msgid "" msgstr "" "POT-Creation-Date: 2023-11-08T03:46:26.808Z\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:320 Editor/Platform/OSX/EditorUtility.mm:413 msgid "...\n\n(For the full error message, see the editor log file located at [%s])\n" msgstr "…\n\n(如需查看完整错误消息,请参阅位于 [%s] 的编辑器日志文件)\n" #: Editor/Platform/OSX/EditorUtility.mm:353 Editor/Platform/Linux/EditorUtility.cpp:325 Editor/Platform/Windows/EditorUtility.cpp:1219 Editor/Src/DragAndDropForwarding.cpp:1957 Editor/Src/DragAndDropForwarding.cpp:1973 Editor/Src/DragAndDropForwarding.cpp:2016 Editor/Src/DragAndDropForwarding.cpp:2022 Editor/Src/DragAndDropForwarding.cpp:2048 Editor/Src/DragAndDropForwarding.cpp:2064 Editor/Src/DragAndDropForwarding.cpp:3022 Editor/Src/DragAndDropForwarding.cpp:3025 Editor/Src/PackageUtility.cpp:1102 Editor/Src/SceneManager/EditorSceneManager.cpp:550 Editor/Src/SceneManager/EditorSceneManager.cpp:1160 Editor/Src/SceneManager/EditorSceneManager.cpp:1248 Editor/Src/SceneManager/EditorSceneManager.cpp:2098 Editor/Src/Commands/AssetsMenu.cpp:717 Editor/Src/Commands/AddComponentMenu.cpp:160 Editor/Src/Commands/AddComponentMenu.cpp:179 Editor/Src/Commands/AddComponentMenu.cpp:187 Editor/Src/Commands/AddComponentMenu.cpp:218 Editor/Src/Commands/AddComponentMenu.cpp:402 Editor/Src/Commands/AnimatorHelper.cpp:57 Editor/Src/Commands/AnimatorHelper.cpp:73 Editor/Src/Application/Application.cpp:3194 Editor/Src/Application/Application.cpp:3277 Editor/Mono/GameObjectUtility.bindings.cs:74 msgid "Cancel" msgstr "取消" #: Editor/Platform/Windows/MenuControllerWin.cpp:587 [MenuItem]Editor/Mono/PlayerPrefsSettings.cs:8 msgid "Edit" msgstr "编辑" #: Editor/Platform/Windows/MenuControllerWin.cpp:602 Editor/Platform/Windows/MenuControllerWin.cpp:636 [MenuItem]Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgid "Window" msgstr "窗口" #: Editor/Platform/Windows/MenuControllerWin.cpp:905 Editor/Mono/Undo/UndoWindow.cs:26 msgid "Undo" msgstr "撤消" #: Editor/Platform/Windows/MenuControllerWin.cpp:911 msgid "Redo" msgstr "重做" #: Editor/Mono/Prefabs/PrefabUtility.bindings.cpp:659 msgid "Saving Prefab during OnValidate, physics trigger/contact, animation event callbacks, rendering callbacks is not allowed." msgstr "不允许在 OnValidate、物理触发/接触、动画事件回调、渲染回调期间保存预制件。" #: Editor/Mono/Prefabs/PrefabUtility.bindings.cpp:730 msgid "Could not find AssetImporter from instanceID. Are you sure the instanceID is for a persistent object?" msgstr "无法在 instanceID 中找到 AssetImporter。确定将 instanceID 用于持久对象吗?" #: Editor/Src/DragAndDropForwarding.cpp:641 msgid "Assign Material %s " msgstr "分配材质 %s" #: Editor/Src/DragAndDropForwarding.cpp:678 msgid "Assign Parent" msgstr "分配父级" #: Editor/Src/DragAndDropForwarding.cpp:714 msgid "Assign Shader %s " msgstr "分配着色器 %s" #: Editor/Src/DragAndDropForwarding.cpp:797 msgid "Failed to find default shader " msgstr "无法找到默认着色器" #: Editor/Src/DragAndDropForwarding.cpp:832 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:842 msgid "Assign Skybox Material %s " msgstr "分配天空盒材质 %s" #: Editor/Src/DragAndDropForwarding.cpp:853 msgid "Add Director " msgstr "添加导引器" #: Editor/Src/DragAndDropForwarding.cpp:866 Editor/Src/DragAndDropForwarding.cpp:946 msgid "Add Animator " msgstr "添加动画器" #: Editor/Src/DragAndDropForwarding.cpp:881 Editor/Src/DragAndDropForwarding.cpp:910 msgid "Assign Controller " msgstr "指定控制器" #: Editor/Src/DragAndDropForwarding.cpp:935 msgid "Add Animation " msgstr "添加动画" #: Editor/Src/DragAndDropForwarding.cpp:939 msgid "Assign Animation " msgstr "指定动画" #: Editor/Src/DragAndDropForwarding.cpp:948 msgid "Assign Animator " msgstr "指定动画器" #: Editor/Src/DragAndDropForwarding.cpp:970 Editor/Src/DragAndDropForwarding.cpp:976 Editor/Src/DragAndDropForwarding.cpp:1005 Editor/Src/ComponentUtility.cpp:1328 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 msgid "Can't add script" msgstr "无法添加脚本" #: Editor/Src/DragAndDropForwarding.cpp:970 msgid "The script is an editor script." msgstr "该脚本是一个编辑器脚本。" #: Editor/Src/DragAndDropForwarding.cpp:970 Editor/Src/DragAndDropForwarding.cpp:977 Editor/Src/DragAndDropForwarding.cpp:1005 Editor/Src/DragAndDropForwarding.cpp:2445 Editor/Src/EditorHelper.cpp:98 Editor/Src/EditorHelper.cpp:463 Editor/Src/ComponentUtility.cpp:1328 Editor/Src/HubClient/HubClient.cpp:337 Editor/Src/HubClient/HubClient.cpp:354 Editor/Src/Prefabs/PrefabUtility.cpp:971 Editor/Src/Prefabs/PrefabUtility.cpp:987 Editor/Src/Prefabs/PrefabUtility.cpp:1052 Editor/Src/Commands/AddComponentMenu.cpp:207 Editor/Src/Commands/AddComponentMenu.cpp:233 Editor/Src/Commands/AddComponentMenu.cpp:300 Editor/Src/Application/Application.cpp:379 Editor/Src/Application/Application.cpp:405 Editor/Src/Application/Application.cpp:423 Editor/Src/Application/Application.cpp:890 Editor/Src/Application/Application.cpp:1338 Editor/Src/Application/Application.cpp:3437 Editor/Src/Application/Application.cpp:3443 Editor/Src/Application/Application.cpp:3449 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 Editor/Mono/ContainerWindow.cs:345 msgid "OK" msgstr "确定" #: Editor/Src/DragAndDropForwarding.cpp:977 Editor/Src/DragAndDropForwarding.cpp:1002 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:982 msgid "Drag MonoBehaviour" msgstr "拖拽 MonoBehaviour" #: Editor/Src/DragAndDropForwarding.cpp:990 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:993 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:997 msgid "." msgstr "." #: Editor/Src/DragAndDropForwarding.cpp:1103 Editor/Src/DragAndDropForwarding.cpp:1156 Editor/Src/DragAndDropForwarding.cpp:1235 Editor/Src/DragAndDropForwarding.cpp:1527 Editor/Src/DragAndDropForwarding.cpp:1724 Editor/Src/DragAndDropForwarding.cpp:1922 Editor/Src/Video/VideoClipDragAndDrop.cpp:138 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:124 msgid "%s Drag Instantiate" msgstr "%s拖拽实例化" #: Editor/Src/DragAndDropForwarding.cpp:1125 msgid "Assign AudioClip" msgstr "指定 AudioClip" #: Editor/Src/DragAndDropForwarding.cpp:1166 msgid "Assign Playable" msgstr "指定可播放" #: Editor/Src/DragAndDropForwarding.cpp:1286 Editor/Src/DragAndDropForwarding.cpp:1313 Editor/Src/DragAndDropForwarding.cpp:1357 Editor/Src/DragAndDropForwarding.cpp:1409 msgid "Change %s Parent" msgstr "更改 %s父对象" #: Editor/Src/DragAndDropForwarding.cpp:1446 Editor/Src/DragAndDropForwarding.cpp:1451 msgid "Move Component" msgstr "移动组件" #: Editor/Src/DragAndDropForwarding.cpp:1564 msgid "Extract Component" msgstr "提取组件" #: Editor/Src/DragAndDropForwarding.cpp:1641 msgid "Create GameObject with Component" msgstr "使用组件创建游戏对象" #: Editor/Src/DragAndDropForwarding.cpp:1957 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:1957 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:1957 msgid "Create Base" msgstr "创建基础" #: Editor/Src/DragAndDropForwarding.cpp:1973 msgid "Creating a new Prefab as the root of the currently open Prefab Variant.\n\nThe new Variant parent can either be inserted into the inheritance chain between the open Prefab Variant and the original Variant parent or replace the existing Variant parent." msgstr "创建新预制件作为当前打开的预制件变体的根。\n\n新变体父级可插入到打开的预制件变体和原始变体父级之间的继承链中,也可以替换现有的变体父级。" #: Editor/Src/DragAndDropForwarding.cpp:1973 msgid "Replace Variant Parent" msgstr "替换变体父级" #: Editor/Src/DragAndDropForwarding.cpp:1973 msgid "Insert Variant Parent" msgstr "插入变体父级" #: Editor/Src/DragAndDropForwarding.cpp:2014 msgid "Would you like to create a new original Prefab or a variant from {0}?" msgstr "是否要创建新的原始预制件或 {0} 的变体?" #: Editor/Src/DragAndDropForwarding.cpp:2016 msgid "Create Prefab or Variant?" msgstr "创建预制件还是变体?" #: Editor/Src/DragAndDropForwarding.cpp:2016 msgid "Original Prefab" msgstr "原始预制件" #: Editor/Src/DragAndDropForwarding.cpp:2016 [MenuItem]Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:333 msgid "Prefab Variant" msgstr "预制件变体" #: Editor/Src/DragAndDropForwarding.cpp:2020 msgid "Would you like to create a Prefab Variant from {0}?" msgstr "是否要基于 {0} 创建预制件变体?" #: Editor/Src/DragAndDropForwarding.cpp:2022 msgid "Create Prefab Variant?" msgstr "创建预制件变体?" #: Editor/Src/DragAndDropForwarding.cpp:2022 msgid "Create Variant" msgstr "创建变体" #: Editor/Src/DragAndDropForwarding.cpp:2032 msgid "Would you like to create new original Prefabs or variants from preexisting Prefabs?\n\n" msgstr "是否要创建新的原始预制件或现有预制件的变体?\n\n" #: Editor/Src/DragAndDropForwarding.cpp:2033 msgid "Prefabs will be created from selected plain GameObjects" msgstr "预制件将基于选定的无格式 GameObject 创建" #: Editor/Src/DragAndDropForwarding.cpp:2034 msgid "Prefab variants will be created from selected Model Prefabs" msgstr "预制件变体将基于选定的模型预制件创建" #: Editor/Src/DragAndDropForwarding.cpp:2048 msgid "Create Prefabs or Variants?" msgstr "创建预制件还是变体?" #: Editor/Src/DragAndDropForwarding.cpp:2048 msgid "Original Prefabs" msgstr "原始预制件" #: Editor/Src/DragAndDropForwarding.cpp:2048 msgid "Prefab Variants" msgstr "预制件变体" #: Editor/Src/DragAndDropForwarding.cpp:2054 msgid "Create Prefabs and Variants?" msgstr "创建预制件和变体?" #: Editor/Src/DragAndDropForwarding.cpp:2059 msgid "Create Variants?" msgstr "创建变体?" #: Editor/Src/DragAndDropForwarding.cpp:2064 [MenuItem]Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:223 msgid "Create" msgstr "创建" #: Editor/Src/DragAndDropForwarding.cpp:2172 msgid "Are you sure you want to replace the contents of the Prefab '%s' with GameObjects that are unrelated to it? This action is not undoable." 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?此操作无法撤消。" #: Editor/Src/DragAndDropForwarding.cpp:2176 msgid "Possibly unwanted Prefab replacement" msgstr "可能是意外的“预制件”替换" #: Editor/Src/DragAndDropForwarding.cpp:2176 msgid "Replace Anyway" msgstr "强制替换" #: Editor/Src/DragAndDropForwarding.cpp:2176 msgid "Don't Replace" msgstr "不替换" #: Editor/Src/DragAndDropForwarding.cpp:2428 msgid "Create/Replace Prefab" msgstr "创建/替换预制件" #: Editor/Src/DragAndDropForwarding.cpp:2445 msgid "Can't connect to GameObject" msgstr "无法连接到 GameObject" #: Editor/Src/DragAndDropForwarding.cpp:2445 msgid "Assets in the StreamingAssets folder are not imported.\nThe created asset will not be connected to the original GameObject" msgstr "StreamingAssets 文件夹中的资产不会导入。\n已创建的资产不会连接到原始 GameObject" #: Editor/Src/DragAndDropForwarding.cpp:2461 msgid "Create/Replace prefab" msgstr "创建/替换预制件" #: Editor/Src/DragAndDropForwarding.cpp:2580 msgid "Keep Both" msgstr "两者都保留" #: Editor/Src/DragAndDropForwarding.cpp:2580 msgid "Skip All" msgstr "全部跳过" #: Editor/Src/DragAndDropForwarding.cpp:2580 msgid "Skip File" msgstr "跳过文件" #: Editor/Src/DragAndDropForwarding.cpp:2835 msgid "Failed importing package %s" msgstr "导入包失败 %s" #: Editor/Src/DragAndDropForwarding.cpp:2848 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:2865 Editor/Src/Commands/AssetsMenu.cpp:688 msgid "Failed copying file {0} to {1}." msgstr "将文件 {0} 复制到 {1} 失败。" #: Editor/Src/DragAndDropForwarding.cpp:3014 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:3015 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:3021 Editor/Src/DragAndDropForwarding.cpp:3024 msgid "Merge scenes" msgstr "合并场景" #: Editor/Src/DragAndDropForwarding.cpp:3022 msgid "Merge into open" msgstr "合并到打开的" #: Editor/Src/DragAndDropForwarding.cpp:3022 Editor/Src/DragAndDropForwarding.cpp:3025 msgid "Merge into new" msgstr "合并为新的" #: Editor/Src/DragAndDropForwarding.cpp:3025 msgid "Merge into existing" msgstr "合并到现有的" #: Editor/Src/DragAndDropForwarding.cpp:3053 msgid "Couldn't create merge output file" msgstr "无法创建合并输出文件" #: Editor/Src/PackageUtility.cpp:1099 Editor/Src/PackageUtility.cpp:1155 Editor/Src/Application/Application.cpp:3277 /Runtime/Shaders/ShaderImpl/ShaderErrors.h:96 msgid "Warning" msgstr "警告" #: Editor/Src/PackageUtility.cpp:1100 msgid "Importing a complete project will overwrite your current project settings. To leave your project intact, click the Switch Project button to create a temporary project where you can safely import this package." msgstr "导入完整的项目将覆盖当前的项目设置。要保持项目不变,请单击“切换项目”按钮以创建一个临时项目,然后可以在临时项目中安全地导入此包。" #: Editor/Src/PackageUtility.cpp:1101 Editor/Src/Commands/AssetsMenu.cpp:667 Modules/ShortcutManager/ShortcutManagerWindowView.cs:341 msgid "Import" msgstr "导入" #: Editor/Src/PackageUtility.cpp:1103 msgid "Switch Project" msgstr "切换项目" #: Editor/Src/PackageUtility.cpp:1156 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:1157 msgid "Install/Upgrade" msgstr "安装/升级" #: Editor/Src/PackageUtility.cpp:1158 msgid "Skip" msgstr "跳过" #: Editor/Src/ObjectFactory.cpp:122 Editor/Src/Undo/ObjectUndo.cpp:1020 msgid "Add %s" msgstr "添加 %s" #: Editor/Src/ObjectFactory.cpp:146 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:198 msgid "Create %s" msgstr "创建 %s" #: Editor/Src/ProjectUpgrade.cpp:150 msgid "Upgrading this project requires a change to the read-only files [{0}]. Would you like to make these files writable and continue?" msgstr "升级此项目需要更改只读文件 [{0}]。是否要将这些文件设置为可写并继续?" #: Editor/Src/ProjectUpgrade.cpp:160 msgid "Failed to make the file {0} writable." msgstr "未能将文件 {0} 设置为可写。" #: Editor/Src/ProjectUpgrade.cpp:178 msgid "The files [{0}] have been modified while upgrading the project. Please remember to reconcile these changes with your Version Control System if appropriate." msgstr "升级项目时已修改文件 [{0}]。