过时" #: /Editor/Src/Picking.cpp:50 msgctxt "Error Message in Picking.cpp" msgid "broken?" msgstr "断开?" #: /Editor/Src/Picking.cpp:65 msgctxt "Error Message in Picking.cpp" msgid "Could not find scene view alpha picking shader. Are editor resources out of date" msgstr "找不到场景视图 alpha 拾取着色器。编辑器资源是否过时" #: /Editor/Src/PackageUtility.cpp:191 msgctxt "Error Message in PackageUtility.cpp" msgid "Could not get asset importer during package upgrade process" msgstr "程序包升级过程中无法获取资源导入器" #: /Editor/Src/PackageUtility.cpp:253 msgctxt "Error Message in PackageUtility.cpp" msgid "Failed to convert an asset during package import" msgstr "数据包导入期间转换资产失败" #: /Editor/Src/PackageUtility.cpp:874 msgctxt "Error Message in PackageUtility.cpp" msgid "Failed to open Package Manager Dependencies file for read" msgstr "打开包管理器依赖关系文件进行读取失败" #: /Editor/Src/PackageUtility.cpp:889 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't open Package Manager Dependencies file for write" msgstr "无法打开包管理器依赖关系文件进行写入" #: /Editor/Src/PackageUtility.cpp:896 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't write Package Manager Dependencies to file" msgstr "无法将包管理器依赖关系写入文件" #: /Editor/Src/PackageUtility.cpp:912 msgctxt "Error Message in PackageUtility.cpp" msgid "Failed to parse Package Manager Dependencies file" msgstr "解析包管理器依赖关系文件失败" #: /Editor/Src/PackageUtility.cpp:957 msgctxt "Error Message in PackageUtility.cpp" msgid "The Package Manager Dependencies file failed to load or parse" msgstr "包管理器依赖关系文件加载或解析失败" #: /Editor/Src/EditorWindowsShared.cpp:435 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "Could not find scene view Hidden" msgstr "找不到已隐藏的场景视图" #: /Editor/Src/EditorWindowsShared.cpp:435 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "BlitCopy shader. Are editor resources out of date" msgstr "BlitCopy 着色器。编辑器资源是否过时" #: /Editor/Src/EditorWindowsShared.cpp:443 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "Could not find scene view GUITextureBlit2Linear shader. Are editor resources out of date" msgstr "找不到场景视图 GUITextureBlit2Linear 着色器。编辑器资源是否过时" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:908 msgctxt "Error Message in EditorOnlyPlayerSettings.cpp" msgid "Device type out of range" msgstr "设备类型超出范围" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:925 msgctxt "Error Message in EditorOnlyPlayerSettings.cpp" msgid "Launch screen type out of range" msgstr "启动屏幕类型超出范围" #: /Editor/Src/LightmapEditorSettings.cpp:188 msgctxt "Warning Message in LightmapEditorSettings.cpp" msgid "Progressive GPU lightmapper requires a CPU with SSE4.1 support." msgstr "渐进 GPU 光照贴图需要有支持 SSE4.1 的 CPU。" #: /Editor/Src/Lightmapping.cpp:82 msgctxt "Warning Message in Lightmapping.cpp" msgid "Computing lightmaps is not available in play mode." msgstr "播放模式下无法计算光照贴图。" #: /Editor/Src/Lightmapping.cpp:92 msgctxt "Warning Message in Lightmapping.cpp" msgid "Computing lightmaps from script is not available in iterative mode. Please change Lightmapping.giWorkflowMode to GIWorkflowMode.OnDemand." msgstr "迭代模式下无法通过脚本计算光照贴图。请将 Lightmapping.giWorkflowMode 更改为 GIWorkflowMode.OnDemand。" #: /Editor/Src/EditorSettings.cpp:140 msgctxt "Error Message in EditorSettings.cpp" msgid "Can't switch serialization mode to binary or from text while compile errors are present. Please fix the scripts and try again." msgstr "存在编译错误时,无法将序列化模式切换为二进制或来自文本。请修复脚本并重试。" #: /Editor/Src/EditorWindowController.cpp:144 msgctxt "Error Message in EditorWindowController.cpp" msgid "You may not pass null objects" msgstr "您可能无法传递空对象" #: /Editor/Src/EditorWindowController.cpp:150 msgctxt "Error Message in EditorWindowController.cpp" msgid "You may not pass in objects that are already persistent" msgstr "您可能无法传入已持久化的对象" #: /Editor/Src/OcclusionCulling.cpp:452 msgctxt "Error Message in OcclusionCulling.cpp" msgid "No Renderers that are marked static were found in the scene. Please mark all renderers that will never move as static in the inspector." msgstr "场景中找不到标记为静态的“渲染器”。请在检查器中标记的所有永远不会移动的渲染器为静态。" #: /Editor/Src/OcclusionCulling.cpp:676 msgctxt "Error Message in OcclusionCulling.cpp" msgid "Failed reading occluder data output" msgstr "读取遮挡体数据输出失败" #: /Editor/Src/OcclusionCulling.cpp:688 msgctxt "Error Message in OcclusionCulling.cpp" msgid "No asset directory." msgstr "无资源目录。" #: /Editor/Src/MacroClient.cpp:15 msgctxt "Error Message in MacroClient.cpp" msgid "MacroClient connection failed because the socket couldn't connect" msgstr "MacroClient 连接失败,因为套接字无法连接" #: /Editor/Src/MacroClient.cpp:37 msgctxt "Error Message in MacroClient.cpp" msgid "MacroClient connection failure " msgstr "MacroClient 连接失败" #: /Editor/Src/MacroClient.cpp:49 msgctxt "Error Message in MacroClient.cpp" msgid "unable to write response of evaluation to socket" msgstr "无法将评估响应写入套接字" #: /Editor/Src/ComponentUtility.cpp:876 msgctxt "Error Message in ComponentUtility.cpp" msgid "Don't try to find visible index of an invisible component" msgstr "不要尝试查找不可见组件的可见索引" #: /Editor/Src/ComponentUtility.cpp:904 msgctxt "Error Message in ComponentUtility.cpp" msgid "Could not find component in GameObjects own list of components" msgstr "在游戏对象自己的组件列表中找不到组件" #: /Editor/Src/RemoteInput/GenericRemote.cpp:1547 msgctxt "Warning Message in GenericRemote.cpp" msgid "Set-up Android SDK path to make Android remote work" msgstr "设置 Android SDK 路径,使 Android 远程工作" #: /Editor/Src/Handles/Handles.bindings.h:136 msgctxt "Error Message in Handles.bindings.h" msgid "Number of colors and number of points must be the same." msgstr "颜色数和点数必须相同。" #: /Editor/Src/JobManager/QueueJobTypes.cpp:161 msgctxt "Error Message in QueueJobTypes.cpp" msgid "Unknown concurrent jobs type." msgstr "未知的并发作业类型。" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:440 msgctxt "Error Message in LightingDataAsset.cpp" msgid "Baked lighting asset couldn't be assigned because the scene has not been loaded yet." msgstr "无法分配烘焙照明资产,因为尚未加载场景。" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:996 msgctxt "Error Message in LightingDataAsset.cpp" msgid "Mounting archive file system for lighting data asset failed!" msgstr "用于照明数据资源的存档文件安装失败!" #: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:147 msgctxt "Error Message in ComputeEnlightenHashes.cpp" msgid "Failed retrieving data for atlas." msgstr "检索图集数据失败。" #: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:195 msgctxt "Error Message in ComputeEnlightenHashes.cpp" msgid "Failed looking up radiosity hash from input system hash." msgstr "从输入系统哈希中查找辐射度哈希值失败。" #: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:322 msgctxt "Error Message in ComputeEnlightenHashes.cpp" msgid "Failed looking up upsampling data for bake system." msgstr "查找烘焙系统的上采样数据失败。" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:118 msgctxt "Error Message in IssueEnlightenJobs.cpp" msgid "Failed getting instances for input system." msgstr "获取输入系统的实例失败。" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:178 msgctxt "Error Message in IssueEnlightenJobs.cpp" msgid "Failed extracting dependencies while preparing clustering job." msgstr "准备聚类作业时无法提取依赖项。" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:270 msgctxt "Error Message in IssueEnlightenJobs.cpp" msgid "Failed extracting dependencies while preparing light transport job." msgstr "准备光线传输作业时无法提取依赖项。" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:490 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed allocating emissive environment for baking." msgstr "分配烘焙发射环境失败。" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:500 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed writing emissive environment for baking." msgstr "写入烘焙发光环境失败。" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:506 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed generating emissive environment for baking." msgstr "生成用于烘焙的发光环境失败。" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:947 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed extracting bake materials." msgstr "提取烘焙材质失败。" #: /Editor/Src/GI/Enlighten/IssueEnlightenBakingJobs.cpp:59 msgctxt "Error Message in IssueEnlightenBakingJobs.cpp" msgid "Failed issuing atlassing job." msgstr "发布 atlassing 作业失败。" #: /Editor/Src/GI/Enlighten/IssueEnlightenBakingJobs.cpp:121 msgctxt "Warning Message in IssueEnlightenBakingJobs.cpp" msgid "Failed issuing Enlighten bake system job." msgstr "发布 Enlighten 烘焙系统作业失败。" #: /Editor/Src/GI/Enlighten/Jobs/CreateEnlightenBakeSystemJob.cpp:132 msgctxt "Error Message in CreateEnlightenBakeSystemJob.cpp" msgid "Failed creating bakesystem." msgstr "创建烘焙系统失败。" #: /Editor/Src/GI/Enlighten/Jobs/CreateEnlightenBakeSystemJob.cpp:404 msgctxt "Error Message in CreateEnlightenBakeSystemJob.cpp" msgid "Adding mesh to EnlightenBakeSystem failed." msgstr "将网格添加到 EnlightenBakeSystem 失败。" #: /Editor/Src/GI/Enlighten/Jobs/BakeEnlightenAlbedoAndEmissiveJob.cpp:69 msgctxt "Error Message in BakeEnlightenAlbedoAndEmissiveJob.cpp" msgid "Failed to read hashed data" msgstr "读取散列数据失败" #: /Editor/Src/GI/Enlighten/Jobs/BakeEnlightenAlbedoAndEmissiveJob.cpp:103 msgctxt "Error Message in BakeEnlightenAlbedoAndEmissiveJob.cpp" msgid "Failed to extract instance renderer" msgstr "提取实例渲染器失败" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1548 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "No custom bake results are available." msgstr "无自定义烘焙结果。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1569 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Custom bake inputs will not be processed. Please make sure to enable Baked Global Illumination and select Progressive as the Lightmapper before generating lighting." msgstr "无法处理自定义烘焙输入。请确保启用“烘焙全局照明”,并在生成光照之前选择“渐进”作为“光照贴图烘焙器”。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1577 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Custom bake will not generate any rays. Please make sure the .w component has a non-negative pushoff value." msgstr "自定义烘焙不会产生任何射线。请确保 .w 分量具有非负的推开值。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1961 msgctxt "Warning Message in PVRRuntimeManager.cpp" msgid "Failure computing material mapping for Progressive Lightmapper. Retrying." msgstr "为“渐进光照贴图烘焙器”计算材质映射失败。正在重试。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:2226 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Failure computing material mapping for Progressive Lightmapper." msgstr "为“渐进光照贴图烘焙器”计算材质映射失败。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3208 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to allocate texture for texel validity visualization." msgstr "无法为纹素有效性可视化分配纹理。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3259 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to allocate texture for lightmap culling visualization." msgstr "无法为光照贴图剔除可视化分配纹理。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3333 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to allocate texture for UV overlap visualization." msgstr "无法为 UV 重叠可视化分配纹理。" #: /Editor/Src/GI/Progressive/PVRContextManager.cpp:933 msgctxt "Error Message in PVRContextManager.cpp" msgid "Failed adding material mapping for instance. Will cause memory leaking." msgstr "为实例添加材料映射失败。会导致内存泄漏。" #: /Editor/Src/GI/Progressive/PVRContextManager.cpp:945 msgctxt "Error Message in PVRContextManager.cpp" msgid "Failed removing material mapping for instance. Not found." msgstr "从实例中删除材料映射失败。未找到。" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:893 msgctxt "Warning Message in IssuePVRJobs.cpp" msgid "Unable to add filtering job." msgstr "无法添加过滤作业。" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1691 msgctxt "Error Message in IssuePVRJobs.cpp" msgid "Failed issuing render job." msgstr "发布渲染作业失败。" #: /Editor/Src/GI/Progressive/BakeJobs/BakeJobPackAtlases.cpp:338 msgctxt "Warning Message in BakeJobPackAtlases.cpp" msgid "It was not possible to limit the number of lightmaps for a packing group. Increase the lightmap limit or reduce the number of objects in the group." msgstr "无法限制打包组的光照贴图数量。请增大光照贴图限制或减少组中的对象数量。" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:16 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Instance not found in material binding job." msgstr "在材质绑定作业中找不到实例。" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:24 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Failed to find material for instance material binding." msgstr "无法找到实例材料绑定的材料。" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:30 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Material data not available for instance material binding." msgstr "材质数据不可用于实例材质绑定。" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:41 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Material data size mismatch." msgstr "材质数据大小不匹配。" #: /Editor/Src/GI/Progressive/PVRJobs/PVRJobUnbindMaterial.cpp:16 msgctxt "Error Message in PVRJobUnbindMaterial.cpp" msgid "Instance is not bound. Cannot unbind." msgstr "实例没有绑定。无法取消绑定。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:550 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Lighting data asset couldn't be assigned because the scene has not been loaded yet." msgstr "无法分配照明数据资源,因为尚未加载场景。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:600 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Could not move lighting files to Assets." msgstr "无法将照明文件移动到“资产”中。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:609 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Could not read textures from Assets." msgstr "无法从“资产”中读取纹理。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:617 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Failed to reserve memory for scene-based lightmaps." msgstr "为基于场景的光照贴图保留内存失败。" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2017 msgctxt "Error Message in ScriptCompilationPipeline.cpp" msgid "Failed recompiling editorcode" msgstr "重新编译编辑器代码失败" #: /Editor/Src/File/EditorFileUtilities.cpp:81 msgctxt "Error Message in EditorFileUtilities.cpp" msgid "Unknown atomic mode" msgstr "未知的原子模式" #: /Editor/Src/Prefabs/PrefabArrayCreation.cpp:23 msgctxt "Error Message in PrefabArrayCreation.cpp" msgid "Error while writing serialized data." msgstr "写入序列化数据时出错。" #: /Editor/Src/Prefabs/PrefabCreation.cpp:210 msgctxt "Error Message in PrefabCreation.cpp" msgid "No objects were found for saving into prefab. Have you marked all objects with DontSave?" msgstr "找不到任何可保存到预制件的对象。您是否已将所有对象标记为“DontSave”?" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1064 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save persistent object as a Prefab asset" msgstr "无法将持久对象保存为预制件资源" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1154 msgctxt "Error Message in PrefabCreation.cpp" msgid "Cannot save a prefab from an instance that originates from a nested prefab" msgstr "无法根据源自嵌套预制件的实例保存预制件" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1164 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save part of a Prefab instance as a Prefab" msgstr "无法将预制件实例的一部分保存为预制件" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1170 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save Prefab instance with missing asset as a Prefab. You may unpack the instance and save the unpacked GameObjects as a Prefab." msgstr "无法将缺失资源的预制实例保存为预制件。您可以解压缩实例并将解压缩后的游戏对象保存为预制件。" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:997 msgctxt "Error Message in PrefabInstanceMerging.cpp" msgid "Prefab was destroyed during instantiation. Are you calling DestroyImmediate() on the root GameObject?" msgstr "预制件已经在实例化期间销毁。您是否正在根游戏对象上调用 DestroyImmediate()?" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:1010 msgctxt "Error Message in PrefabInstanceMerging.cpp" msgid "Couldn't find matching instance in prefab" msgstr "在预制件中找不到匹配的实例" #: /Editor/Src/Prefabs/Prefab.cpp:58 msgctxt "Error Message in Prefab.cpp" msgid "Adding component directly to prefab asset is not supported" msgstr "不支持直接向预制件资源添加组件" #: /Editor/Src/Prefabs/Prefab.cpp:140 msgctxt "Error Message in Prefab.cpp" msgid "Out of file ID space for this class." msgstr "超出此类的文件 ID 空间。" #: /Editor/Src/Gizmos/GizmoDrawers.cpp:103 msgctxt "Error Message in GizmoDrawers.cpp" msgid "Unhandled LightType enum value " msgstr "未处理的 LightType 枚举值" #: /Editor/Src/Animation/AnimationModeSnapshot.cpp:476 msgctxt "Error Message in AnimationModeSnapshot.cpp" msgid "AnimationModeSnapshot.AddCandidate may only be called in animation mode." msgstr "AnimationModeSnapshot.AddCandidate 只能在动画模式下调用。" #: /Editor/Src/Animation/Transition.cpp:119 msgctxt "Error Message in Transition.cpp" msgid "Invalid AnimatorCondition index" msgstr "无效的 AnimatorCondition 索引" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:285 msgctxt "Warning Message in AnimatorControllerLayer.cpp" msgid "Legacy AnimationClip not supported in State" msgstr "State 中不支持旧版 AnimationClip" #: /Editor/Src/Undo/ObjectUndo.cpp:711 msgctxt "Error Message in ObjectUndo.cpp" msgid "Undo objects may not be null." msgstr "撤消可能不为空的对象。" #: /Editor/Src/Undo/PropertyDiffUndoRecorder.cpp:32 msgctxt "Error Message in PropertyDiffUndoRecorder.cpp" msgid "Undo object may not be null." msgstr "撤消可能不为空的对象。" #: /Editor/Src/Undo/UndoManager.cpp:329 msgctxt "Error Message in UndoManager.cpp" msgid "Invalid event index" msgstr "无效的事件索引" #: /Editor/Src/VersionControl/VCAsset.cpp:145 msgctxt "Warning Message in VCAsset.cpp" msgid "Can only append to a folder" msgstr "只能附加到某个文件夹" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:100 msgctxt "Error Message in VCMergeTypeInfo.cpp" msgid "Failed to write MergeTypeInfo file" msgstr "写入 MergeTypeInfo 文件失败" #: /Editor/Src/VersionControl/VCProvider_ASync.cpp:335 msgctxt "Warning Message in VCProvider_ASync.cpp" msgid "Use of obsolete MergeMethod.MergeNonConflicting is converted to MergeMethod.MergeNone" msgstr "使用的过时的 MergeMethod.MergeNonConflicting 转换成了 MergeMethod.MergeNone" #: /Editor/Src/VersionControl/SemanticMerge.cpp:44 msgctxt "Error Message in SemanticMerge.cpp" msgid "Cannot locate UnityYAMLMerge executable" msgstr "找不到 UnityYAMLMerge 可执行文件" #: /Editor/Src/VersionControl/SemanticMerge.cpp:102 msgctxt "Error Message in SemanticMerge.cpp" msgid "Error running semantic merge" msgstr "运行语义合并时出错" #: /Editor/Src/VersionControl/SemanticMerge.cpp:142 msgctxt "Error Message in SemanticMerge.cpp" msgid "Cannot locate diff3 tool" msgstr "找不到 diff3 工具" #: /Editor/Src/VersionControl/SemanticMerge.cpp:183 msgctxt "Error Message in SemanticMerge.cpp" msgid "Couldn't write text merge result file" msgstr "无法写入文本合并结果文件" #: /Editor/Src/VersionControl/SemanticMerge.cpp:218 msgctxt "Warning Message in SemanticMerge.cpp" msgid "Manual merge was aborted" msgstr "手动合并被中止" #: /Editor/Src/VersionControl/SemanticMerge.cpp:336 msgctxt "Error Message in SemanticMerge.cpp" msgid "Invalid semantic merge mode" msgstr "语义合并模式无效" #: /Editor/Src/VersionControl/SemanticMerge.cpp:359 msgctxt "Warning Message in SemanticMerge.cpp" msgid "Error outputting merge result to disk" msgstr "输出合并结果到磁盘时出错" #: /Editor/Src/SpritePacker/SpritePacker.cpp:422 msgctxt "Error Message in SpritePacker.cpp" msgid "Sprite packing can not be done in Play mode." msgstr "在“播放”模式下无法进行 Sprite 打包。" #: /Editor/Src/HomeWindow/HomeWindowCefPrivate.h:641 msgctxt "Error Message in HomeWindowCefPrivate.h" msgid "Expected 1 or 2 arguments to javascript openProject() method" msgstr "预期 javascript openProject() 方法的 1 个或 2 个自变量" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:190 msgctxt "Error Message in AssetImporter.cpp" msgid "Generated Asset has a non-matching type" msgstr "生成的资产有不匹配的类型" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:851 msgctxt "Error Message in AssetImporter.cpp" msgid "Out of file ID space for this class" msgstr "超出此类的文件 ID 空间" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:860 msgctxt "Error Message in AssetImporter.cpp" msgid "You may not change the path if an object is already persistent in another one" msgstr "如果对象已经在另一个对象中持久化,您可能无法更改路径" #: /Editor/Src/AssetPipeline/ObjectHashGenerator.cpp:157 msgctxt "Error Message in ObjectHashGenerator.cpp" msgid "Unexpected byte size!" msgstr "意外的字节大小!" #: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2759 msgctxt "Error Message in ImageOperations.cpp" msgid "Unhandled ISPC texture format found - this should never happen" msgstr "找到未处理的 ISPC 纹理格式 - 绝不应该发生这种情况" #: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2839 msgctxt "Error Message in ImageOperations.cpp" msgid "Only unsigned EAC texture format is supported" msgstr "仅支持未签名的 EAC 纹理格式" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:395 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (PVRv2)" msgstr "未知的纹理格式 (PVRv2)" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:434 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (PVRv3)" msgstr "未知的纹理格式 (PVRv3)" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:513 msgctxt "Error Message in IHVImageFormats.cpp" msgid "Unity supports only 4x4 5x5 6x6 8x8 10x10 12x12 astc block sizes" msgstr "Unity 仅支持 4x4 5x5 6x6 8x8 10x10 12x12 astc 块大小" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:590 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (KTX)" msgstr "未知的纹理格式 (KTX)" #: /Editor/Src/AssetPipeline/TextureImporting/ImageConverter.cpp:133 msgctxt "Error Message in ImageConverter.cpp" msgid "Could not save bitmap data to memory stream" msgstr "无法将位图数据保存到内存流" #: /Editor/Src/AssetPipeline/TextureImporting/ImageConverter.cpp:184 msgctxt "Error Message in ImageConverter.cpp" msgid "Image format is not supported" msgstr "不支持的图像格式" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteImporterUtility.cpp:81 msgctxt "Error Message in SpriteImporterUtility.cpp" msgid "GetDistance undefined behaviour" msgstr "GetDistance 未定义的行为" #: /Editor/Src/Commands/IconUtility.cpp:799 msgctxt "Error Message in IconUtility.cpp" msgid "Unknown binary format" msgstr "未知的二进制格式" #: /Editor/Src/Application/Application.cpp:598 msgctxt "Error Message in Application.cpp" msgid "installJavascriptPackages failed" msgstr "installJavascriptPackages 失败" #: /Editor/Src/Application/Application.cpp:646 msgctxt "Error Message in Application.cpp" msgid "connectToMacroServer has wrong amount of parameters" msgstr "connectToMacroServer 的参数数量错误" #: /Editor/Src/Application/Application.cpp:760 msgctxt "Error Message in Application.cpp" msgid "Failed to initialize unity." msgstr "初始化 unity 失败。" #: /Editor/Src/Application/Application.cpp:891 msgctxt "Warning Message in Application.cpp" msgid "-setDefaultPlatformTextureFormat argument specified for an invalid build target" msgstr "-已为无效构建目标指定 setDefaultPlatformTextureFormat 参数" #: /Editor/Src/Application/Application.cpp:929 msgctxt "Error Message in Application.cpp" msgid "Failed to initialize unity graphics." msgstr "初始化 unity 图形失败。" #: /Editor/Src/Application/Application.cpp:1040 msgctxt "Warning Message in Application.cpp" msgid "Editor has been opened with legacy mono settings. Please select 4.x Equivalent scripting runtime in build settings." msgstr "已使用旧版单声道设置打开编辑器。请在生成设置中选择 4.x Equivalent 脚本运行时。" #: /Editor/Src/Application/Application.cpp:1279 msgctxt "Warning Message in Application.cpp" msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance." msgstr "已为此 Unity 会话启用了代码覆盖率收集。请注意,代码覆盖率会降低编辑器性能。" #: /Editor/Src/Application/Application.cpp:1532 msgctxt "Error Message in Application.cpp" msgid "Failed to build player." msgstr "生成播放器失败。" #: /Editor/Src/Application/Application.cpp:1560 msgctxt "Error Message in Application.cpp" msgid "Scripts have compiler errors." msgstr "脚本中有编译器错误。" #: /Editor/Src/Application/Application.cpp:1608 msgctxt "Error Message in Application.cpp" msgid "executeMethod must have format ClassName.MethodName" msgstr "executeMethod 必须具有格式 ClassName.MethodName" #: /Editor/Src/Application/Application.cpp:1637 msgctxt "Error Message in Application.cpp" msgid "Failed building builtin resources" msgstr "生成内置资源失败" #: /Editor/Src/Application/Application.cpp:1651 msgctxt "Error Message in Application.cpp" msgid "Failed building builtin extra resources" msgstr "生成内置额外资源失败" #: /Editor/Src/Application/Application.cpp:1670 msgctxt "Error Message in Application.cpp" msgid "Failed building builtin previews" msgstr "生成内置预览失败" #: /Editor/Src/Application/Application.cpp:1695 msgctxt "Error Message in Application.cpp" msgid "Failed building editor resources" msgstr "生成编辑器资源失败" #: /Editor/Src/Application/Application.cpp:1702 msgctxt "Error Message in Application.cpp" msgid "Failed importing package" msgstr "导入包失败" #: /Editor/Src/Application/Application.cpp:2436 msgctxt "Warning Message in Application.cpp" msgid "New Scene in play mode is not supported. Exit play mode and try again." msgstr "不支持播放模式中的“新场景”。请退出播放模式,然后重试。" #: /Editor/Src/Application/Application.cpp:3006 msgctxt "Warning Message in Application.cpp" msgid "Standalone player support is not installed. Some functionality may not work properly." msgstr "未安装独立平台播放器支持。某些功能可能无法正常工作。" #: /Editor/Src/BuildPipeline/BuildAssetBundle.cpp:271 msgctxt "Error Message in BuildAssetBundle.cpp" msgid "Tried to use non existing guid during asset bundling" msgstr "试图在资源捆绑期间使用不存在的 guid" #: /Editor/Src/BuildPipeline/BuildAssetBundle.cpp:880 msgctxt "Error Message in BuildAssetBundle.cpp" msgid "Tried to use non existing guid during BuildAssetBundle" msgstr "试图在 BuildAssetBundle 期间使用不存在的 guid" #: /Editor/Src/BuildPipeline/BuildPlayer.cpp:1660 msgctxt "Warning Message in BuildPlayer.cpp" msgid "Platform does not support LZMA compression. Using LZ4HC instead." msgstr "平台不支持 LZMA 压缩。请改用 LZ4HC。" #: /Editor/Src/BuildPipeline/BuildPlayer.cpp:3390 msgctxt "Warning Message in BuildPlayer.cpp" msgid "Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." msgstr "包含 OnMouse_ event handlers 的游戏脚本或其他自定义代码。此类处理程序的存在可能会影响手持设备的性能。" #: /Editor/Src/BuildPipeline/BuildSerialization.cpp:1887 msgctxt "Error Message in BuildSerialization.cpp" msgid "Inconsistent asset when sorting preload assets (Same path & file ID) " msgstr "对预先加载的资源排序时出现不一致的资源(相同的路径和文件 ID)" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:115 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "GenerateBuiltinAssetPreviews failed" msgstr "GenerateBuiltinAssetPreviews 失败" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:373 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "Failed to regenerate editor skins." msgstr "重新生成编辑器外观失败。" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:386 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "No editor assets were found in Assets" msgstr "“资产”中未找到编辑器资产" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:386 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "Editor Default Resources" msgstr "编辑器默认资源" #: /Editor/Src/BuildPipeline/PrepareMeshDataForBuildTarget.cpp:148 msgctxt "Error Message in PrepareMeshDataForBuildTarget.cpp" msgid "Unsupported blend weight format." msgstr "不支持的混合权重格式。" #: /Editor/Src/BuildPipeline/BuildTargetPlatformSpecific.cpp:929 msgctxt "Error Message in BuildTargetPlatformSpecific.cpp" msgid "Unknown platform!" msgstr "未知的平台!" #: /Editor/Src/AssetStore/AssetStoreDownloadMessage.cpp:39 msgctxt "Error Message in AssetStoreDownloadMessage.cpp" msgid "Could not read from encrypted package file." msgstr "无法读取加密包文件。" #: /Editor/Src/AssetStore/AssetStoreDownloadMessage.cpp:48 msgctxt "Error Message in AssetStoreDownloadMessage.cpp" msgid "Could not write to decrypted package file." msgstr "无法写入解密的包文件。" #: /Editor/Src/Utility/GameObjectHierarchyProperty.cpp:600 msgctxt "Error Message in GameObjectHierarchyProperty.cpp" msgid "SetSubScenes must pass valid transforms & sub scenes" msgstr "SetSubScenes 必须传递有效的变换和子场景" #: /Editor/Src/Utility/CurlRequest.cpp:920 msgctxt "Error Message in CurlRequest.cpp" msgid "Unexpected CurlRequestMessage state." msgstr "意外的 CurlRequestMessage 状态。" #: /Editor/Src/Utility/EditorGUIUtility.cpp:242 msgctxt "Error Message in EditorGUIUtility.cpp" msgid "EditorGUIUtility.AddCursorRect called outside an editor OnGUI" msgstr "EditorGUIUtility.AddCursorRect 在外部调用了一个编辑器 OnGUI" #: /Editor/Src/Utility/EditorGUIUtility.cpp:255 msgctxt "Error Message in EditorGUIUtility.cpp" msgid "EditorGUIUtility.SetCurrentViewCursor called outside an editor OnGUI" msgstr "EditorGUIUtility.SetCurrentViewCursor 在外部调用了一个编辑器 OnGUI" #: /Editor/Src/Utility/EditorGUIUtility.cpp:268 msgctxt "Error Message in EditorGUIUtility.cpp" msgid "EditorGUIUtility.ClearCurrentViewCursor called outside an editor OnGUI" msgstr "EditorGUIUtility.ClearCurrentViewCursor 在外部调用了一个编辑器 OnGUI" #: /Editor/Src/Utility/SerializedProperty.h:531 msgctxt "Error Message in SerializedProperty.h" msgid "Mismatched types in GetValue - return value is junk" msgstr "GetValue 中的类型不匹配 - 返回值是垃圾" #: /Editor/Src/Utility/SerializedProperty.h:544 msgctxt "Error Message in SerializedProperty.h" msgid "Mismatched types in SetValue" msgstr "SetValue 中的类型不匹配" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:231 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Couldn't find SceneViewGrayscaleEffectFade material!" msgstr "找不到 SceneViewGrayscaleEffectFade 材料!" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:240 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Error while generating temporary texture for scene view" msgstr "为场景视图生成临时纹理时出错" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:2267 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Camera set to be used as occlusion vizualization camera was not valid for rendering." msgstr "设置为遮挡可视化摄像机的摄像机无法用于渲染。" #: /Editor/Src/Utility/YAMLNode.cpp:54 msgctxt "Warning Message in YAMLNode.cpp" msgid "Cast from Int64 to Int32 may cause data lose." msgstr "从 Int64 转换为 Int32 可能会导致数据丢失。" #: /Editor/Src/Utility/YAMLNode.cpp:83 msgctxt "Warning Message in YAMLNode.cpp" msgid "Cast from Int64 to float may cause data lose." msgstr "从 Int64 转换为 float 可能会导致数据丢失。" #: /Editor/Src/Utility/SerializedProperty.cpp:179 msgctxt "Error Message in SerializedProperty.cpp" msgid "SerializedObject target has been destroyed." msgstr "SerializedObject target 目标已被销毁。" #: /Editor/Src/Utility/SerializedProperty.cpp:982 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving array size but no array was provided" msgstr "正在检索数组大小,但没有提供数组" #: /Editor/Src/Utility/SerializedProperty.cpp:1009 msgctxt "Error Message in SerializedProperty.cpp" msgid "Invalid property to get array Element" msgstr "获取数组元素的属性无效" #: /Editor/Src/Utility/SerializedProperty.cpp:1123 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving array element but no array was provided" msgstr "正在检索数组元素,但没有提供数组" #: /Editor/Src/Utility/SerializedProperty.cpp:1132 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving array element that was out of bounds" msgstr "正在检索超出范围的数组元素" #: /Editor/Src/Utility/SerializedProperty.cpp:1177 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving fixed buffer size but no fixed buffer was provided" msgstr "正在检索固定缓冲区大小,但没有提供固定缓冲区" #: /Editor/Src/Utility/SerializedProperty.cpp:1186 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving fixed buffer element but no fixed buffer was provided" msgstr "正在检索固定缓冲区元素,但没有提供固定缓冲区" #: /Editor/Src/Utility/SerializedProperty.cpp:1713 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported int value" msgstr "类型不是支持的 int 值" #: /Editor/Src/Utility/SerializedProperty.cpp:1727 msgctxt "Error Message in SerializedProperty.cpp" msgid "Array size must be non-negative." msgstr "数组大小必须为非负数。" #: /Editor/Src/Utility/SerializedProperty.cpp:1754 msgctxt "Error Message in SerializedProperty.cpp" msgid "Invalid property to resize array" msgstr "调整数组大小的属性无效" #: /Editor/Src/Utility/SerializedProperty.cpp:2116 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported float value" msgstr "类型不是支持的浮值" #: /Editor/Src/Utility/SerializedProperty.cpp:2172 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported string value" msgstr "类型不是支持的字符串值" #: /Editor/Src/Utility/SerializedProperty.cpp:2264 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported color value" msgstr "类型不是支持的颜色值" #: /Editor/Src/Utility/SerializedProperty.cpp:2360 msgctxt "Error Message in SerializedProperty.cpp" msgid "Not an animation curve" msgstr "不是动画曲线" #: /Editor/Src/Utility/SerializedProperty.cpp:2525 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported gradient value" msgstr "类型不是支持的渐变值" #: /Editor/Src/Utility/SerializedProperty.cpp:2897 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported pptr value" msgstr "类型不是支持的 pptr 值" #: /Editor/Src/Utility/SerializedProperty.cpp:3095 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a enum value" msgstr "类型不是枚举值" #: /Editor/Src/Utility/SerializedProperty.cpp:3223 msgctxt "Error Message in SerializedProperty.cpp" msgid "enum index is out of range" msgstr "枚举索引超出范围" #: /Editor/Src/Utility/SerializedProperty.cpp:3788 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a LayerMask value" msgstr "类型不是 LayerMask 值" #: /Editor/Src/Utility/SerializedProperty.cpp:3834 msgctxt "Error Message in SerializedProperty.cpp" msgid "property must be 32 bits for SetBitAtIndexForAllTargetsImmediate." msgstr "SetBitAtIndexForAllTargetsImmediate 的属性必须为 32 位。" #: /Editor/Src/Utility/SerializedProperty.cpp:4658 msgctxt "Error Message in SerializedProperty.cpp" msgid "Destination property could not be found" msgstr "找不到目标属性" #: /Editor/Src/Utility/SerializedProperty.cpp:4698 msgctxt "Error Message in SerializedProperty.cpp" msgid "Destination property underlying types does not match the given one" msgstr "目标属性基础类型与给定类型不匹配" #: /Runtime/Misc/PlayerPaths.cpp:161 msgctxt "Warning Message in PlayerPaths.cpp" msgid "No architecture-specific folder for the current standalone platform" msgstr "当前独立平台没有针对特定体系结构的文件夹" #: /Runtime/Misc/GameObjectUtility.cpp:1707 msgctxt "Error Message in GameObjectUtility.cpp" msgid "Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy." msgstr "多次销毁对象。不要在 OnDisable 或 OnDestroy 中对同一对象使用 DestroyImmediate。" #: /Runtime/Misc/GameObjectUtility.cpp:1839 msgctxt "Error Message in GameObjectUtility.cpp" msgid "Component Removing internal failure" msgstr "组件删除内部故障" #: /Runtime/Misc/Cache.cpp:534 msgctxt "Error Message in Cache.cpp" msgid "Maximum disk space used exceeds what is allowed by the license" msgstr "使用的最大磁盘空间超出许可证允许的范围" #: /Runtime/Misc/GarbageCollectSharedAssets.cpp:294 msgctxt "Error Message in GarbageCollectSharedAssets.cpp" msgid "UnloadUnusedAssets incorrect caused some assets to load. This can easily cause deadlocks or crashes." msgstr "UnloadUnusedAssets 不正确导致加载了某些资源。这很容易导致死锁或崩溃。" #: /Runtime/Misc/GarbageCollectSharedAssets.cpp:704 msgctxt "Warning Message in GarbageCollectSharedAssets.cpp" msgid "Persistent object is known in persistent manager will unload Might happen due to Assetbundle.Unload(false)" msgstr "由于 Assetbundle.Unload(false),可能会卸载持久管理器中已知的持久对象" #: /Runtime/Misc/PlayerSettings.cpp:374 msgctxt "Error Message in PlayerSettings.cpp" msgid "orientation out of range" msgstr "方向超出范围" #: /Runtime/Misc/PlayerSettings.cpp:400 msgctxt "Error Message in PlayerSettings.cpp" msgid "all orientations are disabled for auto-rotation. Enabling Portrait" msgstr "已为自动旋转禁用所有方向。启用“纵向”" #: /Runtime/Misc/PlayerSettings.cpp:860 msgctxt "Warning Message in PlayerSettings.cpp" msgid "OpenGLES2 and OpenGLES3 have been deprecated on iOS and tvOS platforms and were removed from the list of Automatic Graphics APIs." msgstr "在 iOS 和 tvOS 平台上已弃用 OpenGLES2 和 OpenGLES3,并已将其从“自动图形 API”列表中移除。" #: /Runtime/Misc/PlayerSettings.cpp:863 msgctxt "Warning Message in PlayerSettings.cpp" msgid "OpenGLES2 and OpenGLES3 have been deprecated on iOS." msgstr "在 iOS 上已弃用 OpenGLES2 和 OpenGLES3。" #: /Runtime/Misc/PlayerSettings.cpp:866 msgctxt "Warning Message in PlayerSettings.cpp" msgid "OpenGLES2 and OpenGLES3 have been deprecated on tvOS." msgstr "在 tvOS 上已弃用 OpenGLES2 和 OpenGLES3。" #: /Runtime/Misc/PlayerSettings.cpp:950 msgctxt "Warning Message in PlayerSettings.cpp" msgid "MacFullscreenMode.CaptureDisplay is deprecated and no longer supported. Will use MacFullscreenMode.FullscreenWindow instead." msgstr "MacFullscreenMode.CaptureDisplay 已弃用,且不再提供支持。将会改用 MacFullscreenMode.FullscreenWindow。" #: /Runtime/Video/BaseVideoTexture.cpp:84 msgctxt "Warning Message in BaseVideoTexture.cpp" msgid "Warning! Video texture requires non-power-of-two-textures support in hardware." msgstr "警告!视频纹理需要硬件支持非二次幂纹理。" #: /Runtime/Video/BaseVideoTexture.cpp:100 msgctxt "Error Message in BaseVideoTexture.cpp" msgid "integer overflow in addition" msgstr "附件中的整数溢出" #: /Runtime/Video/BaseVideoTexture.cpp:107 msgctxt "Error Message in BaseVideoTexture.cpp" msgid "integer overflow in multiplication" msgstr "乘法中的整数溢出" #: /Runtime/Video/BaseWebCamTexture.h:141 msgctxt "Error Message in BaseWebCamTexture.h" msgid "Cannot get pixels when webcam is not running" msgstr "网络摄像头未运行时无法获取像素" #: /Runtime/Video/BaseWebCamTexture.h:147 msgctxt "Error Message in BaseWebCamTexture.h" msgid "Cannot get pixels when webcam is non-readable" msgstr "当网络摄像头不可读时,无法获取像素" #: /Runtime/Video/BaseWebCamTexture.h:186 msgctxt "Error Message in BaseWebCamTexture.h" msgid "Buffer is too small to get image data" msgstr "缓冲区太小,无法获取图像数据" #: /Runtime/GameCode/CloneObject.cpp:361 msgctxt "Error Message in CloneObject.cpp" msgid "Cannot instantiate objects with a parent which is persistent. New object will be created without a parent." msgstr "无法使用持久性父对象实例化对象。