请务必将这些更改与您的版本控制系统进行协调(如果合适)。" #: Editor/Src/ProjectUtility.cpp:391 msgid "Failed to decompress [{0}]." msgstr "解压缩 [{0}] 失败。" #: Editor/Src/ProjectUtility.cpp:399 msgid "[{0}] was not found." msgstr "找不到 [{0}]。" #: Editor/Src/ProjectUtility.cpp:412 msgid "[{0}] must contain a name and version." msgstr "[{0}] 必须包含名称和版本。" #: Editor/Src/ProjectUtility.cpp:435 msgid "The file or folder [{0}] was not found." msgstr "找不到文件或文件夹 [{0}]。" #: Editor/Src/ProjectUtility.cpp:443 msgid "The package [{0}] was not found." msgstr "找不到包 [{0}]。" #: Editor/Src/ProjectUtility.cpp:459 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:464 msgid "The file [{0}] must be omitted." msgstr "必须忽略文件 [{0}]。" #: Editor/Src/ProjectUtility.cpp:476 msgid "Initializing project template..." msgstr "正在初始化项目模板..." #: Editor/Src/ProjectUtility.cpp:540 msgid "Failed to resolve project template: {0}" msgstr "解析项目模板失败:{0}" #: Editor/Src/EditorHelper.cpp:94 msgid "Children of a Prefab instance cannot be moved, and components cannot be reordered." msgstr "无法移动预制件实例的子级,无法对组件重新排序。" #: Editor/Src/EditorHelper.cpp:100 msgid "Cannot restructure Prefab instance" msgstr "无法重构预制件实例" #: Editor/Src/EditorHelper.cpp:457 msgid "Need to save in the Assets folder" msgstr "需要保存在资产文件夹中" #: Editor/Src/EditorHelper.cpp:457 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:463 Editor/Src/Application/Application.cpp:3449 msgid "Correct the file name" msgstr "更正文件名称" #: Editor/Src/EditorHelper.cpp:463 Editor/Src/Application/Application.cpp:3449 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:164 msgid "Replace %s" msgstr "替换 %s" #: Editor/Src/ComponentUtility.cpp:203 Editor/Src/Commands/AddComponentMenu.cpp:169 msgid "Replacing transform" msgstr "替换变换" #: Editor/Src/ComponentUtility.cpp:203 Editor/Src/ComponentUtility.cpp:268 Editor/Src/Commands/AddComponentMenu.cpp:169 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:268 msgid "Cannot replace transform" msgstr "无法替换变换组件" #: Editor/Src/ComponentUtility.cpp:276 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/ComponentUtility.cpp:291 msgid "Remove %s" msgstr "移除 %s" #: Editor/Src/CommandImplementation.cpp:823 msgid "Paste %s" msgstr "粘贴 %s" #: Editor/Src/CommandImplementation.cpp:1072 msgid "Paste %d Objects" msgstr "粘贴 %d个对象" #: Editor/Src/CommandImplementation.cpp:1131 msgid "Delete Game Objects" msgstr "删除游戏对象" #: Editor/Src/CommandImplementation.cpp:1276 msgid "Paste New %s" msgstr "粘贴新的 %s" #: Editor/Src/CommandImplementation.cpp:1292 msgid "Paste Component" msgstr "粘贴组件" #: Editor/Src/CommandImplementation.cpp:1352 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:273 msgid "Launch Unity" msgstr "启动 Unity" #: Editor/Src/HubClient/HubClient.cpp:274 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:275 msgid "Create empty project" msgstr "创建空项目" #: Editor/Src/HubClient/HubClient.cpp:275 Editor/Src/Application/Application.cpp:995 Modules/PackageManager/Editor/PackageManagerErrors.cpp:133 Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:147 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:178 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:192 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:210 msgid "Quit" msgstr "退出" #: Editor/Src/HubClient/HubClient.cpp:275 msgid "Open project" msgstr "打开项目" #: Editor/Src/HubClient/HubClient.cpp:279 Editor/Src/HubClient/HubClient.cpp:390 msgid "Choose project folder" msgstr "选择项目文件夹" #: Editor/Src/HubClient/HubClient.cpp:336 Editor/Src/Application/Application.cpp:412 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:337 Editor/Src/HubClient/HubClient.cpp:354 Editor/Src/Application/Application.cpp:423 msgid "Error!" msgstr "错误!" #: Editor/Src/HubClient/HubClient.cpp:353 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:379 Editor/Src/HubClient/HubClient.cpp:515 Editor/Src/HubClient/HubClient.cpp:542 Editor/Src/HubClient/HubClient.cpp:548 Editor/Src/HubClient/HubClient.cpp:552 msgid "Install Unity Hub" msgstr "安装 Unity Hub" #: Editor/Src/HubClient/HubClient.cpp:380 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:382 Editor/Src/HubClient/HubClient.cpp:412 Editor/Src/HubClient/HubClient.cpp:517 Modules/PackageManagerUI/Editor/UI/ToolBar/PackageAddButton.cs:8 msgid "Install" msgstr "安装" #: Editor/Src/HubClient/HubClient.cpp:382 Editor/Src/HubClient/HubClient.cpp:412 msgid "Later" msgstr "稍后" #: Editor/Src/HubClient/HubClient.cpp:516 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:517 msgid "Quit Unity" msgstr "退出 Unity" #: Editor/Src/HubClient/HubClient.cpp:543 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:549 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:553 msgid "You must install the Unity Hub for this action" msgstr "您必须为此操作安装 Unity Hub" #: Editor/Src/GI/BuiltinSkyManager.cpp:275 Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:370 Editor/Src/Camera/BakedReflectionSystem.cpp:60 msgid "Unknown reflection probe job type: %d" msgstr "未知反射探测器作业类型:%d" #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1852 Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1855 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:388 msgid "Hold on..." msgstr "请稍候..." #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1852 Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1855 msgid "Recompiling managed editor code" msgstr "重新编译托管的编辑器代码" #: Editor/Src/Prefabs/PrefabCreation.cpp:1408 msgid "Saving Prefab failed. Cannot convert absolute path to a project relative path. If you are saving outside the project's root folder make sure the input path is relative. Input path: '%s'" msgstr "保存预制件失败。无法将绝对路径转换为项目相对路径。如果要保存在项目的根文件夹之外,请确保输入路径是相对路径。输入路径:'%s'" #: Editor/Src/Prefabs/PrefabCreation.cpp:1415 msgid "Can't connect a Prefab in the StreamingAssets folder to GameObjects in the scene." msgstr "无法将 StreamingAssets 文件夹中的预制件连接到场景中的 GameObject。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1421 msgid "Saving Prefab during OnValidate, physics trigger/contact, animation event callbacks, rendering callbacks is not allowed (%s)." msgstr "不允许在 OnValidate、物理触发/接触、动画事件回调、渲染回调期间保存预制件 (%s)。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1427 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:1437 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/PrefabCreation.cpp:1448 msgid "Saving Prefab failed. Input GameObject is not valid" msgstr "保存预制件失败。输入的游戏对象无效" #: Editor/Src/Prefabs/PrefabCreation.cpp:1454 msgid "Can't save persistent Objects and connect them to the saved Prefab" msgstr "无法保存持久对象并将它们连接到已保存的预制件" #: Editor/Src/Prefabs/PrefabCreation.cpp:2091 Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:69 msgid "Parent directory must exist before creating asset at {0}." msgstr "在 {0} 中创建资产之前,父目录必须存在。" #: Editor/Src/Prefabs/PrefabUtility.cpp:967 msgid "You are trying to save a Prefab with a missing script. This is not allowed.\nPlease change the script or remove it from the GameObject '%s'." msgstr "正在尝试保存的预制件包含缺失的脚本。这是不允许的。\n请更改脚本,或将该脚本从游戏对象 '%s' 移除。" #: Editor/Src/Prefabs/PrefabUtility.cpp:970 msgid "Missing script" msgstr "缺失脚本" #: Editor/Src/Prefabs/PrefabUtility.cpp:983 msgid "You are trying to save a Prefab that contains the script '%s', which does not derive from MonoBehaviour. This is not allowed.\nPlease change the script to derive from MonoBehaviour or remove it from the GameObject '%s'." msgstr "正在尝试保存一个包含脚本 '%s' 的预制件,该脚本不是从 MonoBehaviour 派生的。这是不允许的。\n请更改脚本以从 MonoBehaviour 派生,或将该脚本从游戏对象 '%s' 移除。" #: Editor/Src/Prefabs/PrefabUtility.cpp:986 msgid "Invalid script" msgstr "无效的脚本" #: Editor/Src/Prefabs/PrefabUtility.cpp:1050 msgid "Cyclic Prefab nesting not supported" msgstr "不支持循环预制件嵌套" #: Editor/Src/Prefabs/PrefabUtility.cpp:1051 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/SceneManager/EditorSceneUtilities.cpp:326 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:531 msgid "Opening scene in read-only package!" msgstr "正在打开只读包中的场景!" #: Editor/Src/SceneManager/EditorSceneManager.cpp:531 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:531 Modules/Licensing/Module.cpp:389 Editor/Mono/GUI/AssetSaveDialog.cs:21 msgid "Close" msgstr "关闭" #: Editor/Src/SceneManager/EditorSceneManager.cpp:549 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:550 msgid "About to open another project!" msgstr "即将打开另一个项目!" #: Editor/Src/SceneManager/EditorSceneManager.cpp:550 /Runtime/Camera/OcclusionPortal.cpp:70 Editor/Mono/Inspector/GameObjectInspector.cs:52 msgid "Open" msgstr "打开" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1090 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:1144 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:1153 msgid "%s and others...\n" msgstr "%s和其他...\n" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1156 msgid "%s\n%s" msgstr "%s\n%s" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1158 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:1160 msgid "Scene(s) Have Been Modified" msgstr "场景已更改" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1160 Editor/Mono/ContainerWindow.cs:301 msgid "Save" msgstr "保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1160 Editor/Mono/GUI/AssetSaveDialog.cs:20 msgid "Don't Save" msgstr "不保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1224 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:1248 msgid "The untitled scene needs saving" msgstr "未命名场景需要保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1248 Editor/Src/SceneManager/EditorSceneManager.cpp:2073 Editor/Mono/SceneHierarchy.cs:1450 msgid "Save Scene" msgstr "保存场景" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1414 msgid "Failed to save scene %s." msgstr "保存场景失败 %s。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2098 msgid "Save Scene has failed" msgstr "保存场景失败" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2098 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:2098 Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1501 msgid "Try Again" msgstr "再试一次" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2542 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:2559 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:2559 Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:38 msgid "Reload" msgstr "重新加载" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2559 Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:240 msgid "Ignore" msgstr "忽略" #: Editor/Src/Collab/Collab.cpp:193 msgid "Adding collab-proxy package..." msgstr "添加协作代理包..." #: Editor/Src/SpritePacker/SpritePacker.cpp:834 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/TextureImporting/TextureImporterUtils.cpp:1382 msgid "Cannot use format %s with Virtual Texturing. The texture will have Virtual Texture Only disabled.\n" msgstr "不能将 %s 格式用于虚拟纹理。该纹理将禁用“仅虚拟纹理”。\n" #: Editor/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1389 msgid "Textures smaller than %i by %i pixels can not be used with Virtual Texturing. The texture will have Virtual Texture Only disabled.\n" msgstr "不能将小于 %ix%i 像素的纹理用于虚拟纹理。该纹理将禁用“仅虚拟纹理”。\n" #: Editor/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1395 msgid "Only POT textures can be used with Virtual Texturing. The texture will have Virtual Texture Only disabled.\n" msgstr "只能将 POT 纹理用于虚拟纹理。该纹理将禁用“仅虚拟纹理”。\n" #: Editor/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1401 msgid "Virtual Texturing is disabled. The Virtual Texture Only flag will have no effect.\n" msgstr "已禁用虚拟纹理。“仅虚拟纹理”标志将无效。\n" #: 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:152 msgid "Help/Unity Manual" msgstr "帮助/Unity 用户手册" #: Editor/Src/Commands/HelpMenu.cpp:153 msgid "Help/Scripting Reference" msgstr "帮助/脚本参考" #: Editor/Src/Commands/AssetsMenu.cpp:247 msgid "New Render Texture" msgstr "新建渲染器纹理" #: Editor/Src/Commands/AssetsMenu.cpp:252 msgid "New Custom Render Texture" msgstr "新自定义渲染纹理" #: Editor/Src/Commands/AssetsMenu.cpp:295 Editor/Mono/Sprites/SpriteUtility.cs:21 msgid "New Animation" msgstr "新建动画" #: Editor/Src/Commands/AssetsMenu.cpp:320 msgid "New Cubemap" msgstr "新建立方体贴图" #: Editor/Src/Commands/AssetsMenu.cpp:325 msgid "New Flare" msgstr "新建眩光" #: Editor/Src/Commands/AssetsMenu.cpp:346 msgid "New LightmapParameters" msgstr "新建 LightmapParameters" #: Editor/Src/Commands/AssetsMenu.cpp:355 msgid "New Material" msgstr "新建材质" #: Editor/Src/Commands/AssetsMenu.cpp:386 msgid " Variant" msgstr "变体" #: Editor/Src/Commands/AssetsMenu.cpp:665 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:667 msgid "Import New Asset" msgstr "导入新资产" #: Editor/Src/Commands/AssetsMenu.cpp:713 msgid "Are you sure you want to reimport all assets?" msgstr "您确定要重新导入所有资产吗?" #: Editor/Src/Commands/AssetsMenu.cpp:714 msgid "When you reimport all assets, Unity deletes and recreates all the cached data relating to your assets in the project's Library folder. You should only do this if you think your project has been corrupted due to an internal Unity bug. It can take a long time to complete, depending on the size of your project.\n\nPlease submit a bug report detailing the steps leading up to here." msgstr "重新导入所有资产时,Unity 会删除并重新创建与项目“库”文件夹中资产相关的所有缓存数据。仅当认为项目由于内部 Unity 错误而损坏时,才应该这样做。根据项目的大小,此过程可能需要很长时间才能完成。\n\n请提交一份错误报告,详细说明导致这一情况的步骤。" #: Editor/Src/Commands/AssetsMenu.cpp:715 msgid "When you reimport all assets, Unity deletes and recreates all the cached data relating to your assets in the project's Library folder. You should only do this if you think your project has been corrupted due to an internal Unity bug. It can take a long time to complete, depending on the size of your project.\n\nYou can also choose to use your configured Cache Server, in which case Unity deletes and re-downloads all the cached data, rather than recreating it locally.\n\nPlease submit a bug report detailing the steps leading up to here." msgstr "重新导入所有资产时,Unity 会删除并重新创建与项目“库”文件夹中资产相关的所有缓存数据。仅当认为项目由于内部 Unity 错误而损坏时,才应该这样做。根据项目的大小,此过程可能需要很长时间才能完成。\n\n也可以选择使用已配置的缓存服务器,在这种情况下,Unity 会删除并重新下载所有缓存数据,而不是在本地重新创建它们。\n\n请提交一份错误报告,详细说明导致这一情况的步骤。" #: Editor/Src/Commands/AssetsMenu.cpp:716 Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:96 msgid "Reimport" msgstr "重新导入" #: Editor/Src/Commands/AssetsMenu.cpp:718 msgid "Download from Cache Server" msgstr "从缓存服务器下载" #: Editor/Src/Commands/AssetsMenu.cpp:811 msgid "Import package ..." msgstr "导入包..." #: Editor/Src/Commands/AssetsMenu.cpp:1112 msgid "New Font" msgstr "新建字体" #: Editor/Src/Commands/AssetsMenu.cpp:1118 msgid "New Physic Material" msgstr "新建物理材质" #: Editor/Src/Commands/AssetsMenu.cpp:1127 msgid "New Avatar Mask" msgstr "新建 Avatar 遮罩" #: Editor/Src/Commands/AssetsMenu.cpp:1130 msgid "New Animator Override Controller" msgstr "新建动画器覆盖控制器" #: Editor/Src/Commands/AddComponentMenu.cpp:136 msgid "Script %s doesn't exist" msgstr "脚本 %s 不存在" #: Editor/Src/Commands/AddComponentMenu.cpp:141 msgid "Invalid operation." msgstr "无效操作。" #: Editor/Src/Commands/AddComponentMenu.cpp:158 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:160 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:178 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:179 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:186 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:187 msgid "Can't add component!" msgstr "无法添加组件!" #: Editor/Src/Commands/AddComponentMenu.cpp:207 Editor/Mono/Prefabs/PrefabUtility.cs:1125 msgid "Can't add component" msgstr "无法添加组件" #: Editor/Src/Commands/AddComponentMenu.cpp:217 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:218 msgid "Replace existing component?" msgstr "替换现有组件?" #: Editor/Src/Commands/AddComponentMenu.cpp:218 Editor/Mono/Prefabs/PrefabReplaceUtility.cs:71 msgid "Replace" msgstr "替换" #: Editor/Src/Commands/AddComponentMenu.cpp:218 Editor/Mono/Inspector/PropertyEditor.cs:198 msgid "Add" msgstr "添加" #: Editor/Src/Commands/AddComponentMenu.cpp:233 msgid "Can't remove component" msgstr "无法移除组件" #: Editor/Src/Commands/AddComponentMenu.cpp:401 msgid "Adding a {0} requires removing {1}" msgstr "添加一个要求移除 {1} 的 {0}" #: Editor/Src/Commands/AddComponentMenu.cpp:402 msgid "Remove conflicting components?" msgstr "移除冲突的组件?" #: Editor/Src/Commands/AddComponentMenu.cpp:402 Editor/Mono/Prefabs/PrefabUtility.cs:3406 msgid "Remove" msgstr "移除" #: Editor/Src/Commands/GOParent.cpp:90 msgid "Make Parent" msgstr "创建父级" #: Editor/Src/Commands/GOParent.cpp:115 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:379 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:379 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:390 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:405 msgid "Graphics card not supported by Unity" msgstr "Unity 不支持此显卡" #: Editor/Src/Application/Application.cpp:473 msgid "Creating project folder failed!" msgstr "创建项目文件夹失败!" #: Editor/Src/Application/Application.cpp:473 msgid "Creating Project folder failed!" msgstr "创建项目文件夹失败!" #: Editor/Src/Application/Application.cpp:473 Modules/PackageManager/Editor/PackageManagerErrors.cpp:135 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:145 Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:18 msgid "Continue" msgstr "继续" #: Editor/Src/Application/Application.cpp:742 Editor/Src/Application/Application.cpp:748 msgid "License error" msgstr "许可证错误" #: Editor/Src/Application/Application.cpp:744 Editor/Src/Application/Application.cpp:750 Editor/Src/Application/Application.cpp:780 Editor/Mono/SceneView/SceneViewOverlays.cs:17 msgid "Exit" msgstr "退出" #: Editor/Src/Application/Application.cpp:750 msgid "Open Hub" msgstr "打开 Hub" #: Editor/Src/Application/Application.cpp:778 msgid "Environment error" msgstr "环境错误" #: Editor/Src/Application/Application.cpp:888 msgid "Cannot switch to the Project folder" msgstr "无法切换到项目文件夹" #: Editor/Src/Application/Application.cpp:889 msgid "Please make sure Unity has access to\n{0}" msgstr "请确保 Unity 有权访问\n{0}" #: Editor/Src/Application/Application.cpp:995 Editor/Src/Application/Application.cpp:1338 /Editor/Src/UnityConnect/UnityConnectInfo.h:34 msgid "Error" msgstr "错误" #: Editor/Src/Application/Application.cpp:1338 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:3192 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:3194 msgid "Keep Project?" msgstr "保持项目?" #: Editor/Src/Application/Application.cpp:3194 msgid "Keep" msgstr "保持" #: Editor/Src/Application/Application.cpp:3194 msgid "Forget" msgstr "忘记" #: Editor/Src/Application/Application.cpp:3224 Editor/Mono/SceneHierarchy.cs:1484 msgid "Load Scene" msgstr "加载场景" #: Editor/Src/Application/Application.cpp:3277 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:3277 [MenuItem]Editor/Mono/EditorApplication.cs:489 msgid "New Scene" msgstr "新建场景" #: Editor/Src/Application/Application.cpp:3277 Editor/Mono/SceneHierarchy.cs:1526 msgid "Add New Scene" msgstr "添加新场景" #: Editor/Src/Application/Application.cpp:3423 msgid "Saving Scene to immutable folder is not allowed: %s" msgstr "不允许将场景保存到不可变文件夹:%s" #: Editor/Src/Application/Application.cpp:3437 msgid "Save the scene in a valid folder" msgstr "在有效文件夹中保存场景" #: Editor/Src/Application/Application.cpp:3437 msgid "The scene needs to be saved inside the Assets folder of your project or within a valid mutable package." msgstr "需要将场景保存在你项目的“资产”文件夹中或有效的可变包中。" #: Editor/Src/Application/Application.cpp:3443 msgid "Use the .unity extension" msgstr "使用 .unity 扩展名" #: Editor/Src/Application/Application.cpp:3443 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:3867 msgid "Out of memory!" msgstr "内存不足!" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:87 msgid "Object names must match the paths.\n" msgstr "对象名称必须匹配路径。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:149 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:876 msgid "Build AssetBundle" msgstr "生成 AssetBundle" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:215 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:919 msgid "Building Asset Bundle" msgstr "生成资产包" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:228 msgid "Building AssetBundle was cancelled" msgstr "已经取消生成 AssetBundle" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:232 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:720 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:937 msgid "Building AssetBundle failed" msgstr "生成 AssetBundle 失败" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:242 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:946 msgid "Failed to replace file %s" msgstr "替换文件失败 %s" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:537 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:549 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:551 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:554 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:653 msgid "Build streamed scene bundle" msgstr "生成流式场景包" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:715 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:932 msgid "Building AssetBundles was canceled." msgstr "已经取消生成 AssetBundles。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:860 msgid "Error Building AssetBundle: Virtual Texturing is enabled but is incompatible with the AssetBundle target platform." msgstr "生成 AssetBundle 时出错:启用了虚拟纹理,但与 AssetBundle 目标平台不兼容。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1094 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:1125 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:1152 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:1158 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:1176 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:1249 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:1295 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1352 msgid "Aborting Build Due to Errors" msgstr "由于错误而中止构建" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1493 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1585 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:1601 msgid "Script asset \"%s\" cannot be included into AssetBundle \"%s\"." msgstr "脚本资产 \"%s\" 不能包含进 AssetBundle \"%s\"。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1609 msgid "Asset \"%s\" has been assigned to the same Asset Bundle more than once." msgstr "资产 \"%s\" 已被多次分配到同一“资产包”。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1611 msgid "Asset \"%s\" has been assigned to more than one Asset Bundle." msgstr "资产 \"%s\" 已被分配到多个“资产包”。" #: Editor/Src/BuildPipeline/BuildPlayer.cpp:3972 msgid "Error building Player: Virtual Texturing is enabled, but the target platform does not support it. Go to Player Settings to resolve the incompatibility." msgstr "生成播放器时出错:启用了虚拟纹理,但目标平台不支持虚拟纹理。请转到“播放器设置”以解决不兼容问题。" #: Editor/Src/BuildPipeline/BuildPlayer.cpp:3977 msgid "Error building Player: Virtual Texturing is enabled, but the target graphics API does not support it. Go to Player Settings to resolve the incompatibility." msgstr "生成版本时出错:启用了虚拟纹理,但目标图形 API 不支持虚拟纹理。请转到“播放器设置”以解决不兼容问题。" #: Editor/Src/BuildPipeline/BuildPlayer.cpp:3984 msgid "Error building Player: A player build is already in process." msgstr "生成播放器时出错:有一个播放器正在生成的过程中。" #: Editor/Src/BuildPipeline/BuildSerialization.cpp:221 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:223 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:49 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:57 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:64 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:76 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:81 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:168 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:191 msgid "Cannot create folder \"{0}\"" msgstr "无法创建文件夹 \"{0}\"" #: Editor/Src/2D/SpritePacking/SpritePackingUtilities.cpp:513 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:1368 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:1407 Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:865 msgid "Sprite Atlas: {0}" msgstr "Sprite 图集:{0}" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1443 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:1451 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:1465 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:1534 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:151 Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:88 msgid "Packing Sprite Atlas" msgstr "将 Sprite 图集打包" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:173 msgid "Wrapping up" msgstr "正在贴图间拼接" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:192 msgid "Saving Sprite Atlas Assets" msgstr "正在保存 Sprite 图集资产" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:278 msgid "Pack Sprite Atlases" msgstr "将 Sprite 图集打包" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:374 msgid "Generating variants" msgstr "正在生成变体" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:172 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:189 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/Utility/ObjectNames.cpp:218 msgid "None (%s)" msgstr "无 (%s)" #: Editor/Src/Utility/ObjectNames.cpp:228 msgid "Missing (%s)" msgstr "缺失 (%s)" #: Modules/VirtualTexturingEditor/Utils.cpp:186 msgid "Texture Stack cannot be part of an AssetBundle" msgstr "纹理堆栈不能是 AssetBundle 的一部分" #: Modules/VirtualTexturingEditor/Utils.cpp:198 msgid "Texture Stack incomplete: no texture at layer %i" msgstr "纹理堆栈不完整:图层 %i无纹理" #: Modules/VirtualTexturingEditor/Utils.cpp:213 msgid "Texture Stack dimensions (%d x %d) are not power-of-two" msgstr "纹理堆栈尺寸 (%dx%d) 不是 2 的幂" #: Modules/VirtualTexturingEditor/Utils.cpp:228 msgid "Provided texture on layer %d is not a Texture2D" msgstr "图层 %d上提供的纹理不是Texture2D" #: Modules/VirtualTexturingEditor/Utils.cpp:242 msgid "Texture '%s': aspect ratio (%f) does not match the Texture Stack aspect ratio (%f)" msgstr "纹理 '%s':宽高比 (%f) 与纹理堆栈宽高比 (%f) 不匹配" #: Modules/VirtualTexturingEditor/Utils.cpp:247 msgid "Texture '%s': dimensions (%d x %d) are smaller than the VT tile dimensions (%u x %u)" msgstr "纹理 '%s':尺寸 (%d x %d) 小于 VT 瓦片尺寸 (%u x %u)" #: Modules/VirtualTexturingEditor/Utils.cpp:254 msgid "Texture '%s': dimensions (%d x %d) are not power-of-two" msgstr "纹理 '%s':尺寸 (%d x %d) 不是 2 的幂" #: Modules/VirtualTexturingEditor/Utils.cpp:260 msgid "Texture '%s': texture needs to have mips" msgstr "纹理 '%s':纹理需要具有 Mip" #: Modules/VirtualTexturingEditor/Utils.cpp:266 msgid "Texture '%s': source data compressed with Crunch is not supported" msgstr "纹理 '%s':使用 Crunch 压缩的源数据不受支持" #: Modules/VirtualTexturingEditor/Utils.cpp:272 msgid "Texture '%s': texture format ('%s') is not supported" msgstr "纹理 '%s':纹理格式 ('%s') 不受支持" #: Modules/VirtualTexturingEditor/Utils.cpp:278 msgid "Texture '%s': wrapping mode (U: %s, V: %s) is not supported" msgstr "纹理 '%s':包裹模式(U:%s,V:%s)不受支持。" #: Modules/VirtualTexturingEditor/Utils.cpp:287 msgid "Texture '%s': wrapping mode (U: %s, V: %s) does not match the stack wrapping mode (U: %s, V: %s)" msgstr "纹理 '%s':包裹模式(U:%s,V:%s)与堆栈包裹模式(U:%s,V:%s)不匹配" #: Modules/AIEditor/Builder/NavMeshBuilder.cpp:1018 msgid "The tree '%s' is missing a mesh suitable for baking the NavMesh. Verify that specified NavMesh LOD prototype for the tree has a valid mesh assigned." msgstr "树 '%s' 缺少适合烘焙 NavMesh 的网格。确认为树指定的 NavMesh LOD 原型已分配了有效的网格。" #: Modules/PackageManager/Editor/PackageManagerProject.cpp:210 Editor-Missing:Missing detected at runtime. msgid "Resolving packages..." msgstr "正在解析包..." #: Modules/PackageManager/Editor/PackageManagerProject.cpp:219 msgid "Failed to resolve packages: operation cancelled." msgstr "解析数据包失败:操作取消。" #: Modules/PackageManager/Editor/PackageManagerProject.cpp:248 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/PackageManagerProjectFiles.cpp:85 msgid "Updating project manifest..." msgstr "正在更新项目清单..." #: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:88 msgid "Failed to update project manifest." msgstr "更新项目清单失败。" #: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:92 msgid "Failed to update project manifest: {0}" msgstr "更新项目清单失败:{0}" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:143 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:232 msgid "Registering packages..." msgstr "正在注册包..." #: Modules/PackageManager/Editor/PackageManagerProgressMessageBuilder.cpp:84 msgid "Downloading %d packages (calculating size)" msgstr "正在下载 %d个包(正在计算大小)" #: Modules/PackageManager/Editor/PackageManagerProgressMessageBuilder.cpp:89 msgid "Downloading %d packages (%s/%s)" msgstr "正在下载 %d个包 (%s/%s)" #: Modules/PackageManager/Editor/PackageManagerProgressMessageBuilder.cpp:96 msgid "Installing packages (%d/%d)" msgstr "正在安装包 (%d/%d)" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:56 msgid "Initialize Package Manager" msgstr "初始化包管理器" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:62 msgid "Connecting to Package Manager" msgstr "正在连接到包管理器" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:66 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:81 msgid "Could not find Unity Package Manager local server application at [{0}]. Missing files could be the result of an antivirus action or a corrupt Unity installation." msgstr "无法在 [{0}] 找到 Unity 包管理器本地服务器应用程序。文件缺失可能是由防病毒操作或 Unity 安装文件损坏导致的。" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:90 msgid "Failed to start the Unity Package Manager local server process. Make sure the process [{0}] is not blocked by {1}" msgstr "启动 Unity 包管理器本地服务器进程失败。请确保 {1} 未阻止进程 [{0}]" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:95 msgid "Could not establish a connection with the Unity Package Manager local server process." msgstr "无法与 Unity 包管理器本地服务器进程建立连接。