新对象将在不使用父对象的情况下创建。" #: /Runtime/BaseClasses/TagManager.cpp:354 msgctxt "Error Message in TagManager.cpp" msgid "Layer index out of bounds" msgstr "图层索引超出范围" #: /Runtime/BaseClasses/ManagerContext.cpp:68 msgctxt "Error Message in ManagerContext.cpp" msgid "Number of GameManager classes does not match number of game managers registered." msgstr "GameManager 类的数量与注册的游戏管理器的数量不匹配。" #: /Runtime/BaseClasses/PPtr.h:256 msgctxt "Error Message in PPtr.h" msgid "Dereferencing NULL PPtr!" msgstr "正在取消引用空 L PPtr!" #: /Runtime/GfxDevice/GfxDevice.h:895 msgctxt "Error Message in GfxDevice.h" msgid "IssuePluginCustomTextureUpdate is not supported by this GfxDevice" msgstr "此 GfxDevice 不支持 IssuePluginCustomTextureUpdate" #: /Runtime/GfxDevice/GfxDevice.h:909 msgctxt "Error Message in GfxDevice.h" msgid "CopyBuffer is not supported by this GfxDevice" msgstr "此 GfxDevice 不支持 CopyBuffer" #: /Runtime/GfxDevice/GfxDevice.h:1227 msgctxt "Error Message in GfxDevice.h" msgid "Don't call SetShadersMainThread on threadable device! Use GraphicsHelper instead" msgstr "不要在可线程设备上调用 SetShadersMainThread!请改用 GraphicsHelper" #: /Runtime/GfxDevice/GfxDevice.h:1234 msgctxt "Error Message in GfxDevice.h" msgid "Don't call SetGeometryRayTracingShaderMainThread on threadable device! Use GraphicsHelper instead" msgstr "不要在可线程设备上调用 SetGeometryRayTracingShaderMainThread!请改用 GraphicsHelper" #: /Runtime/GfxDevice/DrawImmediate.cpp:172 msgctxt "Error Message in DrawImmediate.cpp" msgid "GL.End requires material.SetPass before!" msgstr "GL.End 首先需要 material.SetPass!" #: /Runtime/GfxDevice/GfxDeviceSetup.cpp:424 msgctxt "Warning Message in GfxDeviceSetup.cpp" msgid "The command-line parameter 'gpu' has been removed. Please use 'force-device-index' instead." msgstr "命令行参数 'gpu' 已被移除。请改用 'force-device-index'。" #: /Runtime/GfxDevice/GfxDevice.cpp:1670 msgctxt "Error Message in GfxDevice.cpp" msgid "This GfxDevice does not support asynchronous readback" msgstr "此 GfxDevice 不支持异步回读" #: /Runtime/GfxDevice/GfxDevice.cpp:1815 msgctxt "Error Message in GfxDevice.cpp" msgid "Cannot reload shaders on this platform" msgstr "无法在此平台上重新加载着色器" #: /Runtime/GfxDevice/GfxDevice.cpp:2059 msgctxt "Error Message in GfxDevice.cpp" msgid "GetPreparedThreadedDeviceClient is not supported by this GfxDevice" msgstr "此 GfxDevice 不支持 GetPreparedThreadedDeviceClient" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:116 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Reading pixels out of bounds of the current active render texture" msgstr "读取当前活动渲染纹理范围之外的像素" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:2673 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Can't allocate buffers from graphics jobs" msgstr "无法从图形作业中分配缓冲区" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:2694 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Can't initialize buffers from graphics jobs" msgstr "无法从图形作业中初始化缓冲区" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:2717 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Can't delete buffers from graphics jobs" msgstr "无法从图形作业中删除缓冲区" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:3275 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Invalid CopyTexture method" msgstr "无效的 CopyTexture 方法" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:4026 msgctxt "Warning Message in GfxDeviceMetal.mm" msgid "Random write target index out of bounds" msgstr "随机写入目标索引超出范围" #: /Runtime/GfxDevice/d3d11/SparseTexturesD3D11.cpp:109 msgctxt "Error Message in SparseTexturesD3D11.cpp" msgid "Could not find tile pool for D3D11 sparse texture" msgstr "找不到 D3D11 稀疏纹理的瓦片池" #: /Runtime/GfxDevice/d3d11/DrawBuffersD3D11.cpp:448 msgctxt "Error Message in DrawBuffersD3D11.cpp" msgid "Draw indirect argument buffer too small. Must be at least 20 bytes (5 ints)." msgstr "绘制间接参数缓冲区太小。必须至少 20 个字节(5 个整数)。" #: /Runtime/GfxDevice/d3d11/TexturesD3D11.cpp:457 msgctxt "Error Message in TexturesD3D11.cpp" msgid "Incorrect texture dimension!" msgstr "不正确的纹理尺寸!" #: /Runtime/GfxDevice/d3d11/TexturesD3D11.cpp:1180 msgctxt "Error Message in TexturesD3D11.cpp" msgid "Could not find texture for D3D11 sparse texture upload" msgstr "找不到 D3D11 稀疏纹理上传的纹理" #: /Runtime/GfxDevice/d3d11/GpuProgramsD3D11.cpp:48 msgctxt "Error Message in GpuProgramsD3D11.cpp" msgid "D3D shader blob is empty!" msgstr "D3D 着色器 blob 为空!" #: /Runtime/GfxDevice/d3d11/GpuProgramsD3D11.cpp:66 msgctxt "Error Message in GpuProgramsD3D11.cpp" msgid "D3D shader bytecode missing from blob!" msgstr "blob 中缺少 D3D 着色器字节码!" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:242 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Trying to get an unsupported stereo matrix." msgstr "正在尝试获得一个不受支持的立体声矩阵。" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:292 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Trying to set an unsupported stereo matrix." msgstr "正在尝试设置一个不受支持的立体声矩阵。" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:359 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Invalid param to SetStereoMatrix()" msgstr "SetStereoMatrix() 的参数无效" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:364 msgctxt "Error Message in GfxDeviceVK.cpp" msgid "Toggling SRGBWrite is not supported while inside a Renderpass!" msgstr "在 Renderpass 内部不支持切换 SRGBWrite!" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:637 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Attempting to draw with missing bindings" msgstr "试图用缺失的绑定进行绘制" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:742 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Attempting to draw with missing UAV bindings" msgstr "试图用缺失的 UAV 绑定进行绘制" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:924 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Attempting to draw without an active shader program?" msgstr "试图在没有激活的着色器程序的情况下进行绘制?" #: /Runtime/GfxDevice/vulkan/GpuProgramsVK.cpp:887 msgctxt "Error Message in GpuProgramsVK.cpp" msgid "Error creating GPU program" msgstr "创建 GPU 程序时出错" #: /Runtime/GfxDevice/vulkan/VKFramebuffer.cpp:146 msgctxt "Error Message in VKFramebuffer.cpp" msgid "Missing Vulkan framebuffer attachment image?" msgstr "缺少 Vulkan framebuffer 附件图像?" #: /Runtime/GfxDevice/vulkan/VKFramebuffer.cpp:166 msgctxt "Error Message in VKFramebuffer.cpp" msgid "Missing Vulkan framebuffer attachment resolve image?" msgstr "缺少 Vulkan framebuffer 附件解析图像?" #: /Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp:1767 msgctxt "Error Message in GfxDeviceGLES.cpp" msgid "The given primitive topology does not match with the topology expected by the geometry shader" msgstr "给定的原始拓扑与几何体着色器期望的拓扑不匹配" #: /Runtime/GfxDevice/opengles/GraphicsCapsGLES.cpp:935 msgctxt "Warning Message in GraphicsCapsGLES.cpp" msgid "MSAA support is disabled on High Sierra for this GPU" msgstr "此 GPU 上的 High Sierra 禁用了 MSAA 支持" #: /Runtime/GfxDevice/threaded/GfxDeviceClientPool.cpp:68 msgctxt "Error Message in GfxDeviceClientPool.cpp" msgid "Didn't find device in ReleaseClientDevice()" msgstr "在 ReleaseClientDevice() 中找不到设备" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:2159 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "Illegal offset" msgstr "非法偏移" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:2159 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "size in BeginBufferWrite()" msgstr "BeginBufferWrite() 中的大小" #: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:2610 msgctxt "Error Message in GfxDeviceClient.cpp" msgid "Dimensions of color surface does not match dimensions of depth surface" msgstr "颜色表面尺寸与深度表面尺寸不匹配" #: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:3099 msgctxt "Error Message in GfxDeviceClient.cpp" msgid "CPU fence is invalid or very old!" msgstr "CPU 栅栏无效或很老!" #: /Runtime/Scripting/Scripting.cpp:534 msgctxt "Error Message in Scripting.cpp" msgid "Instance couldn't be created because type was null." msgstr "无法创建实例,因为类型为空。" #: /Runtime/Scripting/ScriptingInvocation.cpp:81 msgctxt "Error Message in ScriptingInvocation.cpp" msgid "Failed to call function because it was null" msgstr "调用函数失败,因为函数为空" #: /Runtime/GI/GIHelpers.cpp:342 msgctxt "Error Message in GIHelpers.cpp" msgid "Explicitly handle all the GI texture types in BuildSystemTexture." msgstr "在 BuildSystemTexture 中显式处理所有 GI 纹理类型。" #: /Runtime/GI/GICache.cpp:77 msgctxt "Error Message in GICache.cpp" msgid "GICache path is uninitialized!" msgstr "GICache 路径尚未初始化!" #: /Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp:435 msgctxt "Error Message in EnlightenRuntimeManager.cpp" msgid "Attempting to release atlas texture that is in use. Cannot release texture." msgstr "尝试释放正在使用的地图集纹理。无法释放纹理。" #: /Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp:2451 msgctxt "Error Message in EnlightenRuntimeManager.cpp" msgid "Failed to issue albedo update." msgstr "发布反照率更新失败。" #: /Runtime/Director/Core/PlayableGraph.cpp:71 msgctxt "Error Message in PlayableGraph.cpp" msgid "A PlayableGraph is being directly or indirectly evaluated recursively." msgstr "以递归方式直接或间接评估 PlayableGraph。" #: /Runtime/Director/Core/PlayableGraph.cpp:224 msgctxt "Warning Message in PlayableGraph.cpp" msgid "PlayableGraph being evaluated with no outputs. Playables will not be updated" msgstr "正在评估的 PlayableGraph 没有输出。不会更新可播放内容。" #: /Runtime/Director/Core/Playable.cpp:175 msgctxt "Error Message in Playable.cpp" msgid "attempting to explicitly set an output connection to a non-existing port" msgstr "试图显式设置与不存在端口的输出连接" #: /Runtime/Director/Core/PlayableOutput.cpp:153 msgctxt "Error Message in PlayableOutput.cpp" msgid "Cannot set multiple PlayableOutputs to the same source playable and output port" msgstr "无法将多个 PlayableOutput 设置为同一源可播放和输出端口" #: /Runtime/Director/Core/PlayableAssetUtility.cpp:33 msgctxt "Error Message in PlayableAssetUtility.cpp" msgid "Could not find GetPlayableAssetDuration method" msgstr "找不到 GetPlayableAssetDuration 方法" #: /Runtime/Director/Core/PlayableAssetUtility.cpp:53 msgctxt "Error Message in PlayableAssetUtility.cpp" msgid "Could not find Create Playable method" msgstr "找不到“创建 Playable”的方法" #: /Runtime/Input/TouchPhaseEmulation.cpp:505 msgctxt "Error Message in TouchPhaseEmulation.cpp" msgid "Trying to expire empty touch slot!" msgstr "正在尝试让空触摸槽过期!" #: /Runtime/Camera/Shadows.cpp:202 msgctxt "Warning Message in Shadows.cpp" msgid "Screenspace cascaded shadow map support is disabled in graphics settings" msgstr "图形设置中禁用了屏幕空间级联阴影贴图支持" #: /Runtime/Camera/Camera.cpp:2661 msgctxt "Error Message in Camera.cpp" msgid "Unable to find ODSWorldTexture shader" msgstr "无法找到 ODSWorldTexture 着色器" #: /Runtime/Camera/Camera.cpp:4999 msgctxt "Error Message in Camera.cpp" msgid "Cubemap must not be null" msgstr "立方体贴图不得为空" #: /Runtime/Camera/Camera.cpp:5035 msgctxt "Error Message in Camera.cpp" msgid "Camera to copy from must not be null" msgstr "要复制的摄像机不得为空" #: /Runtime/Camera/BatchRendererGroup.cpp:919 msgctxt "Warning Message in BatchRendererGroup.cpp" msgid "Leaked BatchRendererGroup" msgstr "泄漏的 BatchRendererGroup" #: /Runtime/Camera/ImageFilters.cpp:452 msgctxt "Warning Message in ImageFilters.cpp" msgid "OnRenderImage() possibly didn't write anything to the destination texture!" msgstr "OnRenderImage() 可能没有向目标纹理写入任何内容!" #: /Runtime/Camera/RendererScene.cpp:340 msgctxt "Error Message in RendererScene.cpp" msgid "Invalid SceneHandle" msgstr "无效的 SceneHandle" #: /Runtime/Camera/OcclusionCullingSettings.cpp:133 msgctxt "Error Message in OcclusionCullingSettings.cpp" msgid "Occlusion culling data is out of date. Please rebake" msgstr "遮挡剔除数据已过期。请重新烘焙" #: /Runtime/Camera/UmbraInterface.h:30 msgctxt "Warning Message in UmbraInterface.h" msgid "Loading deprecated Occlusion Culling is not supported. Please rebake the occlusion culling data." msgstr "正在加载的已弃用的“遮挡剔除”不受支持。请重新烘焙遮挡剔除数据。" #: /Runtime/Camera/Culling/CullingGroup.cpp:106 msgctxt "Error Message in CullingGroup.cpp" msgid "CullingGroup index is out of bounds" msgstr "CullingGroup 索引超出范围" #: /Runtime/Camera/Culling/CullingGroup.cpp:143 msgctxt "Warning Message in CullingGroup.cpp" msgid "Bounding sphere count must be less or equal to the bounding sphere array." msgstr "边界球数目必须小于或等于边界球数组。" #: /Runtime/Camera/Culling/CullingGroup.cpp:228 msgctxt "Error Message in CullingGroup.cpp" msgid "CullingGroup bounding distances must be sorted in ascending order." msgstr "CullingGroup 边界距离必须按升序排列。" #: /Runtime/Camera/RenderLoops/RenderLoopPrivate.cpp:492 msgctxt "Error Message in RenderLoopPrivate.cpp" msgid "Pre-pass rendering loop should never happen on this platform!" msgstr "严禁在这个平台上进行预传递渲染循环!" #: /Runtime/Camera/RenderLoops/RenderLoopPrivate.cpp:502 msgctxt "Error Message in RenderLoopPrivate.cpp" msgid "Deferred rendering loop should never happen on this platform!" msgstr "严禁在这个平台上进行延迟渲染循环!" #: /Runtime/Network/NetworkUtility.cpp:742 msgctxt "Error Message in NetworkUtility.cpp" msgid "No IP present in PingTime structure." msgstr "PingTime 结构中不存在 IP。" #: /Runtime/Network/NetworkUtility.cpp:756 msgctxt "Error Message in NetworkUtility.cpp" msgid "Incorrectly formatted IP address." msgstr "IP地址格式错误。" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:187 msgctxt "Error Message in PlayerConnection.cpp" msgid "Unable to setup multicast socket for player connection." msgstr "无法为播放器连接设置多播套接字。" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:189 msgctxt "Error Message in PlayerConnection.cpp" msgid "Unable to set broadcast mode for player connection socket." msgstr "无法为播放器连接套接字设置广播模式。" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:483 msgctxt "Error Message in PlayerConnection.cpp" msgid "PlayerConnection configuration is missing host ip address" msgstr "PlayerConnection 配置中缺少主机 ip 地址" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:332 msgctxt "Error Message in GeneralConnection.cpp" msgid "MessageHandler not registered" msgstr "MessageHandler 未注册" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:514 msgctxt "Warning Message in GeneralConnection.cpp" msgid "Cannot send network message. Receiver cannot keep up with the amount of data sent" msgstr "无法发送网络消息。接收方无法跟上发送的数据量" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:520 msgctxt "Warning Message in GeneralConnection.cpp" msgid "Sending message header failed" msgstr "消息头发送失败" #: /Runtime/Serialize/PersistentManager.cpp:403 msgctxt "Error Message in PersistentManager.cpp" msgid "Make Objects Persistent failed because the object can not be loaded" msgstr "“使对象持久”失败了,因为无法加载对象" #: /Runtime/Serialize/PersistentManager.cpp:975 msgctxt "Error Message in PersistentManager.cpp" msgid "Failed to write script type references" msgstr "写入脚本类型引用失败" #: /Runtime/Serialize/PersistentManager.cpp:1386 msgctxt "Error Message in PersistentManager.cpp" msgid "Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)" msgstr "不支持递归序列化。加载时无法取消引用 PPtr。 (C# 类构造函数也可能无法加载对象。请参阅 stacktrace。)" #: /Runtime/Serialize/PersistentManager.cpp:1683 msgctxt "Error Message in PersistentManager.cpp" msgid "Do not use ReadObjectThreaded on scene objects!" msgstr "不要在场景对象上使用 ReadObjectThreaded!" #: /Runtime/Serialize/PersistentManager.cpp:2479 msgctxt "Error Message in PersistentManager.cpp" msgid "Trying to load a stream which is already loaded." msgstr "试图加载一个已经加载的流。" #: /Runtime/Serialize/SerializedFile.cpp:502 msgctxt "Error Message in SerializedFile.cpp" msgid "Serialized file contains typetrees but the target can't use them." msgstr "序列化文件包含目标不能使用的 typetrees。" #: /Runtime/Serialize/SerializedFile.cpp:1417 msgctxt "Error Message in SerializedFile.cpp" msgid "Script extraction failure" msgstr "脚本提取失败" #: /Runtime/Serialize/TypeTree.cpp:836 msgctxt "Error Message in TypeTree.cpp" msgid "Fatal error while reading file. Header is invalid!" msgstr "致命错误" #: /Runtime/Serialize/TransferUtility.cpp:79 msgctxt "Error Message in TransferUtility.cpp" msgid "Error while reading serialized data." msgstr "读取序列化数据时出错。" #: /Runtime/Serialize/TransferUtility.cpp:428 msgctxt "Error Message in TransferUtility.cpp" msgid "Source and Destination Types do not match" msgstr "“源”和“目标类型”不匹配" #: /Runtime/Serialize/SerializationCaching/CacheWriterBase.cpp:16 msgctxt "Error Message in CacheWriterBase.cpp" msgid "GetAddressOfMemory called on CacheWriterBase which does not support it" msgstr "在不支持 GetAddressOfMemory 的 CacheWriterBase 上调用了该函数" #: /Runtime/Serialize/SerializationCaching/CachedReader.cpp:20 msgctxt "Error Message in CachedReader.cpp" msgid "Resource image couldn't be loaded completely" msgstr "无法完全加载资源图像" #: /Runtime/Serialize/SerializationCaching/CacheReaderBase.cpp:9 msgctxt "Error Message in CacheReaderBase.cpp" msgid "GetAddressOfMemory called on CacheReaderBase which does not support it" msgstr "在不支持 GetAddressOfMemory 的 CacheReaderBase 上调用了该函数" #: /Runtime/Serialize/SerializationCaching/CachedWriter.h:86 msgctxt "Error Message in CachedWriter.h" msgid "Alignment error " msgstr "对齐错误" #: /Runtime/Serialize/TransferFunctions/YAMLRead.h:397 msgctxt "Error Message in YAMLRead.h" msgid "Unexpected node type." msgstr "意外的节点类型。" #: /Runtime/Math/SphericalHarmonicsL2.cpp:276 msgctxt "Warning Message in SphericalHarmonicsL2.cpp" msgid "destStart is out of range. Ignoring." msgstr "destStart 超出范围。正在忽略。" #: /Runtime/Utilities/MemoryPool.cpp:124 msgctxt "Error Message in MemoryPool.cpp" msgid "out of memory!" msgstr "内存不足!" #: /Runtime/SceneManager/SceneManager.cpp:500 msgctxt "Error Message in SceneManager.cpp" msgid "PreviewScene cannot be set as ActiveScene" msgstr "PreviewScene 不能设置为 ActiveScene" #: /Runtime/SceneManager/SceneManager.cpp:580 msgctxt "Warning Message in SceneManager.cpp" msgid "DontDestroyOnLoad only works for root GameObjects or components on root GameObjects." msgstr "DontDestroyOnLoad 仅适用于根游戏对象或根游戏对象上的组件。" #: /Runtime/Allocator/UnityDefaultAllocator.cpp:120 msgctxt "Error Message in UnityDefaultAllocator.cpp" msgid "Using memoryadresses from more than 16GB of memory" msgstr "使用超过 16GB 内存的内存地址" #: /Runtime/Allocator/TLSAllocator.cpp:18 msgctxt "Error Message in TLSAllocator.cpp" msgid "Only one instance of the TLS allocator is allowed because of TLS implementation" msgstr "由于 TLS 实现,仅允许 TLS 分配器的一个实例" #: /Runtime/Allocator/AllocationHeader.h:309 msgctxt "Error Message in AllocationHeader.h" msgid "Unaligned memory is passed to ValidateIntegrity!" msgstr "未对齐的内存已传递到 ValidateIntegrity!" #: /Runtime/Allocator/AllocationHeader.h:322 msgctxt "Error Message in AllocationHeader.h" msgid "Invalid header magic value. Header is corrupted!" msgstr "无效的页眉魔数值。页眉已损坏!" #: /Runtime/Allocator/AllocationHeader.h:328 msgctxt "Error Message in AllocationHeader.h" msgid "Header have invalid padding count. Header is corrupted!" msgstr "页眉的填充计数无效。页眉已损坏!" #: /Runtime/Allocator/AllocationHeader.h:347 msgctxt "Error Message in AllocationHeader.h" msgid "Padded allocation doesn't has a padding flag. Header is corrupted!" msgstr "填充的分配没有填充标志。页眉已损坏!" #: /Runtime/Allocator/AllocationHeader.h:374 msgctxt "Error Message in AllocationHeader.h" msgid "Allocation size have too big value. Header is corrupted!" msgstr "分配大小的值过大。页眉已损坏!" #: /Runtime/Allocator/AllocationHeader.h:380 msgctxt "Warning Message in AllocationHeader.h" msgid "Invalid allocation was detected. Mismatching Allocate" msgstr "检测到无效分配。不匹配分配" #: /Runtime/Allocator/AllocationHeader.h:380 msgctxt "Warning Message in AllocationHeader.h" msgid "Deallocate memory labels!" msgstr "取消分配内存标签!" #: /Runtime/Allocator/AllocationHeader.h:390 msgctxt "Error Message in AllocationHeader.h" msgid "Invalid memory pointer was detected. Footer is corrupted!" msgstr "检测到无效的内存指针。页脚已损坏!" #: /Runtime/Mono/MonoUtility.h:470 msgctxt "Error Message in MonoUtility.h" msgid "Thread is not attached to scripting runtime" msgstr "线程未连接到脚本运行时" #: /Runtime/Mono/Coroutine.cpp:62 msgctxt "Error Message in Coroutine.cpp" msgid "Coroutine continue failure" msgstr "协同程序继续失败" #: /Runtime/Mono/Coroutine.cpp:392 msgctxt "Error Message in Coroutine.cpp" msgid "float.NaN has been passed into WaitForSeconds which will result in an infinite wait time." msgstr "float.NaN 已被传递到会导致等待时间无限长的 WaitForSeconds 中。" #: /Runtime/Mono/Coroutine.cpp:484 msgctxt "Error Message in Coroutine.cpp" msgid "This asynchronous operation is already being yielded from another coroutine. An asynchronous operation can only be yielded once." msgstr "该异步操作已经从另一个协同程序中产生。一个异步操作只能产生一次。" #: /Runtime/Mono/MonoManager.cpp:399 msgctxt "Error Message in MonoManager.cpp" msgid "Invalid assembly loaded" msgstr "加载了无效的程序集" #: /Runtime/Mono/MonoManager.cpp:986 msgctxt "Error Message in MonoManager.cpp" msgid "Calling C# code failed. Scripting runtime might have broken due loading of bad assemblies. Check Editor.log for details." msgstr "调用 C# 代码失败。脚本运行时可能已经破坏了错误程序集的预期加载。请检查 Editor.log 了解详细信息。" #: /Runtime/Mono/MonoManager.cpp:1308 msgctxt "Error Message in MonoManager.cpp" msgid "Reload Assembly may not be called multiple times in the player" msgstr "重新加载“程序集”可能不会在播放器中多次被调用" #: /Runtime/Mono/MonoManager.cpp:1315 msgctxt "Error Message in MonoManager.cpp" msgid "Reload Assembly called from managed code directly. This will cause a crash. You should never refresh assets in synchronous mode or enter playmode synchronously from script code." msgstr "重新加载“程序集”会直接从托管代码调用。这样会导致崩溃。请勿在同步模式中刷新资产或从脚本代码同步进入播放模式。" #: /Runtime/Mono/MonoManager.cpp:1449 msgctxt "Error Message in MonoManager.cpp" msgid "Managed instance(s) where created during assembly reload in the backup" msgstr "在备份中重新加载程序集期间创建的托管实例" #: /Runtime/Mono/MonoManager.cpp:1449 msgctxt "Error Message in MonoManager.cpp" msgid "restore phase!" msgstr "还原阶段!" #: /Runtime/Mono/MonoManager.cpp:1612 msgctxt "Error Message in MonoManager.cpp" msgid "Instances of MonoBehaviour or MonoScript found during assembly reload." msgstr "在程序集重新加载期间发现 MonoBehaviour 或 MonoScript 的实例。" #: /Runtime/Mono/MonoBehaviour.cpp:272 msgctxt "Error Message in MonoBehaviour.cpp" msgid "DestroyImmediate should not be called on the same game object when destroying a MonoBehaviour" msgstr "销毁 MonoBehaviour 时不应该在同一游戏对象上调用 DestroyImmediate" #: /Runtime/Shaders/ComputeShader.cpp:1122 msgctxt "Warning Message in ComputeShader.cpp" msgid "dstOffsetBytes must be a multiple of 4" msgstr "dstOffsetBytes 必须是 4 的倍数" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:27 msgctxt "Error Message in ShaderTextureProperty.cpp" msgid "A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader." msgstr "绑定到非多采样采样器的多重采样纹理。禁用以避免未定义的行为。请在着色器中使用 Texture2DMS。" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:29 msgctxt "Error Message in ShaderTextureProperty.cpp" msgid "A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture." msgstr "绑定到多采样采样器的多重采样纹理。禁用以避免未定义的行为。请在纹理中启用 bindMS 标志。" #: /Runtime/Profiler/MemoryProfiler.cpp:596 msgctxt "Error Message in MemoryProfiler.cpp" msgid "Id not found in map" msgstr "地图中找不到 Id" #: /Runtime/Profiler/Recorder.cpp:52 msgctxt "Warning Message in Recorder.cpp" msgid "Filtering a Recorder to the current thread is being ignored as this platform does not support threads." msgstr "由于此平台不支持线程,因此将录制器过滤到当前线程将被忽略。" #: /Runtime/Profiler/ScriptBindings/Profiler.bindings.cpp:57 msgctxt "Error Message in Profiler.bindings.cpp" msgid "Profiler is not supported in this build" msgstr "此版本不支持性能分析器" #: /Runtime/Geometry/TextureAtlas.cpp:835 msgctxt "Error Message in TextureAtlas.cpp" msgid "Unable to init atlas texture" msgstr "无法初始化图集纹理" #: /Runtime/Geometry/Polygon2D.cpp:27 msgctxt "Error Message in Polygon2D.cpp" msgid "Failed setting path. Index is out of bounds." msgstr "设置路径失败。索引超出范围。" #: /Runtime/Export/Director/PlayableHandle.bindings.cpp:237 msgctxt "Error Message in PlayableHandle.bindings.cpp" msgid "Cannot change weights on playables where canSetWeights is false." msgstr "canSetWeights 为 false 时无法更改 playables 的权重。" #: /Runtime/Export/Director/PlayableGraph.bindings.cpp:207 msgctxt "Error Message in PlayableGraph.bindings.cpp" msgid "Cannot change inputs on playables where canChangeInputs is false." msgstr "canChangeInputs 为 false 时无法更改 playables 的输入。" #: /Runtime/Export/Camera/CullingGroup.bindings.cpp:70 msgctxt "Error Message in CullingGroup.bindings.cpp" msgid "Culling group was not disposed. You have to call Dispose explicitly from the main thread. This will likely result in a crash." msgstr "剔除组没有处理。您必须从主线程显式调用 Dispose。这可能会导致崩溃。" #: /Runtime/Export/Diagnostics/DiagnosticsUtils.bindings.cpp:38 msgctxt "Error Message in DiagnosticsUtils.bindings.cpp" msgid "Intentionally caused fatal error" msgstr "故意造成致命错误" #: /Runtime/Jobs/AtomicSafetyHandle.cpp:79 msgctxt "Error Message in AtomicSafetyHandle.cpp" msgid "The Handle has already been released." msgstr "Handle 已经发布。" #: /Runtime/Jobs/AtomicSafetyHandle.cpp:117 msgctxt "Error Message in AtomicSafetyHandle.cpp" msgid "AtomicSafetyNode has either been corrupted or is being accessed on a job which is not allowed." msgstr "AtomicSafetyNode 已损坏或正在不允许的作业上访问。" #: /Runtime/Jobs/ScriptBindings/JobsBindings.cpp:601 msgctxt "Error Message in JobsBindings.cpp" msgid "DynamicReadWriteBuffers are not supported in jobs that restore buffers after execution" msgstr "在执行后还原缓冲区的作业不支持 DynamicReadWriteBuffers" #: /Runtime/Graphics/GraphicsHelper.h:161 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring color surface load action as it is memoryless" msgstr "忽略颜色表面加载操作(因为它是无记忆的)" #: /Runtime/Graphics/GraphicsHelper.h:166 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring color surface store action as it is memoryless" msgstr "忽略颜色表面存储操作(因为它是无记忆的)" #: /Runtime/Graphics/GraphicsHelper.h:172 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring depth surface load action as it is memoryless" msgstr "忽略深度表面加载操作(因为它是无记忆的)" #: /Runtime/Graphics/GraphicsHelper.h:177 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring depth surface store action as it is memoryless" msgstr "忽略深度表面存储操作(因为它是无记忆的)" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:266 msgctxt "Error Message in GraphicsScriptBindings.cpp" msgid "DrawMesh requires material.SetPass before!" msgstr "DrawMesh 需要之前的 material.SetPass!" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:272 msgctxt "Error Message in GraphicsScriptBindings.cpp" msgid "DrawMesh requires a successful material.SetPass before!" msgstr "DrawMesh 需要一个之前成功的 material.SetPass!" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:1285 msgctxt "Error Message in GraphicsScriptBindings.cpp" msgid "Texture atlas needs textures to have Readable flag set!" msgstr "纹理图集需要将纹理的“可读”标志进行设置!" #: /Runtime/Graphics/SharedTextureData.h:169 msgctxt "Error Message in SharedTextureData.h" msgid "SharedTextureData source data is NULL." msgstr "SharedTextureData 源数据为空。" #: /Runtime/Graphics/SharedTextureData.h:247 msgctxt "Error Message in SharedTextureData.h" msgid "Decrunching failed." msgstr "合成失败。" #: /Runtime/Graphics/Image.cpp:1105 msgctxt "Error Message in Image.cpp" msgid "Unsupported" msgstr "不支持" #: /Runtime/Graphics/Image.cpp:2038 msgctxt "Error Message in Image.cpp" msgid "Width and height must be positive" msgstr "宽度和高度必须为正数" #: /Runtime/Graphics/Image.cpp:2077 msgctxt "Error Message in Image.cpp" msgid "Cannot access pixel data of compressed texture formats which cannot be partially decompressed (such as Crunch)." msgstr "无法访问不能部分解压缩(例如 Crunch)的压缩纹理格式的像素数据。" #: /Runtime/Graphics/Image.cpp:2179 msgctxt "Error Message in Image.cpp" msgid "Array size must be at least width*height" msgstr "数组大小必须至少为宽*高" #: /Runtime/Graphics/Image.cpp:2185 msgctxt "Error Message in Image.cpp" msgid "Texture rectangle is out of bounds" msgstr "纹理矩形超出范围" #: /Runtime/Graphics/CrunchCompression.cpp:26 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed getting crunch texture info." msgstr "获得紧缩纹理信息失败。" #: /Runtime/Graphics/CrunchCompression.cpp:32 msgctxt "Error Message in CrunchCompression.cpp" msgid "The texture could not be loaded because it has been encoded with an older version of Crunch. This can happen when loading AssetBundles containing Crunch-compressed textures built with Unity version prior to 2017.3" msgstr "无法加载纹理,因为纹理已使用旧版本 Crunch 进行编码。加载使用 2017.3 之前的 Unity 版本生成的 Crunch 压缩纹理的 AssetBundles 时会发生这种情况" #: /Runtime/Graphics/CrunchCompression.cpp:83 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed unpacking crunch mip level." msgstr "拆解 crunch mip 级别失败。" #: /Runtime/Graphics/CrunchCompression.cpp:93 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed crunch end." msgstr "崩溃结束失败。" #: /Runtime/Graphics/SpriteUtility.cpp:136 msgctxt "Error Message in SpriteUtility.cpp" msgid "Sprite outline generation failed - could not read texture pixel data. Did you forget to make the texture readable?" msgstr "生成 Sprite 轮廓失败 - 无法读取纹理像素数据。您是否未将纹理设置为可读?" #: /Runtime/Graphics/SparseTexture.cpp:69 msgctxt "Error Message in SparseTexture.cpp" msgid "Sparse textures are not supported" msgstr "不支持稀疏纹理" #: /Runtime/Graphics/SparseTexture.cpp:76 msgctxt "Error Message in SparseTexture.cpp" msgid "SparseTexture has out of range width " msgstr "SparseTexture 超出范围宽度" #: /Runtime/Graphics/SparseTexture.cpp:76 msgctxt "Error Message in SparseTexture.cpp" msgid " height" msgstr "高度" #: /Runtime/Graphics/RenderTexture.cpp:1082 msgctxt "Error Message in RenderTexture.cpp" msgid "Cannot grab pixels into RenderTexture from memoryless texture. Remove memoryless flag from Texture." msgstr "无法从无记忆纹理中将像素抓取到 RenderTexture 中。请从纹理中移除无记忆标志。" #: /Runtime/Graphics/RenderTexture.cpp:1424 msgctxt "Error Message in RenderTexture.cpp" msgid "Invalid DepthBufferFormat!" msgstr "无效的 DepthBufferFormat!" #: /Runtime/Graphics/RenderTexture.cpp:1439 msgctxt "Error Message in RenderTexture.cpp" msgid "Invalid format used to a RenderTexture object" msgstr "用于 RenderTexture 对象的格式无效" #: /Runtime/Graphics/RenderTexture.cpp:1616 msgctxt "Error Message in RenderTexture.cpp" msgid "Unable to find shader used for Internal-CubemapToEquirect." msgstr "无法找到用于 Internal-CubemapToEquirect 的着色器。" #: /Runtime/Graphics/ShaderScriptBindings.cpp:247 msgctxt "Error Message in ShaderScriptBindings.cpp" msgid "Trying to create a material from string - this is no longer supported." msgstr "正在尝试从字符串中创建材质 - 不再支持。" #: /Runtime/Graphics/ShaderScriptBindings.cpp:284 msgctxt "Error Message in ShaderScriptBindings.cpp" msgid "Trying to copy properties from null material." msgstr "正在尝试从空材质中复制属性。" #: /Runtime/Graphics/CopyTexture.cpp:40 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture called with null source texture" msgstr "Graphics.CopyTexture 调用了空的源纹理" #: /Runtime/Graphics/CopyTexture.cpp:45 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture called with null destination texture" msgstr "Graphics.CopyTexture 调用了空的目标纹理" #: /Runtime/Graphics/CopyTexture.cpp:52 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture source render texture could not be created." msgstr "无法创建 Graphics.CopyTexture 源渲染纹理。" #: /Runtime/Graphics/CopyTexture.cpp:57 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture destination render texture could not be created." msgstr "无法创建 Graphics.CopyTexture 目标渲染纹理。" #: /Runtime/Graphics/CopyTexture.cpp:686 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.ConvertTexture is not supported on the target device." msgstr "目标设备不支持 Graphics.ConvertTexture。" #: /Runtime/Graphics/TrailRenderer.cpp:456 msgctxt "Error Message in TrailRenderer.cpp" msgid "TrailRenderer.GetPosition index out of bounds!" msgstr "TrailRenderer.GetPosition 索引超出范围!" #: /Runtime/Graphics/TrailRenderer.cpp:465 msgctxt "Error Message in TrailRenderer.cpp" msgid "TrailRenderer.GetPositions array is too small!" msgstr "TrailRenderer.GetPositions 数组太小!" #: /Runtime/Graphics/DrawUtil.cpp:209 msgctxt "Error Message in DrawUtil.cpp" msgid "Can't do instanced Graphics.DrawProcedural" msgstr "无法进行实例化 Graphics.DrawProcedural" #: /Runtime/Graphics/DrawUtil.cpp:239 msgctxt "Error Message in DrawUtil.cpp" msgid "Too much quads for DrawProcedural (platform does not support 32bits index buffer)" msgstr "DrawProcedural 的四元组太多(平台不支持 32bits 索引缓冲区)" #: /Runtime/Graphics/DrawUtil.cpp:246 msgctxt "Error Message in DrawUtil.cpp" msgid "Unable to create ProceduralQuad Index Buffer" msgstr "无法创建“ProceduralQuad 索引缓冲区”" #: /Runtime/Graphics/DrawUtil.cpp:288 msgctxt "Error Message in DrawUtil.cpp" msgid "Can't do indirect Graphics.DrawProcedural" msgstr "无法进行间接 Graphics.DrawProcedural" #: /Runtime/Graphics/DrawUtil.cpp:293 msgctxt "Error Message in DrawUtil.cpp" msgid "Graphics.DrawProceduralIndirect with invalid buffer" msgstr "带有无效缓冲区的 Graphics.DrawProceduralIndirect" #: /Runtime/Graphics/DrawUtil.cpp:299 msgctxt "Error Message in DrawUtil.cpp" msgid "DrawProceduralIndirect can't draw quads if platform does not support quad topology" msgstr "如果平台不支持四元拓扑,DrawProceduralIndirect 就无法绘制四边形" #: /Runtime/Graphics/AsyncUploadTexture.cpp:161 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "DoDeCruncherJob failed." msgstr "DoDeCruncherJob 失败。" #: /Runtime/Graphics/AsyncUploadTexture.cpp:284 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "AsyncResourceUpload failed." msgstr "AsyncResourceUpload 失败。" #: /Runtime/Graphics/Texture2D.cpp:1799 msgctxt "Error Message in Texture2D.cpp" msgid "Unable to create destination texture" msgstr "无法创建目标纹理" #: /Runtime/Graphics/AsyncGPUReadback.cpp:111 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Buffer has been disposed" msgstr "AsyncGPUReadback - 缓冲已经处理" #: /Runtime/Graphics/AsyncGPUReadback.cpp:250 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - ComputeBuffer is NULL" msgstr "AsyncGPUReadback - ComputeBuffer 为“空”" #: /Runtime/Graphics/AsyncGPUReadback.cpp:256 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - ComputeBufferID is invalid" msgstr "AsyncGPUReadback - ComputeBufferID 无效" #: /Runtime/Graphics/AsyncGPUReadback.cpp:276 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Texture is NULL" msgstr "AsyncGPUReadback - 纹理为“空”" #: /Runtime/Graphics/AsyncGPUReadback.cpp:282 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - TextureID is invalid" msgstr "AsyncGPUReadback - TextureID 无效" #: /Runtime/Graphics/MatrixStack.cpp:20 msgctxt "Error Message in MatrixStack.cpp" msgid "Matrix stack full depth reached" msgstr "已经达到矩阵堆栈全深度" #: /Runtime/Graphics/MatrixStack.cpp:42 msgctxt "Error Message in MatrixStack.cpp" msgid "Matrix stack empty" msgstr "矩阵堆栈为空" #: /Runtime/Graphics/Renderer.cpp:837 msgctxt "Error Message in Renderer.cpp" msgid "Invalid layer id. Please use the unique id of the layer (which is not the same as its index in the list)." msgstr "无效的层 Id。请使用层的唯一 id(与列表中的索引不同)。" #: /Runtime/Graphics/Mesh/SharedMeshData.cpp:109 msgctxt "Error Message in SharedMeshData.cpp" msgid "Unknown bonesPerVertex in GetBoneWeights()" msgstr "GetBoneWeights() 中的未知 bonesPerVertex" #: /Runtime/Graphics/Mesh/VertexData.cpp:1238 msgctxt "Error Message in VertexData.cpp" msgid "Index out of range in RemapVertexDataChannels()" msgstr "RemapVertexDataChannels() 中的索引超出范围" #: /Runtime/Graphics/Mesh/Mesh.cpp:613 msgctxt "Error Message in Mesh.cpp" msgid "Serialized bone weights have unexpected size" msgstr "序列化骨骼权重的大小超出预期" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:748 msgctxt "Error Message in SkinnedMeshRenderer.cpp" msgid "Failed to create compute skin pose buffer!" msgstr "创建计算皮肤动作缓冲区失败!" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:765 msgctxt "Error Message in SkinnedMeshRenderer.cpp" msgid "Failed to create GPU skin pose buffer!" msgstr "创建 GPU 皮肤动作缓冲区失败!" #: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:156 msgctxt "Error Message in MeshScriptBindings.cpp" msgid "Mesh component setting not implemented" msgstr "未实现网格组件设置" #: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:472 msgctxt "Error Message in MeshScriptBindings.cpp" msgid "subMeshCount can't be set to negative value" msgstr "subMeshCount 不能设置为负值" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:24 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Unknown VertexDataType" msgstr "未知的 VertexDataType" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:59 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Format does not match a VertexDataType" msgstr "格式与 VertexDataType 不匹配" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:67 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Invalid number of vertex streams" msgstr "无效的定点流数量" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:90 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Vertex layout requires Float3 or Float4 positions" msgstr "顶点布局需要 Float3 或 Float4 位置" #: /Runtime/Graphics/Mesh/CompressedMesh.cpp:487 msgctxt "Error Message in CompressedMesh.cpp" msgid "Corrupt compressed mesh" msgstr "损坏的压缩网格" #: /Runtime/Graphics/Mesh/WeldVertices.cpp:11 msgctxt "Error Message in WeldVertices.cpp" msgid "WeldVertices expects float3 positions as first channel" msgstr "WeldVertices 期望 float3 位置成为第一个通道" #: /Runtime/Graphics/CommandBuffer/RenderingCommandBuffer.cpp:2636 msgctxt "Warning Message in RenderingCommandBuffer.cpp" msgid "Calling RestoreAsyncCompilation without matching SetAsyncCompilation" msgstr "调用 RestoreAsyncCompilation 时无匹配的 SetAsyncCompilation" #: /Runtime/Graphics/CommandBuffer/RenderingCommandBuffer.cpp:2651 msgctxt "Warning Message in RenderingCommandBuffer.cpp" msgid "Calling SetAsyncCompilation without matching RestoreAsyncCompilation" msgstr "调用 SetAsyncCompilation 时无匹配的 RestoreAsyncCompilation" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:476 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Missing instance ID from RenderTexture given to RenderTargetIdentifier!" msgstr "缺少 RenderTexture 赋予 RenderTargetIdentifier 的实例 ID!" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:616 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Attempting to start a subpass with color attachment not bound to the RenderPass!" msgstr "尝试启动一个没有绑定到 RenderPass 的颜色附件的子通道!" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:627 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Attempting to start a subpass with input attachment not bound to the RenderPass!" msgstr "尝试启动一个没有绑定到 RenderPass 的输入附件的子通道!" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:664 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Attempting to start a new RenderPass without disposing the previously active one first!" msgstr "尝试在不首先处理之前活动的 RenderPass 情况下启动一个新的 RenderPass!" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:1070 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?)." msgstr "SRP 不支持递归渲染(是否正在从渲染管道中调用 Camera.Render?)。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:97 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Camera set to be used as occlusion visualization camera was not valid for rendering." msgstr "设置为遮挡可视化摄像机的摄像机无法用于渲染。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:277 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Culling parameters has no valid culling planes" msgstr "剔除参数没有有效的剔除平面" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:283 msgctxt "Error Message in ScriptableCulling.cpp" msgid "A valid camera must be specified to provide for per-camera intermediate renderers & LOD fade" msgstr "必须指定有效的摄像机,以便提供每个摄像机的中间渲染器和 LOD 淡化" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:423 msgctxt "Error Message in ScriptableCulling.cpp" msgid "FillLightAndReflectionProbeIndices Compute buffer size must be big enough to hold the full light and reflection probe index count." msgstr "FillLightAndReflectionProbeIndices 计算缓冲区大小必须足够大,以便保持全光和反射探测器索引数。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:758 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Out of range light index" msgstr "超出范围的光照指数" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawShadows.cpp:670 msgctxt "Error Message in ScriptableDrawShadows.cpp" msgid "A valid CullResults must be assigned to DrawShadows" msgstr "必须将有效的 CullResults 分配给 DrawShadows" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawShadows.cpp:678 msgctxt "Error Message in ScriptableDrawShadows.cpp" msgid "Light index must be a valid shadow casting light" msgstr "光指数必须是有效的阴影投射光" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1085 msgctxt "Error Message in ScriptableDrawRenderers.cpp" msgid "A valid CullResults must be assigned to DrawRenderers" msgstr "必须将有效的 CullResults 分配给 DrawRenderers" #: /Runtime/Modules/LoadDylib.cpp:43 msgctxt "Error Message in LoadDylib.cpp" msgid "Dynamic module loading not implemented" msgstr "未实现动态模块加载" #: /Runtime/2D/Renderer/SpriteRendererGroup.cpp:242 msgctxt "Warning Message in SpriteRendererGroup.cpp" msgid "Incomplete mesh data in Sprite. Please reimport or recreate the Sprite." msgstr "" #: /Runtime/2D/Common/SpriteDataAccess.cpp:211 msgctxt "Error Message in SpriteDataAccess.cpp" msgid "Trying to write to an invalid channel from Sprite" msgstr "正在尝试从 Sprite 写入一个无效通道" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:125 msgctxt "Error Message in SpriteAtlas.cpp" msgid "Unable to load Sprite. Please ensure SpriteAtlas has access to included Sprites. This is usually accomplished via local files or a loaded Asset Bundle." msgstr "无法加载 Sprite。请确保 SpriteAtlas 可以访问包含的 Sprite。通常来说,可以通过本地文件或加载的“资源包”来说实现。" #: /Runtime/Transform/TransformHierarchyChangeDispatch.cpp:54 msgctxt "Error Message in TransformHierarchyChangeDispatch.cpp" msgid "TransformHierarchyChangeDispatch only supports up to 31 systems" msgstr "TransformHierarchyChangeDispatch 仅支持最多 31 个系统" #: /Runtime/Logging/LogAssert.cpp:1071 msgctxt "Error Message in LogAssert.cpp" msgid "Opening Console File is not supported on this platform." msgstr "不支持在此平台上打开“控制台文件”。" #: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageConverter.cpp:166 msgctxt "Error Message in ArchiveStorageConverter.cpp" msgid "Failed to close archive file after conversion" msgstr "转换后关闭存档文件失败" #: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageCreator.cpp:313 msgctxt "Error Message in ArchiveStorageCreator.cpp" msgid "Compression buffer must not be used for the streamed block!" msgstr "压缩缓冲区不能用于流式块!" #: /Editor/Mono/SceneHierarchy.cs:782 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty" msgstr "创建空对象" #: /Editor/Mono/SceneHierarchy.cs:783 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty Child" msgstr "创建空子对象" #: Editor/Src/AutoDocumentation.cpp:143 msgctxt "From AutoDocumentation" msgid "The local-space anchor from the base rigid-body." msgstr "基础刚体的局部空间锚。" #: Editor/Src/AutoDocumentation.cpp:144 msgctxt "From AutoDocumentation" msgid "Should the connected anchor be automatically configured to match the anchor in world space?" msgstr "是否应该自动配置连接的锚点以便匹配世界空间中的锚点?" #: Editor/Src/AutoDocumentation.cpp:145 msgctxt "From AutoDocumentation" msgid "The local-space anchor from the connected rigid-body." msgstr "来自连接的刚体的局部空间锚。" #: Editor/Src/AutoDocumentation.cpp:149 msgctxt "From AutoDocumentation" msgid "When we are animating transforms we cache the affect root transforms (The top most transform that covers all SendTransformChanged messages that need to sent)" msgstr "为转换绘制动画时,我们会缓存效果根转换(最上面的转换会覆盖所有需要发送的 SendTransformChanged 消息)。" #: Editor/Src/AutoDocumentation.cpp:166 msgctxt "From AutoDocumentation" msgid "TODO: Serialiaze and do not compute it at all on startup." msgstr "TODO:将其串行化,并在启动时完全不予计算。" #: Editor/Src/AutoDocumentation.cpp:183 msgctxt "From AutoDocumentation" msgid ": FIXME HACKED Time stopping" msgstr ": FIXME HACKED Time 停止" #: Editor/Src/AutoDocumentation.cpp:210 msgctxt "From AutoDocumentation" msgid "TransitionInterruptionSource." msgstr "TransitionInterruptionSource。" #: Editor/Src/AutoDocumentation.cpp:221 msgctxt "From AutoDocumentation" msgid "The angular drag to apply to rigid-bodies. This drag will be used on top of what already exists on the rigid-body and will result in reducing its angular speed. [ 0, 1000000 ]." msgstr "施加于刚体的角度阻力。该阻力将用于刚体上方已经存在的物体上,并将降低其角速度。[ 0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:223 msgctxt "From AutoDocumentation" msgid "The linear drag to apply to rigid-bodies. This drag will be used on top of what already exists on the rigid-body and will result in reducing its linear speed. [ 0, 1000000 ]." msgstr "施加于刚体的线性阻尼。它将用于刚体上方已经存在的物体上,并将降低其线速度。[ 0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:225 msgctxt "From AutoDocumentation" msgid "The angle of the force to be applied. [ -359.9999, 359.9999 ]." msgstr "要施加的力的角度。 [ -359.9999, 359.9999 ]。" #: Editor/Src/AutoDocumentation.cpp:227 msgctxt "From AutoDocumentation" msgid "The magnitude of the force to be applied. If the force is negative then it will be applied 180 degrees to the force direction. [ -1000000, 1000000 ]." msgstr "要施加的力的量级。如果力为负,则会在力方向的 180 度上施加。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:229 msgctxt "From AutoDocumentation" msgid "The target for where the effector applies any force. This allows the force to be applied to the center of mass or the collider position." msgstr "效果器施加力的目标。该目标允许力施加在质量中心或者碰撞器位置。" #: Editor/Src/AutoDocumentation.cpp:234 msgctxt "From AutoDocumentation" msgid "The variation (a random value from zero to the variation) added to the magnitude of the force to be applied. If the variation is negative then the force will be randomly reduced. [ -1000000, 1000000 ]." msgstr "增加到要应用的力强度的变化值(从零到变化值的随机值)。如果变化值为负,则力将随机减小。 [ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:236 msgctxt "From AutoDocumentation" msgid "Should the force angle use global space? When true, the angle is specified in global-space. When false, the angle is specified in local-space." msgstr "力的角度是否应该使用全局空间?如果为 true,则在全局空间中指定角度。如果为 false,则在局部空间中指定角度。" #: Editor/Src/AutoDocumentation.cpp:240 msgctxt "From AutoDocumentation" msgid "Associated file storage." msgstr "关联的文件存储。" #: Editor/Src/AutoDocumentation.cpp:241 msgctxt "From AutoDocumentation" msgid "Folder which we have to remove once the bundle is unloaded." msgstr "包卸载后必须移除的文件夹。" #: Editor/Src/AutoDocumentation.cpp:242 msgctxt "From AutoDocumentation" msgid "Map of InstanceIDs to paths for faster lookup in preoloading." msgstr "将 InstanceIDs 映射到路径以便在预加载中更快查找。" #: Editor/Src/AutoDocumentation.cpp:243 msgctxt "From AutoDocumentation" msgid "Map of asset names contained in the bundle. Multiple objects may have the same name." msgstr "bundle 中包含的资产名称的映射。多个对象可能有相同的名称。" #: Editor/Src/AutoDocumentation.cpp:244 msgctxt "From AutoDocumentation" msgid "True if m_ArchiveStorageCleanupPath is a cache path." msgstr "如果 m_ArchiveStorageCleanupPath 是一个缓存路劲,则为 True。" #: Editor/Src/AutoDocumentation.cpp:245 msgctxt "From AutoDocumentation" msgid "AssetInfo for the main asset. Has no associated name." msgstr "主要资产的 AssetInfo。没有关联的名称。" #: Editor/Src/AutoDocumentation.cpp:247 msgctxt "From AutoDocumentation" msgid "Map of asset paths contained in the bundle. Multiple objects may have the same path." msgstr "bundle 中包含的资产路径的映射。多个对象可能有相同的名称。" #: Editor/Src/AutoDocumentation.cpp:248 msgctxt "From AutoDocumentation" msgid "Table of objects that need to be pulled from the bundle by the preload manager when a specific asset is loaded from the bundle." msgstr "从包中加载特定资产时,需要预加载管理器从包中取出的对象表。" #: Editor/Src/AutoDocumentation.cpp:249 msgctxt "From AutoDocumentation" msgid "Map of InstanceIDs to types for faster lookup in preloading." msgstr "将 InstanceIDs 映射到类型以便在预加载中更快查找。" #: Editor/Src/AutoDocumentation.cpp:253 msgctxt "From AutoDocumentation" msgid "Records for all the objects that we are writing to the final bundle." msgstr "关于所有我们写入最终包的对象的记录。" #: Editor/Src/AutoDocumentation.cpp:254 msgctxt "From AutoDocumentation" msgid "GUIDs of all assets included in the bundle." msgstr "包中所有资产的 GUIDs。" #: Editor/Src/AutoDocumentation.cpp:255 msgctxt "From AutoDocumentation" msgid "Same as #m_IncludedObjects but restricted to just instance IDs." msgstr "与 #m_IncludedObjects 相同,但仅限于实例 IDs。" #: Editor/Src/AutoDocumentation.cpp:256 msgctxt "From AutoDocumentation" msgid "Set of objects to persist in the bundle." msgstr "包中持久对象集。" #: Editor/Src/AutoDocumentation.cpp:260 msgctxt "From AutoDocumentation" msgid "Constructed AB object reference." msgstr "已构造 AB 物体引用。" #: Editor/Src/AutoDocumentation.cpp:261 msgctxt "From AutoDocumentation" msgid "Name we want to refer to AB." msgstr "我们想要提及 AB 的名称。" #: Editor/Src/AutoDocumentation.cpp:262 msgctxt "From AutoDocumentation" msgid "If not 0, we calculate crc of an input data and compare it against this value to verify data integrity." msgstr "如果非 0,我们会计算输入数据的 crc,并将其与该值进行比较以验证数据完整性。" #: Editor/Src/AutoDocumentation.cpp:263 msgctxt "From AutoDocumentation" msgid "Path is a cache path." msgstr "路径是一个缓存路径。" #: Editor/Src/AutoDocumentation.cpp:264 msgctxt "From AutoDocumentation" msgid "Load result code." msgstr "加载结果码。" #: Editor/Src/AutoDocumentation.cpp:265 msgctxt "From AutoDocumentation" msgid "Error string." msgstr "错误字符串。" #: Editor/Src/AutoDocumentation.cpp:266 msgctxt "From AutoDocumentation" msgid "Final storage which is associated with a loaded AB." msgstr "与一个已加载 AB 相关的最终存储" #: Editor/Src/AutoDocumentation.cpp:267 msgctxt "From AutoDocumentation" msgid "Path of the folder where we store bundle's data." msgstr "我们存储包数据的文件夹路径。" #: Editor/Src/AutoDocumentation.cpp:271 msgctxt "From AutoDocumentation" msgid "Default chunk size for the cached archive." msgstr "缓存归档的默认数据块大小。" #: Editor/Src/AutoDocumentation.cpp:272 msgctxt "From AutoDocumentation" msgid "Output archive name." msgstr "输出存档名称。" #: Editor/Src/AutoDocumentation.cpp:273 msgctxt "From AutoDocumentation" msgid "Allow conversion to another format on a separate thread (another than FeedData is called on)." msgstr "允许在其他线程(调用除 FeedData 之外的另一线程)转换为另一格式。" #: Editor/Src/AutoDocumentation.cpp:274 msgctxt "From AutoDocumentation" msgid "Converter instance which is responsible for transforming solid-compressed archive to chunk-compressed archive." msgstr "转换器实例,负责将固体压缩包转换为块压缩包。" #: Editor/Src/AutoDocumentation.cpp:275 msgctxt "From AutoDocumentation" msgid "Cache identifier (filename) we use to save decompressed data. If empty, memory file is used." msgstr "用于保存解压数据的缓存标识符(文件名)。如果为空,则使用内存文件。" #: Editor/Src/AutoDocumentation.cpp:276 msgctxt "From AutoDocumentation" msgid "Temporary lock file which is used to prevent cache folder from deletion while data is being decompressed to the cache." msgstr "临时锁定文件,用来防止将数据解压缩到缓存时删除缓存文件夹。" #: Editor/Src/AutoDocumentation.cpp:288 msgctxt "From AutoDocumentation" msgid "When this flag is set, the clip will be treated as being ambisonic." msgstr "设置此标志后,剪辑将被视为全景声。" #: Editor/Src/AutoDocumentation.cpp:289 msgctxt "From AutoDocumentation" msgid "When this flag is set, multi-channel audio will be downmixed to a mono track before packing." msgstr "设置此标志后,多声道音频将在打包前缩减为单音音轨。" #: Editor/Src/AutoDocumentation.cpp:290 msgctxt "From AutoDocumentation" msgid "When this flag is set, the clip will load in the background and won't stall the main thread. Can be used in combination with the Preload Audio Data flag." msgstr "设置此标志后,剪辑将在后台加载,且不会使主线程停止。该选项可以结合“预加载音频数据”标志使用。" #: Editor/Src/AutoDocumentation.cpp:291 msgctxt "From AutoDocumentation" msgid "When this flag is set, audio will be normalized upon mono-downmixing." msgstr "设置此标志后,将在单音音轨低音混合时对音频进行规范化。" #: Editor/Src/AutoDocumentation.cpp:292 msgctxt "From AutoDocumentation" msgid "When this flag is not set, the AudioClip will first load its audio data when the LoadAudioData() function is called. Audio can be unloaded at any point via UnloadAudioData(). Note that streamed audio cannot be preloaded. This is to reduce the number of open file handles for which the allowed maximum is rather low on many platforms." msgstr "如果未设置此标志,则在调用 LoadAudioData() 函数时,AudioClip 将首先加载其音频数据。您可以通过 UnloadAudioData() 随时卸载音频。请注意,无法预加载流式音频。这是为了减少打开文件句柄的数量,因为许多平台上允许的这个数量的最大值都很低。" #: Editor/Src/AutoDocumentation.cpp:296 msgctxt "From AutoDocumentation" msgid "Preferred Speaker Mode used in the editor and player." msgstr "编辑器和播放器中使用的“首选扬声器模式”。" #: Editor/Src/AutoDocumentation.cpp:306 msgctxt "From AutoDocumentation" msgid "The scaling factor at which doppler is calculated." msgstr "计算多普勒的比例因子。" #: Editor/Src/AutoDocumentation.cpp:307 msgctxt "From AutoDocumentation" msgid "The scaling factor at which distance rolloff curves are applied." msgstr "应用于距离衰减曲线的比例因子。" #: Editor/Src/AutoDocumentation.cpp:308 msgctxt "From AutoDocumentation" msgid "Completely disable audio (in standalone builds only)" msgstr "完全禁用音频(仅限单机版)" #: Editor/Src/AutoDocumentation.cpp:309 msgctxt "From AutoDocumentation" msgid "Number of real voices that can be played at the same time. Every frame the loudest voices will be picked." msgstr "可以同时播放的真实声音的数量。每一帧都会拾取最响亮的声音。" #: Editor/Src/AutoDocumentation.cpp:310 msgctxt "From AutoDocumentation" msgid "Size of sample output buffer." msgstr "样本输出缓冲区的大小。" #: Editor/Src/AutoDocumentation.cpp:317 msgctxt "From AutoDocumentation" msgid "Output sample rate. If set to 0, the sample rate of the system will be used. Also note that this only serves as a reference as only certain platforms allow changing this, such as IOS or Android." msgstr "输出采样率。如果设置为 0,则将使用系统的采样率。另请注意,这仅仅是一个参考,因为只有某些平台才允许更改此项设置,例如 IOS 或 Android。" #: Editor/Src/AutoDocumentation.cpp:318 msgctxt "From AutoDocumentation" msgid "The Spatializer Plugin currently active for this project. All Spatialized AudioSources will use this plugin." msgstr "此项目中已激活空间定位插件。所有的空间定位的 AudioSources 将使用此插件。" #: Editor/Src/AutoDocumentation.cpp:319 msgctxt "From AutoDocumentation" msgid "Number of virtual voices that the audio system manages. This value should always be larger than the number of voices played by the game. If not, warnings will be shown in the console." msgstr "音频系统管理的虚拟语音的数量。该值应始终大于游戏所播放的声音的数量。如果没有,控制台中间将显示警告。" #: Editor/Src/AutoDocumentation.cpp:320 msgctxt "From AutoDocumentation" msgid "When enabled dynamically turn off effects and spatializers on AudioSources that are culled in order to save CPU." msgstr "启用后,会动态关闭 AudioSources 上已剔除的效果和空间化器,以便节省 CPU。" #: Editor/Src/AutoDocumentation.cpp:321 msgctxt "From AutoDocumentation" msgid "Global attenuation setting." msgstr "全局衰减设置。" #: Editor/Src/AutoDocumentation.cpp:401 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any applied effects on AudioSource." msgstr "绕过/忽略 AudioSource 上的所有已应用效果。" #: Editor/Src/AutoDocumentation.cpp:402 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any applied effects from listener." msgstr "绕过/忽略监听器所有已应用效果。" #: Editor/Src/AutoDocumentation.cpp:403 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any reverb zones." msgstr "绕过/忽略所有混响区域。" #: Editor/Src/AutoDocumentation.cpp:404 msgctxt "From AutoDocumentation" msgid "Sets the specific doppler scale for the source." msgstr "设置源的多普勒比例。" #: Editor/Src/AutoDocumentation.cpp:405 msgctxt "From AutoDocumentation" msgid "Allow source to play even though AudioListener is paused (for GUI sounds)" msgstr "允许在 AudioListener 暂停时(GUI 声音)播放源" #: Editor/Src/AutoDocumentation.cpp:406 msgctxt "From AutoDocumentation" msgid "Set the source to loop. If loop points are defined in the clip, these will be respected." msgstr "设置源循环。如果剪辑中定义了循环点,则将遵循这些循环点。" #: Editor/Src/AutoDocumentation.cpp:407 msgctxt "From AutoDocumentation" msgid "MaxDistance is the distance a sound stops attenuating at." msgstr "MaxDistance 是声音停止衰减的距离。" #: Editor/Src/AutoDocumentation.cpp:408 msgctxt "From AutoDocumentation" msgid "Within the minDistance, the volume will stay at the loudest possible. Outside of this mindistance it begins to attenuate." msgstr "在 minDistance 内,音量将保持最大。超出此 mindistance 后,音量将开始衰减。" #: Editor/Src/AutoDocumentation.cpp:409 msgctxt "From AutoDocumentation" msgid "Mutes the sound." msgstr "静音此声音。" #: Editor/Src/AutoDocumentation.cpp:410 msgctxt "From AutoDocumentation" msgid "Sets a source's pan position linearly. Only applicable on 2D sounds." msgstr "线性设置源的扇形位置。仅适用于 2D 声音。" #: Editor/Src/AutoDocumentation.cpp:411 msgctxt "From AutoDocumentation" msgid "Sets the priority of the source. A sound with a lower priority will more likely be stolen by high priorities sounds." msgstr "设置源的优先级。请注意具有较大优先级值的声音,更有可能被优先级数值越小的声音超越。" #: Editor/Src/AutoDocumentation.cpp:412 msgctxt "From AutoDocumentation" msgid "Apply spatialized panning." msgstr "应用空间声像处理。" #: Editor/Src/AutoDocumentation.cpp:413 msgctxt "From AutoDocumentation" msgid "Applies spatialization after effect filters." msgstr "在效果过滤器后应用空间化。" #: Editor/Src/AutoDocumentation.cpp:414 msgctxt "From AutoDocumentation" msgid "backward compatibility props" msgstr "后向兼容属性" #: Editor/Src/AutoDocumentation.cpp:415 msgctxt "From AutoDocumentation" msgid "Sets the frequency of the sound. Use this to slow down or speed up the sound." msgstr "设置声音的频率。使用此选项可对声音减速或加速。" #: Editor/Src/AutoDocumentation.cpp:416 msgctxt "From AutoDocumentation" msgid "Play the sound when the scene loads." msgstr "场景载入时播放声音。" #: Editor/Src/AutoDocumentation.cpp:417 msgctxt "From AutoDocumentation" msgid "Sets the volume of the sound." msgstr "设置声音的音量。" #: Editor/Src/AutoDocumentation.cpp:427 msgctxt "From AutoDocumentation" msgid "Blend Node type." msgstr "混合节点类型" #: Editor/Src/AutoDocumentation.cpp:438 msgctxt "From AutoDocumentation" msgid "The radius of the edge(s). [ 0.0, 1000000 ]." msgstr "边缘的半径。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:440 msgctxt "From AutoDocumentation" msgid "The size of the box." msgstr "盒尺寸。" #: Editor/Src/AutoDocumentation.cpp:444 msgctxt "From AutoDocumentation" msgid "The angular drag when touching the fluid. This slows any angular motion. 0 means no friction. [ 0, 1000000 ]." msgstr "触碰流体时的角度阻力。该阻力可以减缓所有角向运动。 0 表示无摩擦。 [ 0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:446 msgctxt "From AutoDocumentation" msgid "The density of the fluid. Colliders with a higher density sink, those with a lower density float, and those with the same density appear suspended in the fluid. [ 0, 1000000 ]." msgstr "流体的密度。密度较大的碰撞器会下沉,密度较小的碰撞器会上浮,密度与流体相同的碰撞器会悬浮在流体中。[ 0, 1000000 ]." #: Editor/Src/AutoDocumentation.cpp:448 msgctxt "From AutoDocumentation" msgid "The angle of the flow force to be applied. [ -359.9999, 359.9999 ]." msgstr "要施加的流动力的角度。 [ -359.9999, 359.9999 ]。" #: Editor/Src/AutoDocumentation.cpp:450 msgctxt "From AutoDocumentation" msgid "The magnitude of the flow force to be applied. If the magnitude is negative then it will be applied 180 degrees to the flow direction. [ -1000000, 1000000 ]." msgstr "要施加的力的量级。如果量级为负,则会在流动方向的 180 度上施加力。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:452 msgctxt "From AutoDocumentation" msgid "The variation (a random value from zero to the variation) added to the magnitude of the flow to be applied. If the variation is negative then the flow magnitude will be randomly reduced. [ -1000000, 1000000 ]." msgstr "增加到要应用的流体强度的变化值(从零到变化值的随机值)。如果变化值为负,则流体强度将随机减小。 [ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:454 msgctxt "From AutoDocumentation" msgid "The linear drag when touching the fluid. This slows any linear motion. 0 means no friction. [ 0, 1000000 ]." msgstr "触碰流体时的线性阻尼。它可以减缓所有线性运动。0 表示无摩擦。 [ 0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:456 msgctxt "From AutoDocumentation" msgid "The local-space surface level that determines the 'surface' of the fluid. This can be positive or negative." msgstr "决定流体“表面”的局部空间表面水平。" #: Editor/Src/AutoDocumentation.cpp:460 msgctxt "From AutoDocumentation" msgid "The color to which camera clears the screen." msgstr "相机清除屏幕的颜色。" #: Editor/Src/AutoDocumentation.cpp:468 msgctxt "From AutoDocumentation" msgid "Which layers the camera renders." msgstr "摄像机渲染的图层。" #: Editor/Src/AutoDocumentation.cpp:469 msgctxt "From AutoDocumentation" msgid "A camera with a larger depth is drawn on top of a camera with a smaller depth [ -100, 100 ]." msgstr "绘制摄像机时深度越大位置越靠上 [ -100 , 100 ]。" #: Editor/Src/AutoDocumentation.cpp:471 msgctxt "From AutoDocumentation" msgid "Which layers receive events." msgstr "接收事件的图层" #: Editor/Src/AutoDocumentation.cpp:472 msgctxt "From AutoDocumentation" msgid "Far clipping plane." msgstr "远剪裁平面。" #: Editor/Src/AutoDocumentation.cpp:473 msgctxt "From AutoDocumentation" msgid "Vertical Field of view of the camera [ 0.00001, 179 ]." msgstr "摄像机的垂直视野 [ 0.00001, 179 ]。" #: Editor/Src/AutoDocumentation.cpp:475 msgctxt "From AutoDocumentation" msgid "Near clipping plane." msgstr "近剪裁平面。" #: Editor/Src/AutoDocumentation.cpp:476 msgctxt "From AutoDocumentation" msgid "Is camera orthographic?" msgstr "摄像机是正交的?" #: Editor/Src/AutoDocumentation.cpp:477 msgctxt "From AutoDocumentation" msgid "Rendering path to use." msgstr "要使用的渲染路径。" #: Editor/Src/AutoDocumentation.cpp:485 msgctxt "From AutoDocumentation" msgid "Target Display Index. Can be between 1 to 8. 0 is default display {0, 8}." msgstr "目标显示索引。该索引的范围为 1 到 8. 0 为默认值{0, 8}。" #: Editor/Src/AutoDocumentation.cpp:486 msgctxt "From AutoDocumentation" msgid "The texture to render this camera into." msgstr "用于渲染此相机的纹理。" #: Editor/Src/AutoDocumentation.cpp:496 msgctxt "From AutoDocumentation" msgid "[ 0, infinity ]" msgstr "[ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:503 msgctxt "From AutoDocumentation" msgid "The direction of the capsule." msgstr "胶囊的方向。" #: Editor/Src/AutoDocumentation.cpp:508 msgctxt "From AutoDocumentation" msgid "The size of the capsule." msgstr "胶囊尺寸。" #: Editor/Src/AutoDocumentation.cpp:518 msgctxt "From AutoDocumentation" msgid "[ 0.0001, infinity ]" msgstr "[ 0.0001, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:520 msgctxt "From AutoDocumentation" msgid "[ 0, 180 ]" msgstr "[ 0, 180 ]" #: Editor/Src/AutoDocumentation.cpp:527 msgctxt "From AutoDocumentation" msgid "The radius of the circle. [ 0.0001, 1000000 ]." msgstr "圆的半径。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:532 msgctxt "From AutoDocumentation" msgid "Name of the device." msgstr "设备名称。" #: Editor/Src/AutoDocumentation.cpp:533 msgctxt "From AutoDocumentation" msgid "The joystick number or sensor number of a device that have multiple inputs." msgstr "有多个输入的设备的操作杆编号或传感器编号。" #: Editor/Src/AutoDocumentation.cpp:534 msgctxt "From AutoDocumentation" msgid "User friendly name used to access this input from script." msgstr "用于从脚本访问此输入的用户友好名称。" #: Editor/Src/AutoDocumentation.cpp:535 msgctxt "From AutoDocumentation" msgid "URL of the VRPN server." msgstr "VRPN 服务器的 URL。" #: Editor/Src/AutoDocumentation.cpp:546 msgctxt "From AutoDocumentation" msgid "The density of the collider. This is only used when attached to a rigid-body that is using the auto-mass. A density of zero, stops this collider from participating in the mass calculations. { 0.0, 1000000 }." msgstr "碰撞器的密度。该值仅在连接到使用自动质量的刚体时使用。密度为零时会阻止该碰撞器参与质量计算。 { 0.0, 1000000 }。" #: Editor/Src/AutoDocumentation.cpp:547 msgctxt "From AutoDocumentation" msgid "Whether the collider behaves as a trigger or not." msgstr "碰撞器是否表现为触发器。" #: Editor/Src/AutoDocumentation.cpp:548 msgctxt "From AutoDocumentation" msgid "The physics material used by the collider. Overrides any Rigidbody2D or global physics material." msgstr "碰撞器使用的物理材质。这些材质会替代任何 Rigidbody2D 或全局物理材质。" #: Editor/Src/AutoDocumentation.cpp:549 msgctxt "From AutoDocumentation" msgid "The local offset of the collider geometry." msgstr "碰撞器几何体的局部偏移。" #: Editor/Src/AutoDocumentation.cpp:550 msgctxt "From AutoDocumentation" msgid "Whether the collider can be used by an attached composite collider or not." msgstr "碰撞器是否可以由附加的复合碰撞器使用。" #: Editor/Src/AutoDocumentation.cpp:551 msgctxt "From AutoDocumentation" msgid "Whether the collider is used by an attached effector or not." msgstr "碰撞器是否可以由附加的效果器使用。" #: Editor/Src/AutoDocumentation.cpp:557 msgctxt "From AutoDocumentation" msgid "Controls when the collider generation happens." msgstr "控制碰撞器的生成时间。" #: Editor/Src/AutoDocumentation.cpp:562 msgctxt "From AutoDocumentation" msgid "Controls the type of geometry created by the composite." msgstr "控制复合创建的几何类型。" #: Editor/Src/AutoDocumentation.cpp:567 msgctxt "From AutoDocumentation" msgid "Distance vertices are offset by when compositing multiple shapes. Any vertices between shapes within this distance will be combined. [ 0.000005, 1000000 ]." msgstr "合成多个形状时的顶点偏移距离。形状之间位于此距离内的任何顶点都将合并。[ 0.000005, 1000000 ]." #: Editor/Src/AutoDocumentation.cpp:569 msgctxt "From AutoDocumentation" msgid "Controls the allowed distance between generated vertices. Any vertices closer than or equal to this distance will be removed. [ 0.0005, 1000000 ]." msgstr "控制生成的顶点之间允许的距离。任何小于或等于此距离的顶点都将被删除。[ 0.0005, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:574 msgctxt "From AutoDocumentation" msgid "Force applied globally." msgstr "全局应用的力。" #: Editor/Src/AutoDocumentation.cpp:575 msgctxt "From AutoDocumentation" msgid "Force applied locally." msgstr "局部应用的力。" #: Editor/Src/AutoDocumentation.cpp:576 msgctxt "From AutoDocumentation" msgid "Torque applied locally." msgstr "局部扭矩。" #: Editor/Src/AutoDocumentation.cpp:577 msgctxt "From AutoDocumentation" msgid "Torque applied globally." msgstr "全局扭矩。" #: Editor/Src/AutoDocumentation.cpp:581 msgctxt "From AutoDocumentation" msgid "The force to apply globally each physics update." msgstr "每次物理更新时全局施加的力。" #: Editor/Src/AutoDocumentation.cpp:582 msgctxt "From AutoDocumentation" msgid "The force to apply locally each physics update." msgstr "每次物理更新时局部施加的力。" #: Editor/Src/AutoDocumentation.cpp:583 msgctxt "From AutoDocumentation" msgid "The torque to apply each physics update." msgstr "每次物理更新时应用的扭矩。" #: Editor/Src/AutoDocumentation.cpp:587 msgctxt "From AutoDocumentation" msgid "Should the distance be automatically calculated from the relative distance between the anchor points?" msgstr "是否应该通过锚点之间的相对距离自动计算距离?" #: Editor/Src/AutoDocumentation.cpp:588 msgctxt "From AutoDocumentation" msgid "The distance (or maximum distance) which the joint should attempt to maintain between attached bodies. [ 0.005, 1000000 ]." msgstr "关节应该试图在附着体之间保持的距离(或最大距离)。[ 0.005, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:590 msgctxt "From AutoDocumentation" msgid "Whether to maintain a maximum distance only or not. If not then the absolute distance will be maintained instead." msgstr "是否仅保持最大距离。如果不是,则保持绝对距离。" #: Editor/Src/AutoDocumentation.cpp:599 msgctxt "From AutoDocumentation" msgid "The mask used to select specific layers allowed to interact with the effector. This overrides the global collision layers used for collision." msgstr "用来选择允许与效果器发生交互的特定层的遮罩。该遮罩会替代全局碰撞层用来碰撞的遮罩。" #: Editor/Src/AutoDocumentation.cpp:600 msgctxt "From AutoDocumentation" msgid "Should the collider mask be used or the global collision matrix? When true, the collider mask is used. When false, the global collision matrix is used." msgstr "应该使用碰撞器遮罩还是全局碰撞矩阵?如果为 true,则使用碰撞器遮罩。如果为 false,则使用全局碰撞矩阵。" #: Editor/Src/AutoDocumentation.cpp:604 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation whilst trying to achieve the fixed constraint. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "试图实现固定约束的振荡的阻尼比。 0 表示无阻尼。 1 表示临界阻尼。[ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:606 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the rotational oscillation whilst trying to achieve the fixed constraint. [ 0.0, 1000000 ]." msgstr "以 Hertz 为单位的试图实现固定约数的悬架振动的频率。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:611 msgctxt "From AutoDocumentation" msgid "The individual flare elements." msgstr "单个光晕元素。" #: Editor/Src/AutoDocumentation.cpp:612 msgctxt "From AutoDocumentation" msgid "The texture used for the flare elements." msgstr "用于光晕元素的纹理。" #: Editor/Src/AutoDocumentation.cpp:613 msgctxt "From AutoDocumentation" msgid "Flare element layout in the texture." msgstr "纹理中的眩光元素布局。" #: Editor/Src/AutoDocumentation.cpp:625 msgctxt "From AutoDocumentation" msgid "The maximum force which the joint should use to reduce the relative linear velocities. [ 0.0, 1000000 ]." msgstr "关节为了降低相对线性速度应该使用的最大力。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:627 msgctxt "From AutoDocumentation" msgid "The maximum torque which the joint should use to reduce the relative angular velocities. [ 0.0, 1000000 ]." msgstr "关节为了降低角速度应使用的最大扭矩。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:632 msgctxt "From AutoDocumentation" msgid "Text alignment." msgstr "文本对齐。" #: Editor/Src/AutoDocumentation.cpp:644 msgctxt "From AutoDocumentation" msgid "Border of the background images." msgstr "背景图片框" #: Editor/Src/AutoDocumentation.cpp:645 msgctxt "From AutoDocumentation" msgid "Clip offset." msgstr "剪裁偏移。" #: Editor/Src/AutoDocumentation.cpp:646 msgctxt "From AutoDocumentation" msgid "Clipping mode to use." msgstr "使用剪裁模式。" #: Editor/Src/AutoDocumentation.cpp:651 msgctxt "From AutoDocumentation" msgid "Pixel offset to apply to the content of this GUIstyle." msgstr "应用到此 GUIstyle 内容的像素偏移。" #: Editor/Src/AutoDocumentation.cpp:652 msgctxt "From AutoDocumentation" msgid "If non-0, that axis is always draw at the specified size." msgstr "如果非 0,则那个轴总会描绘到指定大小。" #: Editor/Src/AutoDocumentation.cpp:654 msgctxt "From AutoDocumentation" msgid "The font to use. If not set, the font is read from the main GUISkin." msgstr "使用的字号。如果未设置,则从主 GUISkin 中读取字体。" #: Editor/Src/AutoDocumentation.cpp:655 msgctxt "From AutoDocumentation" msgid "The font size to use. Set to 0 to use default font size. Only applicable for dynamic fonts." msgstr "使用的字号。设置为 0 则使用默认字号。仅适用于动态字体。" #: Editor/Src/AutoDocumentation.cpp:656 msgctxt "From AutoDocumentation" msgid "The font style to use. Only applicable for dynamic fonts." msgstr "使用的字号。仅适用于动态字体。" #: Editor/Src/AutoDocumentation.cpp:663 msgctxt "From AutoDocumentation" msgid "How image and text is combined." msgstr "图像和文本如何结合。" #: Editor/Src/AutoDocumentation.cpp:670 msgctxt "From AutoDocumentation" msgid "Spacing between this element and ones next to it." msgstr "此元素与其旁边元素之间的间距。" #: Editor/Src/AutoDocumentation.cpp:671 msgctxt "From AutoDocumentation" msgid "Extra size to use for the background images." msgstr "背景图片使用的额外尺寸。" #: Editor/Src/AutoDocumentation.cpp:672 msgctxt "From AutoDocumentation" msgid "Distance from outer edge to contents." msgstr "从外边缘到内容的距离。" #: Editor/Src/AutoDocumentation.cpp:673 msgctxt "From AutoDocumentation" msgid "Use HTML-style markup." msgstr "Use HTML-style markup." #: Editor/Src/AutoDocumentation.cpp:674 msgctxt "From AutoDocumentation" msgid "What happens with content that goes outside the control" msgstr "超出控制范围的内容会发生什么" #: Editor/Src/AutoDocumentation.cpp:679 msgctxt "From AutoDocumentation" msgid "Word wrap the text?" msgstr "文本自动换行?" #: Editor/Src/AutoDocumentation.cpp:683 msgctxt "From AutoDocumentation" msgid "A gap in-between each cell volume." msgstr "每个单元格卷之间的间隙。" #: Editor/Src/AutoDocumentation.cpp:684 msgctxt "From AutoDocumentation" msgid "The layout of each cell." msgstr "每个单元格的布局。" #: Editor/Src/AutoDocumentation.cpp:691 msgctxt "From AutoDocumentation" msgid "The volume each cell occupies." msgstr "每个单元格占据的体积。" #: Editor/Src/AutoDocumentation.cpp:692 msgctxt "From AutoDocumentation" msgid "The swizzle of each cell. The swizzle will rearrange the selected XYZ of cell positions." msgstr "重排每个单元格。重排会重新排列选定的单元格位置的 XYZ。" #: Editor/Src/AutoDocumentation.cpp:704 msgctxt "From AutoDocumentation" msgid "Raw heightmap." msgstr "原始高度贴图。" #: Editor/Src/AutoDocumentation.cpp:708 msgctxt "From AutoDocumentation" msgid "The joint angle limits." msgstr "关节角度限制。" #: Editor/Src/AutoDocumentation.cpp:709 msgctxt "From AutoDocumentation" msgid "The joint motor." msgstr "关节马达。" #: Editor/Src/AutoDocumentation.cpp:710 msgctxt "From AutoDocumentation" msgid "Whether to use the angle limits or not." msgstr "是否使用角度限制。" #: Editor/Src/AutoDocumentation.cpp:711 msgctxt "From AutoDocumentation" msgid "Whether to use the joint motor or not." msgstr "是否使用关节马达。" #: Editor/Src/AutoDocumentation.cpp:715 msgctxt "From AutoDocumentation" msgid "Alternative Button to be pressed for movement in negative direction." msgstr "按下替代按钮即向反方向移动。" #: Editor/Src/AutoDocumentation.cpp:716 msgctxt "From AutoDocumentation" msgid "Alternative Button to be pressed for movement in positive direction." msgstr "按下替代按钮即向正方向移动。" #: Editor/Src/AutoDocumentation.cpp:717 msgctxt "From AutoDocumentation" msgid "Axis to use." msgstr "使用的轴。" #: Editor/Src/AutoDocumentation.cpp:748 msgctxt "From AutoDocumentation" msgid "Size of the analog dead zone. All analog device values within this range map to neutral." msgstr "模拟死区的大小。此范围内的所有模拟设备值都会映射为中性。" #: Editor/Src/AutoDocumentation.cpp:749 msgctxt "From AutoDocumentation" msgid "Name presented to the user for setup if present." msgstr "设置时呈现给用户的名称,如果有的话。" #: Editor/Src/AutoDocumentation.cpp:750 msgctxt "From AutoDocumentation" msgid "Name for negative Button presented to the user for setup if present." msgstr "呈现给用户进行设置(如果存在)的取消“按钮”。" #: Editor/Src/AutoDocumentation.cpp:751 msgctxt "From AutoDocumentation" msgid "Speed (in units/sec) that the output value falls towards neutral when device at rest." msgstr "设备休息时输出值的回落速度(单位/秒)" #: Editor/Src/AutoDocumentation.cpp:752 msgctxt "From AutoDocumentation" msgid "flip positive and negative?" msgstr "翻转正面和负面?" #: Editor/Src/AutoDocumentation.cpp:753 msgctxt "From AutoDocumentation" msgid "Joystick identifier index." msgstr "操作杆标识符索引。" #: Editor/Src/AutoDocumentation.cpp:773 msgctxt "From AutoDocumentation" msgid "Hashed version of the name for fast name-based searching." msgstr "用于快速名称搜索的哈希版本名称。" #: Editor/Src/AutoDocumentation.cpp:774 msgctxt "From AutoDocumentation" msgid "Button to be pressed for movement in negative direction." msgstr "负向移动按钮" #: Editor/Src/AutoDocumentation.cpp:775 msgctxt "From AutoDocumentation" msgid "Button to be pressed for movement in positive direction." msgstr "正向移动按钮" #: Editor/Src/AutoDocumentation.cpp:776 msgctxt "From AutoDocumentation" msgid "Speed to move towards target value for digital devices (in units per sec)" msgstr "向数字设备目标值移动的速度(单位每秒)" #: Editor/Src/AutoDocumentation.cpp:777 msgctxt "From AutoDocumentation" msgid "If we have input in opposite direction of current, do we jump to neutral and continue from there?" msgstr "如果我们有流的反方向输入,我们是否会跳到中性并从那里继续?" #: Editor/Src/AutoDocumentation.cpp:787 msgctxt "From AutoDocumentation" msgid "Whether this allocator needs to call Free()." msgstr "该分配器是否需要调用 Free()。" #: Editor/Src/AutoDocumentation.cpp:791 msgctxt "From AutoDocumentation" msgid "The magnitude of the force required to break the joint. Infinity makes the joint unbreakable." msgstr "打碎关节所需的力的量级。如果为“无穷大”,则关节坚不可摧。" #: Editor/Src/AutoDocumentation.cpp:792 msgctxt "From AutoDocumentation" msgid "The magnitude of the torque required to break the joint. Infinity makes the joint unbreakable." msgstr "打破关节所需的力的量级。如果为“无穷大”,则关节坚不可摧。" #: Editor/Src/AutoDocumentation.cpp:793 msgctxt "From AutoDocumentation" msgid "The rigid body to connect to. No rigid body connects to the scene." msgstr "要连接的刚体。没有连接到场景的刚体。" #: Editor/Src/AutoDocumentation.cpp:794 msgctxt "From AutoDocumentation" msgid "Should rigid bodies connected with this joint collide?" msgstr "与此关节连接的刚体是否应该发生碰撞?" #: Editor/Src/AutoDocumentation.cpp:798 msgctxt "From AutoDocumentation" msgid "Animate the cross-fading." msgstr "交叉淡化动画化。" #: Editor/Src/AutoDocumentation.cpp:800 msgctxt "From AutoDocumentation" msgid "Specify the fade mode for this LOD group" msgstr "指定此 LOD 组的淡化模式" #: Editor/Src/AutoDocumentation.cpp:806 msgctxt "From AutoDocumentation" msgid "An index into an array of LODGroup descriptors in the LODGroupManager." msgstr "LODGroupManager 中 LODGroup 描述符阵列的索引。" #: Editor/Src/AutoDocumentation.cpp:810 msgctxt "From AutoDocumentation" msgid "Every created LODGroup gets registered into this array." msgstr "每个创建的 LODGroup 都会注册到此数组中。" #: Editor/Src/AutoDocumentation.cpp:814 msgctxt "From AutoDocumentation" msgid "Brightness scale of the flare." msgstr "眩光亮度级别" #: Editor/Src/AutoDocumentation.cpp:815 msgctxt "From AutoDocumentation" msgid "Color of the flare." msgstr "眩光颜色" #: Editor/Src/AutoDocumentation.cpp:816 msgctxt "From AutoDocumentation" msgid "Is this lensflare directional (true) or positional (false)" msgstr "这个 lensflare 是方向性(true)还是位置性(false)" #: Editor/Src/AutoDocumentation.cpp:817 msgctxt "From AutoDocumentation" msgid "Fade speed of the flare." msgstr "眩光淡化速度。" #: Editor/Src/AutoDocumentation.cpp:818 msgctxt "From AutoDocumentation" msgid "Source flare asset to render." msgstr "要渲染的源眩光资产。" #: Editor/Src/AutoDocumentation.cpp:819 msgctxt "From AutoDocumentation" msgid "mask for layers that cannot hide flare" msgstr "无法隐藏光晕的图层的遮罩" #: Editor/Src/AutoDocumentation.cpp:823 msgctxt "From AutoDocumentation" msgid "Rect lights: size of Area Light 's rectangle. Disc lights: .x is the radius of the Disc light." msgstr "矩形光源:区域光的矩形大小。圆盘光源:.x 是圆盘光源的半径。" #: Editor/Src/AutoDocumentation.cpp:824 msgctxt "From AutoDocumentation" msgid "A colored gel can be put in front of the light source to tint the light." msgstr "可将有色凝胶放在光源前面以使光线着色。" #: Editor/Src/AutoDocumentation.cpp:825 msgctxt "From AutoDocumentation" msgid "Correlated color temperature. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin." msgstr "相关色温。从某个理想黑体发射的电磁辐射的色温定义为其以开尔文表示的表面温度。" #: Editor/Src/AutoDocumentation.cpp:826 msgctxt "From AutoDocumentation" msgid "Custom cookie (optional)" msgstr "自定义剪影(可选)" #: Editor/Src/AutoDocumentation.cpp:827 msgctxt "From AutoDocumentation" msgid "Cookie size for directional lights." msgstr "定向光剪影大小" #: Editor/Src/AutoDocumentation.cpp:828 msgctxt "From AutoDocumentation" msgid "The mask used for selectively lighting objects in the scene." msgstr "场景中选择性照明对象所用的遮罩。" #: Editor/Src/AutoDocumentation.cpp:829 msgctxt "From AutoDocumentation" msgid "Does the light have a halo?" msgstr "灯光是否有一个光晕?" #: Editor/Src/AutoDocumentation.cpp:830 msgctxt "From AutoDocumentation" msgid "Does the light have a flare?" msgstr "灯光是否有一个眩光?" #: Editor/Src/AutoDocumentation.cpp:831 msgctxt "From AutoDocumentation" msgid "Falloff of the spotlight inner cone from the outer cone." msgstr "聚光灯外锥到内锥的衰减。" #: Editor/Src/AutoDocumentation.cpp:832 msgctxt "From AutoDocumentation" msgid "Light intensity." msgstr "光照强度。" #: Editor/Src/AutoDocumentation.cpp:833 msgctxt "From AutoDocumentation" msgid "Per-layer shadow cull distances." msgstr "每层阴影剔除距离。" #: Editor/Src/AutoDocumentation.cpp:840 msgctxt "From AutoDocumentation" msgid "Light range." msgstr "光照范围。" #: Editor/Src/AutoDocumentation.cpp:841 msgctxt "From AutoDocumentation" msgid "Rendering mode for the light" msgstr "灯光渲染模式" #: Editor/Src/AutoDocumentation.cpp:847 msgctxt "From AutoDocumentation" msgid "Spot light shape" msgstr "聚光灯形状" #: Editor/Src/AutoDocumentation.cpp:853 msgctxt "From AutoDocumentation" msgid "Rendering Layer mask used for shadow culling." msgstr "用于阴影剔除的渲染层遮罩。" #: Editor/Src/AutoDocumentation.cpp:854 msgctxt "From AutoDocumentation" msgid "Shadow settings." msgstr "阴影设置" #: Editor/Src/AutoDocumentation.cpp:855 msgctxt "From AutoDocumentation" msgid "Angle of the spotlight cone." msgstr "聚光灯锥体角度。" #: Editor/Src/AutoDocumentation.cpp:856 msgctxt "From AutoDocumentation" msgid "Light type" msgstr "光照类型" #: Editor/Src/AutoDocumentation.cpp:864 msgctxt "From AutoDocumentation" msgid "Use Correlated color temperature for light color calculation else use regular RGB mode." msgstr "使用相关色温进行浅色计算,否则使用常规 RGB 模式。" #: Editor/Src/AutoDocumentation.cpp:898 msgctxt "From AutoDocumentation" msgid "ArchiveFileSystem that contains all the hash files from the GI cache associated with the scene." msgstr "包含与场景关联的 GI 缓存中所有散列文件的 ArchiveFileSystem。" #: Editor/Src/AutoDocumentation.cpp:899 msgctxt "From AutoDocumentation" msgid "Enlighten data version." msgstr "Enlighten 数据版本。" #: Editor/Src/AutoDocumentation.cpp:900 msgctxt "From AutoDocumentation" msgid "Enlighten runtime mapping information." msgstr "Enlighten 运行时贴图信息。" #: Editor/Src/AutoDocumentation.cpp:901 msgctxt "From AutoDocumentation" msgid "SceneObjectIdentifiers for the Renderer components corresponding to the entries in m_EnlightenSceneMapping." msgstr "对应 m_EnlightenSceneMapping 中条目的“渲染器”组件的 SceneObjectIdentifiers。" #: Editor/Src/AutoDocumentation.cpp:902 msgctxt "From AutoDocumentation" msgid "ArchiveFS reading from m_EnlightenData. Kept around only during lighting data asset loading." msgstr "来自 m_EnlightenData 的 ArchiveFS 读数。仅在照明数据资产加载期间显示。" #: Editor/Src/AutoDocumentation.cpp:903 msgctxt "From AutoDocumentation" msgid "Baking data for all renderers relevant to lightmapping." msgstr "为所有与光照贴图相关的渲染器烘焙数据。" #: Editor/Src/AutoDocumentation.cpp:904 msgctxt "From AutoDocumentation" msgid "LightmapSettings::m_Lightmaps and will get passed onto there on scene load." msgstr "LightmapSettings::m_Lightmaps 将在场景加载时传递到那里。" #: Editor/Src/AutoDocumentation.cpp:905 msgctxt "From AutoDocumentation" msgid "References to all lights that are actually baked into lightmaps & lightprobes." msgstr "引用会实际烘焙到光照贴图和光照探测器的所有灯光。" #: Editor/Src/AutoDocumentation.cpp:906 msgctxt "From AutoDocumentation" msgid "The scene which originally created this LightingDataAsset." msgstr "最初创建此 LightingDataAsset 的场景。" #: Editor/Src/AutoDocumentation.cpp:954 msgctxt "From AutoDocumentation" msgid "Connect the first and last vertices, to create a loop." msgstr "连接第一个顶点和最后一个顶点,以创建循环。" #: Editor/Src/AutoDocumentation.cpp:955 msgctxt "From AutoDocumentation" msgid "Draw lines in worldspace (or localspace)" msgstr "在 worldspace(或 localspace)中绘制线条" #: Editor/Src/AutoDocumentation.cpp:959 msgctxt "From AutoDocumentation" msgid "The humanoid oversampling multiplier" msgstr "人形过度采样乘数" #: Editor/Src/AutoDocumentation.cpp:995 msgctxt "From AutoDocumentation" msgid "[ 0, 1 ]" msgstr "[ 0, 1 ]" #: Editor/Src/AutoDocumentation.cpp:1031 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos always be shown even when they are not selected?" msgstr "是否应该始终显示碰撞器小工具,哪怕这些小工具未被选择?" #: Editor/Src/AutoDocumentation.cpp:1032 msgctxt "From AutoDocumentation" msgid "A rigid-body cannot sleep if its angular velocity is above this tolerance. [ 0.0001, 1000000 ]." msgstr "一个刚体的角速度大于此容差值时将无法休眠。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1034 msgctxt "From AutoDocumentation" msgid "Run the physics simulation automatically or allow the explicit control of it." msgstr "自动运行物理模拟或允许对其进行显式控制。" #: Editor/Src/AutoDocumentation.cpp:1035 msgctxt "From AutoDocumentation" msgid "Whether or not to automatically sync transform changes with the physics system whenever a transform changes." msgstr "发生转换时,是否自动将转换更改与物理系统同步。" #: Editor/Src/AutoDocumentation.cpp:1036 msgctxt "From AutoDocumentation" msgid "The scale factor that controls how fast overlaps are resolved. Ideally this would be 1 so that overlaps are solved in a single time-step however using values close to 1 often lead to overshoot. [ 0.0001, 1000000 ]." msgstr "控制解决重叠的速度的比例因子。理想情况下,该比例因子为 1,以便在单个时间步长中解决重叠,但是使用接近 1 的值往往会导致过冲。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1038 msgctxt "From AutoDocumentation" msgid "The scale factor that controls how fast TOI overlaps are resolved. Ideally this would be 1 so that overlaps are solved in a single time-step however using values close to 1 often lead to overshoot. [ 0.0001, 1000000 ]." msgstr "控制解决 TOI 重叠的速度的比例因子。理想情况下,该比例因子为 1,以便在单个时间步长中解决重叠,但是使用接近 1 的值往往会导致过冲。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1040 msgctxt "From AutoDocumentation" msgid "Whether collision callbacks are produced when a collider with contacts is disabled." msgstr "禁用有联系的碰撞器后,是否产生碰撞回调。" #: Editor/Src/AutoDocumentation.cpp:1041 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all collider AABBs." msgstr "小工具用来显示所有碰撞器 AABBs 的颜色。" #: Editor/Src/AutoDocumentation.cpp:1042 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep)." msgstr "小工具用来显示所有睡眠的碰撞器的颜色(主体睡眠后,碰撞器也会随之睡眠)" #: Editor/Src/AutoDocumentation.cpp:1043 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all awake colliders (collider is awake when the body is awake)." msgstr "小工具用来显示所有唤醒的碰撞器的颜色(主体唤醒后,碰撞器也会随之唤醒)" #: Editor/Src/AutoDocumentation.cpp:1044 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all collider contacts." msgstr "小工具用来显示所有碰撞器接触的颜色。" #: Editor/Src/AutoDocumentation.cpp:1045 msgctxt "From AutoDocumentation" msgid "The scale of the contact arrow used by the collider gizmos. [ 0.1, 1 ]." msgstr "碰撞器小工具使用的接触箭头的比例。[ 0.1, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1047 msgctxt "From AutoDocumentation" msgid "Colliders whose distance is less than the sum of their contactOffset values will generate contacts. The contact offset must be positive. Contact offset allows the collision detection system to predictively enforce the contact constraint even when the objects are slightly separated. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artifacts for vertex collision. [ 0.0001, 1 ]." msgstr "距离小于其 contactOffset 值之和的碰撞器将产生接触。接触偏移必须为正。接触偏移使得碰撞检测系统可以有预测性地强制执行接触约束,哪怕对象仅仅是轻微分开。修改此值时应特别小心,因为把这个值改小意味着多边形的缓冲区不足以进行连续碰撞,而把这个值改大则可能会造成顶点碰撞的伪影。[ 0.0001, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1049 msgctxt "From AutoDocumentation" msgid "The default material to use on a collider if no material is specified on it." msgstr "如果未指定材质,则会在碰撞器上使用的默认材质。" #: Editor/Src/AutoDocumentation.cpp:1050 msgctxt "From AutoDocumentation" msgid "The gravity applied to all rigid bodies in the scene." msgstr "应用于场景中所有刚体的重力。" #: Editor/Src/AutoDocumentation.cpp:1051 msgctxt "From AutoDocumentation" msgid "Controls how the physics simulation uses multithreading via job system." msgstr "控制物理模拟如何通过作业系统使用多线程。" #: Editor/Src/AutoDocumentation.cpp:1052 msgctxt "From AutoDocumentation" msgid "A rigid-body cannot sleep if its linear velocity is above this tolerance. [ 0.0001, 1000000 ]." msgstr "一个刚体的线速度大于此容差值时将无法休眠。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1054 msgctxt "From AutoDocumentation" msgid "The maximum angular position correction used when solving constraints. This helps to prevent overshoot. [ 0.0001, 1000000 ]." msgstr "求解约束时使用的最大角位置校正。该校正有助于防止过冲。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1056 msgctxt "From AutoDocumentation" msgid "The maximum linear position correction used when solving constraints. This helps to prevent overshoot. [ 0.0001, 1000000 ]." msgstr "求解约束时使用的最大线性位置校正。该校正有助于防止过冲。[ 0.0001, 1000000 ]." #: Editor/Src/AutoDocumentation.cpp:1058 msgctxt "From AutoDocumentation" msgid "The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. [ 0.0001, 1000000 ]." msgstr "每次物理更新的刚体的最大角速度。增加该速度可能会导致数值问题。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1060 msgctxt "From AutoDocumentation" msgid "The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. [ 0.0001, 1000000 ]." msgstr "每次物理更新的刚体的最大线性速度。增加该速度可能会导致数值问题。 [ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1062 msgctxt "From AutoDocumentation" msgid "The number of iterations used to solve simulation positions. More iterations yield a better simulation but is more expensive. (Default 3) [ 1 , infinity ]." msgstr "用于解决模拟位置的迭代次数。更多迭代次数可以产生更好的模拟效果,但也更昂贵。(默认次数为 3 次) [ 1 , 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:1064 msgctxt "From AutoDocumentation" msgid "Whether ray/line casts hit triggers or not." msgstr "光线/线条投射是否会命中触发器。" #: Editor/Src/AutoDocumentation.cpp:1065 msgctxt "From AutoDocumentation" msgid "Whether ray/line casts that start inside a collider(s) actually detect the colliders or not." msgstr "始于碰撞器内部的光线/线条投射是否实际检测碰撞器。" #: Editor/Src/AutoDocumentation.cpp:1066 msgctxt "From AutoDocumentation" msgid "Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks." msgstr "确定垃圾回收器是否应当对所有碰撞回调仅重用一个 Collision2D 类型实例。" #: Editor/Src/AutoDocumentation.cpp:1067 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos show the AABBs for each collider?" msgstr "碰撞器小玩意是否应该为每个碰撞器显示 AABBs?" #: Editor/Src/AutoDocumentation.cpp:1068 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos show current contacts for each collider?" msgstr "碰撞器小工具是否应该为每个碰撞器显示当前接触?" #: Editor/Src/AutoDocumentation.cpp:1069 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos show the sleep-state for each collider?" msgstr "碰撞器小玩意是否应该为每个碰撞器显示睡眠状态?" #: Editor/Src/AutoDocumentation.cpp:1070 msgctxt "From AutoDocumentation" msgid "The time in seconds that a rigid-body must be still before it will go to sleep. [ 0.0001, 1000000 ]." msgstr "以秒为单位的刚体在进入睡眠状态之前必须保持静止不动的时间。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1072 msgctxt "From AutoDocumentation" msgid "The number of iterations used to solve simulation velocities. More iterations yield a better simulation but is more expensive. (Default 8) [ 1 , infinity ]." msgstr "用于解决模拟速度的迭代次数。更多迭代次数可以产生更好的模拟效果,但也更昂贵。(默认次数为 8 次) [ 1 , 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:1074 msgctxt "From AutoDocumentation" msgid "Any collisions with a relative linear velocity below this threshold will be treated as inelastic. [ 0.0001, 1000000 ]." msgstr "任何相对线性速度低于此阈值的碰撞都将被认为是无弹性的。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1080 msgctxt "From AutoDocumentation" msgid "A contact with a relative velocity below this will not bounce." msgstr "接触时的相对速率小于此值将不会产生反弹。" #: Editor/Src/AutoDocumentation.cpp:1081 msgctxt "From AutoDocumentation" msgid "The default sweep-and-prune broadphase offers resonable performance in general. However, when lots of objects overlap along Y axis it might be better to enable Multi-box Pruning broadphase." msgstr "通常来说,默认的扫掠裁减粗测阶段可以提供合理的性能。但是,当许多物体沿 Y 轴重叠时,最好启用“多盒修剪”粗测阶段。" #: Editor/Src/AutoDocumentation.cpp:1087 msgctxt "From AutoDocumentation" msgid "The gravity applied to all cloth components." msgstr "应用于所有布料组件的重力。" #: Editor/Src/AutoDocumentation.cpp:1088 msgctxt "From AutoDocumentation" msgid "Inter collision distance. 0 = disabled. [ 0, infinity ]." msgstr "相互碰撞距离。0 =已禁用。 [ 0, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:1090 msgctxt "From AutoDocumentation" msgid "Inter collision settings toggle." msgstr "相互碰撞设置切换。" #: Editor/Src/AutoDocumentation.cpp:1091 msgctxt "From AutoDocumentation" msgid "Inter collision stiffness. 0 = disabled. [ 0, infinity ]." msgstr "相互碰撞刚度。0 =已禁用。 [ 0, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:1093 msgctxt "From AutoDocumentation" msgid "Selects which type of contact pair generation to use. By default, kinematic-kinematic and kinematic-static contact pairs are not enabled; their collision and trigger callbacks won't be available." msgstr "选择要使用的联系对生成类型。默认情况下,运动学 - 运动学和运动学 - 静态接触对不会启用;其碰撞和触发器回调也无法使用。" #: Editor/Src/AutoDocumentation.cpp:1100 msgctxt "From AutoDocumentation" msgid "Toggle between the legacy contacts generation and the persistent contact manifold that allows for better performance." msgstr "在旧版接触生成和持久性接触流形之间切换,以实现更好的性能。" #: Editor/Src/AutoDocumentation.cpp:1105 msgctxt "From AutoDocumentation" msgid "Specifies distance which the collision detection system uses to generate collision contacts. The value must be positive and if set too close to zero can cause jitter." msgstr "指定碰撞检测系统用于生成碰撞接触的距离。该值必须为正,如果设置得太接近零会导致抖动。" #: Editor/Src/AutoDocumentation.cpp:1106 msgctxt "From AutoDocumentation" msgid "The default Physics Material that will be used if none has been assigned to an individual Collider." msgstr "如果没有分配给单个“碰撞器”任何材质,则会使用的默认“物理材质”。" #: Editor/Src/AutoDocumentation.cpp:1107 msgctxt "From AutoDocumentation" msgid "Solver accuracy. Higher value costs more performance. (Default 6) [ 1, 255 ]." msgstr "求解器精度。值越高,对性能的影响程度越高。 (默认6) [ 1, 255 ]。" #: Editor/Src/AutoDocumentation.cpp:1109 msgctxt "From AutoDocumentation" msgid "Accuracy of the resulting velocity after a bounce. Higher value costs more performance. (Default 1) [ 1, 255 ]." msgstr "反弹后速率的精度。数值越高所需的性能越高。(默认值为 1)[ 1, 255 ]。" #: Editor/Src/AutoDocumentation.cpp:1111 msgctxt "From AutoDocumentation" msgid "Enables the force which improves the stability of large stacks." msgstr "启用可以提高大堆栈稳定性的力。" #: Editor/Src/AutoDocumentation.cpp:1112 msgctxt "From AutoDocumentation" msgid "Enable creation order-independent simulation at the cost of less performance." msgstr "以降低性能为代价允许创建与顺序无关的模拟。" #: Editor/Src/AutoDocumentation.cpp:1113 msgctxt "From AutoDocumentation" msgid "Make contact computation and collision response use the same algorithm for meshes and terrains." msgstr "使接触计算和碰撞响应对网格和地形使用相同的算法。" #: Editor/Src/AutoDocumentation.cpp:1114 msgctxt "From AutoDocumentation" msgid "Friction type." msgstr "摩擦类型。" #: Editor/Src/AutoDocumentation.cpp:1121 msgctxt "From AutoDocumentation" msgid "Defines how the layer-based collision detection system will behave." msgstr "定义基于层的碰撞检测系统的行为方式。" #: Editor/Src/AutoDocumentation.cpp:1122 msgctxt "From AutoDocumentation" msgid "Whether physics queries hit backface triangles or not." msgstr "物理查询是否会击中背面三角形。" #: Editor/Src/AutoDocumentation.cpp:1123 msgctxt "From AutoDocumentation" msgid "If enabled, any Raycast, SphereCast, SphereTest, etc. that intersects with a Collider marked as a Trigger will return a hit. Individual raycasts can override this behavior." msgstr "如果启用,任何与标记为“触发器”的“碰撞器”相交的 Raycast、SphereCast、SphereTest 等均会返回命中。单个光线投射可以覆盖此行为。" #: Editor/Src/AutoDocumentation.cpp:1124 msgctxt "From AutoDocumentation" msgid "Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks." msgstr "确定垃圾回收器是否应当对所有碰撞回调仅重用一个 Collision 类型实例。" #: Editor/Src/AutoDocumentation.cpp:1125 msgctxt "From AutoDocumentation" msgid "The mass-normalized kinetic energy threshold below which a non-kinematic Rigidbody may go to sleep. Rigidbodies whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping." msgstr "质量规范化的动能阈值,低于该阈值的非运动刚体可能会进入睡眠状态。动能除以其质量低于该阈值的刚体将成为睡眠的候选者。" #: Editor/Src/AutoDocumentation.cpp:1126 msgctxt "From AutoDocumentation" msgid "Choose solver." msgstr "选择解算器。" #: Editor/Src/AutoDocumentation.cpp:1131 msgctxt "From AutoDocumentation" msgid "The world bounds used in conjunction with Multi-box pruning broadphase. Not needed for the default Sweep-and-Prune broadphase." msgstr "与“多盒”修剪粗测阶段一起使用的世界边界。默认的“扫掠裁减”粗测阶段不需要此边界。" #: Editor/Src/AutoDocumentation.cpp:1132 msgctxt "From AutoDocumentation" msgid "How many grid cells to create along X and Z axis. Effective only with the Multi-box pruning broadphase. [ 1, 16 ]." msgstr "沿 X 和 Z 轴创建多少个网格单元格。仅适用于“多盒”剪枝粗测阶段。[ 1, 16 ]。" #: Editor/Src/AutoDocumentation.cpp:1137 msgctxt "From AutoDocumentation" msgid "Bounciness. Range { 0.0, 100000.0 }." msgstr "弹力。范围 { 0.0, 100000.0 }。" #: Editor/Src/AutoDocumentation.cpp:1138 msgctxt "From AutoDocumentation" msgid "Friction. Range { 0.0, 100000.0 }." msgstr "摩擦。范围 { 0.0, 100000.0 }。" #: Editor/Src/AutoDocumentation.cpp:1142 msgctxt "From AutoDocumentation" msgid "The rotational offset angle from the local 'up'. This allows both the surface and sides to be rotated in local-space." msgstr "来自局部“向上”的旋转偏移角度。该角度允许表面和侧面在局部空间中旋转。" #: Editor/Src/AutoDocumentation.cpp:1143 msgctxt "From AutoDocumentation" msgid "The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. [ 0, 180.0 ]." msgstr "定义以效应器局部“左”、“右”为中心的平台侧面的弧的角度。此弧内任何碰撞法线都被认为是“侧面”行为。 [ 0, 180.0 ]。" #: Editor/Src/AutoDocumentation.cpp:1145 msgctxt "From AutoDocumentation" msgid "The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. Any collision normals within this arc are never considered for one-way whereas everything outside this arc is considered for one-way. [ 0, 360.0 ]." msgstr "定义以效应器本“左”、“右”为中心的平台侧面的弧的角度。此弧内任何碰撞法线都不会被认为是单向的,而此弧外的所有内容则都被认为是单向的。 [ 0, 360.0 ]。" #: Editor/Src/AutoDocumentation.cpp:1147 msgctxt "From AutoDocumentation" msgid "Should the one-way collision behaviour be used? When true, an object considered moving 'up' through the effector, won't collide however an object considered moving 'down' will." msgstr "是否应该使用单向碰撞行为?如果为 true,则认为通过效果器“向上”移动的对象将不会发生碰撞,而认为“向下”移动的对象则将会发生碰撞。" #: Editor/Src/AutoDocumentation.cpp:1148 msgctxt "From AutoDocumentation" msgid "Should a contact, disabled by the one-way collision behaviour, affect all colliders attached to the effector? When true, all collider contacts will be disabled when any are disabled." msgstr "单向碰撞行为禁用的接触是否影响连接到效果器的所有碰撞器?如果为 true,则禁用任何碰撞器接触都将禁用所有碰撞器接触。" #: Editor/Src/AutoDocumentation.cpp:1149 msgctxt "From AutoDocumentation" msgid "Should bounce be used on the platform sides? When false, no bounce is used from any assigned physics material if an object is considered moving 'sideways' against the effector. When true, any existing bounce is used." msgstr "与面的接触是否应该使用反弹?为 false 时,如果某个对象与效果器做“横向”运动,则任何指定的物理材质均不会使用反弹。为 true 时,所有现有反弹均会使用。" #: Editor/Src/AutoDocumentation.cpp:1150 msgctxt "From AutoDocumentation" msgid "Should friction be used on the platform sides? When false, no friction is used from any assigned physics material if an object is considered moving 'sideways' against the effector. When true, any existing friction is used." msgstr "与面的接触是否应该使用摩擦?为 false 时,如果某个对象与效果器做“横向”运动,则任何指定的物理材质均不会使用摩擦。为 true 时,所有现有摩擦均会使用。" #: Editor/Src/AutoDocumentation.cpp:1240 msgctxt "From AutoDocumentation" msgid "If set to true, user can press OS specific key combination to switch to/from full screen." msgstr "如果设置为 true,则用户可以按下 OS 特定的组合键切换到全屏或者退出全屏。" #: Editor/Src/AutoDocumentation.cpp:1267 msgctxt "From AutoDocumentation" msgid "value is enum of CompatibilityLevel, but can't serialize that so we use an int instead" msgstr "value 是 CompatibilityLevel 的枚举,但无法序列化,所以我们使用 int 代替" #: Editor/Src/AutoDocumentation.cpp:1281 msgctxt "From AutoDocumentation" msgid "< If enabled, Home button on iPhone X will be hidden when there's no interaction with the display" msgstr "<如果启用,当没有与显示器交互时,iPhone X 上的 Home 按钮将被隐藏" #: Editor/Src/AutoDocumentation.cpp:1288 msgctxt "From AutoDocumentation" msgid "If enable, Unity audio will be forced to play through the speakers." msgstr "如果启用,Unity 音频将被强制通过扬声器播放。" #: Editor/Src/AutoDocumentation.cpp:1356 msgctxt "From AutoDocumentation" msgid "Stereo rendering path to use." msgstr "使用的立体声渲染路径。" #: Editor/Src/AutoDocumentation.cpp:1386 msgctxt "From AutoDocumentation" msgid "If enabled, only Unity audio will play, all other audio sources will be muted." msgstr "如果启用,则只会播放 Unity 音频,所有其他音频源将被静音。" #: Editor/Src/AutoDocumentation.cpp:1387 msgctxt "From AutoDocumentation" msgid "If enabled, the AudioSession of iOS will be initialized in recording mode, thus avoiding delays when initializing the Microphone object." msgstr "如果启用,录制模式中会初始化 iOS 的 AudioSession,因此在初始化 Microphone 对象时避免延迟。" #: Editor/Src/AutoDocumentation.cpp:1388 msgctxt "From AutoDocumentation" msgid "Resolution Scaling Mode : Allows your screen resolution to be lower than the native resolution of your device to optimize performance and battery life" msgstr "分辨率缩放模式:允许您的屏幕分辨率低于设备的原始分辨率,以便优化性能、延长电池寿命" #: Editor/Src/AutoDocumentation.cpp:1398 msgctxt "From AutoDocumentation" msgid "1, 2, 4, 8, 16 or 32 (in GB)" msgstr "1, 2, 4, 8, 16 或 32(GB)" #: Editor/Src/AutoDocumentation.cpp:1410 msgctxt "From AutoDocumentation" msgid "[MB]" msgstr "[MB]" #: Editor/Src/AutoDocumentation.cpp:1411 msgctxt "From AutoDocumentation" msgid "!< CERO = 0, GRACGCRB = 1, GSRMR = 2, ESRB = 3, ClassInd = 4, USK = 5, PEGI = 6, PEGIPortugal = 7, PEGIBBFC = 8, Russian = 9, ACB = 10, OFLC = 11," msgstr "!< CERO = 0, GRACGCRB = 1, GSRMR = 2, ESRB = 3, ClassInd = 4, USK = 5, PEGI = 6, PEGIPortugal = 7, PEGIBBFC = 8, Russian = 9, ACB = 10, OFLC = 11," #: Editor/Src/AutoDocumentation.cpp:1430 msgctxt "From AutoDocumentation" msgid "Add Extended Game Controller key to info.plist." msgstr "添加扩展游戏控制器密钥至 info.plist。" #: Editor/Src/AutoDocumentation.cpp:1441 msgctxt "From AutoDocumentation" msgid "Which vertex channels are compressed." msgstr "压缩的顶点通道。" #: Editor/Src/AutoDocumentation.cpp:1442 msgctxt "From AutoDocumentation" msgid "If set to true, the fullscreen window will remain visible even after switching it into the background." msgstr "如果设置为 true,则即使将全屏窗口切换到后台后,仍将保持可见状态。" #: Editor/Src/AutoDocumentation.cpp:1443 msgctxt "From AutoDocumentation" msgid "If set to true, allows toggling sRGB write mode mid-frame." msgstr "如果设置为 true,则允许在帧中切换 sRGB 写入模式。" #: Editor/Src/AutoDocumentation.cpp:1462 msgctxt "From AutoDocumentation" msgid "The scale applied to the distance between the source and target. When using a force-mode that is a function of distance, this is used to scale the calculated distance from source to target i.e. scale the effective distance, it does not change the actual range in which the effector works as that is always controlled by the collider. { 0.0001, 1000000 }." msgstr "应用于源和目标之间距离的缩放。当使用作为距离函数的一个力的模式时,该选项可以用来缩放源到目标的计算距离,即缩放有效距离;缩放不会改变效应器工作的实际范围,因为效应器始终由碰撞器控制。{ 0.0001, 1000000 }。" #: Editor/Src/AutoDocumentation.cpp:1465 msgctxt "From AutoDocumentation" msgid "The magnigtude of the force to be applied. [ -1000000, 1000000 ]." msgstr "要施加的力的量级。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1467 msgctxt "From AutoDocumentation" msgid "The mode used to apply the effector force. Constant applies the force the same independent of distance from the point whereas InverseLinear and InverseSquared apply the force as a function of distance." msgstr "用于施加效果器力的模式。常数施加同样与距离无关的点的力,而 InverseLinear 和 InverseSquared 将力作为距离的一个函数施加。" #: Editor/Src/AutoDocumentation.cpp:1473 msgctxt "From AutoDocumentation" msgid "The source for where the effector calculates any force. This allows the 'point' to be defined as the center of mass or the collider position." msgstr "效果器计算所有力的源。可以用该选项将点定义为质量中心或者碰撞器位置。" #: Editor/Src/AutoDocumentation.cpp:1488 msgctxt "From AutoDocumentation" msgid "Topmost GameObject in the GameObject hierarchy of this prefab." msgstr "该预制件游戏对象层次结构中最顶层的游戏对象。" #: Editor/Src/AutoDocumentation.cpp:1492 msgctxt "From AutoDocumentation" msgid "List of modifications applied to m_ParentPrefab." msgstr "应用于 m_ParentPrefab 的修改列表。" #: Editor/Src/AutoDocumentation.cpp:1494 msgctxt "From AutoDocumentation" msgid "The prefab that this instance is based on." msgstr "此实例所基于的预制件。" #: Editor/Src/AutoDocumentation.cpp:1498 msgctxt "From AutoDocumentation" msgid "Custom material to apply. If set it overrides, texture & blend mode settings." msgstr "要应用的自定义材质。设置后会覆盖纹理与混合模式设置。" #: Editor/Src/AutoDocumentation.cpp:1522 msgctxt "From AutoDocumentation" msgid "The relative angular offset between the two rigid-bodies." msgstr "两个刚体间的相对角偏移量。" #: Editor/Src/AutoDocumentation.cpp:1523 msgctxt "From AutoDocumentation" msgid "Should the offsets be automatically calculated from the relative distance between the two rigid-bodies?" msgstr "是否应该根据两个刚体之间的相对距离来自动计算偏移?" #: Editor/Src/AutoDocumentation.cpp:1524 msgctxt "From AutoDocumentation" msgid "Scales both the position and angle correction constraint such that it controls the size of the generated force/torque. Too high a value can lead to overshoot. [ 0.0, 1.0 ]." msgstr "缩放位置和角度校正约束,使其控制产生的力/扭矩的大小。过高的值可能导致过冲。 [ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:1526 msgctxt "From AutoDocumentation" msgid "The relative linear offset between the two rigid-bodies." msgstr "两个刚体间的相对线性偏移量。" #: Editor/Src/AutoDocumentation.cpp:1527 msgctxt "From AutoDocumentation" msgid "The maximum force which the joint should use to maintain relative position. [ 0.0, 1000000 ]." msgstr "关节为了保持相对位置应该使用的最大力。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1529 msgctxt "From AutoDocumentation" msgid "The maximum torque which the joint should use to maintain relative rotation. [ 0.0, 1000000 ]." msgstr "关节为了保持相对旋转而应使用的最大扭矩。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1534 msgctxt "From AutoDocumentation" msgid "Ambient equator color." msgstr "环境赤道颜色" #: Editor/Src/AutoDocumentation.cpp:1535 msgctxt "From AutoDocumentation" msgid "Ambient ground color." msgstr "环境地面颜色" #: Editor/Src/AutoDocumentation.cpp:1536 msgctxt "From AutoDocumentation" msgid "Intensity of ambient generated from skybox." msgstr "由天空盒生成的环境密度。" #: Editor/Src/AutoDocumentation.cpp:1537 msgctxt "From AutoDocumentation" msgid "Ambient lighting mode." msgstr "环境光模式。" #: Editor/Src/AutoDocumentation.cpp:1538 msgctxt "From AutoDocumentation" msgid "Ambient sky color." msgstr "环境天空颜色。" #: Editor/Src/AutoDocumentation.cpp:1539 msgctxt "From AutoDocumentation" msgid "The cubemap used as a default reflection." msgstr "用作默认反射的立方体贴图。" #: Editor/Src/AutoDocumentation.cpp:1540 msgctxt "From AutoDocumentation" msgid "Source of the default reflection probe" msgstr "默认反射探测器的源" #: Editor/Src/AutoDocumentation.cpp:1545 msgctxt "From AutoDocumentation" msgid "Fade time for a flare." msgstr "一个眩光的淡化速度。" #: Editor/Src/AutoDocumentation.cpp:1546 msgctxt "From AutoDocumentation" msgid "Strength of light flares [ 0, 1 ]." msgstr "灯光光晕强度 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1548 msgctxt "From AutoDocumentation" msgid "Use fog in the scene?" msgstr "在场景中使用雾?" #: Editor/Src/AutoDocumentation.cpp:1549 msgctxt "From AutoDocumentation" msgid "Fog color." msgstr "雾颜色。" #: Editor/Src/AutoDocumentation.cpp:1550 msgctxt "From AutoDocumentation" msgid "Density for exponential fog." msgstr "指数雾密度" #: Editor/Src/AutoDocumentation.cpp:1551 msgctxt "From AutoDocumentation" msgid "Fog mode to use." msgstr "使用的雾模式。" #: Editor/Src/AutoDocumentation.cpp:1557 msgctxt "From AutoDocumentation" msgid "The cubemap stores reflection generated from skybox." msgstr "存储从天空盒生成的反射的立方体贴图。" #: Editor/Src/AutoDocumentation.cpp:1558 msgctxt "From AutoDocumentation" msgid "Strength of light halos [ 0, 1 ]." msgstr "灯光光环强度 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1560 msgctxt "From AutoDocumentation" msgid "The light halo texture." msgstr "光晕纹理。" #: Editor/Src/AutoDocumentation.cpp:1561 msgctxt "From AutoDocumentation" msgid "Constant indirect specular color, only used when sampling of environment map is disabled." msgstr "恒定间接高光颜色,仅在禁用了环境贴图取样后使用。" #: Editor/Src/AutoDocumentation.cpp:1562 msgctxt "From AutoDocumentation" msgid "End distance for linear fog." msgstr "线性曲线雾的结束距离" #: Editor/Src/AutoDocumentation.cpp:1563 msgctxt "From AutoDocumentation" msgid "Starting distance for linear fog." msgstr "线性雾的起始距离。" #: Editor/Src/AutoDocumentation.cpp:1566 msgctxt "From AutoDocumentation" msgid "The material used to render the skybox." msgstr "用于渲染天空盒的材质。" #: Editor/Src/AutoDocumentation.cpp:1567 msgctxt "From AutoDocumentation" msgid "The default spotlight cookie." msgstr "默认的聚光灯 cookie。" #: Editor/Src/AutoDocumentation.cpp:1568 msgctxt "From AutoDocumentation" msgid "Global shadow color for Mixing realtime shadows with baked lightmaps." msgstr "用于将实时阴影与烘焙光照贴图混合的全局阴影颜色。" #: Editor/Src/AutoDocumentation.cpp:1569 msgctxt "From AutoDocumentation" msgid "The light used by the procedural skybox." msgstr "程序天空盒使用的光。" #: Editor/Src/AutoDocumentation.cpp:1573 msgctxt "From AutoDocumentation" msgid "Anti-aliasing" msgstr "抗锯齿" #: Editor/Src/AutoDocumentation.cpp:1580 msgctxt "From AutoDocumentation" msgid "If enabled, the texture will not go through an AA resolve if bound to a shader." msgstr "如果启用,绑定到着色器的纹理将不会通过 AA 解析。" #: Editor/Src/AutoDocumentation.cpp:1581 msgctxt "From AutoDocumentation" msgid "Color buffer format" msgstr "颜色缓冲区格式" #: Editor/Src/AutoDocumentation.cpp:1633 msgctxt "From AutoDocumentation" msgid "Depth buffer format" msgstr "深度缓冲区格式" #: Editor/Src/AutoDocumentation.cpp:1639 msgctxt "From AutoDocumentation" msgid "If enabled, the color format maybe be changed by a compatible and supported format on the target platform." msgstr "如果启用,则可以通过目标平台上兼容且支持的格式更改颜色格式。" #: Editor/Src/AutoDocumentation.cpp:1640 msgctxt "From AutoDocumentation" msgid "[ 1, 20000 ]" msgstr "[ 1, 20000 ]" #: Editor/Src/AutoDocumentation.cpp:1649 msgctxt "From AutoDocumentation" msgid "enum RendererType" msgstr "枚举 RendererType" #: Editor/Src/AutoDocumentation.cpp:1656 msgctxt "From AutoDocumentation" msgid "Lightmap tiling and offset." msgstr "光照贴图平铺与偏移。" #: Editor/Src/AutoDocumentation.cpp:1657 msgctxt "From AutoDocumentation" msgid "List of materials to use when rendering." msgstr "渲染时使用的材质列表。" #: Editor/Src/AutoDocumentation.cpp:1658 msgctxt "From AutoDocumentation" msgid "Motion Vector generation mode." msgstr "运动矢量生成模式。" #: Editor/Src/AutoDocumentation.cpp:1667 msgctxt "From AutoDocumentation" msgid "The angular drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "角度阻力系数。 0 表示无阻尼。 [ 0, 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:1676 msgctxt "From AutoDocumentation" msgid "The linear drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "线性阻尼系数。0 表示无阻尼。[ 0, 无穷大 ]." #: Editor/Src/AutoDocumentation.cpp:1684 msgctxt "From AutoDocumentation" msgid "The mass of the body. [ 0.0000001, 1000000000 ]." msgstr "主体的质量。[ 0.0000001, 1000000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1689 msgctxt "From AutoDocumentation" msgid "The angular drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "角度阻力系数。 0 表示无阻尼。 [ 0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1691 msgctxt "From AutoDocumentation" msgid "The type of the rigidbody." msgstr "刚体类型。" #: Editor/Src/AutoDocumentation.cpp:1697 msgctxt "From AutoDocumentation" msgid "The collision detection mode for the body." msgstr "主体的碰撞检测模式。" #: Editor/Src/AutoDocumentation.cpp:1702 msgctxt "From AutoDocumentation" msgid "Controls constrained motion and/or rotation." msgstr "控制约束运动与/或旋转。" #: Editor/Src/AutoDocumentation.cpp:1703 msgctxt "From AutoDocumentation" msgid "How much gravity affects this body. [ -1000000, 1000000 ]." msgstr "这个身体会受到多大的重力影响。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1705 msgctxt "From AutoDocumentation" msgid "The per-frame update mode for the body." msgstr "身体的逐帧更新模式。" #: Editor/Src/AutoDocumentation.cpp:1711 msgctxt "From AutoDocumentation" msgid "The linear drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "线性阻尼系数。0 表示无阻尼。 [ 0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1713 msgctxt "From AutoDocumentation" msgid "The mass of the body. [ 0.0001, 1000000 ]." msgstr "主体的质量。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1715 msgctxt "From AutoDocumentation" msgid "The physics material used by all attached colliders. Overrides any global physics material." msgstr "所有附加碰撞器使用的物理材质。这些材质会替代任何全局物理材质。" #: Editor/Src/AutoDocumentation.cpp:1716 msgctxt "From AutoDocumentation" msgid "Is the body to be simulated? If not, it is effectively hidden from the simulation." msgstr "是要模拟的身体吗?