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:118 msgid "(For the full error message, see the editor log file located at [%s])\n" msgstr "(如需查看完整错误消息,请参阅位于 [%s] 的日志文件)\n" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:134 Modules/Licensing/Module.cpp:636 msgid "Retry" msgstr "重试" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:136 msgid "Diagnose" msgstr "诊断" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:145 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:151 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:156 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/PackageManagerDiagnostics.cpp:144 msgid "Failed to start diagnostics:\n\n%s\n\nIn order to run it manually, please execute the following command-line in a terminal:\n\n%s" msgstr "启动诊断失败:\n\n%s\n\n为了手动运行诊断,请在终端中执行以下命令行:\n\n%s" #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:199 msgid "Could not find a supported terminal to run the diagnostics." msgstr "找不到支持的终端来运行诊断。" #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:239 msgid "Failed to launch external process '%s'" msgstr "启动外部进程 '%s' 失败" #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:278 msgid "Launcher process '%s' exited unexpectedly with exit code '%i'" msgstr "启动器进程 '%s' 意外退出,退出代码为 '%i'" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:93 msgid "added" msgstr "已添加" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:99 msgid "updated" msgstr "已更新" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:101 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:105 msgid "removed" msgstr "已移除" #: Modules/PackageManager/Editor/Public/PackageManager.cpp:533 msgid "Resolving Project Templates..." msgstr "正在解析项目模板..." #: Modules/PackageManager/Editor/Public/PackageManager.cpp:536 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:538 msgid "Failed to resolve project templates: {0}" msgstr "解析项目模板失败:{0}" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:250 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:657 msgid "Unknown compression type: %d." msgstr "未知压缩类型:%d。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:682 msgid "Unknown container type: %d." msgstr "未知容器类型:%d。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:880 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:1035 msgid "Could not generate asset {0} from {1}.\n" msgstr "无法从 {1} 生成资产 {0}。" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1046 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:1048 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:1062 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1084 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:1064 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1086 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:1072 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:1092 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:1118 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1150 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:200 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:218 msgid "Asset import failed, \"%s\" > %s\r\n%s" msgstr "资产导入失败,“%s”> %s\r\n%s" #: Modules/Physics2DEditor/Native/DragAndDrop.cpp:19 msgid "Assign Physics Material 2D %s" msgstr "指定 2D 物理材质 %s" #: Modules/AI/Builder/RuntimeNavMeshBuilder.cpp:675 msgid "Updating the NavMesh failed due to an excessive number of tiles. Try limiting the distance between surface objects or increasing either the tile size or the voxel size." msgstr "由于瓦片数量过多,更新 NavMesh 失败。请尝试限制表面对象之间的距离,或者增加瓦片大小或体素大小。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:110 msgid "Rebuilding Library because the asset database could not be found!" msgstr "正在重新生成库,因为无法找到资源数据库!" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:116 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:141 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:142 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:144 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:147 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:154 msgid "Project Upgrade Required" msgstr "项目需要升级" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:155 msgid "Upgrade" msgstr "升级" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:157 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:165 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:178 msgid "New Version of Unity Required" msgstr "需要新版本 Unity" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:166 msgid "Continue and Risk Data Loss" msgstr "继续以及数据丢失风险" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:167 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:171 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:174 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:188 msgid "before 5.0" msgstr "5.0 之前" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:204 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:208 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:210 msgid "Project Rebuild Required" msgstr "项目需要重新生成" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:210 msgid "Rebuild" msgstr "重新生成" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2490 msgid "The source asset could not be found" msgstr "无法找到源资产" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2495 msgid "Can't rename to empty name" msgstr "不能重命名为空的名称" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2501 msgid "No folder in asset's path" msgstr "资产路径中没有文件夹" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2780 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/AssetDatabaseInternal.cpp:2788 msgid "Failed to create folder" msgstr "创建文件夹失败" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:4245 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/V2/AssetDatabaseInternal.cpp:4248 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/V2/GuidDB.cpp:136 msgid "Asset file '{0}' and meta file '{1}' has inconsistent casing.\n" msgstr "资产文件 '{0}' 和元文件 '{1}' 的大小写不一致。\n" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:39 msgid "CreateSerializedAsset is not supported while importing in a slave" msgstr "导入从属实例时不支持 CreateSerializedAsset" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:45 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:157 msgid "CreateSerializedAsset is not supported while importing out-of-process" msgstr "进程外导入时不支持 CreateSerializedAsset" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:51 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产 {0}。您是否正在一个已序列化对象的构造函数中创建资产?" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:63 msgid "Can't create asset at {0} because it's a folder." msgstr "无法在 {0} 中创建资产,因为它是一个文件夹。" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:75 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/V2/AssetOperations/CreateAsset.cpp:111 msgid "Couldn't create asset file!" msgstr "无法创建资源文件!" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:108 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源文件,因为 {0} '{1}' 已经是 '{2}’ 的一项资源!" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:116 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:124 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:201 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:388 msgid "Re-serializing Assets..." msgstr "重新序列化资产..." #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1143 msgid "Object cannot be a GameObject" msgstr "对象不能是一个游戏对象" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1146 msgid "Object cannot be a Component" msgstr "对象不能是组件" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1149 msgid "Object must be persistent" msgstr "对象必须是持久的" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1162 msgid "Cannot create Assets folder" msgstr "无法创建“资产”文件夹" #: Modules/AssetDatabase/Editor/Public/AssetPreviews.cpp:216 msgid "Failed to load preview" msgstr "加载预览失败" #: Modules/Licensing/Module.cpp:389 Modules/Licensing/Module.cpp:446 msgid "Open Unity Hub" msgstr "打开 Unity Hub" #: Modules/Licensing/Module.cpp:464 msgid "License change detected. Licenses added: " msgstr "检测到许可变更。已添加许可:" #: Modules/Licensing/Module.cpp:475 msgid "License change detected. Licenses removed: " msgstr "检测到许可变更。已删除许可:" #: Modules/Licensing/Module.cpp:636 msgid "Connection Lost" msgstr "连接丢失" #: Modules/Licensing/Module.cpp:636 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:138 msgid "%s Drag Add Component" msgstr "%s拖拽添加组件" #: Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:156 msgid "%s Drag Update Component" msgstr "%s拖拽更新组件" #: 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/Graphics/LightmapSettings.cpp:67 msgid "Enlighten Scene Mapping" msgstr "Enlighten 场景贴图" #: /Runtime/Misc/PlayerSettings.cpp:1021 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3276 msgid "Legacy Clamp Blend Shape Weights" msgstr "旧版钳制混合形状权重" #: /Runtime/Misc/PlayerSettings.cpp:779 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1041 msgid "Default Is Native Resolution" msgstr "默认为原生分辨率" #: /Runtime/Misc/PlayerSettings.cpp:879 msgid "Vulkan Enable Pre Transform" msgstr "Vulkan 启用预变换" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:48 msgid "AndroidETC2Fallback Override" msgstr "AndroidETC2Fallback 覆盖" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3160 msgid "Variations" msgstr "变体" #: /Runtime/Graphics/QualitySettings.cpp:574 msgid "Texture Mipmap Limit Settings" msgstr "纹理 Mipmap 限值设置" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:281 msgid "AO Textures" msgstr "AO 纹理" #: /Runtime/Misc/PlayerSettings.cpp:752 msgid "Allowed Autorotate To Landscape Right" msgstr "允许自动旋转切换至右横屏" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3964 msgid "WebGL Decompression Fallback" msgstr "WebGL 解压缩回退" #: /Runtime/Camera/OcclusionCullingSettings.cpp:116 msgid "Static Renderers" msgstr "静态渲染器" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:421 msgid "Hash" msgstr "哈希" #: /Editor/Src/Animation/Transition.cpp:34 msgid "Dst State" msgstr "目标状态" #: /Editor/Src/EditorSettings.cpp:263 Editor/Mono/Inspector/EditorSettingsInspector.cs:458 msgid "Serialize Inline Mappings On One Line" msgstr "在一行上序列化 Inline Mappings" #: /Runtime/Shaders/UnityPropertySheet.cpp:418 msgid "Tex Envs" msgstr "纹理环境" #: /Editor/Src/EditorSettings.cpp:228 msgid "Enable Editor AsyncCPU Texture Loading" msgstr "启用编辑器异步 CPU 纹理加载" #: /Runtime/Graphics/LineBuilder.h:160 msgid "Width Multiplier" msgstr "宽度乘数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3501 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3126 msgid "Aot Options" msgstr "Aot 选项" #: /Runtime/Misc/PlayerSettings.cpp:786 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2795 msgid "Force IOS Speakers When Recording" msgstr "录制时强制 IOS 扬声器" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:442 msgid "Input Buffers" msgstr "输入缓冲区" #: /Runtime/Graphics/Billboard/BillboardAsset.cpp:57 [MenuItem]Editor/Mono/Inspector/MaterialEditor.cs:3034 msgid "Material" msgstr "材质" #: /Editor/Src/Animation/BlendTree.h:40 msgid "Direct Blend Event" msgstr "直接混合事件" #: /Runtime/Camera/Flare.h:78 msgid "Zoom" msgstr "缩放" #: /Runtime/Graphics/Renderer.cpp:769 Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:26 msgid "Materials" msgstr "材质" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:37 msgid "Scene Visibility Data" msgstr "场景可见性数据" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:883 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:21 msgid "Root Bone" msgstr "根骨骼" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3639 msgid "Use Custom Launcher Manifest" msgstr "使用自定义启动器清单" #: /Runtime/Graphics/QualitySettings.cpp:596 msgid "Particle Raycast Budget" msgstr "粒子光线投射预算" #: /Editor/Src/HierarchyState.cpp:22 Editor/Mono/GUI/Tools/EditorToolGUI.cs:156 msgid "Selection" msgstr "选择" #: /Editor/Src/Animation/BlendTree.cpp:74 msgid "Blend Parameter" msgstr "混合 Parameter" #: /Runtime/Graphics/TrailRenderer.cpp:620 Editor/Mono/Inspector/TrailRendererEditor.cs:279 msgid "Emitting" msgstr "正在发射" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:293 msgid "Light Baking Outputs" msgstr "灯光烘烤输出" #: /Runtime/Camera/GraphicsSettings.cpp:506 msgid "Albedo Swatch Infos" msgstr "反射率样本信息" #: /Runtime/Camera/GraphicsSettings.cpp:620 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:211 msgid "Camera Relative Light Culling" msgstr "摄像机相对光源剔除" #: /Runtime/Misc/PlayerSettings.cpp:878 msgid "Vulkan Enable SetSRGB Write" msgstr "Vulkan 启用 SetSRGB 写入" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3731 msgid "MacOS TargetOS Version" msgstr "MacOS 目标操作系统版本" #: /Runtime/Camera/ShadowSettings.h:43 msgid "Use Culling Matrix Override" msgstr "使用剔除矩阵覆盖" #: /Runtime/BaseClasses/GameObject.cpp:1145 msgid "Static Editor Flags" msgstr "静态编辑器标志" #: /Runtime/Misc/PlayerSettings.cpp:801 msgid "Gpu Skinning" msgstr "Gpu 蒙皮" #: /Runtime/BaseClasses/BitField.h:6 msgid "Bit Field" msgstr "位字段" #: /Runtime/Graphics/EnlightenSceneMapping.h:223 msgid "Atlas Index" msgstr "图集索引" #: /Editor/Src/Animation/StateMachine.cpp:309 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:76 msgid "Speed" msgstr "速度" #: /Editor/Src/Undo/UndoManager.cpp:1982 msgid "Undo Version" msgstr "撤消版本" #: /Runtime/Camera/GraphicsSettings.cpp:503 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:242 msgid "Fog Keep Exp" msgstr "雾保持指数" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:144 Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:39 msgid "Sprites" msgstr "Sprites" #: /Editor/Src/EditorSettings.cpp:203 msgid "Prefab Regular Environment" msgstr "预制件常规环境" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4120 msgid "Vr Editor Settings" msgstr "Vr 编辑器设置" #: /Editor/Src/EditorSettings.cpp:227 Editor/Mono/Inspector/EditorSettingsInspector.cs:74 msgid "Enable Texture Streaming In Play Mode" msgstr "在播放模式下启用纹理流式加载" #: /Runtime/Camera/OcclusionCullingSettings.cpp:141 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:46 msgid "Smallest Occluder" msgstr "最小遮挡物" #: /Runtime/Camera/Projector.cpp:377 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:17 msgid "Aspect Ratio" msgstr "宽高比" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:40 msgid "Motions" msgstr "运动" #: /Runtime/2D/Common/SpriteTypes.h:98 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:70 msgid "Length" msgstr "长度" #: /Editor/Src/Undo/FileChangeUndo.cpp:121 msgid "Pre Prefab Content" msgstr "前预制件内容" #: /Runtime/Graphics/EnlightenSceneMapping.h:243 msgid "First System Id" msgstr "首个系统 ID" #: /Runtime/Graphics/Texture3D.cpp:755 msgid "Data Size" msgstr "数据大小" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3550 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:520 msgid "UI Prerendered Icon" msgstr "UI 预渲染图标" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3979 msgid "Platform Architecture" msgstr "平台架构" #: /Runtime/Graphics/CubemapTexture.cpp:485 msgid "Source Textures" msgstr "源紋理" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:304 msgid "Enlighten Data Version" msgstr "Enlighten 数据版本" #: /Editor/Src/Animation/StateMachine.cpp:871 msgid "Exit Position" msgstr "退出位置" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:61 msgid "Conflicts" msgstr "冲突" #: /Runtime/Shaders/SerializedShaderData.h:740 msgid "Texture Params" msgstr "纹理参数" #: /Runtime/Camera/LightProbeProxyVolume.cpp:157 