如果不是,将不进行模拟。" #: Editor/Src/AutoDocumentation.cpp:1717 msgctxt "From AutoDocumentation" msgid "The sleeping mode for the body." msgstr "主体的睡眠模式。" #: Editor/Src/AutoDocumentation.cpp:1723 msgctxt "From AutoDocumentation" msgid "Whether to calculate the mass from the collider(s) density and area." msgstr "是否需要从碰撞器的密度和面积计算质量。" #: Editor/Src/AutoDocumentation.cpp:1724 msgctxt "From AutoDocumentation" msgid "Should kinematic/kinematic and kinematic/static collisions be allowed?" msgstr "是否应该允许运动学/运动学和运动学/静态碰撞?" #: Editor/Src/AutoDocumentation.cpp:1728 msgctxt "From AutoDocumentation" msgid "Type tree for the first object in m_Objects." msgstr "为 m_Objects 中的第一个对象键入树。" #: Editor/Src/AutoDocumentation.cpp:1732 msgctxt "From AutoDocumentation" msgid "Unity will force matrix calculations for each render, this can be set by users if they want to render skinned meshes multiple times within a frame." msgstr "Unity 将强制进行每次渲染的矩阵计算,如果用户想要在一个帧内多次渲染蒙皮网格,用户可以进行此项的设置。" #: Editor/Src/AutoDocumentation.cpp:1733 msgctxt "From AutoDocumentation" msgid "Number of bones to use per vertex during skinning." msgstr "在蒙皮期间每个顶点使用的骨骼数量。" #: Editor/Src/AutoDocumentation.cpp:1740 msgctxt "From AutoDocumentation" msgid "Enabling skinned motion vectors will double buffer the skinned mesh on the GPU, this uses 2x as much memory but allows for accurate motion vectors." msgstr "启用蒙皮运动矢量会对 GPU 上的蒙皮网格进行双重缓冲,这会使用 2 倍的内存量,但可以提高运动矢量的精度。" #: Editor/Src/AutoDocumentation.cpp:1741 msgctxt "From AutoDocumentation" msgid "Unity will calculate an accurate bounding volume representation every frame." msgstr "Unity 会为每帧计算精确的边界体表示。" #: Editor/Src/AutoDocumentation.cpp:1745 msgctxt "From AutoDocumentation" msgid "The translation angle that the joint slides along. [ -1000000, 1000000 ]." msgstr "关节沿其滑动的转换角度。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1747 msgctxt "From AutoDocumentation" msgid "Should the angle be automatically calculated from the relative angle between the anchor points?" msgstr "是否应该根据锚点之间的相对角度自动计算角度?" #: Editor/Src/AutoDocumentation.cpp:1755 msgctxt "From AutoDocumentation" msgid "The radius of the sphere. [ 0.00001, infinity ]." msgstr "球体的半径。 [ 0.00001, 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:1761 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation whilst trying to achieve the specified distance. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "试图实现指定距离的振荡的阻尼比。 0 表示无阻尼。 1 表示临界阻尼。[ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:1763 msgctxt "From AutoDocumentation" msgid "The distance which the joint should attempt to maintain between attached bodies. [ 0.005, 1000000 ]." msgstr "关节应该试图在附着体之间保持的距离。 [ 0.005, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1765 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the oscillation whilst trying to achieve the specified distance. [ 0.0, 1000000 ]." msgstr "以 Hertz 为单位的试图取得指定距离的悬架振动的频率。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1778 msgctxt "From AutoDocumentation" msgid "Sets the draw mode for the SpriteRenderer." msgstr "设置 SpriteRenderer 的绘制模式。" #: Editor/Src/AutoDocumentation.cpp:1795 msgctxt "From AutoDocumentation" msgid "Sets the tiled mode for SpriteRenderer." msgstr "设置 SpriteRenderer 的平铺模式。" #: Editor/Src/AutoDocumentation.cpp:1812 msgctxt "From AutoDocumentation" msgid "The scale of the impulse force applied while attempting to reach the surface speed. 0 stops any impulse force whereas 1 is full impulse. [ 0, 1 ]." msgstr "试图达到表面速度时施加的冲击力的数值范围。 0 会停止所有冲击力,而 1 是全冲击。[ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1814 msgctxt "From AutoDocumentation" msgid "The speed along the surface. If the speed is negative then the rigid-body will move in the opposite direction than if it were a positive speed. An acceleration or decelerate force will be automatically applied so that the rigid-body will attain this speed. [ -1000000, 1000000 ]." msgstr "沿着表面的速度。如果速度为负,则刚体将沿与其在正速度时相反的方向移动。会自动施加加速或减速力,以便使刚体达到该速度。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1816 msgctxt "From AutoDocumentation" msgid "The speed variation (a random value from zero to the variation) added to base speed to be applied. If the variation is negative then the speed will be randomly reduced. [ -1000000, 1000000 ]." msgstr "增加到要应用的基本速度的速度变化(从零到变化值的随机值)。如果变化为负,则速度将随机降低。 [ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1818 msgctxt "From AutoDocumentation" msgid "Should bounce be used for any contact with the surface? When false, no bounce is used from any assigned physics material. When true, any existing bounce is used." msgstr "与面的接触是否应该使用反弹?为 false 时,任何指定的物理材质均不会使用反弹。为 true 时,所有现有反弹均会使用。" #: Editor/Src/AutoDocumentation.cpp:1819 msgctxt "From AutoDocumentation" msgid "Should the impulse force but applied to the contact point? Applying the force at the contact point may cause the target to rotate." msgstr "脉冲力是否应该施加到接触点上?在接触点处施加力可能会导致目标旋转。" #: Editor/Src/AutoDocumentation.cpp:1820 msgctxt "From AutoDocumentation" msgid "Should friction be used for any contact with the surface? When false, no friction is used from any assigned physics material. When true, any existing friction is used." msgstr "与面的接触是否应该使用摩擦?为 false 时,任何指定的物理材质均不会使用摩擦。为 true 时,所有现有摩擦均会使用。" #: Editor/Src/AutoDocumentation.cpp:1824 msgctxt "From AutoDocumentation" msgid "The local-space anchor on the rigid-body the joint is attached to." msgstr "关节所附着的刚体上的局部空间锚。" #: Editor/Src/AutoDocumentation.cpp:1825 msgctxt "From AutoDocumentation" msgid "Should the target be automatically calculated as the rigid-body position?" msgstr "目标是否应该自动计算为刚体位置?" #: Editor/Src/AutoDocumentation.cpp:1826 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation whilst trying to reach the target. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "试图实现目标的振荡的阻尼比。 0 表示无阻尼。 1 表示临界阻尼。[ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:1828 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the oscillation whilst trying to reach the target. [ 0.0, 1000000 ]." msgstr "以 Hertz 为单位的试图实现目标的悬架振动的频率。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1830 msgctxt "From AutoDocumentation" msgid "The maximum force which the joint should use to reach the target. [ 0.0, 1000000 ]." msgstr "关节为了达到目标应该使用的最大力。 [ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:1832 msgctxt "From AutoDocumentation" msgid "The world-space position that the joint should move the rigid-body towards." msgstr "关节应该使刚体移动的世界空间位置。" #: Editor/Src/AutoDocumentation.cpp:1842 msgctxt "From AutoDocumentation" msgid "Where the text-mesh is anchored related to local origo.." msgstr "相对于本地原点,文本网格锚定的位置。" #: Editor/Src/AutoDocumentation.cpp:1854 msgctxt "From AutoDocumentation" msgid "Size of one character (as its height, since Aspect may change its width)" msgstr "一个字符的大小(指的是其高度,因为“比例”可能会改变其宽度)" #: Editor/Src/AutoDocumentation.cpp:1855 msgctxt "From AutoDocumentation" msgid "The font size to use. Set to 0 to use default font size. Only applicable for dynamic fonts. [ 1, 500 ]." msgstr "使用的字号。设置为 0 则使用默认字号。仅适用于动态字体。[ 1, 500 ]。" #: Editor/Src/AutoDocumentation.cpp:1857 msgctxt "From AutoDocumentation" msgid "The font style to use. Only applicable for dynamic fonts.." msgstr "要使用的字号。仅适用于动态字体。" #: Editor/Src/AutoDocumentation.cpp:1864 msgctxt "From AutoDocumentation" msgid "Spacing between lines as multiplum of height of a character." msgstr "字符高度约数行之间的间距" #: Editor/Src/AutoDocumentation.cpp:1865 msgctxt "From AutoDocumentation" msgid "How much to offset the generated mesh from the Z-position=0." msgstr "如何补偿从 Z-位置=0 生成的网格。" #: Editor/Src/AutoDocumentation.cpp:1866 msgctxt "From AutoDocumentation" msgid "Length of one tab." msgstr "制表符长度。" #: Editor/Src/AutoDocumentation.cpp:1870 msgctxt "From AutoDocumentation" msgid "The Render Orientation of each tile." msgstr "每个瓦片的“渲染方向”。" #: Editor/Src/AutoDocumentation.cpp:1883 msgctxt "From AutoDocumentation" msgid "Whether the TilemapRenderer automatically detects chunk culling bounds." msgstr "瓦片地图渲染器是否自动检测块剔除边界。" #: Editor/Src/AutoDocumentation.cpp:1894 msgctxt "From AutoDocumentation" msgid "The render mode." msgstr "渲染模式。" #: Editor/Src/AutoDocumentation.cpp:1899 msgctxt "From AutoDocumentation" msgid "The Sort Order of all tiles." msgstr "所有瓦片的排序顺序。" #: Editor/Src/AutoDocumentation.cpp:1909 msgctxt "From AutoDocumentation" msgid "How fast compared to the real time does the game time progress (1.0 is realtime, .5 slow motion) [ 0, 100 ]." msgstr "游戏时间进度与实时相比有多快(1.0 为实时,.5 为慢动作)[ 0, 100 ]。" #: Editor/Src/AutoDocumentation.cpp:1914 msgctxt "From AutoDocumentation" msgid "Destroy GameObject when there is no trail?" msgstr "无拖尾时销毁游戏对象?" #: Editor/Src/AutoDocumentation.cpp:1915 msgctxt "From AutoDocumentation" msgid "Pause/unpause trail generation." msgstr "暂停/取消暂停拖尾生成。" #: Editor/Src/AutoDocumentation.cpp:1916 msgctxt "From AutoDocumentation" msgid "The minimum distance to spawn a new point on the trail [ 0, infinity ]." msgstr "在拖尾上生成新点的最小距离[ 0, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:1918 msgctxt "From AutoDocumentation" msgid "How long the tail should be (seconds) [ 0, infinity ]." msgstr "拖尾应该是多长(以秒为单位)[ 0,无穷大]。" #: Editor/Src/AutoDocumentation.cpp:1932 msgctxt "From AutoDocumentation" msgid "The Camera which the events are triggered through. This is used to determine clicking and hover positions if the Canvas is in World Space render mode." msgstr "触发事件的摄像机。如果画布处于世界空间渲染模式,此设置用于确定单击或悬停位置。" #: Editor/Src/AutoDocumentation.cpp:1942 msgctxt "From AutoDocumentation" msgid "Bending stiffness. 0 = disabled. [ 0, 1 ]." msgstr "弯曲硬度。 0 = 禁用。 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1944 msgctxt "From AutoDocumentation" msgid "Motion damping coefficient. 0 = disabled. [ 0, 1 ]." msgstr "运动阻尼系数。 0 = 已禁用。 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1946 msgctxt "From AutoDocumentation" msgid "External acceleration applied to the cloth." msgstr "应用到布料的外部加速度。" #: Editor/Src/AutoDocumentation.cpp:1947 msgctxt "From AutoDocumentation" msgid "Friction. [ 0, 1 ]." msgstr "摩擦。[ 0, 1 ]" #: Editor/Src/AutoDocumentation.cpp:1949 msgctxt "From AutoDocumentation" msgid "Random acceleration applied to the cloth." msgstr "应用到布料的随机加速度。" #: Editor/Src/AutoDocumentation.cpp:1950 msgctxt "From AutoDocumentation" msgid "Self collision distance. 0 = disabled. [ 0, infinity ]." msgstr "自碰撞距离。0 = 禁用。[ 0, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:1952 msgctxt "From AutoDocumentation" msgid "Self collision stiffness. 0 = disabled. [ 0, infinity ]." msgstr "自碰撞刚度。0 = 禁用。[ 0, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:1954 msgctxt "From AutoDocumentation" msgid "The solver frequency is specified as iterations per second. A solver frequency value of 240 corresponds to 4 iterations per frame at 60 frames per second. In general, simulation will become more accurate if higher solver frequency value is used. However, simulation time grows roughly linearly with solver frequency. Typically this value is between 120 and 300." msgstr "求解器频率指定为每秒迭代次数。求解器频率值 240 对应每帧 4 次迭代、每秒 60 帧。通常来说,如果使用更高的求解器频率值,模拟会变得更准确。然而,仿真时间与求解器频率大致呈线性增长。通常情况下,此值介于 120 和 300 之间。" #: Editor/Src/AutoDocumentation.cpp:1955 msgctxt "From AutoDocumentation" msgid "The stiffness frequency controls the power-law nonlinearity of all rate of change parameters. Increasing the frequency avoids numerical cancellation for values near zero or one, but increases the non-linearity of the parameter. It is not recommended to change this parameter after cloth initialization. (default: 10.0)" msgstr "刚度频率会非线性地控制所有变化率参数的幂律。增加频率可以避免接近零或一的值的数值抵消,但增加了参数的非线性。布料初始化后不建议更改此参数。 (默认值:10.0)" #: Editor/Src/AutoDocumentation.cpp:1956 msgctxt "From AutoDocumentation" msgid "Stretching stiffness. [ 0, 1 ]." msgstr "伸展硬度。 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1958 msgctxt "From AutoDocumentation" msgid "Increasing particle mass after collision." msgstr "碰撞后增加粒子质量。" #: Editor/Src/AutoDocumentation.cpp:1959 msgctxt "From AutoDocumentation" msgid "Should gravitational acceleration be applied to the cloth?" msgstr "是否应该对布料施加重力加速度?" #: Editor/Src/AutoDocumentation.cpp:1960 msgctxt "From AutoDocumentation" msgid "How much world-space acceleration of the character will affect cloth vertices." msgstr "角色的世界空间加速度对布料顶点的影响程度如何。" #: Editor/Src/AutoDocumentation.cpp:1961 msgctxt "From AutoDocumentation" msgid "How much world-space movement of the character will affect cloth vertices." msgstr "角色的世界空间运动对布料顶点的影响程度如何。" #: Editor/Src/AutoDocumentation.cpp:2014 msgctxt "From AutoDocumentation" msgid "activate joint limits" msgstr "激活关节限制" #: Editor/Src/AutoDocumentation.cpp:2018 msgctxt "From AutoDocumentation" msgid "Maximum force the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "关节在断裂前可以承受的最大力。无穷大意味着坚不可摧。[ 0.001, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:2020 msgctxt "From AutoDocumentation" msgid "Maximum torque the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "关节在断裂前可以承受的最大扭矩。无穷大意味着坚不可摧。[ 0.001, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:2022 msgctxt "From AutoDocumentation" msgid "The scale to apply to the inverse mass and inertia tensor of the connected body. [ 0.00001, infinity ]." msgstr "适用于连通物体的反质量和惯性张量的数值范围。 [0.00001,无穷大]。" #: Editor/Src/AutoDocumentation.cpp:2024 msgctxt "From AutoDocumentation" msgid "Enable collisions between bodies connected with a joint." msgstr "允许由关节连接的两个物体发生碰撞。" #: Editor/Src/AutoDocumentation.cpp:2025 msgctxt "From AutoDocumentation" msgid "Disabling joints preprocessing helps stabilizing impossible-to-fulfil configurations." msgstr "禁用关节预处理有助于稳定不可能实现的配置。" #: Editor/Src/AutoDocumentation.cpp:2026 msgctxt "From AutoDocumentation" msgid "The scale to apply to the inverse mass and inertia tensor of the body. [ 0.00001, infinity ]." msgstr "适用于物体的反质量和惯性张量的数值范围。 [0.00001,无穷大]。" #: Editor/Src/AutoDocumentation.cpp:2033 msgctxt "From AutoDocumentation" msgid "[ 0.f, 3.402823e+36f ]" msgstr "[ 0.f, 3.402823e+36f ]" #: Editor/Src/AutoDocumentation.cpp:2065 msgctxt "From AutoDocumentation" msgid "How the video content will be fit into the target area." msgstr "视频内容如何适应目标区域。" #: Editor/Src/AutoDocumentation.cpp:2114 msgctxt "From AutoDocumentation" msgid "Asymptote Slip. [ 0.001, infinity ]." msgstr "渐近线滑动。 [ 0.001, 无限 ]。" #: Editor/Src/AutoDocumentation.cpp:2116 msgctxt "From AutoDocumentation" msgid "Asymptote Value. [ 0.001, infinity ]." msgstr "渐近线值。[ 0.001, 无限 ]" #: Editor/Src/AutoDocumentation.cpp:2118 msgctxt "From AutoDocumentation" msgid "Extremum Slip. [ 0.001, infinity ]." msgstr "极值滑动。 [ 0.001, 无限 ]" #: Editor/Src/AutoDocumentation.cpp:2120 msgctxt "From AutoDocumentation" msgid "Extremum Value. [ 0.001, infinity ]." msgstr "极值。[ 0.001, 无限 ]" #: Editor/Src/AutoDocumentation.cpp:2122 msgctxt "From AutoDocumentation" msgid "Stiffness Factor. [ 0, infinity ]." msgstr "硬度系数。 [ 0, 无限 ]。" #: Editor/Src/AutoDocumentation.cpp:2128 msgctxt "From AutoDocumentation" msgid "The joint suspension." msgstr "关机悬挂。" #: Editor/Src/AutoDocumentation.cpp:2141 msgctxt "From AutoDocumentation" msgid "xyz - direction, w - time" msgstr "xyz - 方向,w - 时间" #: Editor/Src/AutoDocumentation.cpp:2142 msgctxt "From AutoDocumentation" msgid "x - ray mask, y - activity flag" msgstr "x - 射线遮罩,y - 活动标志" #: Editor/Src/AutoDocumentation.cpp:2143 msgctxt "From AutoDocumentation" msgid "xyz - origin, w - max range" msgstr "xyz - 原点,w - 最大范围" #: Editor/Src/AutoDocumentation.cpp:2156 msgctxt "From AutoDocumentation" msgid "Shader mode" msgstr "着色器模式" #: Editor/Src/AutoDocumentation.cpp:2162 msgctxt "From AutoDocumentation" msgid "Shader to use." msgstr "要使用的着色器。" #: Editor/Src/AutoDocumentation.cpp:2166 msgctxt "From AutoDocumentation" msgid "The layer mask used to filter contacts." msgstr "用来过滤联系的图层蒙版。" #: Editor/Src/AutoDocumentation.cpp:2167 msgctxt "From AutoDocumentation" msgid "The maximum depth allowed for a contact." msgstr "联系允许的最大深度。" #: Editor/Src/AutoDocumentation.cpp:2168 msgctxt "From AutoDocumentation" msgid "The maximum normal angle allowed for a contact. { 0.0, 359.9999 }." msgstr "接触允许的最大法线角度。{ 0.0, 359.9999 }。" #: Editor/Src/AutoDocumentation.cpp:2169 msgctxt "From AutoDocumentation" msgid "The minimum depth allowed for a contact." msgstr "联系允许的最小深度。" #: Editor/Src/AutoDocumentation.cpp:2170 msgctxt "From AutoDocumentation" msgid "The minimum normal angle allowed for a contact. { 0.0, 359.9999 }." msgstr "接触允许的最小法线角度。 { 0.0, 359.9999 }。" #: Editor/Src/AutoDocumentation.cpp:2171 msgctxt "From AutoDocumentation" msgid "Should the min/max depth be used to filter contacts?" msgstr "是否应该使用最小/最大深度来过滤接触?" #: Editor/Src/AutoDocumentation.cpp:2172 msgctxt "From AutoDocumentation" msgid "Should the layer mask be used to filter contacts?" msgstr "是否应该使用图层蒙版来过滤接触?" #: Editor/Src/AutoDocumentation.cpp:2173 msgctxt "From AutoDocumentation" msgid "Should the min/max normal angle be used to filter contacts?" msgstr "是否应该使用最小/最大法线角度来过滤接触?" #: Editor/Src/AutoDocumentation.cpp:2174 msgctxt "From AutoDocumentation" msgid "Should the range defined by the min/max depth use depths outside the range or inside the range?" msgstr "最小/最大深度定义的范围应该使用范围外的深度,还是范围内的深度?" #: Editor/Src/AutoDocumentation.cpp:2175 msgctxt "From AutoDocumentation" msgid "Should the range defined by the min/max normal angle use angles outside the range or inside the range?" msgstr "最小/最大法线角度定义的范围应该使用范围外的角度,还是范围内的角度?" #: Editor/Src/AutoDocumentation.cpp:2176 msgctxt "From AutoDocumentation" msgid "Should contacts involving triggers be returned?" msgstr "是否应返回涉及触发器的联系人?" #: Editor/Src/AutoDocumentation.cpp:2180 msgctxt "From AutoDocumentation" msgid "Whether the instance have been fully initialized with results from a culling process." msgstr "是否已使用剔除进程完全初始化实例。" #: Editor/Src/AutoDocumentation.cpp:2184 msgctxt "From AutoDocumentation" msgid "The function call to execute." msgstr "调用执行的函数。" #: Editor/Src/AutoDocumentation.cpp:2185 msgctxt "From AutoDocumentation" msgid "The object to pass to m_Call." msgstr "传递给 m_Call 的对象。" #: Editor/Src/AutoDocumentation.cpp:2189 msgctxt "From AutoDocumentation" msgid "Height of the grass billboards (if renderMode is grassBillboard)" msgstr "草 billboards 的高度(如果 renderMode 为 grassBillboard)" #: Editor/Src/AutoDocumentation.cpp:2190 msgctxt "From AutoDocumentation" msgid "Width of the grass billboards (if renderMode is grassBillboard)" msgstr "草 billboards 的宽度(如果 renderMode 为 grassBillboard)" #: Editor/Src/AutoDocumentation.cpp:2194 msgctxt "From AutoDocumentation" msgid ": Rename to propertyName, thats how it is called in C#" msgstr ": 重命名 propertyName,即如何在 C# 调用它。" #: Editor/Src/AutoDocumentation.cpp:2198 msgctxt "From AutoDocumentation" msgid "Element color tint." msgstr "元素颜色着色。" #: Editor/Src/AutoDocumentation.cpp:2199 msgctxt "From AutoDocumentation" msgid "Make the flare fade dependent on visibility?" msgstr "根据可视化程度淡化眩光?" #: Editor/Src/AutoDocumentation.cpp:2200 msgctxt "From AutoDocumentation" msgid "The image index from the flare texture." msgstr "光晕纹理的图像索引。" #: Editor/Src/AutoDocumentation.cpp:2201 msgctxt "From AutoDocumentation" msgid "The position of the element (0 = light, 1 = screen center)" msgstr "元素的位置(0 =光,1 =屏幕中心)" #: Editor/Src/AutoDocumentation.cpp:2202 msgctxt "From AutoDocumentation" msgid "Rotate the flare in respect to light angle?" msgstr "根据灯光角度旋转眩光?" #: Editor/Src/AutoDocumentation.cpp:2203 msgctxt "From AutoDocumentation" msgid "The size of the element." msgstr "元素尺寸。" #: Editor/Src/AutoDocumentation.cpp:2204 msgctxt "From AutoDocumentation" msgid "Pick up the color from a light source?" msgstr "从一个光源提取颜色?" #: Editor/Src/AutoDocumentation.cpp:2205 msgctxt "From AutoDocumentation" msgid "Make the flare size dependent on visibility?" msgstr "根据可视化程度进行眩光尺寸调整?" #: Editor/Src/AutoDocumentation.cpp:2209 msgctxt "From AutoDocumentation" msgid "This is absolute." msgstr "该值为绝对值。" #: Editor/Src/AutoDocumentation.cpp:2210 msgctxt "From AutoDocumentation" msgid "The rectangle of this clipping rect." msgstr "此剪辑 rect 的矩形。" #: Editor/Src/AutoDocumentation.cpp:2211 msgctxt "From AutoDocumentation" msgid "rendering offset. This is the global GUIClip->buffer coordinates" msgstr "渲染偏移。这是全局 GUIClip->缓冲区坐标" #: Editor/Src/AutoDocumentation.cpp:2212 msgctxt "From AutoDocumentation" msgid "The rectangle of the clip in screen space." msgstr "屏幕空间中剪辑的矩形。" #: Editor/Src/AutoDocumentation.cpp:2213 msgctxt "From AutoDocumentation" msgid "physical scrolling offset for coordinates - this is relative to parent." msgstr "坐标的物理滚动偏移 - 这是相对于父级的。" #: Editor/Src/AutoDocumentation.cpp:2217 msgctxt "From AutoDocumentation" msgid "Background image used by this style." msgstr "此样式使用的背景图像。" #: Editor/Src/AutoDocumentation.cpp:2218 msgctxt "From AutoDocumentation" msgid "The color of the text." msgstr "文本颜色。" #: Editor/Src/AutoDocumentation.cpp:2222 msgctxt "From AutoDocumentation" msgid "Deferred shading shader settings." msgstr "延迟着色着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2223 msgctxt "From AutoDocumentation" msgid "Deferred Reflections shader settings." msgstr "“延迟反射”的着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2224 msgctxt "From AutoDocumentation" msgid "Camera depth normal shader settings." msgstr "摄像机深度正常着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2225 msgctxt "From AutoDocumentation" msgid "Build-time stripping of fog shader variants" msgstr "生成时剥离雾着色器变体" #: Editor/Src/AutoDocumentation.cpp:2230 msgctxt "From AutoDocumentation" msgid "Build-time stripping of instancing variants" msgstr "生成时剥离实例化变体" #: Editor/Src/AutoDocumentation.cpp:2236 msgctxt "From AutoDocumentation" msgid "Legacy (light prepass) deferred shader settings." msgstr "旧版(光线预通)延迟着色器设置" #: Editor/Src/AutoDocumentation.cpp:2237 msgctxt "From AutoDocumentation" msgid "Lens flare shader settings." msgstr "镜头眩光着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2238 msgctxt "From AutoDocumentation" msgid "Light halo shader settings." msgstr "光晕着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2239 msgctxt "From AutoDocumentation" msgid "Build-time stripping of lightmap shader variants" msgstr "生成时剥离光照贴图着色器变体" #: Editor/Src/AutoDocumentation.cpp:2244 msgctxt "From AutoDocumentation" msgid "Should lights use the Correlated Color Temperature slider? Correlated ColorTemperature is defined as the color of the electromagnetic radiation emitted from an ideal black body when its surface temperature is set to a temperature defined in Kelvin." msgstr "灯光是否使用“相关色温”滑块?相关 ColorTemperature 的定义是,当表面温度设定为某一以开尔文定义的温度时,理想黑体发出的电磁辐射的颜色。" #: Editor/Src/AutoDocumentation.cpp:2245 msgctxt "From AutoDocumentation" msgid "Should lights use physically correct intensity or legacy intensity calculations?" msgstr "灯光应该使用物理上正确的强度还是旧的强度计算?" #: Editor/Src/AutoDocumentation.cpp:2246 msgctxt "From AutoDocumentation" msgid "MotionVectors shader settings." msgstr "MotionVectors 着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2247 msgctxt "From AutoDocumentation" msgid "Is direct lighting from realtime rectangular area lights supported by the rendering pipeline?" msgstr "渲染管道是否支持来自实时矩形区域光的直接照明?" #: Editor/Src/AutoDocumentation.cpp:2248 msgctxt "From AutoDocumentation" msgid "Screenspace cascaded shadows shader settings." msgstr "屏幕空间级联阴影着色器设置" #: Editor/Src/AutoDocumentation.cpp:2259 msgctxt "From AutoDocumentation" msgid "The name of the constraint node, used for logging errors only." msgstr "约束节点的名称,仅用于记录错误。" #: Editor/Src/AutoDocumentation.cpp:2260 msgctxt "From AutoDocumentation" msgid "Rotation offset." msgstr "旋转偏移。" #: Editor/Src/AutoDocumentation.cpp:2261 msgctxt "From AutoDocumentation" msgid "Scaling factor." msgstr "缩放因子。" #: Editor/Src/AutoDocumentation.cpp:2262 msgctxt "From AutoDocumentation" msgid "Translation offset." msgstr "平移偏移。" #: Editor/Src/AutoDocumentation.cpp:2266 msgctxt "From AutoDocumentation" msgid "mouse button number. (bitfield of MouseButton enum)" msgstr "鼠标按钮编号。(“MouseButton”枚举的位阈)" #: Editor/Src/AutoDocumentation.cpp:2267 msgctxt "From AutoDocumentation" msgid "unicode keyboard character (with modifiers)." msgstr "unicode 键盘字符(带修饰符)。" #: Editor/Src/AutoDocumentation.cpp:2268 msgctxt "From AutoDocumentation" msgid "Delta of mouse events." msgstr "鼠标事件差" #: Editor/Src/AutoDocumentation.cpp:2269 msgctxt "From AutoDocumentation" msgid "Display index to which this event belongs." msgstr "此事件所属的显示索引。" #: Editor/Src/AutoDocumentation.cpp:2270 msgctxt "From AutoDocumentation" msgid "Is the event the result of key repeat?" msgstr "事件是密钥重复的结果吗?" #: Editor/Src/AutoDocumentation.cpp:2271 msgctxt "From AutoDocumentation" msgid "The keyboard scancode of the event." msgstr "事件的键盘扫描码对照表。" #: Editor/Src/AutoDocumentation.cpp:2272 msgctxt "From AutoDocumentation" msgid "keyboard modifier flags. (bitfield of Modifiers enum)" msgstr "键盘修饰符标志。(“修饰符”枚举的位阈)" #: Editor/Src/AutoDocumentation.cpp:2273 msgctxt "From AutoDocumentation" msgid "Position of mouse events." msgstr "鼠标事件位置。" #: Editor/Src/AutoDocumentation.cpp:2274 msgctxt "From AutoDocumentation" msgid "Type of pointer (mouse, touch, pen, etc.)" msgstr "指针类型(鼠标、触摸、触笔,等等)" #: Editor/Src/AutoDocumentation.cpp:2275 msgctxt "From AutoDocumentation" msgid "Stylus pressure." msgstr "唱针压力。" #: Editor/Src/AutoDocumentation.cpp:2276 msgctxt "From AutoDocumentation" msgid "Which type of event." msgstr "事件类型。" #: Editor/Src/AutoDocumentation.cpp:2280 msgctxt "From AutoDocumentation" msgid "The lower angle (in degrees) limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "约束关节的较低的角度(以度为单位)。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2282 msgctxt "From AutoDocumentation" msgid "The upper angle (in degrees) limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "约束关节的上角(以度为单位)限制。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2287 msgctxt "From AutoDocumentation" msgid "The maximum force the drive can exert to reach the target velocity. [ 0, infinity ]." msgstr "驱动器为了达到目标速度可以施加的最大力。[ 0, 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:2289 msgctxt "From AutoDocumentation" msgid "The damping used to reach the target. [ 0, infinity ]." msgstr "用来实现目标的阻尼。 [ 0, 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:2291 msgctxt "From AutoDocumentation" msgid "The spring used to reach the target. [ 0, infinity ]." msgstr "用来到达目标的弹簧。[ 0, 无穷大 ]。" #: Editor/Src/AutoDocumentation.cpp:2296 msgctxt "From AutoDocumentation" msgid "Determines the minimum impact velocity which will cause the joint to bounce. [ 0, infinity ]." msgstr "决定最小冲击速度,该速度可导致关节反弹。 [ 0, 无限 ]。" #: Editor/Src/AutoDocumentation.cpp:2298 msgctxt "From AutoDocumentation" msgid "When the joint hits the limit. This will determine how bouncy it will be. [ 0, 1 ]." msgstr "关节何时达到限制。该限制将决定其弹性。[ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:2300 msgctxt "From AutoDocumentation" msgid "Solver hint. Setting this low can cause jittering, but runs fast. Setting high can reduce jittering, but runs the solver more often (0 = use default) [Translation limit: Meters, Rotation limit: Degrees]. [ 0, infinity ]." msgstr "求解器提示。该值低的话会导致抖动,但运行速度很快。该值高的话可以减少抖动,但求解器运行的频率更高(0 = 使用默认值)[转换限制:米,旋转限制:度]。[ 0, 无穷大]。" #: Editor/Src/AutoDocumentation.cpp:2302 msgctxt "From AutoDocumentation" msgid "Maximum value of joints angle or position." msgstr "关节角度或位置的最大值。" #: Editor/Src/AutoDocumentation.cpp:2303 msgctxt "From AutoDocumentation" msgid "Minimum value of joints angle or position." msgstr "关节角度或位置的最小值。" #: Editor/Src/AutoDocumentation.cpp:2307 msgctxt "From AutoDocumentation" msgid "maximum motor force / torque. [ 0, infinity ]" msgstr "最大马达力/扭矩。[ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:2309 msgctxt "From AutoDocumentation" msgid "disables braking behaviour when the angular velocity at the joint exceeds the target velocity" msgstr "当关节处的角速度超过目标速度时,禁用制动行为" #: Editor/Src/AutoDocumentation.cpp:2310 msgctxt "From AutoDocumentation" msgid "target velocity of motor" msgstr "马达的目标速度" #: Editor/Src/AutoDocumentation.cpp:2314 msgctxt "From AutoDocumentation" msgid "The maximum force the motor can use to achieve the desired motor speed. [ 0.0, 1000000 ]." msgstr "马达为了达到所需的马达速度可以施加的最大力。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2316 msgctxt "From AutoDocumentation" msgid "The target motor speed in meters/second or degrees/second (depending upon usage of linear or angular motor). [ -1000000, 1000000 ]." msgstr "以米/秒或者度/秒为单位的目标马达速度(根据线性马达或者角马达的使用而变动)。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2321 msgctxt "From AutoDocumentation" msgid "damper coefficient [ 0, infinity ]" msgstr "阻尼系数 [ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:2323 msgctxt "From AutoDocumentation" msgid "spring coefficient [ 0, infinity ]" msgstr "弹簧系数 [ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:2325 msgctxt "From AutoDocumentation" msgid "target value (angle/position) of spring where the spring force is zero." msgstr "弹簧力为零的弹簧的目标值(角度/位置)。" #: Editor/Src/AutoDocumentation.cpp:2329 msgctxt "From AutoDocumentation" msgid "The world movement angle for the suspension. [ -1000000, 1000000 ]." msgstr "悬挂的世界运动移动角。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2331 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation of the suspension. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "悬架振动的阻尼比。 0 表示无阻尼。 1 表示临界阻尼。[ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:2333 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the oscillation of the suspension. [ 0.0, 1000000 ]." msgstr "以 Hertz 为单位的悬架振动的频率。[ 0.0, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2338 msgctxt "From AutoDocumentation" msgid "The lower translation limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "约束关节的较低角度。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2340 msgctxt "From AutoDocumentation" msgid "The upper translation limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "约束关节的上转换限制。[ -1000000, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2345 msgctxt "From AutoDocumentation" msgid "Width of the transition (proportion to the current LOD 's whole length) [ 0, 1 ]." msgstr "转换的宽度(与当前 LOD 全长成比例)[ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:2350 msgctxt "From AutoDocumentation" msgid "Only for Terrains." msgstr "仅用于地形。" #: Editor/Src/AutoDocumentation.cpp:2353 msgctxt "From AutoDocumentation" msgid "Additional mesh with the UVs. Only for MeshRenderers. Stored in the lighting data asset file itself." msgstr "带 UVs 的附加网格。仅用于网格渲染器。存储于光照数据资产文件本身中。" #: Editor/Src/AutoDocumentation.cpp:2372 msgctxt "From AutoDocumentation" msgid "Face the transform component or the camera." msgstr "面对转换组件或相机。" #: Editor/Src/AutoDocumentation.cpp:2377 msgctxt "From AutoDocumentation" msgid "U coordinate will stretch or tile." msgstr "U 坐标将拉伸或平铺。" #: Editor/Src/AutoDocumentation.cpp:2387 msgctxt "From AutoDocumentation" msgid "Command name. If empty, item is a separator." msgstr "命令名称。如果为空,则是一个分隔符。" #: Editor/Src/AutoDocumentation.cpp:2388 msgctxt "From AutoDocumentation" msgid "The text displayed on the MenuItem label. Useful for MenuItems like 'Undo','Redo' etc." msgstr "在 MenuItem 标签上显示的文本。对于 '撤消'、'重做' 等 MenuItems 很有用。" #: Editor/Src/AutoDocumentation.cpp:2389 msgctxt "From AutoDocumentation" msgid "Name of the command (without prefix)" msgstr "命令名称(不带前缀)" #: Editor/Src/AutoDocumentation.cpp:2390 msgctxt "From AutoDocumentation" msgid "Integer position (this is what we sort by)" msgstr "整数位置(这是我们排序的依据)" #: Editor/Src/AutoDocumentation.cpp:2391 msgctxt "From AutoDocumentation" msgid "Pointer to a submenu." msgstr "子菜单的指针。" #: Editor/Src/AutoDocumentation.cpp:2392 msgctxt "From AutoDocumentation" msgid "the target for the event." msgstr "事件目标。" #: Editor/Src/AutoDocumentation.cpp:2396 msgctxt "From AutoDocumentation" msgid "Node hooked into the mesh user list of cached meshes so we get notified when a mesh goes away." msgstr "挂钩到缓存网格的网格用户列表的节点,以便在网格消失时收到通知。" #: Editor/Src/AutoDocumentation.cpp:2423 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of bodies to be cleared in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中清除的最小身体数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2425 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of flags to be cleared in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中要清除的最小标志数。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2427 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of contacts to collide in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中要碰撞的最小联系数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2429 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of nearest contacts to find in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中要查找的最近联系的最小数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2431 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of Rigidbody2D being interpolated in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中插入的最小 Rigidbody2D 数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2433 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of bodies solved in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中解决的最小身体数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2435 msgctxt "From AutoDocumentation" msgid "Scales the cost of each body during discrete island solving. [ 1, 1000000 ]." msgstr "在离散岛解决过程中,缩放每个主体的成本。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2437 msgctxt "From AutoDocumentation" msgid "Scales the cost of each contact during discrete island solving. [ 1, 1000000 ]." msgstr "在离散岛解决过程中,缩放每个接触的成本。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2439 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of contacts solved in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中解决的最小联系数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2441 msgctxt "From AutoDocumentation" msgid "The minimum threshold cost of all bodies, contacts and joints in an island during discrete island solving. [ 1, 1000000 ]." msgstr "离散岛屿求解过程中岛屿内所有物体、接触和关节的最低阈值成本。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2443 msgctxt "From AutoDocumentation" msgid "Scales the cost of each joint during discrete island solving. [ 1, 1000000 ]." msgstr "在离散岛解决过程中,缩放每个关节的成本。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2445 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of new contacts to find in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中要查找的新联系的最小数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2447 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of fixtures to synchronize in the broadphase during continuous island solving in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中连续孤岛求解期间粗测阶段同步的最小定制器数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2449 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of fixtures to synchronize in the broadphase during discrete island solving in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中离散孤岛求解期间粗测阶段同步的最小定制器数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2451 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of trigger contacts to update in each simulation job. [ 1, 1000000 ]." msgstr "控制每个模拟作业中要更新的触发器联系的最小数量。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2453 msgctxt "From AutoDocumentation" msgid "Whether to use sorting when performing multi-threaded simulation or not. Sorting maintains the same consistency as when not running multi-threaded simulation. You get better performance with sorting off. [ 1, 1000000 ]." msgstr "是否在执行多线程模拟时使用排序。排序保持与不运行多线程模拟时相同的一致性。关闭排序可以获得更好的性能。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2455 msgctxt "From AutoDocumentation" msgid "Whether to use the Job System to perform simulation steps or not. [ 1, 1000000 ]." msgstr "是否使用“作业系统”执行模拟步骤。[ 1, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:2460 msgctxt "From AutoDocumentation" msgid "When to enable anisotropic texturing" msgstr "何时启用各向异性纹理" #: Editor/Src/AutoDocumentation.cpp:2466 msgctxt "From AutoDocumentation" msgid "Screen anti aliasing" msgstr "屏幕抗锯齿" #: Editor/Src/AutoDocumentation.cpp:2473 msgctxt "From AutoDocumentation" msgid "Async Upload Ring Buffer Size in MB." msgstr "异步上传环状缓冲大小(MB)。" #: Editor/Src/AutoDocumentation.cpp:2474 msgctxt "From AutoDocumentation" msgid "Should the Async Upload Ring Buffer persist when there is nothing left to upload." msgstr "“异步上传环状缓冲区”是否会在没有任何内容需要上传时持续存在。" #: Editor/Src/AutoDocumentation.cpp:2475 msgctxt "From AutoDocumentation" msgid "Async Upload Time Slice in Milliseconds." msgstr "异步上传时间切片(单位:毫秒)。" #: Editor/Src/AutoDocumentation.cpp:2476 msgctxt "From AutoDocumentation" msgid "Billboards face towards camera position rather than camera orientation?" msgstr "Billboards 面向摄像机位置而非摄像机方向?" #: Editor/Src/AutoDocumentation.cpp:2477 msgctxt "From AutoDocumentation" msgid "Number of rays to cast for approximate world collisions." msgstr "针对近似世界碰撞投射的光线数量" #: Editor/Src/AutoDocumentation.cpp:2478 msgctxt "From AutoDocumentation" msgid "Number of pixel lights to use." msgstr "要使用的像素光照数。" #: Editor/Src/AutoDocumentation.cpp:2479 msgctxt "From AutoDocumentation" msgid "Allow real-time rendering of Reflection Probes?" msgstr "允许实时渲染反射探测器?" #: Editor/Src/AutoDocumentation.cpp:2480 msgctxt "From AutoDocumentation" msgid "Scale factor for Fixed DPI when scaling the screen resolution." msgstr "缩放屏幕分辨率时,“固定 DPI”的比例系数。" #: Editor/Src/AutoDocumentation.cpp:2481 msgctxt "From AutoDocumentation" msgid "Shadow cascade split position percentage with 2 splits (normalized to 0-1)" msgstr "带 2 个分割的阴影级联分割位置百分比(归一化为 0-1)" #: Editor/Src/AutoDocumentation.cpp:2482 msgctxt "From AutoDocumentation" msgid "Shadow cascade split position percentage with 4 splits (normalized to 0-1)" msgstr "带 4 个分割的阴影级联分割位置百分比(归一化为 0-1)" #: Editor/Src/AutoDocumentation.cpp:2483 msgctxt "From AutoDocumentation" msgid "Number of cascades for directional light shadows" msgstr "定向光影的级联数" #: Editor/Src/AutoDocumentation.cpp:2489 msgctxt "From AutoDocumentation" msgid "Shadow drawing distance." msgstr "阴影绘制距离。" #: Editor/Src/AutoDocumentation.cpp:2490 msgctxt "From AutoDocumentation" msgid "Offset shadow near plane to account for large triangles being distorted by shadow pancaking." msgstr "偏移平面附近的阴影,解释由于阴影平压而扭曲的大三角形。" #: Editor/Src/AutoDocumentation.cpp:2491 msgctxt "From AutoDocumentation" msgid "Shadow projection" msgstr "阴影投影" #: Editor/Src/AutoDocumentation.cpp:2496 msgctxt "From AutoDocumentation" msgid "Shadow resolution" msgstr "阴影分辨率" #: Editor/Src/AutoDocumentation.cpp:2503 msgctxt "From AutoDocumentation" msgid "Sets the shadowmask behaviour when using Shadowmask Mixed Lighting mode. Distance Shadowmask: Realtime shadows are used up to Shadow Distance, baked shadows after. Shadowmask: Static shadow casters always use baked shadows. Refer to documentation for further details." msgstr "设置使用“Shadowmask 混合光照”模式时的 shadowmask 行为。