msgid "ResolutionY" msgstr "ResolutionY" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3510 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:689 msgid "APK Expansion Files" msgstr "APK 扩展文件" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3603 msgid "IOS Background Modes" msgstr "IOS 后台模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3230 msgid "Session Requirment" msgstr "会话要求" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:93 [MenuItem]Editor/Mono/EditorApplication.cs:489 msgid "File" msgstr "文件" #: /Runtime/Misc/BuildSettings.cpp:169 msgid "Is Embedded" msgstr "是嵌入的" #: /Runtime/Shaders/Material.cpp:283 msgid "Lightmap Flags" msgstr "光照贴图标志" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:158 msgid "Enable Tight Packing" msgstr "启用紧密打包" #: /Editor/Src/EditorUserBuildSettings.cpp:209 msgid "Explicit Array Bounds Checks" msgstr "显式数组边界检查" #: /Runtime/Graphics/CustomRenderTexture.cpp:719 msgid "Cubemap Face Mask" msgstr "立方体贴图面罩" #: /Runtime/Misc/BuildSettings.cpp:174 msgid "Has Local Light Shadows" msgstr "有局部光照阴影" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4149 msgid "Hmi Cpu Configuration" msgstr "Hmi Cpu 配置" #: /Runtime/Graphics/QualitySettings.cpp:561 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:45 msgid "Shadows" msgstr "阴影" #: /Runtime/Camera/RenderSettings.cpp:495 msgid "Reflection Intensity" msgstr "反射强度" #: /Editor/Src/EditorUserBuildSettings.cpp:167 msgid "Build Location" msgstr "生成位置" #: /Runtime/Camera/Flare.h:76 msgid "Use Light Color" msgstr "使用光照颜色" #: /Editor/Src/Animation/StateMachine.cpp:858 msgid "State Machine Transitions" msgstr "状态机过渡" #: /Editor/Src/LightmappingAnalyticsData.h:73 Editor/Mono/Inspector/LightingSettingsEditor.cs:188 msgid "Auto Generate" msgstr "自动生成" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:144 msgid "Sprite Extrude" msgstr "Sprite 拉伸" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:296 msgid "Baked Reflection Probe Cubemaps" msgstr "烘焙反射探测器立方体贴图" #: /Runtime/Shaders/SerializedShaderData.h:897 msgid "Parameter Blob Indices" msgstr "参数 Blob 索引" #: /Editor/Src/LightmappingAnalyticsData.h:236 msgid "Memory" msgstr "内存" #: /Runtime/2D/Common/SpriteTypes.h:100 Editor/Mono/Inspector/StandardShaderGUI.cs:45 msgid "Color" msgstr "颜色" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:36 msgid "Maintenance" msgstr "维护" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:198 msgid "Splash Screen Background Landscape Uvs" msgstr "启动画面横向背景 Uvs" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:70 msgid "Downscale Multiplier" msgstr "缩减倍数" #: /Runtime/Graphics/LightingSettings.cpp:148 msgid "PVR Denoiser Type Direct" msgstr "PVR 直接型降噪器" #: /Editor/Src/EditorExtensionImpl.cpp:65 msgid "G Flattened Type Tree" msgstr "G 扁平型树" #: /Runtime/Graphics/Texture3D.cpp:745 msgid "Mip Map" msgstr "MIP 贴图" #: /Runtime/Graphics/CustomRenderTexture.cpp:718 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:16 msgid "Shader Pass" msgstr "着色器通道" #: /Editor/Src/BuildPipeline/BuildSerialization.h:123 msgid "Script Hash Data" msgstr "脚本哈希数据" #: /Runtime/Graphics/LightingSettings.cpp:146 Editor/Mono/Inspector/LightingSettingsEditor.cs:563 msgid "PVR Filtering Mode" msgstr "PVR 过滤模式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:87 msgid "Cube Layout" msgstr "立方体布局" #: /Runtime/Misc/PlayerSettings.cpp:749 msgid "Ios Use Custom App Background Behavior" msgstr "Ios 使用自定义应用程序后台行为" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:46 msgid "Adaptive Tiling Threshold" msgstr "自适应平铺阈值" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:148 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1109 msgid "Sprite Pixels To Units" msgstr "Sprite 像素到单位" #: /Editor/Src/LightmapEditorSettings.cpp:167 msgid "PVR Filtering Gauss RadiusAO" msgstr "PVR 过滤高斯 RadiusAO" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:44 msgid "Synced Layer Index" msgstr "同步图层索引" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4053 msgid "Metro Certificate Issuer" msgstr "Metro 证书发行人" #: /Editor/Src/Collab/Requests/RevisionRequests.h:70 msgid "Current RevisionID" msgstr "当前 RevisionID" #: /Runtime/Shaders/Material.cpp:285 msgid "Enable Instancing Variants" msgstr "启用实例化变体" #: /Runtime/Scripting/ScriptingManager.h:43 msgid "Names" msgstr "名称" #: /Editor/Src/EditorUserBuildSettings.cpp:189 msgid "Android Device Socket Address" msgstr "Android 设备套接字地址" #: /Runtime/Shaders/ComputeShaderStructs.cpp:65 msgid "In Buffers" msgstr "在缓冲区中" #: /Runtime/Camera/Projector.cpp:376 Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:22 msgid "Field Of View" msgstr "视野" #: /Editor/Src/LightmapEditorSettings.cpp:121 Editor/Mono/Inspector/LightingSettingsEditor.cs:677 msgid "AO Max Distance" msgstr "AO 最大距离" #: /Editor/Src/InspectorExpandedState.cpp:189 msgid "Expanded Properties" msgstr "已展开的属性" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:845 msgid "Automatic Texture Format" msgstr "自动纹理格式" #: /Runtime/Graphics/QualitySettings.cpp:578 msgid "Soft Vegetation" msgstr "柔软的植物" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4028 msgid "Gc Incremental" msgstr "Gc 增量" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:145 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:200 msgid "Outline" msgstr "轮廓" #: /Editor/Src/Undo/ImporterChangeUndo.h:61 msgid "Scripted Type" msgstr "已编写脚本的类型" #: /Editor/Src/Undo/StructureUndoBase.cpp:73 msgid "Terrain Non Tetrahedralized Probe Set Hash" msgstr "地形非四面体化探测器集哈希" #: /Editor/Src/LightmappingAnalyticsData.h:128 msgid "Min Bounces" msgstr "最小反弹次数" #: /Runtime/Shaders/SerializedShaderData.h:708 msgid "Matrix Members" msgstr "矩阵成员" #: /Editor/Src/Prefabs/PrefabInstance.cpp:208 msgid "Source Prefab" msgstr "源预制件" #: /Editor/Src/Undo/DefaultParentObjectUndo.cpp:71 msgid "Post Edit InstanceID" msgstr "后编辑 InstanceID" #: /Runtime/Misc/PlayerSettings.cpp:795 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1130 msgid "Force Single Instance" msgstr "强制单实例" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:869 Editor/Mono/Inspector/AudioSourceInspector.cs:91 msgid "Output" msgstr "输出" #: /Runtime/Graphics/Renderer.cpp:774 Editor/Mono/Inspector/RendererEditorBase.cs:195 msgid "Probe Anchor" msgstr "探测器锚点" #: /Runtime/Camera/GraphicsSettings.cpp:522 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:65 msgid "Light Halo" msgstr "光晕" #: /Runtime/Graphics/QualitySettings.cpp:581 msgid "Use Legacy Detail Distribution" msgstr "使用旧版详细信息分布" #: /Runtime/Misc/PlayerSettings.cpp:753 msgid "Allowed Autorotate To Landscape Left" msgstr "允许自动旋转切换至左横屏" #: /Runtime/Camera/GraphicsSettings.cpp:468 msgid "Min Luminance" msgstr "最小亮度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:173 msgid "Max Texture Size Set" msgstr "最大纹理尺寸集" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:197 msgid "Splash Screen Background Portrait Aspect" msgstr "启动画面纵向背景比例" #: /Editor/Src/EditorUserSettings.cpp:306 msgid "VC Overwrite Failed Checkout Assets" msgstr "VC 覆盖失败的签出资产" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:91 msgid "Message" msgstr "消息" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3226 msgid "Port" msgstr "端口" #: /Runtime/Math/Color.h:427 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:113 msgid "G" msgstr "G" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3557 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1111 msgid "UI Status Bar Style" msgstr "UI 状态栏样式" #: /Editor/Src/UnityConnect/UnityErrors.h:116 msgid "Code Str" msgstr "代码 Str" #: /Runtime/Misc/PlayerSettings.cpp:774 msgid "Android Default Window Height" msgstr "Android 默认窗口高度" #: /Runtime/Shaders/SerializedShaderData.h:967 msgid "Col Mask" msgstr "颜色遮罩" #: /Runtime/Camera/GraphicsSettings.cpp:546 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:168 msgid "Transparency Sort Axis" msgstr "透明度排序轴" #: /Runtime/Graphics/Mesh/CompressedMesh.h:146 msgid "Num Items" msgstr "数量项目" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:179 Editor/Mono/ImportSettings/TextureImporterInspector.cs:236 msgid "Swizzle" msgstr "重排" #: /Editor/Src/EditorSettings.cpp:287 msgid "Cache Server Mode" msgstr "缓存服务器模式" #: /Editor/Src/SceneManager/SceneManagerSetup.h:55 msgid "Scene Setups" msgstr "场景设置" #: /Runtime/Camera/RenderSettings.cpp:478 msgid "Ambient Ground Color" msgstr "环境地面颜色" #: /Runtime/Graphics/StaticBatchInfo.h:15 msgid "First Sub Mesh" msgstr "首个子网格" #: /Runtime/Camera/OcclusionArea.cpp:53 msgid "Override Resolution" msgstr "覆盖分辨率" #: /Runtime/Graphics/RenderTexture.h:398 Editor/Mono/Inspector/RenderTextureEditor.cs:218 msgid "Use Dynamic Scale" msgstr "使用动态缩放" #: /Runtime/Misc/PlayerSettings.cpp:995 msgid "Active Input Handler" msgstr "活动输入处理程序" #: /Editor/Src/AnnotationManager.cpp:445 msgid "Icon Enabled" msgstr "图标启用" #: /Runtime/Utilities/BitSetSerialization.h:24 msgid "Bit Count" msgstr "位数" #: /Runtime/Camera/ReflectionProbes.cpp:64 Editor/Mono/Inspector/CameraEditor.cs:24 msgid "Clear Flags" msgstr "清除标志" #: /Runtime/Camera/GraphicsSettings.cpp:504 msgid "Fog Keep Exp2" msgstr "雾保持 Exp2" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:171 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:402 msgid "Show Unity Splash Logo" msgstr "显示 Unity 启动徽标" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:528 msgid "Ray Tracing Shader Function Desc" msgstr "射线追踪着色器函数描述" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:100 msgid "Mip Map Mode" msgstr "MIP 贴图模式" #: /Runtime/Graphics/Mesh/VertexData.h:127 Editor/Mono/Inspector/MaterialEditor.cs:136 msgid "Offset" msgstr "偏移" #: /Editor/Src/EditorUserSettings.cpp:307 msgid "VC Project Overlay Icons" msgstr "VC 项目覆盖图标" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:29 msgid "Modules" msgstr "模块" #: /Runtime/Shaders/ComputeShaderStructs.cpp:207 msgid "Compute Shader Platform Variant" msgstr "计算着色器平台变体" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2568 msgid "Reflection Probe Usage" msgstr "反射探测器使用率" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:118 Editor/Mono/Inspector/RayTracingShaderInspector.cs:20 msgid "Index" msgstr "索引" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:133 msgid "Cubemap Convolution" msgstr "立方体贴图卷积型" #: /Runtime/Graphics/QualitySettings.cpp:570 Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:136 msgid "Skin Weights" msgstr "蒙皮权重" #: /Runtime/Camera/ReflectionProbes.cpp:72 Editor/Mono/Inspector/ReflectionProbeEditor.cs:530 msgid "Use Occlusion Culling" msgstr "使用遮挡剔除" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3576 msgid "IOS Launch Screeni Pad Type" msgstr "IOS 启动屏幕 iPad 类型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3653 msgid "Android Keystore Name" msgstr "Android 密钥库名称" #: /Runtime/Shaders/SerializedShaderData.h:1108 msgid "Culling" msgstr "剔除" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:381 msgid "Non Stripped User Keywords" msgstr "非剥离用户关键字" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:52 msgid "Requires" msgstr "需要" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3604 msgid "IOS Metal Force Hard Shadows" msgstr "IOS Metal Force 硬阴影" #: /Runtime/Shaders/ComputeShaderStructs.cpp:194 msgid "SupportedAP Is" msgstr "支持的 API" #: /Runtime/Graphics/QualitySettings.cpp:586 msgid "EnableLOD Cross Fade" msgstr "EnableLOD 交叉淡化" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3616 msgid "Ios Copy Plugins Code Instead Of Symlink" msgstr "Ios 复制插件代码而不是符号链接" #: /Runtime/Misc/PlayerSettings.cpp:53 msgid "Logo" msgstr "徽标" #: /Runtime/Camera/RenderSettings.cpp:494 msgid "Reflection Bounces" msgstr "反射反弹" #: /Runtime/Shaders/Material.cpp:286 msgid "Double SidedGI" msgstr "双面全局照明" #: /Runtime/Shaders/Shader.cpp:2281 msgid "Stage Counts" msgstr "阶段数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3528 msgid "I Phone TargetOS Version" msgstr "I Phone 目标操作系统版本" #: /Runtime/Camera/GraphicsSettings.cpp:621 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:212 msgid "Camera Relative Shadow Culling" msgstr "摄像机相对阴影剔除" #: /Editor/Src/VersionControlSettings.cpp:141 msgid "Collab Editor Settings" msgstr "协作编辑器设置" #: /Editor/Src/LightmappingAnalyticsData.h:260 msgid "Mixed Bake Mode" msgstr "混合烘焙模式" #: /Runtime/Shaders/SerializedShaderData.h:1832 msgid "Custom Editor Name" msgstr "自定义编辑器名" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:9 msgid "Scene Identifier" msgstr "场景标识符" #: /Runtime/Graphics/Texture2D.cpp:1437 msgid "Platform Blob" msgstr "平台 Blob" #: /Runtime/Shaders/SerializedShaderData.h:1402 msgid "Name Indices" msgstr "名称指数" #: /Editor/Src/Prefabs/PrefabMerging.h:134 msgid "Added Object" msgstr "已添加对象" #: /Editor/Src/Undo/ObjectUndo.cpp:1726 msgid "Main Object" msgstr "主对象" #: /Editor/Src/BuildPipeline/BuildSerialization.h:97 msgid "Assembly" msgstr "程序集" #: /Runtime/Camera/ReflectionProbes.cpp:60 Editor/Mono/Inspector/ReflectionProbeEditor.cs:100 msgid "Box Offset" msgstr "盒偏移" #: /Runtime/Misc/PlayerSettings.cpp:881 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2437 msgid "Vulkan Enable Command Buffer Recycling" msgstr "Vulkan 启用命令缓冲区回收" #: /Runtime/Misc/PlayerSettings.cpp:789 msgid "Defer System Gestures Mode" msgstr "延迟系统手势模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3649 msgid "Android Target Devices" msgstr "Android 目标设备" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3201 msgid "APIs" msgstr "API" #: /Editor/Src/EditorUserBuildSettings.cpp:201 PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:15 msgid "Symlink Sources" msgstr "符号链接源" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:325 msgid "Code Hash" msgstr "代码哈希" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:147 msgid "Padding Power" msgstr "填充功率" #: /Runtime/Shaders/SerializedShaderData.h:1658 Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:38 msgid "Description" msgstr "描述" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3982 msgid "Il2cpp Code Generation" msgstr "Il2cpp 代码生成" #: /Runtime/Math/AnimationCurve.h:303 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:170 msgid "Value" msgstr "值" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4082 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:424 msgid "Metro Protocol Name" msgstr "Metro 协议名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4050 msgid "Metro Certificate Path" msgstr "Metro 证书路径" #: /Runtime/Shaders/SerializedShaderData.h:739 msgid "Matrix Params" msgstr "矩阵参数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4294 msgid "Bundle Identifier" msgstr "资源包标识符" #: /Runtime/Camera/GraphicsSettings.cpp:564 msgid "Shader Defines Per Shader Compiler" msgstr "每个着色器编译器的着色器定义" #: /Editor/Src/Animation/BlendTree.cpp:79 Editor/Mono/Inspector/BlendTreeInspector.cs:372 msgid "Normalized Blend Values" msgstr "归一化的混合值" #: /Runtime/Shaders/Shader.cpp:2318 msgid "Non Modifiable Textures" msgstr "不可修改的纹理" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:38 msgid "Controlled By Builtin Package" msgstr "由内置包控制" #: /Runtime/Graphics/QualitySettings.cpp:679 msgid "Default Standalone Quality" msgstr "默认独立程序质量" #: /Runtime/Graphics/Mesh/MeshTypes.h:33 Editor/Mono/Inspector/ConstraintEditorBase.cs:16 msgid "Weight" msgstr "权重" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3278 msgid "Texture Streaming Enabled" msgstr "已启用纹理流式加载" #: /Runtime/Utilities/DateTime.h:45 msgid "Date Time" msgstr "日期时间" #: /Runtime/Graphics/Mesh/CompressedMesh.h:163 Editor/Mono/Inspector/LODGroupGUI.cs:81 msgid "Triangles" msgstr "三角形" #: /Runtime/Shaders/ShaderLivelinkCommon.h:60 msgid "Shader Name" msgstr "着色器名称" #: /Runtime/Misc/PlayerSettings.cpp:808 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1128 msgid "Allow Fullscreen Switch" msgstr "允许全屏开关" #: /Runtime/Serialize/BuildTarget.h:108 msgid "Sub Target" msgstr "子目标" #: /Runtime/Graphics/EnlightenSceneMapping.h:212 msgid "Dynamic LightmapST In System" msgstr "系统中的动态 LightmapST" #: /Runtime/Shaders/ComputeShaderStructs.cpp:61 msgid "Cb Variant Indices" msgstr "CB 变体索引" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:156 msgid "Allow Alpha Splitting" msgstr "允许 Alpha 分割" #: /Runtime/Camera/ReflectionProbes.cpp:66 Editor/Mono/Inspector/CameraEditor.cs:236 msgid "Culling Mask" msgstr "剔除遮罩" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:101 msgid "Enable Mip Map" msgstr "启用 Mip 贴图" #: /Editor/Src/Undo/ImporterChangeUndo.cpp:99 msgid "New Asset" msgstr "新资产" #: /Editor/Src/LightmappingAnalyticsData.h:83 Editor/Mono/Inspector/LightingSettingsEditor.cs:208 msgid "Indirect Resolution" msgstr "间接分辨率" #: /Editor/Src/EditorExtensionImpl.cpp:42 msgid "Last Template Father" msgstr "最后模板父对象" #: /Runtime/Mono/MonoManager.cpp:2850 msgid "Runtime Class Hashes" msgstr "运行时类哈希" #: /Editor/Src/EditorUserBuildSettings.cpp:204 msgid "Move Package To Disc Outer Edge" msgstr "将包移动到光盘外边缘" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2587 msgid "Has Billboard" msgstr "有广告牌" #: /Editor/Src/LightmappingAnalyticsData.h:265 msgid "Unique Cookie Count" msgstr "独立的剪影 (Cookie) 数量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3665 msgid "Android Enable Tango" msgstr "Android 启用 Tango" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:196 msgid "Splash Screen Background Landscape Aspect" msgstr "启动画面横向背景比例" #: /Runtime/Camera/GraphicsSettings.cpp:489 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:23 msgid "Tier Settings" msgstr "层设置" #: /Runtime/Camera/ReflectionProbes.cpp:57 Editor/Mono/Inspector/EditorSettingsInspector.cs:21 msgid "Resolution" msgstr "分辨率" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:326 msgid "From Other" msgstr "从其它" #: /Runtime/Camera/ShadowSettings.h:41 Editor/Mono/Inspector/LightEditor.cs:90 msgid "Near Plane" msgstr "近平面" #: /Runtime/Misc/PlayerSettings.cpp:703 msgid "Stereo Rendering Path" msgstr "立体渲染路径" #: /Runtime/Shaders/Shader.cpp:2348 msgid "Compile Smoke Test After Import" msgstr "导入后编译烟雾测试" #: /Runtime/Shaders/ShaderLivelinkCommon.h:100 msgid "Sub Program" msgstr "子程序" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3590 msgid "IOS Launch Screen Custom Storyboard Path" msgstr "IOS 启动屏幕自定义 Storyboard 路径" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:48 msgid "Alpha Textures" msgstr "Alpha 版纹理" #: /Runtime/Graphics/LOD/LODGroup.cpp:361 Editor/Mono/Inspector/LODGroupEditor.cs:637 msgid "Fade Mode" msgstr "淡化模式" #: /Runtime/Misc/PlayerSettings.cpp:771 msgid "Android Resizable Window" msgstr "Android 可调整大小的窗口" #: /Runtime/Graphics/CustomRenderTexture.h:241 msgid "Need Swap" msgstr "需要交换" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:673 msgid "Secondary Texture Settings" msgstr "辅助纹理设置" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:530 msgid "Ray Tracing Shader Constant Buffer" msgstr "射线追踪着色器常量缓冲区" #: /Runtime/Misc/PlayerSettings.cpp:745 msgid "Stack Trace Types" msgstr "堆栈跟踪类型" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:21 Editor/Mono/Inspector/NavMeshObstacleInspector.cs:25 msgid "Height" msgstr "高度" #: /Editor/Src/Prefabs/PrefabMerging.h:133 msgid "Insert Index" msgstr "插入索引" #: /Editor/Src/Undo/PropertyDiffUndo.cpp:183 msgid "Redo Property Modifications" msgstr "重做属性修改" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:160 Editor/Mono/ImportSettings/TextureImporterInspector.cs:200 msgid "Texture Shape" msgstr "纹理形状" #: /Runtime/Camera/RenderSettings.cpp:510 msgid "Use Radiance Ambient Probe" msgstr "使用辐射率环境探测器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3623 msgid "TvOS Manual Signing Provisioning Profile Type" msgstr "TvOS 手动签名配置文件类型" #: /Editor/Src/UnityConnect/UnityErrors.h:112 Editor/Mono/ImportSettings/TextureImporterInspector.cs:282 msgid "Priority" msgstr "优先级" #: /Runtime/Shaders/SerializedShaderData.h:1424 msgid "Has Procedural Instancing Variant" msgstr "有程序实例变体" #: /Runtime/Camera/GraphicsSettings.cpp:367 msgid "Prefer32Bit Shadow Maps" msgstr "Prefer32Bit 阴影贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4069 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:778 msgid "Metro Tile Foreground Text" msgstr "Metro 磁贴前景文本" #: /Runtime/Camera/LightProbeProxyVolume.cpp:159 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:276 msgid "Resolution Probes Per Unit" msgstr "每单位分辨率探测器数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4067 msgid "Metro Last Required Scene" msgstr "Metro 最后一个需要的场景" #: /Runtime/PreloadManager/PreloadData.cpp:14 Editor/Mono/ObjectSelector.cs:36 msgid "Assets" msgstr "资产" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4023 msgid "Selected Platform" msgstr "选择的平台" #: /Runtime/Director/Core/FrameRate.h:63 Editor/Mono/Inspector/AudioChorusFilterEditor.cs:23 msgid "Rate" msgstr "速率" #: /Editor/Src/EditorUserSettings.cpp:302 Editor/Mono/Inspector/EditorSettingsInspector.cs:30 msgid "Idle Import Worker Shutdown Delay" msgstr "空闲导入工作进程关闭延迟" #: /Runtime/Graphics/LineRenderer.cpp:416 Editor/Mono/Inspector/LineRendererEditor.cs:438 msgid "Loop" msgstr "循环" #: /Runtime/Geometry/BoundsInt.h:15 msgid "Bounds Int" msgstr "边界 Int" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3678 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:684 msgid "Android Minify Release" msgstr "Android 缩小发布" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:216 msgid "FlipX" msgstr "翻转 X" #: /Runtime/Graphics/LightingSettings.cpp:114 Editor/Mono/Inspector/LightingSettingsEditor.cs:203 msgid "Force White Albedo" msgstr "强制白色反照率" #: /Runtime/BaseClasses/BaseObject.cpp:1004 msgid "Object Hide Flags" msgstr "对象隐藏标识" #: /Editor/Src/Animation/StateMachine.cpp:857 msgid "Entry Transitions" msgstr "起始过渡" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4220 msgid "Vertex Channel Compression Mask" msgstr "顶点通道压缩遮罩" #: /Runtime/Misc/PlayerSettings.cpp:759 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:444 msgid "Android Render Outside Safe Area" msgstr "Android 渲染外部安全区域" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3581 msgid "IOS Launch Screeni Pad Custom Xib Path" msgstr "IOS 启动屏幕 iPad 自定义 Xib 路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3280 msgid "Texture Streaming Priority" msgstr "纹理流式加载优先级" #: /Runtime/Shaders/ComputeShaderStructs.cpp:189 Editor/Mono/Inspector/StandardShaderGUI.cs:39 msgid "Source" msgstr "源" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3693 msgid "Build TargetVR Settings" msgstr "生成 TargetVR 设置" #: /Runtime/Camera/ReflectionProbes.cpp:67 Editor/Mono/Inspector/ReflectionProbeEditor.cs:468 msgid "Intensity Multiplier" msgstr "强度乘数" #: /Editor/Src/Undo/AssetUndo.cpp:74 msgid "Redo Paths" msgstr "重做路径" #: /Runtime/Camera/Projector.cpp:375 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:45 msgid "Far Clip Plane" msgstr "远剪裁平面" #: /Runtime/Camera/RenderSettings.cpp:486 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:10 msgid "Halo Strength" msgstr "光晕强度" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:170 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:342 msgid "Show Unity Splash Screen" msgstr "显示 Unity 启动画面" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3512 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1764 msgid "Keep Loaded Shaders Alive" msgstr "使加载的着色器保持活动状态" #: /Runtime/BaseClasses/TagManager.cpp:263 Editor/Mono/Inspector/TagManagerInspector.cs:33 msgid "Sorting Layers" msgstr "排序图层" #: /Editor/Src/EditorUserBuildSettings.cpp:285 msgid "Remote Device Info" msgstr "远程设备信息" #: /Runtime/Graphics/SpriteFrame.cpp:194 msgid "AtlasRD" msgstr "AtlasRD" #: /Editor/Src/Animation/Transition.cpp:35 msgid "Solo" msgstr "独立" #: /Editor/Src/Undo/UndoPropertyModification.h:36 msgid "Current Value" msgstr "当前值" #: /Editor/Src/LightmapEditorSettings.cpp:139 msgid "Bake Backend" msgstr "烘焙后端" #: /Editor/Src/EditorUserBuildSettings.cpp:229 msgid "NVN Draw Validation Heavy" msgstr "NVN 绘制验证(大量)" #: /Runtime/Camera/GraphicsSettings.cpp:496 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:218 msgid "Lightmap Keep Plain" msgstr "光照贴图保持无格式" #: /Runtime/Misc/PlayerSettings.cpp:785 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2790 msgid "Prepare IOS For Recording" msgstr "准备 IOS 进行录制" #: /Runtime/Misc/PlayerSettings.cpp:920 msgid "Is Wsa Holographic Remoting Enabled" msgstr "是已启用 Wsa Holographic Remoting 的" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:157 msgid "Enable Rotation" msgstr "启用旋转" #: /Runtime/Geometry/AABB.h:125 msgid "Min MaxAABB" msgstr "最小 MaxAABB" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3570 msgid "IOS Launch Screen Portrait" msgstr "IOS 启动屏幕纵向" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:153 Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:54 msgid "Padding" msgstr "填充" #: /Runtime/Camera/OcclusionCullingSettings.cpp:110 msgid "SceneGUID" msgstr "SceneGUID" #: /Runtime/Camera/GraphicsSettings.cpp:500 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:222 msgid "Lightmap Keep Shadow Mask" msgstr "光照贴图保持阴影遮罩" #: /Runtime/Graphics/QualitySettings.cpp:602 msgid "Custom Render Pipeline" msgstr "自定义渲染管道" #: /Editor/Src/Animation/HumanTemplate.cpp:40 msgid "Bone Template" msgstr "骨骼模板" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2585 msgid "Alpha Test Ref" msgstr "Alpha 测试参考" #: /Runtime/Scripting/ScriptingManager.h:44 msgid "Types" msgstr "类型" #: /Runtime/Misc/PlayerSettings.cpp:927 msgid "UseHDR Display" msgstr "UseHDR 显示" #: /Editor/Src/Collab/REST/CollabHandler.h:26 msgid "Publish Selection" msgstr "发布选中项" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:152 msgid "Alpha Usage" msgstr "Alpha 使用情况" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3931 msgid "Splash Screen Background Source Landscape" msgstr "启动画面横向背景源" #: /Editor/Src/AssetPipeline/ImportLog.cpp:10 msgid "Import Log" msgstr "导入日志" #: /Runtime/Graphics/LightingSettings.cpp:108 Editor/Mono/Inspector/LightingSettingsEditor.cs:206 msgid "Export Training Data" msgstr "导出训练数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4122 msgid "Cloud Services Enabled" msgstr "已启用云服务" #: /Runtime/Graphics/QualitySettings.cpp:659 Modules/TerrainEditor/TerrainInspector.cs:179 msgid "Quality Settings" msgstr "质量设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3178 msgid "Override Default Settings" msgstr "覆盖默认设置" #: /Runtime/Shaders/ComputeShaderStructs.cpp:66 msgid "Out Buffers" msgstr "缓冲区外" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3953 msgid "WebGL Emscripten Args" msgstr "WebGL Emscripten Args" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:36 msgid "Method Name" msgstr "方法名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3567 msgid "TvOS Top Shelf Image Wide Layers" msgstr "TvOS 顶架图像宽度层" #: /Runtime/Graphics/Renderer.cpp:775 Editor/Mono/Inspector/RendererEditorBase.cs:152 msgid "Light Probe Volume Override" msgstr "光照探测器体覆盖" #: /Editor/Src/HierarchyState.cpp:21 msgid "Expanded" msgstr "已展开" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:48 msgid "Adaptive Tiling" msgstr "自适应平铺" #: /Runtime/Misc/PlayerSettings.cpp:918 msgid "Vr Settings" msgstr "Vr 设置" #: /Runtime/Camera/OcclusionCullingData.cpp:72 msgid "Index Renderers" msgstr "索引渲染器" #: /Runtime/Graphics/LightingSettings.cpp:166 msgid "Respect Scene Visibility When BakingGI" msgstr "BakingGI 时尊重场景可见性" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3564 msgid "TvOS Large Icon Layers2x" msgstr "TvOS 大图标 Layers2x" #: /Runtime/Camera/RenderSettings.cpp:489 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:11 msgid "Halo Texture" msgstr "光晕材质" #: /Editor/Src/Animation/BlendTree.cpp:75 msgid "Blend ParameterY" msgstr "混合 ParameterY" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3949 msgid "WebGL Data Caching" msgstr "WebGL 数据缓存" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3666 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1328 msgid "Android Enable Banner" msgstr "Android 启用横幅" #: /Runtime/Graphics/QualitySettings.cpp:588 msgid "Streaming Mipmaps Active" msgstr "流式 Mipmaps 活动" #: /Runtime/Misc/PlayerSettings.cpp:782 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1121 msgid "Capture Single Screen" msgstr "捕捉单一屏幕" #: /Runtime/Graphics/TextureSettings.cpp:153 msgid "Aniso" msgstr "各向异性" #: /Runtime/Graphics/LightingSettings.cpp:149 msgid "PVR Denoiser Type Indirect" msgstr "PVR 间接型降噪器" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:91 msgid "Vt Only" msgstr "仅虚拟纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3966 msgid "WebGL Initial Memory Size" msgstr "WebGL 初始内存大小" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:113 msgid "Convert To Normal Map" msgstr "转换为法线贴图" #: /Runtime/Misc/PlayerSettings.cpp:807 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:132 msgid "Visible In Background" msgstr "后台可见" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:217 msgid "FlipY" msgstr "翻转 Y" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:282 msgid "Lightmaps Cache Files" msgstr "光照贴图缓存文件" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:139 msgid "Organization Foreign Keys" msgstr "组织外键" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3667 msgid "Android Use Low Accuracy Location" msgstr "Android 使用低精度位置" #: /Runtime/Shaders/SerializedShaderData.h:1833 msgid "Fallback Name" msgstr "备用名称" #: /Runtime/2D/Common/SpriteTypes.h:97 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:97 msgid "Rotation" msgstr "旋转" #: /Runtime/Geometry/Plane.h:70 Editor/Mono/Inspector/AudioSourceInspector.cs:103 msgid "Distance" msgstr "距离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3571 msgid "IOS Launch Screen Landscape" msgstr "IOS 启动屏幕横向" #: /Runtime/Graphics/LightingSettings.cpp:83 msgid "Using Shadowmask" msgstr "使用 Shadowmask" #: /Runtime/Shaders/SerializedShaderData.h:1400 msgid "Editor Data Hash" msgstr "编辑器数据哈希" #: /Runtime/Shaders/Shader.cpp:2341 msgid "Default Textures" msgstr "默认纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3643 msgid "Use Custom Gradle Properties Template" msgstr "使用自定义 Gradle 属性模板" #: /Runtime/Misc/PlayerSettings.cpp:688 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:938 msgid "Company Name" msgstr "公司名称" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:60 msgid "Enable Wet Mix" msgstr "启用湿混合" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:29 Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:178 msgid "Labels" msgstr "标签" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:56 msgid "Effect Name" msgstr "效果名称" #: /Runtime/Misc/PlayerSettings.cpp:673 msgid "Android Filter Touches When Obscured" msgstr "遮蔽时 Android 过滤触摸事件" #: /Runtime/Graphics/Mesh/Mesh.cpp:837 msgid "UV1" msgstr "UV1" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:30 msgid "Packed Sprite Names To Index" msgstr "已经打包的索引 Sprite 名称" #: /Runtime/BaseClasses/TagManager.cpp:245 Editor/Mono/Inspector/TagManagerInspector.cs:34 msgid "Layers" msgstr "图层" #: /Runtime/Graphics/EnlightenSceneMapping.h:222 msgid "Renderer Size" msgstr "渲染器大小" #: /Runtime/Shaders/SerializedShaderData.h:810 msgid "Keyword Indices" msgstr "关键字指数" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:676 msgid "Variant ParentGUID" msgstr "变体 ParentGUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3591 msgid "IOS Launch Screeni Pad Custom Storyboard Path" msgstr "IOS 启动屏幕 iPad 自定义故事板路径" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:117 msgid "Normal Map Filter" msgstr "法线贴图过滤器" #: /Runtime/Shaders/SerializedShaderData.h:174 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:71 msgid "X" msgstr "X" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:167 msgid "InternalID" msgstr "InternalID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3951 msgid "WebGL Debug Symbols" msgstr "WebGL 调试符号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3948 msgid "WebGL Show Diagnostics" msgstr "WebGL 显示诊断" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3698 msgid "OpenGL RequireES32" msgstr "OpenGL RequireES32" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:674 msgid "Variant Multiplier" msgstr "变体乘数" #: /Runtime/Shaders/SerializedShaderData.h:965 msgid "Blend Op" msgstr "混合操作" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3626 msgid "IOS RequireAR Kit" msgstr "IOS RequireAR 工具包" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4080 msgid "MetroFTA Name" msgstr "MetroFTA 名称" #: /Runtime/Shaders/ComputeShaderStructs.cpp:172 msgid "Needs Reflection Data" msgstr "需要反射数据" #: /Runtime/Shaders/UnityPropertySheet.cpp:419 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:254 msgid "Ints" msgstr "整数" #: /Editor/Src/EditorUserBuildSettings.cpp:208 msgid "Explicit Divide By Zero Checks" msgstr "显式除以零检查" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3719 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1654 msgid "Action On Dot Net Unhandled Exception" msgstr "发生 .Net 未处理异常时行动" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:292 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:44 msgid "Lights" msgstr "光线" #: /Runtime/Camera/OcclusionCullingData.cpp:134 Modules/SceneTemplateEditor/ScenePicker.cs:24 msgid "Scenes" msgstr "场景" #: /Runtime/Graphics/TrailRenderer.cpp:619 Editor/Mono/Inspector/TrailRendererEditor.cs:278 msgid "Autodestruct" msgstr "自动销毁" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:55 msgid "EffectID" msgstr "EffectID" #: /Runtime/Graphics/Mesh/CompressedMesh.h:155 Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:19 msgid "UV" msgstr "UV" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:20 msgid "Type Tree Hash" msgstr "类型树哈希" #: /Runtime/Graphics/RenderTexture.h:396 msgid "Generate Mips" msgstr "生成 Mips" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3690 msgid "Build Target Graphics Jobs" msgstr "构建目标平台的图形作业" #: /Runtime/Camera/RenderSettings.cpp:488 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:13 msgid "Flare Fade Speed" msgstr "眩光交叉淡化速度" #: /Runtime/Graphics/QualitySettings.cpp:601 msgid "Resolution Scaling FixedDPI Factor" msgstr "分辨率缩放 FixedDPI 因子" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3642 msgid "Use Custom Base Gradle Template" msgstr "使用自定义基础 Gradle 模板" #: /Runtime/Misc/PlayerSettings.cpp:754 msgid "UseOS Autorotation" msgstr "UseOS 自动旋转" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3955 PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:136 msgid "WebGL Template" msgstr "WebGL 模板" #: /Editor/Src/EditorUserBuildSettings.cpp:198 msgid "Allow Debugging" msgstr "允许调试" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:61 msgid "Asset Importer" msgstr "资产导入器" #: /Editor/Src/LightmapEditorSettings.cpp:170 msgid "PVR Filtering Atrous Position Sigma Indirect" msgstr "PVR 过滤 Atrous 位置 Sigma 间接" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:20 Editor/Mono/ImportSettings/TextureImporterInspector.cs:354 msgid "Bottom" msgstr "底部" #: /Runtime/Misc/BuildSettings.cpp:177 msgid "Uses On Mouse Events" msgstr "鼠标使用事件" #: /Editor/Src/Animation/Transition.cpp:208 msgid "User Name" msgstr "用户名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3608 msgid "MetalAPI Validation" msgstr "MetalAPI 验证" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:35 msgid "Ismulti" msgstr "Ismulti" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:107 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1271 msgid "Alpha Test Reference Value" msgstr "Alpha 测试参考值" #: /Runtime/Shaders/SerializedShaderData.h:1219 msgid "Status Message" msgstr "状态消息" #: /Editor/Src/Undo/StructureUndoBase.cpp:43 msgid "Serialized Path" msgstr "序列化路径" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:323 msgid "Types Mask" msgstr "类型遮罩" #: /Runtime/Graphics/LOD/LODGroup.cpp:396 msgid "LastLOD Is Billboard" msgstr "LastLOD 是 Billboard" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:109 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1298 msgid "Mip Map Fade Distance End" msgstr "MIP 贴图交叉淡化距离终点" #: /Runtime/Misc/PlayerSettings.cpp:1010 msgid "Cloud Project Id" msgstr "云项目 ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4144 msgid "Hmi Player Data Path" msgstr "Hmi 播放器数据路径" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:98 msgid "Has Normals" msgstr "有法线" #: /Runtime/Utilities/GUID.h:37 msgid "GUID" msgstr "GUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3573 msgid "IOS Launch Screen Fill Pct" msgstr "IOS 启动屏幕填充 Pct" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:149 msgid "Response Headers" msgstr "响应头" #: /Runtime/Graphics/LOD/LODGroup.cpp:409 Editor/Mono/Inspector/EditorSettingsInspector.cs:202 msgid "Enabled" msgstr "已启用" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:465 msgid "Precompiled" msgstr "已预编译" #: /Runtime/Camera/RenderSettings.cpp:468 Editor/Mono/SettingsWindow/FogEditor.cs:14 msgid "Fog" msgstr "雾" #: /Runtime/Graphics/GISettings.h:76 msgid "Indirect Output Scale" msgstr "间接输出比例" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3561 msgid "TvOS Small Icon Layers" msgstr "TvOS 小图标图层" #: /Editor/Src/EditorBuildSettings.cpp:201 msgid "Config Objects" msgstr "配置对象" #: /Runtime/Camera/ShadowSettings.h:42 msgid "Culling Matrix Override" msgstr "剔除矩阵覆盖" #: /Runtime/Input/InputAxis.h:150 msgid "Dead" msgstr "死区" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:38 msgid "Baseid" msgstr "Baseid" #: /Runtime/Input/InputAxis.h:149 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:96 msgid "Gravity" msgstr "重力" #: /Runtime/Camera/ReflectionProbes.cpp:88 msgid "Baked Texture" msgstr "烘焙纹理" #: /Runtime/Graphics/LOD/LODGroup.cpp:416 Modules/ParticleSystemEditor/ParticleSystemUI.cs:721 msgid "Renderer" msgstr "渲染器" #: /Editor/Src/Animation/StateMachine.cpp:355 msgid "Mirror Parameter" msgstr "镜像参数" #: /Editor/Src/EditorUserBuildSettings.cpp:205 msgid "Compress Files In Package" msgstr "在数据包中压缩文件" #: /Runtime/Graphics/LOD/LODGroup.cpp:363 Editor/Mono/Inspector/LODGroupGUI.cs:69 msgid "Renderers" msgstr "渲染器" #: /Runtime/Input/TimeManager.cpp:640 msgid "Real Zero Time" msgstr "实际零时" #: /Runtime/Shaders/SerializedShaderData.h:1728 msgid "To" msgstr "到" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4062 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:775 msgid "Metro Medium Tile Show Name" msgstr "Metro 中型磁贴显示名称" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:19 msgid "Asset File Hash" msgstr "资产文件哈希" #: /Runtime/Misc/PlayerSettings.cpp:738 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3168 msgid "Mip Stripping" msgstr "Mip 剥离" #: /Runtime/Graphics/Texture3D.cpp:740 Editor/Mono/Inspector/CameraEditor.cs:398 msgid "Depth" msgstr "深度" #: /Runtime/Graphics/Mesh/CompressedMesh.h:160 msgid "Tangent Signs" msgstr "切线符号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3726 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2760 msgid "Location Usage Description" msgstr "位置使用率描述" #: /Runtime/Shaders/ComputeShaderStructs.cpp:41 msgid "Sampler Bind Point" msgstr "采样器绑定点" #: /Runtime/Shaders/SerializedShaderData.h:1727 msgid "From" msgstr "从" #: /Editor/Src/LightmappingAnalyticsData.h:126 Editor/Mono/SettingsWindow/LightingEditor.cs:33 msgid "Bounces" msgstr "反弹" #: /Runtime/Graphics/QualitySettings.cpp:567 msgid "Shadow Cascade2Split" msgstr "阴影 Cascade2Split" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:872 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:19 msgid "Update When Offscreen" msgstr "离屏时更新" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:45 msgid "Shared Billboard Data" msgstr "共享广告牌数据" #: /Runtime/BaseClasses/EditorExtension.cpp:185 msgid "Editor Extension" msgstr "编辑器扩展" #: /Runtime/Camera/GraphicsSettings.cpp:499 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:221 msgid "Lightmap Keep Dynamic Dir Combined" msgstr "光照贴图保持动态 Dir 组合" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:42 msgid "Isolation Mode" msgstr "隔离模式" #: /Runtime/Misc/PlayerSettings.cpp:818 msgid "D3d11Fullscreen Mode" msgstr "D3d11Fullscreen 模式" #: /Runtime/Camera/RenderSettings.cpp:480 Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:133 msgid "Ambient Mode" msgstr "环境模式" #: /Runtime/Graphics/Mesh/Mesh.cpp:794 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:84 msgid "Is Readable" msgstr "是可读的" #: /Runtime/Shaders/SerializedShaderData.h:1836 msgid "Disable No Subshaders Message" msgstr "禁用无子着色器消失" #: /Runtime/Graphics/Mesh/VariableBoneCountWeights.h:53 Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:17 msgid "Data" msgstr "数据" #: /Editor/Src/Undo/ObjectUndo.cpp:1727 msgid "Skip On Missing Main Object" msgstr "缺少主对象时跳过" #: /Editor/Src/Collab/REST/CollabHandler.h:25 msgid "Publish All" msgstr "全部发布" #: /Runtime/Serialize/BuildUsageTags.h:86 msgid "Force Texture Readable" msgstr "强制纹理可读" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:149 msgid "Sprite Border" msgstr "Sprite 边框" #: /Runtime/Misc/BuildSettings.cpp:166 msgid "Is No Watermark Build" msgstr "是无水印生成" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:856 msgid "Build Target Settings" msgstr "生成目标设置" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:383 msgid "Builtin Keywords" msgstr "内置关键字" #: /Runtime/Misc/PlayerSettings.cpp:817 msgid "D3d9Fullscreen Mode" msgstr "D3d9Fullscreen 模式" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:77 msgid "Organization Foreign Key" msgstr "组织外键" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:37 msgid "Strippable" msgstr "可剥离" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:34 msgid "Name Space" msgstr "命名空间" #: /Runtime/Camera/RenderSettings.cpp:485 Editor/Mono/SettingsWindow/LightingEditor.cs:23 msgid "Skybox Material" msgstr "天空盒材质" #: /Editor/Src/LightmapEditorSettings.cpp:122 msgid "CompAO Exponent" msgstr "CompAO 指数" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:321 msgid "Hardware Tier Variants Mask" msgstr "硬件层变体遮罩" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:17 msgid "Hierarchies Persistent" msgstr "层级视图持久" #: /Runtime/File/StreamedResource.cpp:87 msgid "Streamed Resource" msgstr "流资源" #: /Editor/Src/EditorUserSettings.cpp:309 msgid "VC Other Overlay Icons" msgstr "VC 其他覆盖图标" #: /Runtime/Graphics/LightingSettings.cpp:126 msgid "PVR Sampling" msgstr "PVR 采样" #: /Runtime/Graphics/Mesh/CompressedMesh.h:156 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:137 msgid "Normals" msgstr "法线" #: /Runtime/Shaders/Material.cpp:467 msgid "Build Texture Stacks" msgstr "生成纹理堆栈" #: /Runtime/Graphics/QualitySettings.cpp:576 msgid "Anti Aliasing" msgstr "抗锯齿" #: /Runtime/Graphics/CustomRenderTexture.cpp:720 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:20 msgid "Double Buffered" msgstr "双缓冲" #: /Runtime/Shaders/SerializedShaderData.h:119 msgid "Val" msgstr "Val" #: /Runtime/Graphics/QualitySettings.cpp:562 Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:51 msgid "Shadow Resolution" msgstr "阴影分辨率" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:85 msgid "Cube Intermediate Size" msgstr "立方体中等大小" #: /Runtime/Shaders/SerializedShaderData.h:1218 msgid "Requirements" msgstr "要求" #: /Runtime/Graphics/Mesh/Mesh.cpp:788 msgid "Bone Name Hashes" msgstr "骨骼名称哈希" #: /Editor/Src/Undo/StructureUndoBase.cpp:66 msgid "Serialized State" msgstr "序列化状态" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4029 msgid "GcW Barrier Validation" msgstr "GcW 屏障验证" #: /Runtime/Misc/PlayerSettings.cpp:742 msgid "Number Of Mips Stripped" msgstr "已剥离的 Mip 数量" #: /Runtime/Camera/ReflectionProbes.cpp:70 Editor/Mono/Inspector/ReflectionProbeEditor.cs:97 msgid "Box Projection" msgstr "盒投影" #: /Editor/Src/Animation/Transition.cpp:36 Editor/Mono/Inspector/AudioSourceInspector.cs:358 msgid "Mute" msgstr "静音" #: /Runtime/Graphics/QualitySettings.cpp:585 msgid "MaximumLOD Level" msgstr "MaximumLOD 