距离 Shadowmask:使用的实时阴影最大不超过“阴影距离”,之后是烘焙阴影。Shadowmask:静态阴影投射器始终使用烘焙阴影。更多详细信息请参阅文档。" #: Editor/Src/AutoDocumentation.cpp:2508 msgctxt "From AutoDocumentation" msgid "Shadow quality" msgstr "阴影质量" #: Editor/Src/AutoDocumentation.cpp:2514 msgctxt "From AutoDocumentation" msgid "Bone count for mesh skinning" msgstr "网格蒙皮骨骼数量" #: Editor/Src/AutoDocumentation.cpp:2521 msgctxt "From AutoDocumentation" msgid "Use soft blending for particles?" msgstr "为粒子使用软混合?" #: Editor/Src/AutoDocumentation.cpp:2522 msgctxt "From AutoDocumentation" msgid "Use soft shading for terrain vegetation?" msgstr "为地形植被使用柔和着色?" #: Editor/Src/AutoDocumentation.cpp:2523 msgctxt "From AutoDocumentation" msgid "Base texture level" msgstr "基础纹理名称" #: Editor/Src/AutoDocumentation.cpp:2530 msgctxt "From AutoDocumentation" msgid "Limit refresh rate to avoid tearing" msgstr "限制刷新率避免撕裂" #: Editor/Src/AutoDocumentation.cpp:2546 msgctxt "From AutoDocumentation" msgid "The desired format for reading the stencil as a texture if any. Available options for each platform defined in graphics caps with None and R8_UInt being most common." msgstr "读取模板作为纹理所需的格式(如果有)。图形功能中定义了每个平台的可用选项,其中最常见的是“无”和“R8_UInt”。" #: Editor/Src/AutoDocumentation.cpp:2554 msgctxt "From AutoDocumentation" msgid "[ -1, 16 ]" msgstr "[ -1, 16 ]" #: Editor/Src/AutoDocumentation.cpp:2583 msgctxt "From AutoDocumentation" msgid "This stores the visibility of previous culling operations." msgstr "这里存储了先前剔除操作的可见性。" #: Editor/Src/AutoDocumentation.cpp:2587 msgctxt "From AutoDocumentation" msgid "Bias for shadows [ 0.0, 10.0 ]." msgstr "阴影偏离 [ 0.0, 10.0 ]。" #: Editor/Src/AutoDocumentation.cpp:2589 msgctxt "From AutoDocumentation" msgid "Custom Shadow resolution." msgstr "自定义阴影分辨率" #: Editor/Src/AutoDocumentation.cpp:2590 msgctxt "From AutoDocumentation" msgid "Near plane for shadows, default to 0.2 {0.0, 10.0}." msgstr "阴影的近平面;默认为 0.2 {0.0, 10.0}。" #: Editor/Src/AutoDocumentation.cpp:2591 msgctxt "From AutoDocumentation" msgid "Normal bias for shadows [ 0.0, 3.0 ]." msgstr "阴影法线偏离 [ 0.0, 3.0 ]。" #: Editor/Src/AutoDocumentation.cpp:2601 msgctxt "From AutoDocumentation" msgid "Shadow intensity [ 0.0, 1.0 ]." msgstr "阴影密度 [ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:2603 msgctxt "From AutoDocumentation" msgid "Shadow cast options" msgstr "阴影投射选项" #: Editor/Src/AutoDocumentation.cpp:2619 msgctxt "From AutoDocumentation" msgid "If spring is greater than zero, the limit is soft. This is the damping of spring. [ 0, infinity ]." msgstr "如果弹簧大于零,则限制是软的。这是弹簧的阻尼。 [ 0,无限大]。" #: Editor/Src/AutoDocumentation.cpp:2621 msgctxt "From AutoDocumentation" msgid "If greater than zero, the limit is soft. The spring will pull the joint back. [ 0, infinity ]." msgstr "如果大于零,限制是柔性的。弹簧会将关节拉回。 [ 0, 无限 ]。" #: Editor/Src/AutoDocumentation.cpp:2626 msgctxt "From AutoDocumentation" msgid "Atlas filter Mode" msgstr "图集过滤模式" #: Editor/Src/AutoDocumentation.cpp:2635 msgctxt "From AutoDocumentation" msgid "Anisotropy factor (1 = None, 0 = Always disabled)" msgstr "各向异性因子(1 =无,0 =始终禁用)" #: Editor/Src/AutoDocumentation.cpp:2636 msgctxt "From AutoDocumentation" msgid "Bias used for LOD-selection (0 = none)" msgstr "用于 LOD-选择的偏差(0 =无)" #: Editor/Src/AutoDocumentation.cpp:2637 msgctxt "From AutoDocumentation" msgid "Texture U wrapping mode." msgstr "纹理 U 包裹模式。" #: Editor/Src/AutoDocumentation.cpp:2644 msgctxt "From AutoDocumentation" msgid "Texture V wrapping mode." msgstr "纹理 V 包裹模式。" #: Editor/Src/AutoDocumentation.cpp:2651 msgctxt "From AutoDocumentation" msgid "Texture W wrapping mode." msgstr "纹理 W 包裹模式。" #: Editor/Src/AutoDocumentation.cpp:2661 msgctxt "From AutoDocumentation" msgid "Plugin-specific data pointer." msgstr "特定于插件的数据指针。" #: Editor/Src/AutoDocumentation.cpp:2665 msgctxt "From AutoDocumentation" msgid "The extents of the AABB in each major axis in the current coordinate space." msgstr "每个主轴上的 AABB 在当前坐标空间中的范围。" #: Editor/Src/AutoDocumentation.cpp:2666 msgctxt "From AutoDocumentation" msgid "The origin or center point for the AABB In the current coordinate space." msgstr "AABB 在当前坐标空间中的原点或中心点。" #: Editor/Src/AutoDocumentation.cpp:2670 msgctxt "From AutoDocumentation" msgid "Feature index of parent bone (kUnityInvalidXRInputFeatureIndex indicates bone is root and has no parent)" msgstr "父骨骼的特征索引(kUnityInvalidXRInputFeatureIndex 表示骨骼是根且没有父骨骼)" #: Editor/Src/AutoDocumentation.cpp:2671 msgctxt "From AutoDocumentation" msgid "Positions for the bone's joint." msgstr "骨骼关节的位置。" #: Editor/Src/AutoDocumentation.cpp:2672 msgctxt "From AutoDocumentation" msgid "Rotation of the Bone joint." msgstr "骨骼关节的旋转。" #: Editor/Src/AutoDocumentation.cpp:2676 msgctxt "From AutoDocumentation" msgid "The actual bounding volume definition for an instance of this struct." msgstr "此结构的一个实例的实际边界体积定义。" #: Editor/Src/AutoDocumentation.cpp:2677 msgctxt "From AutoDocumentation" msgid "See UnityXRAABBBoundingVolume." msgstr "请参阅 UnityXRAABBBoundingVolume。" #: Editor/Src/AutoDocumentation.cpp:2678 msgctxt "From AutoDocumentation" msgid "The type of the bounding volume described by an instance of this struct." msgstr "此结构的一个实例描述的边界体积的类型。" #: Editor/Src/AutoDocumentation.cpp:2682 msgctxt "From AutoDocumentation" msgid "The alpha channel." msgstr "Alpha 通道。" #: Editor/Src/AutoDocumentation.cpp:2683 msgctxt "From AutoDocumentation" msgid "The blue channel." msgstr "蓝色通道。" #: Editor/Src/AutoDocumentation.cpp:2684 msgctxt "From AutoDocumentation" msgid "The green channel." msgstr "绿色通道。" #: Editor/Src/AutoDocumentation.cpp:2685 msgctxt "From AutoDocumentation" msgid "The red channel." msgstr "红色通道。" #: Editor/Src/AutoDocumentation.cpp:2693 msgctxt "From AutoDocumentation" msgid "Pointer which will be passed to every callback as the userData parameter." msgstr "要作为 userData 参数传递给每个回调的指针。" #: Editor/Src/AutoDocumentation.cpp:2697 msgctxt "From AutoDocumentation" msgid "Set this to report to the application if content protection is currently enabled." msgstr "如果当前启用了内容保护,请将此项设置为向应用程序报告。" #: Editor/Src/AutoDocumentation.cpp:2698 msgctxt "From AutoDocumentation" msgid "Set this to true if the display is transparent (i.e. AR device display)." msgstr "如果显示是透明的(即 AR 设备显示),请将此项设置为 true。" #: Editor/Src/AutoDocumentation.cpp:2699 msgctxt "From AutoDocumentation" msgid "Set this value to true when the display is not active or is not rendering the application content." msgstr "当显示屏未处于活动状态或未渲染应用程序内容时,请将此值设置为 true。" #: Editor/Src/AutoDocumentation.cpp:2700 msgctxt "From AutoDocumentation" msgid "Optional legacy native pointer which will be exposed via XRDevice.GetNativePtr() c# api." msgstr "可选的旧版本地指针,它将通过 XRDevice.GetNativePtr() c# api 公开。" #: Editor/Src/AutoDocumentation.cpp:2701 msgctxt "From AutoDocumentation" msgid "The current mode being used by the provider to stabilize rendering." msgstr "由提供者用于稳定渲染的当前模式。" #: Editor/Src/AutoDocumentation.cpp:2709 msgctxt "From AutoDocumentation" msgid "Description of theBool." msgstr "布尔值描述。" #: Editor/Src/AutoDocumentation.cpp:2710 msgctxt "From AutoDocumentation" msgid "Description of theDouble." msgstr "双精度值描述。" #: Editor/Src/AutoDocumentation.cpp:2711 msgctxt "From AutoDocumentation" msgid "Description of theFloat." msgstr "浮点值描述。" #: Editor/Src/AutoDocumentation.cpp:2712 msgctxt "From AutoDocumentation" msgid "Description of theString." msgstr "字符串值描述。" #: Editor/Src/AutoDocumentation.cpp:2716 msgctxt "From AutoDocumentation" msgid "Fixation point that both eyes are fixated on." msgstr "固定双眼的固定点。" #: Editor/Src/AutoDocumentation.cpp:2717 msgctxt "From AutoDocumentation" msgid "Pose of left Eye." msgstr "左眼的动作。" #: Editor/Src/AutoDocumentation.cpp:2718 msgctxt "From AutoDocumentation" msgid "Float value indicating how much the left eye is open." msgstr "表示左眼睁开程度的浮点值。" #: Editor/Src/AutoDocumentation.cpp:2719 msgctxt "From AutoDocumentation" msgid "Pose of right Eye." msgstr "右眼的动作。" #: Editor/Src/AutoDocumentation.cpp:2720 msgctxt "From AutoDocumentation" msgid "Float value indicating how much the right eye is open." msgstr "表示右眼睁开程度的浮点值。" #: Editor/Src/AutoDocumentation.cpp:2724 msgctxt "From AutoDocumentation" msgid "The normal of the plane the user should focus on." msgstr "用户应关注的平面法线。" #: Editor/Src/AutoDocumentation.cpp:2725 msgctxt "From AutoDocumentation" msgid "The location in world space that should be set as the main point of focus." msgstr "在世界空间中应设置为主要焦点的位置。" #: Editor/Src/AutoDocumentation.cpp:2726 msgctxt "From AutoDocumentation" msgid "The velocity of the plane the user should focus on." msgstr "用户应关注的平面速度。" #: Editor/Src/AutoDocumentation.cpp:2730 msgctxt "From AutoDocumentation" msgid "Options that are configured directly by the application." msgstr "由应用程序直接配置的选项。" #: Editor/Src/AutoDocumentation.cpp:2731 msgctxt "From AutoDocumentation" msgid "Bitfield representing which, if any, of the hint fields changed last frame. Combination of #UnityXRFrameSetupHintsChanged." msgstr "表示最后一帧改变的提示字段(如果有)的位域。#UnityXRFrameSetupHintsChanged 的组合。" #: Editor/Src/AutoDocumentation.cpp:2732 msgctxt "From AutoDocumentation" msgid "State of layers that unity just rendered to and are to be submitted this frame." msgstr "Unity 刚渲染并将在此帧中提交的层的状态。" #: Editor/Src/AutoDocumentation.cpp:2733 msgctxt "From AutoDocumentation" msgid "Number of entries in layers." msgstr "layers 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:2734 msgctxt "From AutoDocumentation" msgid "Descriptor of the textures for layers that unity intends to render to next frame." msgstr "由 Unity 用于下一帧渲染到的层的纹理的描述符。" #: Editor/Src/AutoDocumentation.cpp:2735 msgctxt "From AutoDocumentation" msgid "True if textureDescs changed last frame. You may need to recreate the textures to match textureDescs." msgstr "如果 textureDescs 在最后一帧中发生变化,则为 True。您可能需要重新创建纹理以匹配 textureDescs。" #: Editor/Src/AutoDocumentation.cpp:2736 msgctxt "From AutoDocumentation" msgid "Number of entries in textureDescs." msgstr "textureDescs 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:2740 msgctxt "From AutoDocumentation" msgid "App is requesting that the provider enabled or disabled content protection." msgstr "应用程序正在请求提供者启用或禁用内容保护。" #: Editor/Src/AutoDocumentation.cpp:2741 msgctxt "From AutoDocumentation" msgid "Tells the provider the focus plane to use." msgstr "告知提供者要使用的焦平面。" #: Editor/Src/AutoDocumentation.cpp:2742 msgctxt "From AutoDocumentation" msgid "The rect which unity rendered the last frame to." msgstr "Unity 将最后一帧渲染到的矩形。" #: Editor/Src/AutoDocumentation.cpp:2743 msgctxt "From AutoDocumentation" msgid "Tells the provider the reprojection mode it should be using for stabilization." msgstr "告知提供者应该用于实现稳定的重投影模式。" #: Editor/Src/AutoDocumentation.cpp:2744 msgctxt "From AutoDocumentation" msgid "App requests to render to sRGB textures." msgstr "应用程序请求渲染到 sRGB 纹理。" #: Editor/Src/AutoDocumentation.cpp:2745 msgctxt "From AutoDocumentation" msgid "Is the scene + user's shaders configured to use single-pass rendering?" msgstr "场景 + 用户的着色器是否配置为使用单通道渲染?" #: Editor/Src/AutoDocumentation.cpp:2746 msgctxt "From AutoDocumentation" msgid "App requests texture sizes to be scaled. If this field changes, the provider should reallocate relevant textures with this scale." msgstr "应用程序请求缩放纹理大小。如果此字段发生改变,则提供者应使用此缩放重新分配相关纹理。" #: Editor/Src/AutoDocumentation.cpp:2747 msgctxt "From AutoDocumentation" msgid "App requests to render with 16 bit color buffers if possible (ex: RGB565)" msgstr "应用程序请求使用 16 位颜色缓冲区进行渲染(如果可能,例如:RGB565)" #: Editor/Src/AutoDocumentation.cpp:2748 msgctxt "From AutoDocumentation" msgid "Distance of far plane in meters from main camera." msgstr "远平面与主摄像机之间的距离(以米为单位)。" #: Editor/Src/AutoDocumentation.cpp:2749 msgctxt "From AutoDocumentation" msgid "Distance of near plane in meters from main camera." msgstr "近平面与主摄像机之间的距离(以米为单位)。" #: Editor/Src/AutoDocumentation.cpp:2753 msgctxt "From AutoDocumentation" msgid "Location of the origin of the coordinate system. (0,0,0)" msgstr "坐标系原点位置。(0,0,0)" #: Editor/Src/AutoDocumentation.cpp:2754 msgctxt "From AutoDocumentation" msgid "Quaternion orientation of the layer." msgstr "层的四元数方向。" #: Editor/Src/AutoDocumentation.cpp:2755 msgctxt "From AutoDocumentation" msgid "Position of the layer in world-space." msgstr "层在世界空间中的位置。" #: Editor/Src/AutoDocumentation.cpp:2756 msgctxt "From AutoDocumentation" msgid "Size of the layer in meters." msgstr "层大小(以米为单位)。" #: Editor/Src/AutoDocumentation.cpp:2757 msgctxt "From AutoDocumentation" msgid "Is this layer visible?" msgstr "此层是否可见?" #: Editor/Src/AutoDocumentation.cpp:2761 msgctxt "From AutoDocumentation" msgid "Feature indices of finger bones (kUnityInvalidXRInputFeatureIndex indicates that bone does not exist)" msgstr "手指骨骼的特征索引(kUnityInvalidXRInputFeatureIndex 表示骨骼不存在)" #: Editor/Src/AutoDocumentation.cpp:2762 msgctxt "From AutoDocumentation" msgid "Feature index of root bone of hand (kUnityInvalidXRInputFeatureIndex indicates no root)" msgstr "手根骨骼的特征索引(kUnityInvalidXRInputFeatureIndex 表示没有根)" #: Editor/Src/AutoDocumentation.cpp:2766 msgctxt "From AutoDocumentation" msgid "The buffer frequency the device operates at in Hertz. This can help Unity understand how fast the device consumes buffered haptic data." msgstr "设备运行的缓冲频率(以赫兹为单位)。有助于 Unity 了解设备使用缓冲的触觉数据的速度。" #: Editor/Src/AutoDocumentation.cpp:2767 msgctxt "From AutoDocumentation" msgid "The max amount of buffer data that can be stored provider-side." msgstr "可在提供者端存储的最大缓冲数据量。" #: Editor/Src/AutoDocumentation.cpp:2768 msgctxt "From AutoDocumentation" msgid "The optimal size of a device's buffer, taking into account frequency and latency." msgstr "设备缓冲区的最佳大小(考虑频率和延迟)。" #: Editor/Src/AutoDocumentation.cpp:2769 msgctxt "From AutoDocumentation" msgid "The number of haptic channels available on this device." msgstr "此设备上可用的触觉通道数。" #: Editor/Src/AutoDocumentation.cpp:2770 msgctxt "From AutoDocumentation" msgid "Does this device support the kUnityXRInputEventTypeHapticSendBuffer event?" msgstr "此设备是否支持 kUnityXRInputEventTypeHapticSendBuffer 事件?" #: Editor/Src/AutoDocumentation.cpp:2771 msgctxt "From AutoDocumentation" msgid "Does this device support the kUnityXRInputEventTypeHapticSendImpulse event?" msgstr "此设备是否支持 kUnityXRInputEventTypeHapticSendImpulse 事件?" #: Editor/Src/AutoDocumentation.cpp:2775 msgctxt "From AutoDocumentation" msgid "The amplitude of the haptic impulse in a [0,1] range." msgstr "触觉脉冲的幅度(在 [0,1] 范围内)。" #: Editor/Src/AutoDocumentation.cpp:2776 msgctxt "From AutoDocumentation" msgid "The haptic channel Unity wants to send the haptic impulse to." msgstr "Unity 希望将触觉脉冲发送到的触觉通道。" #: Editor/Src/AutoDocumentation.cpp:2777 msgctxt "From AutoDocumentation" msgid "The duration of the impulse, in seconds." msgstr "脉冲的持续时间(以秒为单位)。" #: Editor/Src/AutoDocumentation.cpp:2781 msgctxt "From AutoDocumentation" msgid "The channel that Unity wants the haptic state of. This is passed in to the provider." msgstr "Unity 希望了解触觉状态的通道。这将传递给提供者。" #: Editor/Src/AutoDocumentation.cpp:2782 msgctxt "From AutoDocumentation" msgid "The number of samples that can currently be queued up before running out of space. This is set by the provider." msgstr "在空间耗尽之前当前可以排队的样本数。此属性由提供者设置。" #: Editor/Src/AutoDocumentation.cpp:2783 msgctxt "From AutoDocumentation" msgid "The number of samples currently queued up, but not yet consumed. This is set by the provider." msgstr "当前已排队但尚未使用的样本数。此属性由提供者设置。" #: Editor/Src/AutoDocumentation.cpp:2787 msgctxt "From AutoDocumentation" msgid "The buffer data itself, only filled in up to bufferSize." msgstr "缓冲数据本身,只填充到 bufferSize。" #: Editor/Src/AutoDocumentation.cpp:2788 msgctxt "From AutoDocumentation" msgid "The size of the buffer data being passed to the provider." msgstr "传递给提供者的缓冲数据的大小。" #: Editor/Src/AutoDocumentation.cpp:2789 msgctxt "From AutoDocumentation" msgid "The haptic channel Unity wants to rumble." msgstr "Unity 希望了解的触觉通道。" #: Editor/Src/AutoDocumentation.cpp:2793 msgctxt "From AutoDocumentation" msgid "The characteristics of the device, identifying how the device is used and what it can report." msgstr "设备的特征,表示如何使用设备及其可报告什么。" #: Editor/Src/AutoDocumentation.cpp:2805 msgctxt "From AutoDocumentation" msgid ". The columns of the matrix" msgstr ". 矩阵的列" #: Editor/Src/AutoDocumentation.cpp:2809 msgctxt "From AutoDocumentation" msgid "Index buffers." msgstr "索引缓冲区。" #: Editor/Src/AutoDocumentation.cpp:2811 msgctxt "From AutoDocumentation" msgid "Pointer to colors buffer. May be null." msgstr "指向颜色缓冲区的指针。可能为空值。" #: Editor/Src/AutoDocumentation.cpp:2812 msgctxt "From AutoDocumentation" msgid "The number of indices in the mesh." msgstr "网格中的索引数。" #: Editor/Src/AutoDocumentation.cpp:2813 msgctxt "From AutoDocumentation" msgid "Which index format should be used, 16 or 32 bit." msgstr "应使用的索引格式,16 位还是 32 位。" #: Editor/Src/AutoDocumentation.cpp:2814 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat16Bit." msgstr "在 indexFormat 为 kUnityXRIndexFormat16Bit 的情况下使用。" #: Editor/Src/AutoDocumentation.cpp:2815 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat32Bit." msgstr "在 indexFormat 为 kUnityXRIndexFormat32Bit 的情况下使用。" #: Editor/Src/AutoDocumentation.cpp:2816 msgctxt "From AutoDocumentation" msgid "Pointer to normals buffer. May be null." msgstr "指向法线缓冲区的指针。可能为空值。" #: Editor/Src/AutoDocumentation.cpp:2817 msgctxt "From AutoDocumentation" msgid "Pointer to positions buffer. May not be null." msgstr "指向位置缓冲区的指针。不能为空值。" #: Editor/Src/AutoDocumentation.cpp:2818 msgctxt "From AutoDocumentation" msgid "Pointer to tangents buffer. May be null." msgstr "指向切线缓冲区的指针。可能为空值。" #: Editor/Src/AutoDocumentation.cpp:2819 msgctxt "From AutoDocumentation" msgid "The primitive type of the mesh data (e.g., points, lines, triangles, quads)" msgstr "网格数据的原始类型(例如,点、线、三角形、四边形)" #: Editor/Src/AutoDocumentation.cpp:2820 msgctxt "From AutoDocumentation" msgid "Pointer to uvs buffer. May be null." msgstr "指向 UV 缓冲区的指针。可能为空值。" #: Editor/Src/AutoDocumentation.cpp:2821 msgctxt "From AutoDocumentation" msgid "The number of vertices." msgstr "顶点数。" #: Editor/Src/AutoDocumentation.cpp:2825 msgctxt "From AutoDocumentation" msgid "128-bit id data" msgstr "128 位 ID 数据" #: Editor/Src/AutoDocumentation.cpp:2829 msgctxt "From AutoDocumentation" msgid "A session-unique identifier for the mesh." msgstr "网格的会话唯一标识符。" #: Editor/Src/AutoDocumentation.cpp:2830 msgctxt "From AutoDocumentation" msgid "A hint for the system that determines when it should update the corresponding Unity mesh." msgstr "确定何时应当更新相应 Unity 网格的系统提示。" #: Editor/Src/AutoDocumentation.cpp:2831 msgctxt "From AutoDocumentation" msgid "True if the mesh has been updated (e.g., since the last query)." msgstr "如果网格已更新(例如,自上次查询以来),则为 True。" #: Editor/Src/AutoDocumentation.cpp:2839 msgctxt "From AutoDocumentation" msgid "Collection of culling pass data for render passes. Each render pass will call out which culling pass to use via index." msgstr "渲染通道的剔除通道数据集合。每个渲染通道将通过索引调出要使用的剔除通道。" #: Editor/Src/AutoDocumentation.cpp:2840 msgctxt "From AutoDocumentation" msgid "Texture ids that unity will render to for each layer next frame." msgstr "Unity 将为下一帧的每个层渲染的纹理 ID。" #: Editor/Src/AutoDocumentation.cpp:2841 msgctxt "From AutoDocumentation" msgid "Render Passes that unity should execute next frame." msgstr "Unity 应该在下一帧执行的渲染通道。" #: Editor/Src/AutoDocumentation.cpp:2842 msgctxt "From AutoDocumentation" msgid "Number of entries in renderPasses." msgstr "renderPasses 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:2846 msgctxt "From AutoDocumentation" msgid "Culling pose in device anchor space." msgstr "设备锚空间中的剔除动作。" #: Editor/Src/AutoDocumentation.cpp:2847 msgctxt "From AutoDocumentation" msgid "Center transform of culling frustum." msgstr "剔除视锥体的中心变换。" #: Editor/Src/AutoDocumentation.cpp:2848 msgctxt "From AutoDocumentation" msgid "Viewing frustum." msgstr "查看视锥体。" #: Editor/Src/AutoDocumentation.cpp:2849 msgctxt "From AutoDocumentation" msgid "Diameter of a sphere of visibility." msgstr "可见性范围球体的直径。" #: Editor/Src/AutoDocumentation.cpp:2853 msgctxt "From AutoDocumentation" msgid "Index into cullingPasses array, pointing at the culling data for this render pass." msgstr "编入 cullingPasses 数组中的索引,指向此渲染通道的剔除数据。" #: Editor/Src/AutoDocumentation.cpp:2854 msgctxt "From AutoDocumentation" msgid "Parameters for rendering." msgstr "渲染参数。" #: Editor/Src/AutoDocumentation.cpp:2855 msgctxt "From AutoDocumentation" msgid "Number of entries in UnityXRNextFrameDesc::UnityXRRenderPass::UnityXRRenderParams." msgstr "UnityXRNextFrameDesc::UnityXRRenderPass::UnityXRRenderParams 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:2856 msgctxt "From AutoDocumentation" msgid "A Unity texture ID returned by CreateTexture." msgstr "CreateTexture 返回的 Unity 纹理 ID。" #: Editor/Src/AutoDocumentation.cpp:2860 msgctxt "From AutoDocumentation" msgid "Eye pose in device anchor space." msgstr "设备锚空间中的眼睛动作。" #: Editor/Src/AutoDocumentation.cpp:2861 msgctxt "From AutoDocumentation" msgid "Position and orientation to render from." msgstr "开始渲染的位置和方向。" #: Editor/Src/AutoDocumentation.cpp:2862 msgctxt "From AutoDocumentation" msgid "Projection to render with." msgstr "渲染时使用的投影。" #: Editor/Src/AutoDocumentation.cpp:2863 msgctxt "From AutoDocumentation" msgid "Slice of the texture array to render to. Only valid if single-pass rendering mode is active." msgstr "要渲染到的纹理数组的切片。仅在单通道渲染模式激活时有效。" #: Editor/Src/AutoDocumentation.cpp:2864 msgctxt "From AutoDocumentation" msgid "Normalized viewport from zero (bottom/left) to one (top/right)." msgstr "从 0(左/下)到 1(右/上)的归一化视口。" #: Editor/Src/AutoDocumentation.cpp:2868 msgctxt "From AutoDocumentation" msgid "Position of the pose." msgstr "动作位置。" #: Editor/Src/AutoDocumentation.cpp:2869 msgctxt "From AutoDocumentation" msgid "Rotation of the pose, stored as a quaternion." msgstr "存储为一个四元数的动作旋转。" #: Editor/Src/AutoDocumentation.cpp:2877 msgctxt "From AutoDocumentation" msgid "Contains all supported ways of representing a projection matrix." msgstr "包含所有支持的投影矩阵表示方式。" #: Editor/Src/AutoDocumentation.cpp:2878 msgctxt "From AutoDocumentation" msgid "Valid if type is kUnityXRProjectionTypeHalfAngles." msgstr "在类型为 kUnityXRProjectionTypeHalfAngles 的情况下有效。" #: Editor/Src/AutoDocumentation.cpp:2879 msgctxt "From AutoDocumentation" msgid "Valid if type is kUnityXRProjectionTypeMatrix." msgstr "在类型为 kUnityXRProjectionTypeMatrix 的情况下有效。" #: Editor/Src/AutoDocumentation.cpp:2880 msgctxt "From AutoDocumentation" msgid "Choose the way this projection is represented." msgstr "选择此投影的表示方式。" #: Editor/Src/AutoDocumentation.cpp:2884 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to bottom clipping plane. (should be negative)" msgstr "从中心到底部剪裁平面的半角切线。(应该是负数)" #: Editor/Src/AutoDocumentation.cpp:2885 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to left clipping plane. (should be negative)" msgstr "从中心到左侧剪裁平面的半角切线。(应该是负数)" #: Editor/Src/AutoDocumentation.cpp:2886 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to right clipping plane. (should be positive)" msgstr "从中心到右侧剪裁平面的半角切线。(应该是正数)" #: Editor/Src/AutoDocumentation.cpp:2887 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to top clipping plane. (should be positive)" msgstr "从中心到顶部剪裁平面的半角切线。(应该是正数)" #: Editor/Src/AutoDocumentation.cpp:2891 msgctxt "From AutoDocumentation" msgid "Height of the rectangle." msgstr "矩形的高度。" #: Editor/Src/AutoDocumentation.cpp:2892 msgctxt "From AutoDocumentation" msgid "Width of the rectangle." msgstr "矩形的宽度。" #: Editor/Src/AutoDocumentation.cpp:2893 msgctxt "From AutoDocumentation" msgid "X position of the rectangle." msgstr "矩形的 X 位置。" #: Editor/Src/AutoDocumentation.cpp:2894 msgctxt "From AutoDocumentation" msgid "Y position of the rectangle." msgstr "矩形的 Y 位置。" #: Editor/Src/AutoDocumentation.cpp:2898 msgctxt "From AutoDocumentation" msgid "Data for color texture." msgstr "颜色纹理的数据。" #: Editor/Src/AutoDocumentation.cpp:2899 msgctxt "From AutoDocumentation" msgid "Color format of the texture. Format will be sRGB if kUnityXRRenderTextureFlagsSRGB is set and there is an equivalent sRGB native format." msgstr "纹理的颜色格式。如果设置了 kUnityXRRenderTextureFlagsSRGB 并且存在等效的 sRGB 原生格式,则格式为 sRGB。" #: Editor/Src/AutoDocumentation.cpp:2900 msgctxt "From AutoDocumentation" msgid "Data for depth texture." msgstr "深度纹理的数据。" #: Editor/Src/AutoDocumentation.cpp:2901 msgctxt "From AutoDocumentation" msgid "Depth format of the texture." msgstr "纹理的深度格式。" #: Editor/Src/AutoDocumentation.cpp:2902 msgctxt "From AutoDocumentation" msgid "Combination of #UnityXRRenderTextureFlags." msgstr "#UnityXRRenderTextureFlags 的组合。" #: Editor/Src/AutoDocumentation.cpp:2903 msgctxt "From AutoDocumentation" msgid "Height of the texture in pixels." msgstr "纹理的高度(以像素为单位)。" #: Editor/Src/AutoDocumentation.cpp:2904 msgctxt "From AutoDocumentation" msgid "If requesting a texture array, the length of the texture array." msgstr "如果请求的是纹理数组,则为纹理数组的长度。" #: Editor/Src/AutoDocumentation.cpp:2905 msgctxt "From AutoDocumentation" msgid "Width of the texture in pixels." msgstr "纹理的宽度(以像素为单位)。" #: Editor/Src/AutoDocumentation.cpp:2909 msgctxt "From AutoDocumentation" msgid "Invalidate graphics state after each graphics thread callback. If your plugin changes any graphics state, set this bit." msgstr "在每个图形线程回调后使图形状态无效。如果插件会更改任何图形状态,请设置此位。" #: Editor/Src/AutoDocumentation.cpp:2910 msgctxt "From AutoDocumentation" msgid "If the hardware or SDK we're running on cannot support single-pass rendering, set this bit." msgstr "如果我们运行的基础硬件或 SDK 不支持单通道渲染,请设置此位。" #: Editor/Src/AutoDocumentation.cpp:2911 msgctxt "From AutoDocumentation" msgid "RefreshFrameDesc will be called whenever this amount of time (in secs) has passed after retrieving data from WaitNextFrameDesc and before calling BeginFrame." msgstr "只要在从 WaitNextFrameDesc 检索数据之后和调用 BeginFrame 之前经过了这段时间(以秒为单位),就会调用 RefreshFrameDesc。" #: Editor/Src/AutoDocumentation.cpp:2912 msgctxt "From AutoDocumentation" msgid "Don't present to the main screen (eglSwapBuffers, etc)." msgstr "不要出现在主屏幕上(eglSwapBuffers 等)。" #: Editor/Src/AutoDocumentation.cpp:2916 msgctxt "From AutoDocumentation" msgid "X component of the vector." msgstr "矢量的 X 分量。" #: Editor/Src/AutoDocumentation.cpp:2917 msgctxt "From AutoDocumentation" msgid "Y component of the vector." msgstr "矢量的 Y 分量。" #: Editor/Src/AutoDocumentation.cpp:2923 msgctxt "From AutoDocumentation" msgid "Z component of the vector." msgstr "矢量的 Z 分量。" #: Editor/Src/AutoDocumentation.cpp:2927 msgctxt "From AutoDocumentation" msgid "W component of the vector." msgstr "矢量的 W 分量。" #: Editor-Extra:Editor/Src/GI/Progressive/PVRRuntimeManager.cpp msgid "Recompile RSLS Shaders %#l" msgstr "重新编译 RSLS 着色器 %#l" #: Editor-Extra:Create/Shader msgid "Image Effect Shader" msgstr "图像效果着色器" #: Editor-Extra:for elements of array property msgid "Element 6" msgstr "元素 6" #: Editor-Extra:for elements of array property msgid "Element 13" msgstr "元素 13" #: Editor-Extra:for elements of array property msgid "Element 29" msgstr "元素 29" #: Editor-Extra:MenuItem/Edit/Delete msgid "Delete #DEL" msgstr "删除 #DEL" #: Editor-Extra:Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp msgid "Recompile Editor Code, Editor and Bindings %k" msgstr "重新编译编辑器代码、编辑器和绑定 %k" #: Editor-Extra:Camera Editor msgid "Clipping Pnaes" msgstr "剪裁 Pnaes" #: Editor-Extra:for elements of array property msgid "Element 24" msgstr "元素 24" #: Editor-Extra:for elements of array property msgid "Element 4" msgstr "元素 4" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 2" msgstr "着色器硬件层 2" #: Editor-Extra:for elements of array property msgid "Element 19" msgstr "元素 19" #: Editor-Extra:PreferencesWindow msgid "Diagnostics" msgstr "诊断" #: Editor-Extra:for elements of array property msgid "Element 25" msgstr "元素 25" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 3" msgstr "着色器模型 3" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Dial-Up" msgstr "拨号" #: Editor-Extra:MenuItem/Edit/Redo msgid "Redo %y" msgstr "重做 %y" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "ISDN" msgstr "ISDN" #: Editor-Extra:for elements of array property msgid "Element 12" msgstr "元素 12" #: Editor-Extra:for elements of array property msgid "Element 27" msgstr "元素 27" #: Editor-Extra:MenuItem/Edit/Undo_with_action msgid "Undo %s %z" msgstr "撤消 %s%z" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "DSL" msgstr "DSL" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable Behaviour C# Script" msgstr "可播放行为 C# 脚本" #: Editor-Extra:for elements of array property msgid "Element 26" msgstr "元素 26" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 4" msgstr "着色器模型 4" #: Editor-Extra:MenuItem/Edit/Redo_with_action msgid "Redo %s %y" msgstr "重做 %s%y" #: Editor-Extra:for elements of array property msgid "Element 11" msgstr "元素 11" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "C# Script" msgstr "C# 脚本" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Keys" msgstr "密钥" #: Editor-Extra:Create/Shader msgid "Compute Shader" msgstr "计算着色器" #: Editor-Extra:Editor/Src/Commands/APIUpdaterMenu.cpp msgid "Run API Updater..." msgstr "运行 API 更新程序..." #: Editor-Extra:MenuItem/Edit/Frame Selected msgid "Frame Selected _f" msgstr "选择的帧 _f" #: Editor-Extra:title label for PreferencesWindow msgid "Unity Preferences" msgstr "Unity 首选项" #: Editor-Extra:for elements of array property msgid "Element 15" msgstr "元素 15" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Network Emulation" msgstr "网络模拟" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "External Tools" msgstr "外部工具" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 2" msgstr "着色器模型 2" #: Editor-Extra:MenuItem/Edit/Lock View to Selected msgid "Lock View to Selected #f" msgstr "锁定视图到选定项 #f" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "No Emulation" msgstr "无模拟" #: Editor-Extra:for elements of array property msgid "Element 7" msgstr "元素 7" #: Editor-Extra:for elements of array property msgid "Element 31" msgstr "元素 31" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 3" msgstr "着色器硬件层 3" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "GI Cache" msgstr "GI 缓存" #: Editor-Extra:for elements of array property msgid "Element 21" msgstr "元素 21" #: Editor-Extra:class Section at PreferencesWindow.cs Editor-Missing:Missing detected runtime. msgid "Unity Services" msgstr "Unity 服务" #: Editor-Extra:for elements of array property msgid "Element 10" msgstr "元素 10" #: Editor-Extra:for elements of array property msgid "Element 17" msgstr "元素 17" #: Editor-Extra:for elements of array property msgid "Element 20" msgstr "元素 20" #: Editor-Extra:Create/Shader msgid "Standard Surface Shader" msgstr "标准表面着色器" #: Editor-Extra:for elements of array property msgid "Element 8" msgstr "元素 8" #: Editor-Extra:for elements of array property msgid "Element 2" msgstr "元素 2" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playables" msgstr "可播放内容" #: Editor-Extra:MenuItem/Edit/Duplicate msgid "Duplicate %d" msgstr "副本 %d" #: Editor-Extra:for elements of array property msgid "Element 30" msgstr "元素 30" #: Editor-Extra:for elements of array property msgid "Element 9" msgstr "元素 9" #: Editor-Extra:for elements of array property msgid "Element 23" msgstr "元素 23" #: Editor-Extra:for elements of array property msgid "Element 3" msgstr "元素 3" #: Editor-Extra:for elements of array property msgid "Element 0" msgstr "元素 0" #: Editor-Extra:Create/Shader msgid "Unlit Shader" msgstr "无光照着色器" #: Editor-Extra:MenuItem/Window/Next Window msgid "Next Window %TAB" msgstr "下一个窗口 %TAB" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable Asset C# Script " msgstr "可播放资产 C# 脚本" #: Editor-Extra:for elements of array property msgid "Element 28" msgstr "元素 28" #: Editor-Extra:for elements of array property msgid "Element 18" msgstr "元素 18" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Language" msgstr "语言" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Javascript" msgstr "Javascript" #: Editor-Extra:for elements of array property msgid "Element 16" msgstr "元素 16" #: Editor-Extra:MenuItem/Window/Previous Window msgid "Previous Window %#TAB" msgstr "上一个窗口 %#TAB" #: Editor-Extra:for elements of array property msgid "Element 1" msgstr "元素 1" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Broadband" msgstr "宽带" #: Editor-Extra:for elements of array property msgid "Element 5" msgstr "元素 5" #: Editor-Extra:for elements of array property msgid "Element 22" msgstr "元素 22" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable C# Script" msgstr "可播放 C# 脚本" #: Editor-Extra:for elements of array property msgid "Element 14" msgstr "元素 14" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 1" msgstr "着色器硬件层 1" #: Editor-Missing:Missing detected at runtime. msgid "Flip Forward" msgstr "正向翻转" #: Editor-Missing:Missing detected at runtime. msgid "Specifies distance which the collision detection system uses to generate collision contacts. The value must be positive and if set too close to zero can cause jitter." msgstr "指定碰撞检测系统用于生成碰撞接触的距离。该值必须为正,如果设置得太接近零会导致抖动。" #: Editor-Missing:Missing detected at runtime. msgid "Physics Raycaster" msgstr "物理光线投射器" #: Editor-Missing:Missing detected at runtime. msgid "Allow HDR" msgstr "允许 HDR" #: Editor-Missing:Missing detected at runtime. msgid "Find" msgstr "查找" #: Editor-Missing:Missing detected at runtime. msgid "Animation Window is linked to Sequence Editor. Press to Unlink." msgstr "“动画窗口”已经链接到“序列编辑器”。按下即可“取消链接”。" #: Editor-Missing:Missing detected at runtime. msgid "Number of cascades for directional light shadows" msgstr "定向光影的级联数" #: Editor-Missing:Missing detected at runtime. msgid "Content Size Fitter" msgstr "内容尺寸适应器" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 2" msgstr "操作杆 2" #: Editor-Missing:Missing detected at runtime. msgid "Links the property between the different views" msgstr "在不同视图之间链接属性" #: Editor-Missing:Missing detected at runtime. msgid "Parkinglot" msgstr "停车场" #: Editor-Missing:Missing detected at runtime. msgid "The maximum force the drive can exert to reach the target velocity. [ 0, infinity ]." msgstr "驱动器为了达到目标速度可以施加的最大力。[ 0, 无穷大 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Scrollbar (Script)" msgstr "滚动条(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "9th axis (Joysticks)" msgstr "9 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Important" msgstr "重要" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransform" msgstr "NetworkTransform" #: Editor-Missing:Missing detected at runtime. msgid "Scene Filter:" msgstr "场景过滤器:" #: Editor-Missing:Missing detected at runtime. msgid "Reset all environment" msgstr "重置所有环境" #: Editor-Missing:Missing detected at runtime. msgid "Unity Logo Below" msgstr "Unity 下方徽标" #: Editor-Missing:Missing detected at runtime. msgid "Time Measurement Script" msgstr "时间测量脚本" #: Editor-Missing:Missing detected at runtime. msgid "City" msgstr "城市" #: Editor-Missing:Missing detected at runtime. msgid "You need to enable collab." msgstr "您需要启用协作。" #: Editor-Missing:Missing detected at runtime. msgid "Enable PCM" msgstr "启用 PCM" #: Editor-Missing:Missing detected at runtime. msgid "The angular drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "角度阻力系数。 0 表示无阻尼。 [ 0, 无穷大 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 4" msgstr "操作杆 4" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Delay" msgstr "重复延迟" #: Editor-Missing:Missing detected at runtime. msgid "Show GUI" msgstr "显示 GUI" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Limit Spring" msgstr "X 轴角限制弹簧" #: Editor-Missing:Missing detected at runtime. msgid "Set the terrain height." msgstr "设置地形高度。" #: Editor-Missing:Missing detected at runtime. msgid "Network Identity (Script)" msgstr "网络身份(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Bypass/ignore any applied effects from listener." msgstr "绕过/忽略监听器所有已应用效果。" #: Editor-Missing:Missing detected at runtime. msgid "Fullscreen Window With Menu Bar And Dock" msgstr "有菜单栏以及停靠的全屏窗口" #: Editor-Missing:Missing detected at runtime. msgid "Hide Unity %h" msgstr "隐藏 Unity %h" #: Editor-Missing:Missing detected at runtime. msgid "The damping used to reach the target. [ 0, infinity ]." msgstr "用来实现目标的阻尼。 [ 0, 无穷大 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Scale With Screen Size" msgstr "屏幕大小缩放" #: Editor-Missing:Missing detected at runtime. msgid "Angular Y Limit" msgstr "Y 轴角限制" #: Editor-Missing:Missing detected at runtime. msgid "Sphere (Mesh Filter)" msgstr "球体(网格过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "Button (Script)" msgstr "按钮(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Create Slider" msgstr "创建滑块" #: Editor-Missing:Missing detected at runtime. msgid "7th axis (Joysticks)" msgstr "7 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Autocorrected" msgstr "自动更正" #: Editor-Missing:Missing detected at runtime. msgid "25th axis (Joysticks)" msgstr "25 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Keep All" msgstr "保持全部" #: Editor-Missing:Missing detected at runtime. msgid "Never Sleep" msgstr "从不休眠" #: Editor-Missing:Missing detected at runtime. msgid "4x Multi Sampling" msgstr "4 倍多重采样" #: Editor-Missing:Missing detected at runtime. msgid "Exclusive Mode" msgstr "独占模式" #: Editor-Missing:Missing detected at runtime. msgid "Decompress On Load" msgstr "加载时解压缩" #: Editor-Missing:Missing detected at runtime. msgid "The Export Raw button allows you to save the terrain’s heightmap to an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity." msgstr "“导出 Raw”按钮允许您将地形高度图保存为“RAW”灰度格式的图像文件。 RAW 格式可以用第三方地形编辑工具(如 Bryce)生成,也可以用 Photoshop 打开、编辑和保存。通过该按钮,您就可以在 Unity 之外进行复杂的地形生成和编辑。" #: Editor-Missing:Missing detected at runtime. msgid "Position Iterations" msgstr "位置迭代" #: Editor-Missing:Missing detected at runtime. msgid "Sliced" msgstr "已切片" #: Editor-Missing:Missing detected at runtime. msgid "Swing 1 Limit" msgstr "摆动 1 限制" #: Editor-Missing:Missing detected at runtime. msgid "Bold And Italic" msgstr "加粗与倾斜" #: Editor-Missing:Missing detected at runtime. msgid "Capture the current view and open in RenderDoc" msgstr "捕获当前视图并在 RenderDoc 中打开" #: Editor-Missing:Missing detected at runtime. msgid "Create Text" msgstr "创建文本" #: Editor-Missing:Missing detected at runtime. msgid "Rect Transform" msgstr "矩形变换" #: Editor-Missing:Missing detected at runtime. msgid "Single object zone comparison view" msgstr "单对象区域比较视图" #: Editor-Missing:Missing detected at runtime. msgid "Bold and Italic" msgstr "加粗与倾斜" #: Editor-Missing:Missing detected at runtime. msgid "MainCamera" msgstr "MainCamera" #: Editor-Missing:Missing detected at runtime. msgid "TimeManager" msgstr "TimeManager" #: Editor-Missing:Missing detected at runtime. msgid "The sleeping mode for the body." msgstr "主体的睡眠模式。" #: Editor-Missing:Missing detected at runtime. msgid "Single Line" msgstr "单线" #: Editor-Missing:Missing detected at runtime. msgid "Mono Script" msgstr "Mono 脚本" #: Editor-Missing:Missing detected at runtime. msgid "Max Translation Speed" msgstr "最大过渡速度" #: Editor-Missing:Missing detected at runtime. msgid "Middle Spine" msgstr "中间脊柱" #: Editor-Missing:Missing detected at runtime. msgid "Cull Completely" msgstr "完全剔除" #: Editor-Missing:Missing detected at runtime. msgid "Disabled Color" msgstr "已禁用颜色" #: Editor-Missing:Missing detected at runtime. msgid "If enabled, any Raycast, SphereCast, SphereTest, etc. that intersects with a Collider marked as a Trigger will return a hit. Individual raycasts can override this behavior." msgstr "如果启用,任何与标记为“触发器”的“碰撞器”相交的 Raycast、SphereCast、SphereTest 等均会返回命中。单个光线投射可以覆盖此行为。" #: Editor-Missing:Missing detected at runtime. msgid "Left To Right" msgstr "从左到右" #: Editor-Missing:Missing detected at runtime. msgid "Tab Size" msgstr "制表符大小" #: Editor-Missing:Missing detected at runtime. msgid "Two D" msgstr "二 D" #: Editor-Missing:Missing detected at runtime. msgid "activate joint limits" msgstr "激活关节限制" #: Editor-Missing:Missing detected at runtime. msgid "Middle right" msgstr "中右" #: Editor-Missing:Missing detected at runtime. msgid "Capture the current view and open in RenderDoc." msgstr "捕获当前视图并在 RenderDoc 中打开。" #: Editor-Missing:Missing detected at runtime. msgid "Pelvis" msgstr "骨盆" #: Editor-Missing:Missing detected at runtime. msgid "Alt Negative Button" msgstr "Alt 否定按钮" #: Editor-Missing:Missing detected at runtime. msgid "Joystick Axis" msgstr "操作杆轴" #: Editor-Missing:Missing detected at runtime. msgid "Default-Medium" msgstr "默认-中等" #: Editor-Missing:Missing detected at runtime. msgid "Depth only" msgstr "仅深度" #: Editor-Missing:Missing detected at runtime. msgid "How much gravity affects this body. [ -1000000, 1000000 ]." msgstr "这个身体会受到多大的重力影响。[ -1000000, 1000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Angular YZ Drive" msgstr "YZ 轴角驱动" #: Editor-Missing:Missing detected at runtime. msgid "The linear drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "线性阻尼系数。0 表示无阻尼。 [ 0, 1000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Stereo" msgstr "立体声" #: Editor-Missing:Missing detected at runtime. msgid "User friendly name used to access this input from script." msgstr "用于从脚本访问此输入的用户友好名称。" #: Editor-Missing:Missing detected at runtime. msgid "WinMerge" msgstr "WinMerge" #: Editor-Missing:Missing detected at runtime. msgid "Create Scroll View" msgstr "创建滚动视图" #: Editor-Missing:Missing detected at runtime. msgid "Align with view" msgstr "对齐视图" #: Editor-Missing:Missing detected at runtime. msgid "Disable Shadows" msgstr "禁用阴影" #: Editor-Missing:Missing detected at runtime. msgid "Single1 object view" msgstr "Single1 对象视图" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Axis" msgstr "垂直轴" #: Editor-Missing:Missing detected at runtime. msgid "Network Port" msgstr "网络端口" #: Editor-Missing:Missing detected at runtime. msgid "Baked Global Illumination is Enabled but there are no Static Meshes or Terrains in the Scene. Please enable the Lightmap Static property on the meshes you want included in baked lighting." msgstr "“烘焙全局照明”已经启用,但“场景”中没有“静态网格”或“地形”。请在要包含进烘焙照明中的网格上启用“光照贴图静态”属性。" #: Editor-Missing:Missing detected at runtime. msgid "Best performance" msgstr "最佳性能" #: Editor-Missing:Missing detected at runtime. msgid "Fixed Joint" msgstr "固定关节" #: Editor-Missing:Missing detected at runtime. msgid "Layout Element" msgstr "布局元素" #: Editor-Missing:Missing detected at runtime. msgid "Whether physics queries hit backface triangles or not." msgstr "物理查询是否会击中背面三角形。" #: Editor-Missing:Missing detected at runtime. msgid "Wide" msgstr "宽" #: Editor-Missing:Missing detected at runtime. msgid "Build & Run %b" msgstr "生成与运行 %b" #: Editor-Missing:Missing detected at runtime. msgid "Align With View" msgstr "对齐视图" #: Editor-Missing:Missing detected at runtime. msgid "Please check your network connection." msgstr "请检查您的网络连接。" #: Editor-Missing:Missing detected at runtime. msgid "Dolly" msgstr "拖拽" #: Editor-Missing:Missing detected at runtime. msgid "Material Override" msgstr "材质覆盖" #: Editor-Missing:Missing detected at runtime. msgid "Auto Hide" msgstr "自动隐藏" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 10" msgstr "操作杆 10" #: Editor-Missing:Missing detected at runtime. msgid "Standalone Input Module" msgstr "独立输入模块" #: Editor-Missing:Missing detected at runtime. msgid "Analytics" msgstr "分析" #: Editor-Missing:Missing detected at runtime. msgid "Right Foot" msgstr "右脚" #: Editor-Missing:Missing detected at runtime. msgid "Lock View to Selected" msgstr "锁定视图到选定项" #: Editor-Missing:Missing detected at runtime. msgid "Force Hidden" msgstr "强制隐藏" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 6" msgstr "操作杆 6" #: Editor-Missing:Missing detected at runtime. msgid "Collab is disabled." msgstr "Collab 已禁用。" #: Editor-Missing:Missing detected at runtime. msgid "Blocking Mask" msgstr "阻塞遮罩" #: Editor-Missing:Missing detected at runtime. msgid "Key or Mouse Button" msgstr "按键或鼠标按钮" #: Editor-Missing:Missing detected at runtime. msgid "3rd axis (Joysticks and Scrollwheel)" msgstr "3 号轴(操作杆与滚轮)" #: Editor-Missing:Missing detected at runtime. msgid "Fit Outside" msgstr "外部适应" #: Editor-Missing:Missing detected at runtime. msgid "Fit Horizontally" msgstr "水平适应" #: Editor-Missing:Missing detected at runtime. msgid "|Leaf Group" msgstr "|树叶组" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransformVisualizer" msgstr "NetworkTransformVisualizer" #: Editor-Missing:Missing detected at runtime. msgid "UV3" msgstr "UV3" #: Editor-Missing:Missing detected at runtime. msgid "Default Solver Velocity Iterations" msgstr "默认求解器速度迭代" #: Editor-Missing:Missing detected at runtime. msgid "Allow MSAA" msgstr "允许 MSAA" #: Editor-Missing:Missing detected at runtime. msgid "Open Scene" msgstr "打开场景" #: Editor-Missing:Missing detected at runtime. msgid "Cancel Button" msgstr "取消按钮" #: Editor-Missing:Missing detected at runtime. msgid "XZ" msgstr "XZ" #: Editor-Missing:Missing detected at runtime. msgid "Run the physics simulation automatically or allow the explicit control of it." msgstr "自动运行物理模拟或允许对其进行显式控制。" #: Editor-Missing:Missing detected at runtime. msgid "When to enable anisotropic texturing" msgstr "何时启用各向异性纹理" #: Editor-Missing:Missing detected at runtime. msgid "Tango Mesh Reconstruction Server" msgstr "Tango 网格重建服务器" #: Editor-Missing:Missing detected at runtime. msgid "The collision detection mode for the body." msgstr "主体的碰撞检测模式。" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Axis" msgstr "水平轴" #: Editor-Missing:Missing detected at runtime. msgid "Allow real-time rendering of Reflection Probes?" msgstr "允许实时渲染反射探测器?" #: Editor-Missing:Missing detected at runtime. msgid "Shadow resolution" msgstr "阴影分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Two Cascades" msgstr "两个级联" #: Editor-Missing:Missing detected at runtime. msgid "Unscaled Game Time" msgstr "未缩放的游戏时间" #: Editor-Missing:Missing detected at runtime. msgid "14th axis (Joysticks)" msgstr "14 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Enables the force which improves the stability of large stacks." msgstr "启用可以提高大堆栈稳定性的力。" #: Editor-Missing:Missing detected at runtime. msgid "Font Style" msgstr "字体样式" #: Editor-Missing:Missing detected at runtime. msgid "Input Field (Script)" msgstr "输入域(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Warn" msgstr "警告" #: Editor-Missing:Missing detected at runtime. msgid "Connected Mass Scale" msgstr "已连接质量标度" #: Editor-Missing:Missing detected at runtime. msgid "Line Spacing" msgstr "行间距" #: Editor-Missing:Missing detected at runtime. msgid "Explicit" msgstr "显式" #: Editor-Missing:Missing detected at runtime. msgid "Distance Shadowmask" msgstr "距离阴影蒙版" #: Editor-Missing:Missing detected at runtime. msgid "Every Second V Blank" msgstr "每秒 V 空白" #: Editor-Missing:Missing detected at runtime. msgid "2 by 3" msgstr "2×3" #: Editor-Missing:Missing detected at runtime. msgid "Wrap" msgstr "贴图间拼接" #: Editor-Missing:Missing detected at runtime. msgid "Fire3" msgstr "Fire3" #: Editor-Missing:Missing detected at runtime. msgid "Per Texture" msgstr "每纹理" #: Editor-Missing:Missing detected at runtime. msgid "Don't Show" msgstr "不显示" #: Editor-Missing:Missing detected at runtime. msgid "Middle center" msgstr "中间中心" #: Editor-Missing:Missing detected at runtime. msgid "Show Lobby GUI" msgstr "显示大厅 GUI" #: Editor-Missing:Missing detected at runtime. msgid "Constant Physical Size" msgstr "恒定物理大小" #: Editor-Missing:Missing detected at runtime. msgid "22nd axis (Joysticks)" msgstr "22 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Base texture level" msgstr "基础纹理名称" #: Editor-Missing:Missing detected at runtime. msgid "Position and Rotation" msgstr "位置与旋转" #: Editor-Missing:Missing detected at runtime. msgid "Fade Duration" msgstr "淡化持续时间" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided" msgstr "自定义提供" #: Editor-Missing:Missing detected at runtime. msgid "Lower left" msgstr "左下" #: Editor-Missing:Missing detected at runtime. msgid "Stable Fit" msgstr "稳定配合" #: Editor-Missing:Missing detected at runtime. msgid "Decimal Number" msgstr "十进制数" #: Editor-Missing:Missing detected at runtime. msgid "19th axis (Joysticks)" msgstr "19 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Text Mesh" msgstr "文本网格" #: Editor-Missing:Missing detected at runtime. msgid "28th axis (Joysticks)" msgstr "28 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "PlayerSettings" msgstr "PlayerSettings" #: Editor-Missing:Missing detected at runtime. msgid "Surround" msgstr "环绕" #: Editor-Missing:Missing detected at runtime. msgid "X Motion" msgstr "X 运动" #: Editor-Missing:Missing detected at runtime. msgid "The radius of the edge(s). [ 0.0, 1000000 ]." msgstr "边缘的半径。[ 0.0, 1000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Free Aspect" msgstr "自由比例" #: Editor-Missing:Missing detected at runtime. msgid "Toggles skybox, fog and lens flare effects." msgstr "切换天空盒、雾和镜头光晕的效果。" #: Editor-Missing:Missing detected at runtime. msgid "Baumgarte Time Of Impact Scale" msgstr "Baumgarte 撞击时间缩放系数" #: Editor-Missing:Missing detected at runtime. msgid "17th axis (Joysticks)" msgstr "17 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "NetworkIdentity" msgstr "NetworkIdentity" #: Editor-Missing:Missing detected at runtime. msgid "Normal Color" msgstr "正常颜色" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Scaler" msgstr "画布缩放器" #: Editor-Missing:Missing detected at runtime. msgid "Russian (Experimental)" msgstr "俄语(实验功能)" #: Editor-Missing:Missing detected at runtime. msgid "API Only" msgstr "仅 API" #: Editor-Missing:Missing detected at runtime. msgid "Raise and lower the terrain height." msgstr "提高、降低地形高度。" #: Editor-Missing:Missing detected at runtime. msgid "Base Input" msgstr "基础输入" #: Editor-Missing:Missing detected at runtime. msgid "26th axis (Joysticks)" msgstr "26 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "The gravity applied to all rigid bodies in the scene." msgstr "应用于场景中所有刚体的重力。" #: Editor-Missing:Missing detected at runtime. msgid "Services" msgstr "服务" #: Editor-Missing:Missing detected at runtime. msgid "Three D" msgstr "三 D" #: Editor-Missing:Missing detected at runtime. msgid "Email Address" msgstr "电子邮件地址" #: Editor-Missing:Missing detected at runtime. msgid "Player Spawn Method" msgstr "玩家生成方法" #: Editor-Missing:Missing detected at runtime. msgid "Not Important" msgstr "非重要" #: Editor-Missing:Missing detected at runtime. msgid "Opaque" msgstr "不透明" #: Editor-Missing:Missing detected at runtime. msgid "Raise/Lower Terrain)" msgstr "提高/降低地形)" #: Editor-Missing:Missing detected at runtime. msgid "Operation in progress." msgstr "操作进行中。" #: Editor-Missing:Missing detected at runtime. msgid "Occludee Static" msgstr "被遮挡物静态" #: Editor-Missing:Missing detected at runtime. msgid "Insert HDRI" msgstr "插入 HDRI" #: Editor-Missing:Missing detected at runtime. msgid "The mass-normalized kinetic energy threshold below which a non-kinematic Rigidbody may go to sleep. Rigidbodies whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping." msgstr "质量规范化的动能阈值,低于该阈值的非运动刚体可能会进入睡眠状态。动能除以其质量低于该阈值的刚体将成为睡眠的候选者。" #: Editor-Missing:Missing detected at runtime. msgid "Alley" msgstr "小路" #: Editor-Missing:Missing detected at runtime. msgid "Info" msgstr "信息" #: Editor-Missing:Missing detected at runtime. msgid "Network Manager HUD (Script)" msgstr "网络管理器 HUD (脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Bypass/ignore any applied effects on AudioSource." msgstr "绕过/忽略 AudioSource 上的所有已应用效果。" #: Editor-Missing:Missing detected at runtime. msgid "Toggle skybox, fog and lens flare effects." msgstr "切换天空盒、雾和镜头光晕效果。" #: Editor-Missing:Missing detected at runtime. msgid "Constant Pixel Size" msgstr "恒定像素大小" #: Editor-Missing:Missing detected at runtime. msgid "User" msgstr "用户" #: Editor-Missing:Missing detected at runtime. msgid "Prologic DTS" msgstr "Prologic DTS" #: Editor-Missing:Missing detected at runtime. msgid "18th axis (Joysticks)" msgstr "18 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Off Mesh Link Generation" msgstr "分离网格链接生成" #: Editor-Missing:Missing detected at runtime. msgid "Quarry" msgstr "来源" #: Editor-Missing:Missing detected at runtime. msgid "CSharp" msgstr "CSharp" #: Editor-Missing:Missing detected at runtime. msgid "Default ( English )" msgstr "默认(英文)" #: Editor-Missing:Missing detected at runtime. msgid "No Services Apply" msgstr "未应用服务" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 8" msgstr "操作杆 8" #: Editor-Missing:Missing detected at runtime. msgid "Soft Shadows" msgstr "软阴影" #: Editor-Missing:Missing detected at runtime. msgid "Redo " msgstr "重做" #: Editor-Missing:Missing detected at runtime. msgid "NetworkLobbyManager" msgstr "NetworkLobbyManager" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Layout Group" msgstr "水平布局组" #: Editor-Missing:Missing detected at runtime. msgid "On Click" msgstr "鼠标单击" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 7" msgstr "操作杆 7" #: Editor-Missing:Missing detected at runtime. msgid "This tree uses multiple leaf shaders but only one leaf shader can be used on a tree. Select which leaf shader to apply to all the leaf materials used by this tree.|" msgstr "该树使用多重树叶着色器,但是一棵树上仅能使用一个树叶着色器。选择一个应用于该树所有树叶材质的树叶着色器。" #: Editor-Missing:Missing detected at runtime. msgid "Free" msgstr "自由" #: Editor-Missing:Missing detected at runtime. msgid "Mask (Script)" msgstr "遮罩(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "NetworkLobbyPlayer" msgstr "NetworkLobbyPlayer" #: Editor-Missing:Missing detected at runtime. msgid "Auto Create Player" msgstr "自动创建播放器" #: Editor-Missing:Missing detected at runtime. msgid "Upper right" msgstr "右上" #: Editor-Missing:Missing detected at runtime. msgid "Toggle (Script)" msgstr "切换(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Go to the next frame." msgstr "转到下一帧。" #: Editor-Missing:Missing detected at runtime. msgid "Lobby Player Prefab" msgstr "大厅播放器预制件" #: Editor-Missing:Missing detected at runtime. msgid "Y axis" msgstr "Y 轴" #: Editor-Missing:Missing detected at runtime. msgid "The tool handle is placed at the center of the selection." msgstr "工具句柄位于选择的中心。" #: Editor-Missing:Missing detected at runtime. msgid "Surround 7.1" msgstr "环绕 7.1" #: Editor-Missing:Missing detected at runtime. msgid "Built In Legacy Diffuse" msgstr "内置旧版漫反射" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Transition" msgstr "切换过渡" #: Editor-Missing:Missing detected at runtime. msgid "Clamped" msgstr "已钳制" #: Editor-Missing:Missing detected at runtime. msgid "Audio Spatializer Microsoft" msgstr "音频 Spatializer Microsoft" #: Editor-Missing:Missing detected at runtime. msgid "Discrete" msgstr "离散的" #: Editor-Missing:Missing detected at runtime. msgid "Right Hips" msgstr "右臀" #: Editor-Missing:Missing detected at runtime. msgid "X-Axis" msgstr "X-轴" #: Editor-Missing:Missing detected at runtime. msgid "Start Awake" msgstr "开始唤醒" #: Editor-Missing:Missing detected at runtime. msgid "This tree uses multiple bark shaders but only one bark shader can be used on a tree. Select which bark shader to apply to all the bark materials used by this tree.|" msgstr "该树使用多重树皮着色器,但是一棵树上仅能使用一个树皮着色器。选择一个应用于该树所有树皮材质的树皮着色器。" #: Editor-Missing:Missing detected at runtime. msgid "Best Fit" msgstr "最佳适应" #: Editor-Missing:Missing detected at runtime. msgid "6th axis (Joysticks)" msgstr "6 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Destroy GameObject when there is no trail?" msgstr "无拖尾时销毁游戏对象?" #: Editor-Missing:Missing detected at runtime. msgid "The per-frame update mode for the body." msgstr "身体的逐帧更新模式。" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Motion" msgstr "X 轴角运动" #: Editor-Missing:Missing detected at runtime. msgid "Top To Bottom" msgstr "从上到下" #: Editor-Missing:Missing detected at runtime. msgid "Sync all light vertically with current light position in current selected HDRI" msgstr "在当前选择的 HDRI 中垂直同步所有灯光到当前灯光位置" #: Editor-Missing:Missing detected at runtime. msgid "Standalone Input Module (Script)" msgstr "独立输入模块(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "NetworkManager" msgstr "NetworkManager" #: Editor-Missing:Missing detected at runtime. msgid "Fatal" msgstr "致命" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransformChild" msgstr "NetworkTransformChild" #: Editor-Missing:Missing detected at runtime. msgid "Truncate" msgstr "截断" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 9" msgstr "操作杆 9" #: Editor-Missing:Missing detected at runtime. msgid "Angular Y Motion" msgstr "Y 轴角运动" #: Editor-Missing:Missing detected at runtime. msgid "Network Lobby Manager (Script)" msgstr "网络大厅管理器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Vis Range" msgstr "Vis 范围" #: Editor-Missing:Missing detected at runtime. msgid "Slider (Script)" msgstr "滑块(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Tiled" msgstr "已平铺" #: Editor-Missing:Missing detected at runtime. msgid "Default-HighResolution" msgstr "默认-HighResolution" #: Editor-Missing:Missing detected at runtime. msgid "The TerrainData used by the TerrainCollider component is different from this terrain. Would you like to assign the same TerrainData to the TerrainCollider component?" msgstr "TerrainCollider 组件使用的 TerrainData 不同于该地形。您是否要将相同的 TerrainData 分配到 TerrainCollider 组件?" #: Editor-Missing:Missing detected at runtime. msgid "How fast compared to the real time does the game time progress (1.0 is realtime, .5 slow motion) [ 0, 100 ]." msgstr "游戏时间进度与实时相比有多快(1.0 为实时,.5 为慢动作)[ 0, 100 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Callbacks On Disable" msgstr "回调禁用" #: Editor-Missing:Missing detected at runtime. msgid "Multi Line Submit" msgstr "多行提交" #: Editor-Missing:Missing detected at runtime. msgid "Color Multiplier" msgstr "色彩乘数" #: Editor-Missing:Missing detected at runtime. msgid "Display {0}" msgstr "显示 {0}" #: Editor-Missing:Missing detected at runtime. msgid "Integer Number" msgstr "整数" #: Editor-Missing:Missing detected at runtime. msgid "Reflection Probe Static" msgstr "反射探测器静态" #: Editor-Missing:Missing detected at runtime. msgid "Rotate the selected objects." msgstr "旋转选定对象。" #: Editor-Missing:Missing detected at runtime. msgid "Shadow quality" msgstr "阴影质量" #: Editor-Missing:Missing detected at runtime. msgid "4: Water" msgstr "4:水" #: Editor-Missing:Missing detected at runtime. msgid "Projection Mode" msgstr "投影模式" #: Editor-Missing:Missing detected at runtime. msgid "Bottom To Top" msgstr "自下而上" #: Editor-Missing:Missing detected at runtime. msgid "Scale the selected objects." msgstr "缩放选定对象。" #: Editor-Missing:Missing detected at runtime. msgid "Create Empty Game Object" msgstr "创建空游戏对象" #: Editor-Missing:Missing detected at runtime. msgid "Limited" msgstr "已限制" #: Editor-Missing:Missing detected at runtime. msgid "X and YZ" msgstr "X 与 YZ" #: Editor-Missing:Missing detected at runtime. msgid "Left Foot" msgstr "左脚" #: Editor-Missing:Missing detected at runtime. msgid "The mass of the body. [ 0.0000001, 1000000000 ]." msgstr "主体的质量。[ 0.0000001, 1000000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided Input" msgstr "自定义输入" #: Editor-Missing:Missing detected at runtime. msgid "Solver hint. Setting this low can cause jittering, but runs fast. Setting high can reduce jittering, but runs the solver more often (0 = use default) [Translation limit: Meters, Rotation limit: Degrees]. [ 0, infinity ]." msgstr "求解器提示。该值低的话会导致抖动,但运行速度很快。该值高的话可以减少抖动,但求解器运行的频率更高(0 = 使用默认值)[转换限制:米,旋转限制:度]。[ 0, 无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "Cave" msgstr "洞穴" #: Editor-Missing:Missing detected at runtime. msgid "The size of the box." msgstr "盒尺寸。" #: Editor-Missing:Missing detected at runtime. msgid "ReadWriteProtection" msgstr "ReadWriteProtection" #: Editor-Missing:Missing detected at runtime. msgid "Best latency" msgstr "最佳延迟" #: Editor-Missing:Missing detected at runtime. msgid "Surround 5.1" msgstr "环绕 5.1" #: Editor-Missing:Missing detected at runtime. msgid "Navigation Static" msgstr "导航静态" #: Editor-Missing:Missing detected at runtime. msgid "UV2" msgstr "UV2" #: Editor-Missing:Missing detected at runtime. msgid "Terrains" msgstr "地形" #: Editor-Missing:Missing detected at runtime. msgid "Align By Geometry" msgstr "几何对齐" #: Editor-Missing:Missing detected at runtime. msgid "Create Object" msgstr "创建对象" #: Editor-Missing:Missing detected at runtime. msgid "Change Stops Callbacks" msgstr "更改会停止回调" #: Editor-Missing:Missing detected at runtime. msgid "4 Split" msgstr "4 分割" #: Editor-Missing:Missing detected at runtime. msgid "Right Elbow" msgstr "右肘" #: Editor-Missing:Missing detected at runtime. msgid "The type of the rigidbody." msgstr "刚体类型。" #: Editor-Missing:Missing detected at runtime. msgid "Default-VeryLowResolution" msgstr "默认-VeryLowResolution" #: Editor-Missing:Missing detected at runtime. msgid "Default Contact Offset" msgstr "默认接触偏移" #: Editor-Missing:Missing detected at runtime. msgid "Whether to calculate the mass from the collider(s) density and area." msgstr "是否需要从碰撞器的密度和面积计算质量。" #: Editor-Missing:Missing detected at runtime. msgid "Left Knee" msgstr "左膝" #: Editor-Missing:Missing detected at runtime. msgid "MaxDistance is the distance a sound stops attenuating at." msgstr "MaxDistance 是声音停止衰减的距离。" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Group" msgstr "开关组" #: Editor-Missing:Missing detected at runtime. msgid "Permanent" msgstr "永久" #: Editor-Missing:Missing detected at runtime. msgid "Default-LowResolution" msgstr "默认-LowResolution" #: Editor-Missing:Missing detected at runtime. msgid "Blocking Objects" msgstr "阻塞对象" #: Editor-Missing:Missing detected at runtime. msgid "Velocity Iterations" msgstr "速度迭代" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, audio will be normalized upon mono-downmixing." msgstr "设置此标志后,将在单音音轨低音混合时对音频进行规范化。" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, the clip will be treated as being ambisonic." msgstr "设置此标志后,剪辑将被视为全景声。" #: Editor-Missing:Missing detected at runtime. msgid "Camera Near Plane" msgstr "摄像机近平面" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, the clip will load in the background and won't stall the main thread. Can be used in combination with the Preload Audio Data flag." msgstr "设置此标志后,剪辑将在后台加载,且不会使主线程停止。该选项可以结合“预加载音频数据”标志使用。" #: Editor-Missing:Missing detected at runtime. msgid "The local offset of the collider geometry." msgstr "碰撞器几何体的局部偏移。" #: Editor-Missing:Missing detected at runtime. msgid "Smooth the terrain height." msgstr "平滑地形高度。" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Layout Group" msgstr "垂直布局组" #: Editor-Missing:Missing detected at runtime. msgid "Tree" msgstr "树" #: Editor-Missing:Missing detected at runtime. msgid "Four Cascades" msgstr "四级联" #: Editor-Missing:Missing detected at runtime. msgid "(Deprecated)" msgstr "(已弃用)" #: Editor-Missing:Missing detected at runtime. msgid "Spherical" msgstr "球状" #: Editor-Missing:Missing detected at runtime. msgid "The angular drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "角度阻力系数。 0 表示无阻尼。 [ 0, 1000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Right To Left" msgstr "从右到左" #: Editor-Missing:Missing detected at runtime. msgid "Cutout" msgstr "切断" #: Editor-Missing:Missing detected at runtime. msgid "Manage License..." msgstr "管理许可..." #: Editor-Missing:Missing detected at runtime. msgid "Use Proxy Volume" msgstr "使用代理体" #: Editor-Missing:Missing detected at runtime. msgid "GUI Text" msgstr "GUI 文本" #: Editor-Missing:Missing detected at runtime. msgid "Is the body to be simulated? If not, it is effectively hidden from the simulation." msgstr "是要模拟的身体吗?如果不是,将不进行模拟。" #: Editor-Missing:Missing detected at runtime. msgid "Languages" msgstr "简体中文" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is not set, the AudioClip will first load its audio data when the LoadAudioData() function is called. Audio can be unloaded at any point via UnloadAudioData(). Note that streamed audio cannot be preloaded. This is to reduce the number of open file handles for which the allowed maximum is rather low on many platforms." msgstr "如果未设置此标志,则在调用 LoadAudioData() 函数时,AudioClip 将首先加载其音频数据。您可以通过 UnloadAudioData() 随时卸载音频。请注意,无法预加载流式音频。这是为了减少打开文件句柄的数量,因为许多平台上允许的这个数量的最大值都很低。" #: Editor-Missing:Missing detected at runtime. msgid "Low Resolution" msgstr "低分辨率" #: Editor-Missing:Missing detected at runtime. msgid "You must be eligible to use Unity Personal Edition to use this build option. Please refer to our EULA for further information." msgstr "要使用该构建选项,您必须具备使用 Unity 个人版的资格。更多详细信息,请参阅我们的最终用户许可协议(EULA)。" #: Editor-Missing:Missing detected at runtime. msgid "Which layers the camera does render." msgstr "摄像机渲染的图层" #: Editor-Missing:Missing detected at runtime. msgid "Build Settings..." msgstr "生成设置…" #: Editor-Missing:Missing detected at runtime. msgid "Should a contact, disabled by the one-way collision behaviour, affect all colliders attached to the effector? When true, all collider contacts will be disabled when any are disabled." msgstr "单向碰撞行为禁用的接触是否影响连接到效果器的所有碰撞器?如果为 true,则禁用任何碰撞器接触都将禁用所有碰撞器接触。" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Limit" msgstr "Z 轴角限制" #: Editor-Missing:Missing detected at runtime. msgid "Server Bind To IP" msgstr "服务器绑定到 IP" #: Editor-Missing:Missing detected at runtime. msgid "Queries Start In Colliders" msgstr "碰撞器中开始的查询" #: Editor-Missing:Missing detected at runtime. msgid "Mass Scale" msgstr "质量比例" #: Editor-Missing:Missing detected at runtime. msgid "Text (Script)" msgstr "文字(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Mesh (Mesh Filter)" msgstr "网格(网格过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "Time To Sleep" msgstr "休眠时间" #: Editor-Missing:Missing detected at runtime. msgid "YZ" msgstr "YZ" #: Editor-Missing:Missing detected at runtime. msgid "The minimum distance to spawn a new point on the trail [ 0, infinity ]." msgstr "在拖尾上生成新点的最小距离[ 0, 无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "Custom Axis" msgstr "自定义轴" #: Editor-Missing:Missing detected at runtime. msgid "Tango Spatial Mapper" msgstr "Tango 空间映射器" #: Editor-Missing:Missing detected at runtime. msgid "enum RendererType" msgstr "枚举 RendererType" #: Editor-Missing:Missing detected at runtime. msgid "The default Physics Material that will be used if none has been assigned to an individual Collider." msgstr "如果没有分配给单个“碰撞器”任何材质,则会使用的默认“物理材质”。" #: Editor-Missing:Missing detected at runtime. msgid "Cylinder (Mesh Filter)" msgstr "圆柱(网状过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "EditorOnly" msgstr "EditorOnly" #: Editor-Missing:Missing detected at runtime. msgid "Finish" msgstr "结束" #: Editor-Missing:Missing detected at runtime. msgid "Scale factor for Fixed DPI when scaling the screen resolution." msgstr "缩放屏幕分辨率时,“固定 DPI”的比例系数。" #: Editor-Missing:Missing detected at runtime. msgid "See Differences" msgstr "查看差异" #: Editor-Missing:Missing detected at runtime. msgid "27th axis (Joysticks)" msgstr "27 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Paint the terrain texture." msgstr "绘制地形纹理。" #: Editor-Missing:Missing detected at runtime. msgid "Audio Spatializer" msgstr "音频 Spatializer" #: Editor-Missing:Missing detected at runtime. msgid "Logarithmic Rolloff" msgstr "对数衰减" #: Editor-Missing:Missing detected at runtime. msgid "Plane (Mesh Filter)" msgstr "平面(网格过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "Direct" msgstr "直接" #: Editor-Missing:Missing detected at runtime. msgid "The mask used to select specific layers allowed to interact with the effector. This overrides the global collision layers used for collision." msgstr "用来选择允许与效果器发生交互的特定层的遮罩。该遮罩会替代全局碰撞层用来碰撞的遮罩。" #: Editor-Missing:Missing detected at runtime. msgid "The scale to apply to the inverse mass and inertia tensor of the body. [ 0.00001, infinity ]." msgstr "适用于物体的反质量和惯性张量的数值范围。 [0.00001,无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "Move To View" msgstr "移动到视图" #: Editor-Missing:Missing detected at runtime. msgid "Single object split comparison view" msgstr "单对象拆分比较视图" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Y" msgstr "鼠标 Y" #: Editor-Missing:Missing detected at runtime. msgid "Rotation Drive Mode" msgstr "旋转驱动模式" #: Editor-Missing:Missing detected at runtime. msgid "InputManager" msgstr "InputManager" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 5" msgstr "操作杆 5" #: Editor-Missing:Missing detected at runtime. msgid "Slerp" msgstr "球形线性插值" #: Editor-Missing:Missing detected at runtime. msgid "Transition" msgstr "过渡" #: Editor-Missing:Missing detected at runtime. msgid "Rename GameObject" msgstr "重命名游戏对象" #: Editor-Missing:Missing detected at runtime. msgid "Event System (Script)" msgstr "事件系统(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Metal" msgstr "金属" #: Editor-Missing:Missing detected at runtime. msgid "Kinematic" msgstr "Kinematic" #: Editor-Missing:Missing detected at runtime. msgid "Should the collider mask be used or the global collision matrix? When true, the collider mask is used. When false, the global collision matrix is used." msgstr "应该使用碰撞器遮罩还是全局碰撞矩阵?如果为 true,则使用碰撞器遮罩。如果为 false,则使用全局碰撞矩阵。" #: Editor-Missing:Missing detected at runtime. msgid "Spring Joint" msgstr "弹簧关节" #: Editor-Missing:Missing detected at runtime. msgid "AnalyticsTracker" msgstr "AnalyticsTracker" #: Editor-Missing:Missing detected at runtime. msgid "Collaborate" msgstr "Collaborate" #: Editor-Missing:Missing detected at runtime. msgid "Character Size" msgstr "字符大小" #: Editor-Missing:Missing detected at runtime. msgid "Unity Answers" msgstr "Unity 问答" #: Editor-Missing:Missing detected at runtime. msgid "The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. Any collision normals within this arc are never considered for one-way whereas everything outside this arc is considered for one-way. [ 0, 360.0 ]." msgstr "定义以效应器本“左”、“右”为中心的平台侧面的弧的角度。此弧内任何碰撞法线都不会被认为是单向的,而此弧外的所有内容则都被认为是单向的。 [ 0, 360.0 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Jump" msgstr "跳跃" #: Editor-Missing:Missing detected at runtime. msgid "You are up to date." msgstr "已是最新。" #: Editor-Missing:Missing detected at runtime. msgid "Screen Space - Overlay" msgstr "屏幕空间 - 覆盖" #: Editor-Missing:Missing detected at runtime. msgid "Time Measurement Script (Script)" msgstr "时间测量脚本(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Shadow drawing distance." msgstr "阴影绘制距离。" #: Editor-Missing:Missing detected at runtime. msgid "Lower right" msgstr "右下" #: Editor-Missing:Missing detected at runtime. msgid "Water" msgstr "水" #: Editor-Missing:Missing detected at runtime. msgid "There are removed tags. They will be removed from this list the next time the project is loaded." msgstr "有删除的标签。下次加载项目时,这些标签将从此列表中删除。" #: Editor-Missing:Missing detected at runtime. msgid "Strip Unused" msgstr "剥离未使用" #: Editor-Missing:Missing detected at runtime. msgid "TransparentFX" msgstr "TransparentFX" #: Editor-Missing:Missing detected at runtime. msgid "NetworkManagerHUD" msgstr "NetworkManagerHUD" #: Editor-Missing:Missing detected at runtime. msgid "Input And Motion" msgstr "输入和运动" #: Editor-Missing:Missing detected at runtime. msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: Editor-Missing:Missing detected at runtime. msgid "Create Panel" msgstr "创建面板" #: Editor-Missing:Missing detected at runtime. msgid "Whether the collider is used by an attached effector or not." msgstr "碰撞器是否可以由附加的效果器使用。" #: Editor-Missing:Missing detected at runtime. msgid "10th axis (Joysticks)" msgstr "10 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Name of the device." msgstr "设备名称。" #: Editor-Missing:Missing detected at runtime. msgid "Changes the model to use for previewing." msgstr "更改模型用于预览。" #: Editor-Missing:Missing detected at runtime. msgid "Plain" msgstr "无格式" #: Editor-Missing:Missing detected at runtime. msgid "Bring All To Front" msgstr "全部前置" #: Editor-Missing:Missing detected at runtime. msgid "Hide Selected Items" msgstr "隐藏所选项目" #: Editor-Missing:Missing detected at runtime. msgid "Self Collision Distance" msgstr "自碰撞距离" #: Editor-Missing:Missing detected at runtime. msgid "Sets the shadowmask behaviour when using Shadowmask Mixed Lighting mode. Distance Shadowmask: Realtime shadows are used up to Shadow Distance, baked shadows after. Shadowmask: Static shadow casters always use baked shadows. Refer to documentation for further details." msgstr "设置使用“Shadowmask 混合光照”模式时的 shadowmask 行为。距离 Shadowmask:使用的实时阴影最大不超过“阴影距离”,之后是烘焙阴影。Shadowmask:静态阴影投射器始终使用烘焙阴影。更多详细信息请参阅文档。" #: Editor-Missing:Missing detected at runtime. msgid "Arena" msgstr "竞技场" #: Editor-Missing:Missing detected at runtime. msgid "Rect Mask 2D" msgstr "矩形遮罩 2D" #: Editor-Missing:Missing detected at runtime. msgid "Toggles audio on or off." msgstr "通过切换打开或关闭音频。" #: Editor-Missing:Missing detected at runtime. msgid "Wind Zone" msgstr "风区" #: Editor-Missing:Missing detected at runtime. msgid "Underwater" msgstr "水下" #: Editor-Missing:Missing detected at runtime. msgid "Mono2x" msgstr "Mono2x" #: Editor-Missing:Missing detected at runtime. msgid "Create RawImage" msgstr "创建 RawImage" #: Editor-Missing:Missing detected at runtime. msgid "Use Quality Settings" msgstr "使用质量设置" #: Editor-Missing:Missing detected at runtime. msgid "No Shader Selected" msgstr "未选择着色器" #: Editor-Missing:Missing detected at runtime. msgid "The texture to render this camera into." msgstr "用于渲染此摄像机的纹理。" #: Editor-Missing:Missing detected at runtime. msgid "AdditionalContentPackages" msgstr "AdditionalContentPackages" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2015" msgstr "Visual Studio 2015" #: Editor-Missing:Missing detected at runtime. msgid "|Node Count" msgstr "|节点数" #: Editor-Missing:Missing detected at runtime. msgid "The linear drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "线性阻尼系数。0 表示无阻尼。[ 0, 无穷大 ]." #: Editor-Missing:Missing detected at runtime. msgid "Mode A (Normal)" msgstr "模式 A(法线)" #: Editor-Missing:Missing detected at runtime. msgid "Elastic" msgstr "弹性的" #: Editor-Missing:Missing detected at runtime. msgid "Side by side comparison view" msgstr "并排比较视图" #: Editor-Missing:Missing detected at runtime. msgid "Async Upload TimeSlice in Milliseconds." msgstr "异步上传 TimeSlice(单位:毫秒)。" #: Editor-Missing:Missing detected at runtime. msgid "DSP Clock" msgstr "DSP 时钟" #: Editor-Missing:Missing detected at runtime. msgid "The physics material used by all attached colliders. Overrides any global physics material." msgstr "所有附加碰撞器使用的物理材质。这些材质会替代任何全局物理材质。" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Per Segment" msgstr "每段重复" #: Editor-Missing:Missing detected at runtime. msgid "Toggles shadows on and off" msgstr "切换打开和关闭阴影" #: Editor-Missing:Missing detected at runtime. msgid "Network" msgstr "网络" #: Editor-Missing:Missing detected at runtime. msgid "Network Discovery (Script)" msgstr "网络发现(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Set the source to loop. If loop points are defined in the clip, these will be respected." msgstr "设置源循环。如果剪辑中定义了循环点,则将遵循这些循环点。" #: Editor-Missing:Missing detected at runtime. msgid "Bone count for mesh skinning" msgstr "网格蒙皮骨骼数量" #: Editor-Missing:Missing detected at runtime. msgid "Spatial Mapping Collider" msgstr "空间映射碰撞器" #: Editor-Missing:Missing detected at runtime. msgid "Every V Blank" msgstr "每个 V 空白" #: Editor-Missing:Missing detected at runtime. msgid "Bathroom" msgstr "浴室" #: Editor-Missing:Missing detected at runtime. msgid "Negative Button" msgstr "取消按钮" #: Editor-Missing:Missing detected at runtime. msgid "You have files to publish." msgstr "您有文件需要发布。" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Mask" msgstr "Sprite 遮罩" #: Editor-Missing:Missing detected at runtime. msgid "Chinese (Experimental)" msgstr "中文(实验)" #: Editor-Missing:Missing detected at runtime. msgid "Player Prefab" msgstr "玩家预制件" #: Editor-Missing:Missing detected at runtime. msgid "Sewerpipe" msgstr "Sewerpipe" #: Editor-Missing:Missing detected at runtime. msgid "2: Ignore Raycast" msgstr "2:忽略射线投射" #: Editor-Missing:Missing detected at runtime. msgid "Unrestricted" msgstr "不受限制" #: Editor-Missing:Missing detected at runtime. msgid "XR" msgstr "XR" #: Editor-Missing:Missing detected at runtime. msgid "Offset Z" msgstr "偏移 Z" #: Editor-Missing:Missing detected at runtime. msgid "Network View" msgstr "网络视图" #: Editor-Missing:Missing detected at runtime. msgid "Continuous" msgstr "持续" #: Editor-Missing:Missing detected at runtime. msgid "20th axis (Joysticks)" msgstr "20 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect" msgstr "滚动矩形" #: Editor-Missing:Missing detected at runtime. msgid "Should the one-way collision behaviour be used? When true, an object considered moving 'up' through the effector, won't collide however an object considered moving 'down' will." msgstr "是否应该使用单向碰撞行为?如果为 true,则认为通过效果器“向上”移动的对象将不会发生碰撞,而认为“向下”移动的对象则将会发生碰撞。" #: Editor-Missing:Missing detected at runtime. msgid "HoloLens Input Module" msgstr "全息透镜输入模块" #: Editor-Missing:Missing detected at runtime. msgid "Medium Resolution" msgstr "中等分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Linear Rolloff" msgstr "线性衰减" #: Editor-Missing:Missing detected at runtime. msgid "Default Solver Iterations" msgstr "默认求解器迭代" #: Editor-Missing:Missing detected at runtime. msgid "Undo " msgstr "撤消" #: Editor-Missing:Missing detected at runtime. msgid "NetworkMigrationManager" msgstr "NetworkMigrationManager" #: Editor-Missing:Missing detected at runtime. msgid "|Branch Group" msgstr "|树枝组" #: Editor-Missing:Missing detected at runtime. msgid "Baumgarte Scale" msgstr "Baumgarte 缩放系数" #: Editor-Missing:Missing detected at runtime. msgid "Always Animate" msgstr "总是动画化" #: Editor-Missing:Missing detected at runtime. msgid "Camera Far Plane" msgstr "摄像机远平面" #: Editor-Missing:Missing detected at runtime. msgid "Padded Cell" msgstr "已填充单元格" #: Editor-Missing:Missing detected at runtime. msgid "Go to the end of the timeline. (Shift+>)" msgstr "转到时间轴末尾。(Shift+>)" #: Editor-Missing:Missing detected at runtime. msgid "Scaled" msgstr "已缩放" #: Editor-Missing:Missing detected at runtime. msgid "Force Module Active" msgstr "强制模块激活" #: Editor-Missing:Missing detected at runtime. msgid "The mass of the body. [ 0.0001, 1000000 ]." msgstr "主体的质量。[ 0.0001, 1000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Min Size" msgstr "最小大小" #: Editor-Missing:Missing detected at runtime. msgid "Enable collisions between bodies connected with a joint." msgstr "允许由关节连接的两个物体发生碰撞。" #: Editor-Missing:Missing detected at runtime. msgid "Override Sample Rate" msgstr "覆盖采样率" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Movement" msgstr "鼠标移动" #: Editor-Missing:Missing detected at runtime. msgid "Drag Threshold" msgstr "阻力阈值" #: Editor-Missing:Missing detected at runtime. msgid "Eighth Res" msgstr "第八资源" #: Editor-Missing:Missing detected at runtime. msgid "Offset shadow near plane to account for large triangles being distorted by shadow pancaking." msgstr "偏移平面附近的阴影,解释由于阴影平压而扭曲的大三角形。" #: Editor-Missing:Missing detected at runtime. msgid "Create Dropdown" msgstr "创建下拉列表" #: Editor-Missing:Missing detected at runtime. msgid "Close Fit" msgstr "关闭适应" #: Editor-Missing:Missing detected at runtime. msgid "Network Lobby Player (Script)" msgstr "网络大厅播放器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "2 Bones" msgstr "2 骨骼" #: Editor-Missing:Missing detected at runtime. msgid "Hierachy Stats" msgstr "层级统计" #: Editor-Missing:Missing detected at runtime. msgid "Number of pixel lights to use." msgstr "要使用的像素光照数。" #: Editor-Missing:Missing detected at runtime. msgid "Stoneroom" msgstr "石头房间" #: Editor-Missing:Missing detected at runtime. msgid "Filled" msgstr "已填充" #: Editor-Missing:Missing detected at runtime. msgid "Named Control" msgstr "命名控制" #: Editor-Missing:Missing detected at runtime. msgid "Light Table" msgstr "光照表" #: Editor-Missing:Missing detected at runtime. msgid "English" msgstr "英语" #: Editor-Missing:Missing detected at runtime. msgid "Async Upload Ring Buffer Size in MB." msgstr "异步上传环状缓冲大小(MB)。" #: Editor-Missing:Missing detected at runtime. msgid "Unified" msgstr "统一" #: Editor-Missing:Missing detected at runtime. msgid "Shadow projection" msgstr "阴影投影" #: Editor-Missing:Missing detected at runtime. msgid "Audio Mixer Group" msgstr "音频混合器组" #: Editor-Missing:Missing detected at runtime. msgid "Maximum torque the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "关节在断裂前可以承受的最大扭矩。无穷大意味着坚不可摧。[ 0.001, 无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "Korean (Experimental)" msgstr "韩语(实验功能)" #: Editor-Missing:Missing detected at runtime. msgid "UV0" msgstr "UV0" #: Editor-Missing:Missing detected at runtime. msgid "Psychotic" msgstr "Psychotic" #: Editor-Missing:Missing detected at runtime. msgid "Detailed" msgstr "详细" #: Editor-Missing:Missing detected at runtime. msgid "Position As UV1" msgstr "作为 UV1 定位" #: Editor-Missing:Missing detected at runtime. msgid "Place plants, stones and other small foliage" msgstr "放置植物、石头和其他小叶子" #: Editor-Missing:Missing detected at runtime. msgid "Max Rotation Speed" msgstr "最大旋转速度" #: Editor-Missing:Missing detected at runtime. msgid "Simple" msgstr "简单" #: Editor-Missing:Missing detected at runtime. msgid "Max Linear Correction" msgstr "最大线性修正" #: Editor-Missing:Missing detected at runtime. msgid "Full Res" msgstr "全部分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Mutes the sound." msgstr "静音此声音。" #: Editor-Missing:Missing detected at runtime. msgid "Auditorium" msgstr "礼堂" #: Editor-Missing:Missing detected at runtime. msgid "4th axis (Joysticks)" msgstr "4 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Cloth" msgstr "布料" #: Editor-Missing:Missing detected at runtime. msgid "Light on Dark" msgstr "暗底亮字" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, multi-channel audio will be downmixed to a mono track before packing." msgstr "设置此标志后,多声道音频将在打包前缩减为单音音轨。" #: Editor-Missing:Missing detected at runtime. msgid "Font" msgstr "字体" #: Editor-Missing:Missing detected at runtime. msgid "Disabling joints preprocessing helps stabilizing impossible-to-fulfil configurations." msgstr "禁用关节预处理有助于稳定不可能实现的配置。" #: Editor-Missing:Missing detected at runtime. msgid "Activation Log Component" msgstr "激活日志组件" #: Editor-Missing:Missing detected at runtime. msgid "Preferences..." msgstr "首选项..." #: Editor-Missing:Missing detected at runtime. msgid "Please update, there are server changes." msgstr "服务器有更改,请更新。" #: Editor-Missing:Missing detected at runtime. msgid "NetworkStartPosition" msgstr "NetworkStartPosition" #: Editor-Missing:Missing detected at runtime. msgid "Alt Positive Button" msgstr "Alt 肯定按钮" #: Editor-Missing:Missing detected at runtime. msgid "NetworkProximityChecker" msgstr "NetworkProximityChecker" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Drive" msgstr "X 轴角驱动" #: Editor-Missing:Missing detected at runtime. msgid "Solver accuracy. Higher value costs more performance. (Default 6) [ 1, 255 ]." msgstr "求解器精度。值越高,对性能的影响程度越高。 (默认6) [ 1, 255 ]。" #: Editor-Missing:Missing detected at runtime. msgid "YX" msgstr "YX" #: Editor-Missing:Missing detected at runtime. msgid "Developer" msgstr "开发者" #: Editor-Missing:Missing detected at runtime. msgid "Configurable Joint" msgstr "可配置关节" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Overflow" msgstr "水平溢出" #: Editor-Missing:Missing detected at runtime. msgid "Custom Rolloff" msgstr "自定义衰减" #: Editor-Missing:Missing detected at runtime. msgid "Swing 2 Limit" msgstr "摆动 2 限制" #: Editor-Missing:Missing detected at runtime. msgid "Pressed Color" msgstr "按下颜色" #: Editor-Missing:Missing detected at runtime. msgid "Selection Change" msgstr "选择更改" #: Editor-Missing:Missing detected at runtime. msgid "Hinge Joint" msgstr "铰链关节" #: Editor-Missing:Missing detected at runtime. msgid "Free Cpu Per Frame Measurement Script" msgstr "每帧测量脚本可用 CPU" #: Editor-Missing:Missing detected at runtime. msgid "Raw" msgstr "原始" #: Editor-Missing:Missing detected at runtime. msgid "Don't Sync" msgstr "不同步" #: Editor-Missing:Missing detected at runtime. msgid "8th axis (Joysticks)" msgstr "8 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Spatial Mapping Renderer" msgstr "空间映射渲染器" #: Editor-Missing:Missing detected at runtime. msgid "About Unity..." msgstr "关于 Unity…" #: Editor-Missing:Missing detected at runtime. msgid "Pin" msgstr "固定" #: Editor-Missing:Missing detected at runtime. msgid "Character Joint" msgstr "角色关节" #: Editor-Missing:Missing detected at runtime. msgid "Raw Image (Script)" msgstr "原始图像(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Concerthall" msgstr "音乐厅" #: Editor-Missing:Missing detected at runtime. msgid "Network Address" msgstr "网络地址" #: Editor-Missing:Missing detected at runtime. msgid "Ignore Reversed Graphics" msgstr "忽略保留图形" #: Editor-Missing:Missing detected at runtime. msgid "Fit Inside" msgstr "内部适应" #: Editor-Missing:Missing detected at runtime. msgid "Built In Standard" msgstr "内置标准" #: Editor-Missing:Missing detected at runtime. msgid "The physics material used by the collider. Overrides any Rigidbody2D or global physics material." msgstr "碰撞器使用的物理材质。这些材质会替代任何 Rigidbody2D 或全局物理材质。" #: Editor-Missing:Missing detected at runtime. msgid "Multi Line Newline" msgstr "多行新行" #: Editor-Missing:Missing detected at runtime. msgid "Graphic Raycaster (Script)" msgstr "图形光线投射器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "The rotational offset angle from the local 'up'. This allows both the surface and sides to be rotated in local-space." msgstr "来自局部“向上”的旋转偏移角度。该角度允许表面和侧面在局部空间中旋转。" #: Editor-Missing:Missing detected at runtime. msgid "Slow and Safe" msgstr "缓慢而安全" #: Editor-Missing:Missing detected at runtime. msgid "11th axis (Joysticks)" msgstr "11 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Minimize %m" msgstr "最小化 %m" #: Editor-Missing:Missing detected at runtime. msgid "Save As Template..." msgstr "另存为模板..." #: Editor-Missing:Missing detected at runtime. msgid "The radius of the circle. [ 0.0001, 1000000 ]." msgstr "圆的半径。[ 0.0001, 1000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "ZY" msgstr "ZY" #: Editor-Missing:Missing detected at runtime. msgid "No Support" msgstr "无支持" #: Editor-Missing:Missing detected at runtime. msgid "Create Image" msgstr "创建图像" #: Editor-Missing:Missing detected at runtime. msgid "Limit refresh rate to avoid tearing" msgstr "限制刷新率避免撕裂" #: Editor-Missing:Missing detected at runtime. msgid "Solver Frequency" msgstr "解算器频率" #: Editor-Missing:Missing detected at runtime. msgid "Left Elbow" msgstr "左肘" #: Editor-Missing:Missing detected at runtime. msgid "Extrapolate" msgstr "外推" #: Editor-Missing:Missing detected at runtime. msgid "Hide Others %&h" msgstr "隐藏其他 %&h" #: Editor-Missing:Missing detected at runtime. msgid "Bold" msgstr "加粗" #: Editor-Missing:Missing detected at runtime. msgid "HideSelectedItems" msgstr "HideSelectedItems" #: Editor-Missing:Missing detected at runtime. msgid "Set as last sibling" msgstr "置于同级末位" #: Editor-Missing:Missing detected at runtime. msgid "Custom shader" msgstr "自定义着色器" #: Editor-Missing:Missing detected at runtime. msgid "Resolution Scaling Fixed DPI Factor" msgstr "分辨率缩放固定 DPI 因子" #: Editor-Missing:Missing detected at runtime. msgid "Livingroom" msgstr "Livingroom" #: Editor-Missing:Missing detected at runtime. msgid "Event" msgstr "事件" #: Editor-Missing:Missing detected at runtime. msgid "Lower center" msgstr "下部中心" #: Editor-Missing:Missing detected at runtime. msgid "13th axis (Joysticks)" msgstr "13 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Network Manager (Script)" msgstr "网络管理器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "1: TransparentFX" msgstr "1:TransparentFX" #: Editor-Missing:Missing detected at runtime. msgid "Physics 2D Raycaster" msgstr "2D 物理光线投射器" #: Editor-Missing:Missing detected at runtime. msgid "Submit Button" msgstr "提交按钮" #: Editor-Missing:Missing detected at runtime. msgid "Physics2DSettings" msgstr "Physics2DSettings" #: Editor-Missing:Missing detected at runtime. msgid "XY" msgstr "XY" #: Editor-Missing:Missing detected at runtime. msgid "Whether the collider behaves as a trigger or not." msgstr "碰撞器是否表现为触发器。" #: Editor-Missing:Missing detected at runtime. msgid "List of materials to use when rendering." msgstr "渲染时使用的材质列表。" #: Editor-Missing:Missing detected at runtime. msgid "Italic" msgstr "斜体" #: Editor-Missing:Missing detected at runtime. msgid "1 Bone" msgstr "1 骨骼" #: Editor-Missing:Missing detected at runtime. msgid "A contact with a relative velocity below this will not bounce." msgstr "接触时的相对速率小于此值将不会产生反弹。" #: Editor-Missing:Missing detected at runtime. msgid "Physics 3D" msgstr "3D 物理" #: Editor-Missing:Missing detected at runtime. msgid "Use soft blending for particles?" msgstr "为粒子使用软混合?" #: Editor-Missing:Missing detected at runtime. msgid "Mesh Renderers" msgstr "网格渲染器" #: Editor-Missing:Missing detected at runtime. msgid "Hidden By Default" msgstr "默认隐藏" #: Editor-Missing:Missing detected at runtime. msgid "Upper center" msgstr "上部中心" #: Editor-Missing:Missing detected at runtime. msgid "Strip All" msgstr "全部剥离" #: Editor-Missing:Missing detected at runtime. msgid "Very High Resolution" msgstr "极高分辨率" #: Editor-Missing:Missing detected at runtime. msgid "GameController" msgstr "GameController" #: Editor-Missing:Missing detected at runtime. msgid "Copy Path" msgstr "复制路径" #: Editor-Missing:Missing detected at runtime. msgid "Grid Layout Group" msgstr "网格布局组" #: Editor-Missing:Missing detected at runtime. msgid "Image (Script)" msgstr "图像(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Resolving packages..." msgstr "正在解析包..." #: Editor-Missing:Missing detected at runtime. msgid "23rd axis (Joysticks)" msgstr "23 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Vis Update Interval" msgstr "Vis 更新间隔" #: Editor-Missing:Missing detected at runtime. msgid "Alphanumeric" msgstr "字母数字" #: Editor-Missing:Missing detected at runtime. msgid "Japanese (Experimental)" msgstr "日语(实验性)" #: Editor-Missing:Missing detected at runtime. msgid "Number of rays to cast for approximate world collisions." msgstr "针对近似世界碰撞投射的光线数量" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Scaler (Script)" msgstr "画布缩放器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Accuracy of the resulting velocity after a bounce. Higher value costs more performance. (Default 1) [ 1, 255 ]." msgstr "反弹后速率的精度。数值越高所需的性能越高。(默认值为 1)[ 1, 255 ]。" #: Editor-Missing:Missing detected at runtime. msgid "NetworkAnimator" msgstr "NetworkAnimator" #: Editor-Missing:Missing detected at runtime. msgid "8x Multi Sampling" msgstr "8 倍多重采样" #: Editor-Missing:Missing detected at runtime. msgid "Linear Sleep Tolerance" msgstr "线性休眠容差" #: Editor-Missing:Missing detected at runtime. msgid "Network Proximity Checker (Script)" msgstr "网络邻近度检查器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Show Selected Items" msgstr "显示所选项目" #: Editor-Missing:Missing detected at runtime. msgid "Touch Input Module" msgstr "触摸输入模块" #: Editor-Missing:Missing detected at runtime. msgid "Terrain" msgstr "地形" #: Editor-Missing:Missing detected at runtime. msgid "Occlusion Areas" msgstr "遮挡区域" #: Editor-Missing:Missing detected at runtime. msgid "Frame Selected" msgstr "选择的帧" #: Editor-Missing:Missing detected at runtime. msgid "Forced On" msgstr "强制打开" #: Editor-Missing:Missing detected at runtime. msgid "Mouse ScrollWheel" msgstr "鼠标滚轮" #: Editor-Missing:Missing detected at runtime. msgid "Go to the beginning of the timeline. (Shift+<)" msgstr "转到时间轴开头。(Shift+<)" #: Editor-Missing:Missing detected at runtime. msgid "How long the tail should be (seconds) [ 0, infinity ]." msgstr "拖尾应该是多长(以秒为单位)[ 0,无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "|Show / Hide Group" msgstr "|显示/隐藏组" #: Editor-Missing:Missing detected at runtime. msgid "NetworkDiscovery" msgstr "NetworkDiscovery" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 1" msgstr "操作杆 1" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 3" msgstr "操作杆 3" #: Editor-Missing:Missing detected at runtime. msgid "|Tree Root Node" msgstr "|树根节点" #: Editor-Missing:Missing detected at runtime. msgid "2x Multi Sampling" msgstr "2 倍多重采样" #: Editor-Missing:Missing detected at runtime. msgid "Positive Button" msgstr "肯定按钮" #: Editor-Missing:Missing detected at runtime. msgid "Tracker" msgstr "跟踪器" #: Editor-Missing:Missing detected at runtime. msgid "Graphics Tier" msgstr "图形层" #: Editor-Missing:Missing detected at runtime. msgid "Play the timeline (Space)." msgstr "播放时间轴(空格)。" #: Editor-Missing:Missing detected at runtime. msgid "X axis" msgstr "X 轴" #: Editor-Missing:Missing detected at runtime. msgid "4 Bones" msgstr "4 骨骼" #: Editor-Missing:Missing detected at runtime. msgid "Quad (Mesh Filter)" msgstr "四边形(网格过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "5: UI" msgstr "5:UI" #: Editor-Missing:Missing detected at runtime. msgid "Single2 object view" msgstr "Single2 对象视图" #: Editor-Missing:Missing detected at runtime. msgid "Gamma" msgstr "伽马" #: Editor-Missing:Missing detected at runtime. msgid "Graphic" msgstr "图形" #: Editor-Missing:Missing detected at runtime. msgid "Dizzy" msgstr "眩晕" #: Editor-Missing:Missing detected at runtime. msgid "Carpetted Hallway" msgstr "铺了地毯的走廊" #: Editor-Missing:Missing detected at runtime. msgid "Connected Anchor" msgstr "已连接锚点" #: Editor-Missing:Missing detected at runtime. msgid "The Light’s GameObject is inactive. These lights have no effect on the Scene." msgstr "Light’s 游戏对象处于非活动状态。这些灯光对“场景”没有影响。" #: Editor-Missing:Missing detected at runtime. msgid "Left Hips" msgstr "左臀" #: Editor-Missing:Missing detected at runtime. msgid "5th axis (Joysticks)" msgstr "5 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Max Angular Correction" msgstr "最大角度修正" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect (Script)" msgstr "滚动矩形(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Maximum LOD Level" msgstr "最大 LOD 级别" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Renderer" msgstr "画布渲染器" #: Editor-Missing:Missing detected at runtime. msgid "Middle left" msgstr "中左" #: Editor-Missing:Missing detected at runtime. msgid "URL of the VRPN server." msgstr "VRPN 服务器的 URL。" #: Editor-Missing:Missing detected at runtime. msgid "Stone Corridor" msgstr "石头走廊" #: Editor-Missing:Missing detected at runtime. msgid "Target Graphic" msgstr "目标图形" #: Editor-Missing:Missing detected at runtime. msgid "High Angular X Limit" msgstr "X 轴高角限制" #: Editor-Missing:Missing detected at runtime. msgid "Self Collision Stiffness" msgstr "自碰撞刚度" #: Editor-Missing:Missing detected at runtime. msgid "Network Migration Manager (Script)" msgstr "网络迁移管理器(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.EventSystems" msgstr "UnityEngine.EventSystems" #: Editor-Missing:Missing detected at runtime. msgid "No Scaling" msgstr "无缩放" #: Editor-Missing:Missing detected at runtime. msgid "Y Motion" msgstr "Y 运动" #: Editor-Missing:Missing detected at runtime. msgid "Low Angular X Limit" msgstr "X 轴低角限制" #: Editor-Missing:Missing detected at runtime. msgid "Native Plugin" msgstr "本地插件" #: Editor-Missing:Missing detected at runtime. msgid "Check Method" msgstr "检查方法" #: Editor-Missing:Missing detected at runtime. msgid "Cube (Mesh Filter)" msgstr "立方体(网格过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "GvrAudioRoom" msgstr "GvrAudioRoom" #: Editor-Missing:Missing detected at runtime. msgid "Capsule (Mesh Filter)" msgstr "胶囊(网格过滤器)" #: Editor-Missing:Missing detected at runtime. msgid "Dropdown (Script)" msgstr "下拉列表框(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Mountains" msgstr "山脉" #: Editor-Missing:Missing detected at runtime. msgid "Hallway" msgstr "走廊" #: Editor-Missing:Missing detected at runtime. msgid "No Cascades" msgstr "无级联" #: Editor-Missing:Missing detected at runtime. msgid "Game Time" msgstr "游戏时间" #: Editor-Missing:Missing detected at runtime. msgid "Continuous Dynamic" msgstr "连续动态" #: Editor-Missing:Missing detected at runtime. msgid "ZX" msgstr "ZX" #: Editor-Missing:Missing detected at runtime. msgid "GraphicsSettings" msgstr "GraphicsSettings" #: Editor-Missing:Missing detected at runtime. msgid "Auto Hide And Expand Viewport" msgstr "自动隐藏并展开视口" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Shape Renderer" msgstr "Sprite 形状渲染器" #: Editor-Missing:Missing detected at runtime. msgid "High Resolution" msgstr "高分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Tags & Layers" msgstr "标签与图层" #: Editor-Missing:Missing detected at runtime. msgid "The spring used to reach the target. [ 0, infinity ]." msgstr "用来到达目标的弹簧。[ 0, 无穷大 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Right Knee" msgstr "右膝" #: Editor-Missing:Missing detected at runtime. msgid "Drugged" msgstr "已下药" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Motion" msgstr "Z 轴角运动" #: Editor-Missing:Missing detected at runtime. msgid "Transform Z" msgstr "变换 Z" #: Editor-Missing:Missing detected at runtime. msgid "Shadow" msgstr "阴影" #: Editor-Missing:Missing detected at runtime. msgid "Unscaled Time" msgstr "未缩放的时间" #: Editor-Missing:Missing detected at runtime. msgid "Occluder Static" msgstr "遮挡物静态" #: Editor-Missing:Missing detected at runtime. msgid "Untagged" msgstr "无标签" #: Editor-Missing:Missing detected at runtime. msgid "Get Motion from all Joysticks" msgstr "从所有操作杆获取运动" #: Editor-Missing:Missing detected at runtime. msgid "Fit Vertically" msgstr "垂直适应" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Overflow" msgstr "垂直溢出" #: Editor-Missing:Missing detected at runtime. msgid "Cameras" msgstr "摄像机" #: Editor-Missing:Missing detected at runtime. msgid "Selectable" msgstr "可选择" #: Editor-Missing:Missing detected at runtime. msgid "A camera with a larger depth is drawn on top of a camera with a smaller depth [ -100, 100 ]." msgstr "绘制摄像机时深度越大位置越靠上 [ -100 , 100 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Hangar" msgstr "飞机库" #: Editor-Missing:Missing detected at runtime. msgid "Angular Sleep Tolerance" msgstr "角休眠容差" #: Editor-Missing:Missing detected at runtime. msgid "12th axis (Joysticks)" msgstr "12 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Edit in playmode and your changes are automatically saved. Note when editting is disabled then live values are shown." msgstr "在播放模式中编辑后,您的更改会自动保存。请注意,禁用编辑时会显示实时值。" #: Editor-Missing:Missing detected at runtime. msgid "Motion Vector generation mode." msgstr "运动矢量生成模式。" #: Editor-Missing:Missing detected at runtime. msgid "Compressed In Memory" msgstr "压缩内存" #: Editor-Missing:Missing detected at runtime. msgid "Queries Hit Backfaces" msgstr "查询命中背面" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows" msgstr "硬阴影" #: Editor-Missing:Missing detected at runtime. msgid "Services Preferences..." msgstr "服务首选项..." #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.PerformanceTesting" msgstr "UnityEngine.PerformanceTesting" #: Editor-Missing:Missing detected at runtime. msgid "Send Navigation Events" msgstr "发送导航事件" #: Editor-Missing:Missing detected at runtime. msgid "Preserve Sample Rate" msgstr "保持采样率" #: Editor-Missing:Missing detected at runtime. msgid "NamedControl" msgstr "NamedControl" #: Editor-Missing:Missing detected at runtime. msgid "Toggles environment rotation on and off" msgstr "切换打开和关闭环境旋转" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Group" msgstr "画布组" #: Editor-Missing:Missing detected at runtime. msgid "Tool handles are in global rotation." msgstr "工具句柄处于全局旋转状态。" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows Only" msgstr "仅硬阴影" #: Editor-Missing:Missing detected at runtime. msgid "24th axis (Joysticks)" msgstr "24 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Event Trigger" msgstr "事件触发器" #: Editor-Missing:Missing detected at runtime. msgid "Total Mass" msgstr "总质量" #: Editor-Missing:Missing detected at runtime. msgid "Ignore Raycast" msgstr "忽略射线投射" #: Editor-Missing:Missing detected at runtime. msgid "The scene lighting is used when toggled on. When toggled off a light attached to the scene view camera is used." msgstr "切换时使用的场景照明。当切换关闭附加到场景视图的灯光时,使用摄像机。" #: Editor-Missing:Missing detected at runtime. msgid "No Shadows" msgstr "无阴影" #: Editor-Missing:Missing detected at runtime. msgid "Collab" msgstr "协作" #: Editor-Missing:Missing detected at runtime. msgid "Input Actions Per Second" msgstr "每秒输入动作" #: Editor-Missing:Missing detected at runtime. msgid "Terrain Layer" msgstr "地形层" #: Editor-Missing:Missing detected at runtime. msgid "First Selected" msgstr "首个选择项" #: Editor-Missing:Missing detected at runtime. msgid "Tall" msgstr "高" #: Editor-Missing:Missing detected at runtime. msgid "Production" msgstr "生产" #: Editor-Missing:Missing detected at runtime. msgid "Please fix your conflicts prior to publishing." msgstr "请在发布前解决冲突。" #: Editor-Missing:Missing detected at runtime. msgid "Z Motion" msgstr "Z 运动" #: Editor-Missing:Missing detected at runtime. msgid "Graphic Raycaster" msgstr "图形光线投射器" #: Editor-Missing:Missing detected at runtime. msgid "Mouse X" msgstr "鼠标 X" #: Editor-Missing:Missing detected at runtime. msgid "GNU Emacs: The extensible self-documenting text editor" msgstr "GNU Emacs:可扩展的自编文档编辑器" #: Editor-Missing:Missing detected at runtime. msgid "Distribute Per Segment" msgstr "按段分配" #: Editor-Missing:Missing detected at runtime. msgid "ShowSelectedItems" msgstr "ShowSelectedItems" #: Editor-Missing:Missing detected at runtime. msgid "All Sequential" msgstr "所有顺序" #: Editor-Missing:Missing detected at runtime. msgid "Maximum force the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "关节在断裂前可以承受的最大力。无穷大意味着坚不可摧。[ 0.001, 无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "Respawn" msgstr "重生" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 11" msgstr "操作杆 11" #: Editor-Missing:Missing detected at runtime. msgid "Uncompressed" msgstr "未压缩" #: Editor-Missing:Missing detected at runtime. msgid "Fire1" msgstr "Fire1" #: Editor-Missing:Missing detected at runtime. msgid "Whether the collider can be used by an attached composite collider or not." msgstr "碰撞器是否可以由附加的复合碰撞器使用。" #: Editor-Missing:Missing detected at runtime. msgid "Upper left" msgstr "左上" #: Editor-Missing:Missing detected at runtime. msgid "The joystick number or sensor number of a device that have multiple inputs." msgstr "有多个输入的设备的操作杆编号或传感器编号。" #: Editor-Missing:Missing detected at runtime. msgid "Projection Angle" msgstr "投影角度" #: Editor-Missing:Missing detected at runtime. msgid "PC Hosted" msgstr "PC 托管" #: Editor-Missing:Missing detected at runtime. msgid "Settings for the terrain" msgstr "设置地形" #: Editor-Missing:Missing detected at runtime. msgid "Aspect Ratio Fitter" msgstr "宽高比适应器" #: Editor-Missing:Missing detected at runtime. msgid "Play the sound when the scene loads." msgstr "场景载入时播放声音。" #: Editor-Missing:Missing detected at runtime. msgid "The width of the Camera’s view angle, measured in degrees along the local Y axis." msgstr "以局部 Y 轴度数衡量的“摄像机”的视角宽度。" #: Editor-Missing:Missing detected at runtime. msgid "Position As UV1 (Script)" msgstr "作为 UV1 定位(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Hard and Soft Shadows" msgstr "硬阴影和软阴影" #: Editor-Missing:Missing detected at runtime. msgid "Z-Axis" msgstr "Z 轴" #: Editor-Missing:Missing detected at runtime. msgid "Go to the previous frame." msgstr "转到上一帧。" #: Editor-Missing:Missing detected at runtime. msgid "Forest" msgstr "森林" #: Editor-Missing:Missing detected at runtime. msgid "Set as first sibling" msgstr "置于同级首位" #: Editor-Missing:Missing detected at runtime. msgid "Profiler %7" msgstr "分析器 %7" #: Editor-Missing:Missing detected at runtime. msgid "Round Robin" msgstr "轮循机制" #: Editor-Missing:Missing detected at runtime. msgid "Place trees" msgstr "放置树木" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2010" msgstr "Visual Studio 2010" #: Editor-Missing:Missing detected at runtime. msgid "Holo Lens Input" msgstr "全息透镜输入" #: Editor-Missing:Missing detected at runtime. msgid "Enables the persistent contact manifolds for contact generation. Otherwise, all contacts are being regenerated every frame." msgstr "启用联系生成的持续联系流形。否则,每帧都会重新生成所有联系。" #: Editor-Missing:Missing detected at runtime. msgid "AudioManager" msgstr "AudioManager" #: Editor-Missing:Missing detected at runtime. msgid "If spring is greater than zero, the limit is soft. This is the damping of spring. [ 0, infinity ]." msgstr "如果弹簧大于零,则限制是软的。这是弹簧的阻尼。 [ 0,无限大]。" #: Editor-Missing:Missing detected at runtime. msgid "Within the minDistance, the volume will stay at the loudest possible. Outside of this mindistance it begins to attenuate." msgstr "在 minDistance 内,音量将保持最大。超出此 mindistance 后,音量将开始衰减。" #: Editor-Missing:Missing detected at runtime. msgid "Cull Update Transforms" msgstr "剔除更新变换" #: Editor-Missing:Missing detected at runtime. msgid "Is On" msgstr "是开启的" #: Editor-Missing:Missing detected at runtime. msgid "Progressive (Preview)" msgstr "渐进(预览)" #: Editor-Missing:Missing detected at runtime. msgid "Streaming" msgstr "流式处理" #: Editor-Missing:Missing detected at runtime. msgid "If greater than zero, the limit is soft. The spring will pull the joint back. [ 0, infinity ]." msgstr "如果大于零,限制是柔性的。弹簧会将关节拉回。 [ 0, 无限 ]。" #: Editor-Missing:Missing detected at runtime. msgid "QualitySettings" msgstr "QualitySettings" #: Editor-Missing:Missing detected at runtime. msgid "Start Asleep" msgstr "开始休眠" #: Editor-Missing:Missing detected at runtime. msgid "Last operation failed. Please retry later." msgstr "上一次操作失败。请稍后重试。" #: Editor-Missing:Missing detected at runtime. msgid "The scale to apply to the inverse mass and inertia tensor of the connected body. [ 0.00001, infinity ]." msgstr "适用于连通物体的反质量和惯性张量的数值范围。 [0.00001,无穷大]。" #: Editor-Missing:Missing detected at runtime. msgid "21st axis (Joysticks)" msgstr "21 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Brush" msgstr "画笔" #: Editor-Missing:Missing detected at runtime. msgid "Angular YZ Limit Spring" msgstr "YZ 轴角限制弹簧" #: Editor-Missing:Missing detected at runtime. msgid "Screen anti aliasing" msgstr "屏幕抗锯齿" #: Editor-Missing:Missing detected at runtime. msgid "Reset Packages to defaults" msgstr "将包重置为默认值" #: Editor-Missing:Missing detected at runtime. msgid "PhysicsManager" msgstr "PhysicsManager" #: Editor-Missing:Missing detected at runtime. msgid "Optimize Sample Rate" msgstr "优化采样率" #: Editor-Missing:Missing detected at runtime. msgid "Quarter Res" msgstr "四分之一分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Blend Probes And Skybox" msgstr "混合探测器与天空盒" #: Editor-Missing:Missing detected at runtime. msgid "Built In Legacy Specular" msgstr "内置旧版高光" #: Editor-Missing:Missing detected at runtime. msgid "Fire2" msgstr "Fire2" #: Editor-Missing:Missing detected at runtime. msgid "Batching Static" msgstr "批处理静态" #: Editor-Missing:Missing detected at runtime. msgid "Blend Probes" msgstr "混合探测器" #: Editor-Missing:Missing detected at runtime. msgid "Look Dev" msgstr "Look Dev" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Swap" msgstr "Sprite 交换" #: Editor-Missing:Missing detected at runtime. msgid "Create InputField" msgstr "创建 InputField" #: Editor-Missing:Missing detected at runtime. msgid "Display 1" msgstr "显示 1" #: Editor-Missing:Missing detected at runtime. msgid "Locked" msgstr "已锁定" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2012" msgstr "Visual Studio 2012" #: Editor-Missing:Missing detected at runtime. msgid "Remote" msgstr "远程" #: Editor-Missing:Missing detected at runtime. msgid "Highlighted Color" msgstr "高亮颜色" #: Editor-Missing:Missing detected at runtime. msgid "Dark on Light" msgstr "亮底暗字" #: Editor-Missing:Missing detected at runtime. msgid "0: Default" msgstr "0: 默认" #: Editor-Missing:Missing detected at runtime. msgid "Screen Space - Camera" msgstr "屏幕空间 - 摄像机" #: Editor-Missing:Missing detected at runtime. msgid "Bypass/ignore any reverb zones." msgstr "绕过/忽略所有混响区域。" #: Editor-Missing:Missing detected at runtime. msgid "Billboard Renderer" msgstr "Billboard 渲染器" #: Editor-Missing:Missing detected at runtime. msgid "15th axis (Joysticks)" msgstr "15 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Perspective" msgstr "透视" #: Editor-Missing:Missing detected at runtime. msgid "Save As..." msgstr "另存为..." #: Editor-Missing:Missing detected at runtime. msgid "Good latency" msgstr "良好延迟" #: Editor-Missing:Missing detected at runtime. msgid "Don't Clear" msgstr "不清除" #: Editor-Missing:Missing detected at runtime. msgid "UI Vita Input Module" msgstr "UI Vita 输入模块" #: Editor-Missing:Missing detected at runtime. msgid "Shadows Only" msgstr "仅阴影" #: Editor-Missing:Missing detected at runtime. msgid "16th axis (Joysticks)" msgstr "16 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "When the joint hits the limit. This will determine how bouncy it will be. [ 0, 1 ]." msgstr "关节何时达到限制。该限制将决定其弹性。[ 0, 1 ]。" #: Editor-Missing:Missing detected at runtime. msgid "The tool handle is placed at the active object's pivot point." msgstr "工具句柄位于活动对象的轴心点。" #: Editor-Missing:Missing detected at runtime. msgid "Set In Scripting" msgstr "在脚本中设置" #: Editor-Missing:Missing detected at runtime. msgid "Half Res" msgstr "半分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Tool handles are in active object's rotation." msgstr "工具句柄处于活动对象的旋转中。" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Active State" msgstr "切换激活状态" #: Editor-Missing:Missing detected at runtime. msgid "Hand Tool" msgstr "手形工具" #: Editor-Missing:Missing detected at runtime. msgid "Color Tint" msgstr "颜色色彩" #: Editor-Missing:Missing detected at runtime. msgid "The Light’s GameObject is active, but the Light component is disabled. These lights have no effect on the Scene." msgstr "Light’s 游戏对象处于活动状态,但 Light 组件已禁用。这些灯光对“场景”没有影响。" #: Editor-Missing:Missing detected at runtime. msgid "Y-Axis" msgstr "Y-轴" #: Editor-Missing:Missing detected at runtime. msgid "Max Delay" msgstr "最大延迟" #: Editor-Missing:Missing detected at runtime. msgid "Interpolation/Euler Angles" msgstr "插值/欧拉角" #: Editor-Missing:Missing detected at runtime. msgid "Interpolation/Euler Angles (Not fully supported in Legacy)" msgstr "插值/欧拉角(在旧版中不完全支持)"