级别" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:285 msgid "Baked Ambient Probe In Linear" msgstr "线性烘焙环境探测器" #: /Runtime/Misc/BuildSettings.cpp:198 msgid "GraphicsAP Is" msgstr "GraphicsAP 是" #: /Editor/Src/EditorUserSettings.cpp:273 msgid "VC Debug Com" msgstr "VC 调试 通讯" #: /Runtime/Camera/GraphicsSettings.cpp:362 msgid "Use Reflection Probe Blending" msgstr "使用反射探测器混合" #: /Editor/Src/EditorUserBuildSettings.cpp:289 msgid "Remote Device Exports" msgstr "远程设备导出" #: /Runtime/Graphics/LightingSettings.cpp:153 Editor/Mono/Inspector/LightingSettingsEditor.cs:605 msgid "PVR Filter Type Indirect" msgstr "PVR 间接过滤器" #: /Runtime/Shaders/SerializedShaderData.h:1110 msgid "Offset Factor" msgstr "偏移系数" #: /Runtime/Shaders/SerializedShaderData.h:1827 msgid "Sub Shaders" msgstr "子着色器" #: /Runtime/Graphics/Mesh/MeshTypes.h:26 msgid "Bone Weight" msgstr "骨骼权重" #: /Runtime/Shaders/SerializedShaderData.h:706 msgid "Struct Size" msgstr "结构尺寸" #: /Runtime/Graphics/Texture2D.cpp:1358 msgid "Mips Stripped" msgstr "已剥离 Mip" #: /Editor/Src/Undo/ImporterChangeUndo.cpp:98 msgid "Old Asset" msgstr "旧资产" #: /Editor/Src/Undo/UndoManager.cpp:2021 msgid "K Undo Serialization Version" msgstr "K 撤消序列化版本" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:154 msgid "Sprite Tessellation Detail" msgstr "Sprite 细分曲面细节" #: /Runtime/Camera/GraphicsSettings.cpp:380 Editor/Mono/Inspector/PropertyEditor.cs:195 msgid "Settings" msgstr "设置" #: /Editor/Src/Animation/StateMachine.cpp:872 msgid "Parent State Machine Position" msgstr "父状态机位置" #: /Runtime/Graphics/Texture3D.cpp:756 msgid "Texture Settings" msgstr "纹理设置" #: /Editor/Src/EditorUserBuildSettings.cpp:191 msgid "Selected Compression Type" msgstr "选择的压缩类型" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:194 msgid "Splash Screen Logo Animation Zoom" msgstr "启动画面徽标动画缩放" #: /Runtime/Serialize/BuildTarget.h:109 msgid "Extended Platform" msgstr "扩展平台" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:44 msgid "Start RevisionID" msgstr "起始 RevisionID" #: /Runtime/Shaders/SerializedShaderData.h:1761 msgid "Render Pipeline Type" msgstr "渲染管线类型" #: /Runtime/Graphics/QualitySettings.cpp:681 msgid "Editor Quality" msgstr "编辑器质量" #: /Runtime/Math/Rect.h:236 msgid "Ymin" msgstr "Ymin" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:839 Editor/Mono/ImportSettings/TextureImporterInspector.cs:172 msgid "Texture Type" msgstr "纹理类型" #: /Runtime/Graphics/LineBuilder.h:162 Editor/Mono/Inspector/LineRendererEditor.cs:464 msgid "Color Gradient" msgstr "颜色渐变" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:47 msgid "Default Weight" msgstr "默认权重" #: /Runtime/Camera/Camera.cpp:5021 Editor/Mono/Inspector/CanvasEditor.cs:176 msgid "Camera" msgstr "摄像机" #: Modules/ExampleEditor/ExampleComponentEditor.cs:34 msgid "Field" msgstr "字段" #: /Editor/Src/EditorUserBuildSettings.cpp:268 msgid "SelectedWSA Architecture" msgstr "SelectedWSA 架构" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:133 msgid "Valid" msgstr "有效" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3942 msgid "Sprite Packer Policy" msgstr "Sprite 打包器策略" #: /Runtime/Misc/ResourceManager.cpp:659 Editor/Mono/SceneModeWindows/NavigationWindow.cs:99 msgid "Object" msgstr "对象" #: /Editor/Src/EditorUserBuildSettings.cpp:273 msgid "Windows Device Portal Address" msgstr "Windows 设备门户地址" #: /Runtime/Shaders/SerializedShaderData.h:898 msgid "Common Parameters" msgstr "通用参数" #: /Runtime/Utilities/DateTime.h:94 msgid "Ticks" msgstr "时钟周期" #: /Runtime/Graphics/QualitySettings.cpp:573 msgid "Global Texture Mipmap Limit" msgstr "全局纹理 Mipmap 限值" #: /Runtime/Graphics/CustomRenderTexture.cpp:722 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:32 msgid "Wrap Update Zones" msgstr "贴图间拼接更新区域" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:140 msgid "Organization Names" msgstr "组织名称" #: /Editor/Src/Collab/Requests/DownloadRequests.h:59 Modules/PhysicsEditor/ArticulationBodyEditor.cs:86 msgid "Target" msgstr "目标" #: /Runtime/Serialize/BuildUsageTags.h:87 msgid "Stripped Prefab Object" msgstr "剥离的预制件对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3256 msgid "Version Name" msgstr "版本名称" #: /Editor/Src/Prefabs/PropertyModification.h:97 msgid "Property Path" msgstr "属性路径" #: /Runtime/Camera/RenderSettings.cpp:492 Editor/Mono/SettingsWindow/LightingEditor.cs:203 msgid "Default Reflection Mode" msgstr "默认反射模式" #: /Editor/Src/LightmappingAnalyticsData.h:98 msgid "Progressive" msgstr "渐进" #: /Editor/Src/AssetPipeline/ImportLog.cpp:26 Editor/Mono/Inspector/WindInspector.cs:14 msgid "Mode" msgstr "模式" #: /Runtime/Camera/ReflectionProbes.cpp:73 Editor/Mono/Inspector/ReflectionProbeEditor.cs:102 msgid "Importance" msgstr "重要性" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3640 msgid "Use Custom Main Gradle Template" msgstr "使用自定义主要 Gradle 模板" #: /Runtime/Graphics/TrailRenderer.cpp:617 Editor/Mono/Inspector/LineRendererEditor.cs:24 msgid "Min Vertex Distance" msgstr "最小顶点距离" #: /Runtime/Misc/PlayerSettings.cpp:872 msgid "Stadia Present Mode" msgstr "Stadia 当前模式" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:94 msgid "Compiler Platform" msgstr "编译平台" #: /Runtime/Graphics/LightingSettings.cpp:110 Editor/Mono/Inspector/LightingSettingsEditor.cs:746 msgid "Training Data Destination" msgstr "训练数据目标" #: /Runtime/Math/AnimationCurve.h:317 msgid "Weighted Mode" msgstr "加权模式" #: /Editor/Src/EditorUserSettings.cpp:280 msgid "VC User Name" msgstr "VC 用户名" #: /Runtime/Misc/PlayerSettings.cpp:743 msgid "Number Of Mips Stripped Per Mipmap Limit Group" msgstr "每个 Mipmap 限值组剥离的 Mip 数量" #: /Runtime/Graphics/LightingSettings.cpp:144 msgid "PVR Environment Importance Sampling" msgstr "PVR 环境重要性采样" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3888 msgid "Reset Temp Folder" msgstr "重置临时文件夹" #: /Runtime/Mono/MonoBehaviour.cpp:1669 msgid "Editor Hide Flags" msgstr "编辑器隐藏标志" #: /Runtime/Shaders/SerializedShaderData.h:1122 msgid "Fog End" msgstr "雾结束" #: /Runtime/Graphics/EnlightenSceneMapping.h:242 Editor/Mono/Inspector/RendererLightingSettings.cs:58 msgid "Atlas Hash" msgstr "图集哈希" #: /Runtime/Graphics/LightingSettings.cpp:154 msgid "PVR Filter TypeAO" msgstr "PVR 过滤器 TypeAO" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3176 msgid "Chunk Size InMB" msgstr "块大小 InMB" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:59 msgid "Send Target" msgstr "发送目标" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:52 msgid "Controller" msgstr "控制器" #: /Runtime/Graphics/EnlightenSceneMapping.h:226 msgid "Input System Hash" msgstr "输入系统哈希" #: /Runtime/Camera/GraphicsSettings.cpp:541 msgid "Preload Shaders Batch Time Limit" msgstr "预加载着色器批处理时间限制" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3287 msgid "Debug Mode Enabled" msgstr "调试模式已启用" #: /Editor/Src/UnityConnect/UnityErrors.h:113 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AddStateMachineBehaviourComponentWindow.cs:262 msgid "Behaviour" msgstr "行为" #: /Editor/Src/EditorUserBuildSettings.cpp:217 msgid "Export As Google Android Project" msgstr "导出为谷歌 Android 项目" #: /Runtime/Camera/Flare.cpp:946 msgid "Brightness" msgstr "亮度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:163 Editor/Mono/ImportSettings/TextureImporterInspector.cs:963 msgid "Flipbook Columns" msgstr "Flipbook 列" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3480 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2534 msgid "Build Number" msgstr "内部版本号" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2596 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:23 msgid "Scale Factor" msgstr "缩放系数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3489 msgid "Android Target Sdk Version" msgstr "Android 目标 Sdk 版本" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:527 msgid "Ray Tracing ShaderID" msgstr "射线追踪着色器 ID" #: /Runtime/Camera/OcclusionCullingData.cpp:75 msgid "Size Portals" msgstr "大小门户" #: /Runtime/Graphics/Mesh/CompressedMesh.h:162 msgid "Bone Indices" msgstr "骨骼索引" #: /Editor/Src/Collab/REST/CollabHandler.h:94 msgid "Seat" msgstr "座位" #: /Runtime/Graphics/Mesh/SubMesh.h:60 msgid "First Byte" msgstr "首字节" #: /Editor/Src/LightmapEditorSettings.cpp:177 Editor/Mono/Inspector/LightingSettingsEditor.cs:557 msgid "Light Probe Sample Count Multiplier" msgstr "光照探测器样本数量乘数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3728 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2839 msgid "Bluetooth Usage Description" msgstr "蓝牙使用说明" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:145 msgid "Sprite Mesh Type" msgstr "Sprite 网格类型" #: /Runtime/Scripting/TextAsset.cpp:41 Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:66 msgid "Script" msgstr "脚本" #: /Runtime/Graphics/QualitySettings.cpp:565 Editor/Mono/Inspector/ReflectionProbeEditor.cs:108 msgid "Shadow Distance" msgstr "阴影距离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3956 msgid "WebGL Analyze Build Size" msgstr "WebGL 分析 Build 大小" #: /Runtime/Misc/PlayerSettings.cpp:888 msgid "Invalidated Pattern Texture" msgstr "无效的图案纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3983 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:201 msgid "Managed Stripping Level" msgstr "托管剥离级别" #: /Editor/Src/Animation/Transition.h:52 msgid "Condition Event" msgstr "条件事件" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:48 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:22 msgid "IK Pass" msgstr "IK 处理" #: /Runtime/Camera/LightProbes.cpp:53 msgid "Baked Coefficients" msgstr "烘焙系数" #: /Runtime/Misc/PlayerSettings.cpp:755 msgid "Use32Bit Display Buffer" msgstr "Use32Bit 显示缓冲" #: /Runtime/Graphics/QualitySettings.cpp:591 msgid "Streaming Mipmaps Memory Budget" msgstr "流式 Mipmaps 内存预算" #: /Runtime/Shaders/SerializedShaderData.h:1405 Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/PathTracing/PathTracingEditor.cs:68 msgid "State" msgstr "状态" #: /Editor/Src/Animation/Transition.cpp:231 msgid "Atomic" msgstr "原子" #: /Editor/Src/WebSocketClient/Response.h:15 msgid "Response" msgstr "响应" #: /Runtime/Graphics/LightingSettings.cpp:115 Editor/Mono/Inspector/LightingSettingsEditor.cs:204 msgid "Force Updates" msgstr "强制更新" #: /Runtime/Graphics/LineBuilder.h:168 Editor/Mono/Inspector/RendererLightingSettings.cs:70 msgid "Shadow Bias" msgstr "阴影偏离" #: /Editor/Src/Animation/StateMachine.cpp:856 msgid "Any State Transitions" msgstr "任意状态过渡" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:23 msgid "Attribute Size In Bytes" msgstr "属性大小(以字节为单位)" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:49 msgid "Frames" msgstr "帧" #: /Runtime/Graphics/EnlightenSceneMapping.h:234 msgid "Num Chunks InX" msgstr "InX 上的块数量" #: /Editor/Src/ProjectUtility.h:94 msgid "Default Scene" msgstr "默认场景" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:911 msgid "FileID To Recycle Name" msgstr "用于回收名称的 FileID" #: /Runtime/Misc/PlayerSettings.cpp:794 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3109 msgid "Bake Collision Meshes" msgstr "烘焙碰撞网格" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:19 Editor/Mono/Inspector/SpriteRendererEditor.cs:26 msgid "Width" msgstr "宽度" #: /Runtime/Graphics/LightingSettings.cpp:119 Editor/Mono/Inspector/LightingSettingsEditor.cs:534 msgid "Final Gather Ray Count" msgstr "最终聚集射线计数" #: /Runtime/Camera/ReflectionProbes.cpp:71 Editor/Mono/Inspector/ReflectionProbeEditor.cs:435 msgid "Render Dynamic Objects" msgstr "渲染动态对象" #: /Runtime/Misc/PlayerSettings.cpp:873 msgid "Stadia Target Framerate" msgstr "Stadia 目标帧率" #: /Editor/Src/BuildPipeline/BuildSerialization.h:121 msgid "Methods To Preserve" msgstr "保留方法" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:561 msgid "Variants" msgstr "变体" #: /Runtime/Misc/PlayerSettings.cpp:751 msgid "Allowed Autorotate To Portrait Upside Down" msgstr "允许自动旋转切换为竖屏倒置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3651 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1240 msgid "Android Splash Screen Scale" msgstr "Android 启动画面比例" #: /Runtime/BaseClasses/BaseObject.cpp:1019 msgid "Local Identfier In File" msgstr "文件中的本地标识符" #: /Runtime/Misc/BuildSettings.cpp:162 msgid "Preloaded Plugins" msgstr "预加载插件" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2590 msgid "Enable SmoothLOD Transition" msgstr "启用 SmoothLOD 过渡" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:391 msgid "Has Surface Shaders" msgstr "有表面着色器" #: /Runtime/Shaders/SerializedShaderData.h:1447 msgid "Texture Name" msgstr "纹理名称" #: /Runtime/Shaders/SerializedShaderData.h:1666 msgid "Def Texture" msgstr "定义纹理" #: /Editor/Src/EditorUserBuildSettings.cpp:172 msgid "Selected Build Platform Group Name" msgstr "选择的生成平台组名称" #: /Runtime/Misc/PlayerSettings.cpp:1019 msgid "Cloud Enabled" msgstr "启用云" #: /Runtime/Graphics/EnlightenSceneMapping.h:213 msgid "System Id" msgstr "系统 Id" #: /Runtime/Misc/BuildSettings.cpp:164 msgid "Build Tags" msgstr "生成标记" #: /Runtime/Shaders/SerializedShaderData.h:659 msgid "Dim" msgstr "阴暗" #: /Editor/Src/LightmappingAnalyticsData.h:272 msgid "Light Probe Count" msgstr "光照探针数量" #: /Runtime/Shaders/ComputeShaderStructs.cpp:195 msgid "Use DxcAP Is" msgstr "使用 DxcAP Is" #: /Runtime/Shaders/Material.cpp:403 msgid "Locked Properties" msgstr "已锁定属性" #: /Runtime/Math/AnimationCurve.h:319 msgid "Out Weight" msgstr "权重外" #: /Runtime/Interfaces/IVirtualTexturingManager.cpp:117 msgid "Build Texture Stack Reference" msgstr "生成纹理堆栈引用" #: /Runtime/Graphics/Mesh/SubMesh.h:63 msgid "Base Vertex" msgstr "基本顶点" #: /Runtime/Camera/OcclusionCullingSettings.cpp:143 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:44 msgid "Backface Threshold" msgstr "背面阈值" #: /Runtime/Input/TimeManager.cpp:643 msgid "Set Time Manually" msgstr "手动设置时间" #: /Runtime/Misc/BuildSettings.cpp:170 msgid "Is Trial" msgstr "是试用版" #: /Runtime/Shaders/ComputeShaderStructs.cpp:112 msgid "Unique Variants" msgstr "唯一变体" #: Editor/Mono/Inspector/AimConstraintEditor.cs:47 msgid "Vector" msgstr "矢量" #: /Runtime/Shaders/SerializedShaderData.h:1515 msgid "Passes" msgstr "通路" #: /Runtime/Graphics/Mesh/Mesh.cpp:796 msgid "Keep Indices" msgstr "保持索引" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:86 msgid "Importer Data" msgstr "导入器数据" #: /Runtime/Graphics/SpriteFrame.cpp:166 msgid "Extrude" msgstr "挤出" #: /Runtime/2D/Common/SpriteRenderData.cpp:11 msgid "Secondary Sprite Texture" msgstr "辅助 Sprite 纹理" #: /Runtime/Transform/Transform.cpp:1555 Editor/Mono/Prefabs/PrefabFamilyPopup.cs:88 msgid "Children" msgstr "子对象" #: /Runtime/Graphics/LightmapData.h:39 Editor/Mono/ImportSettings/TextureImporterInspector.cs:181 msgid "Lightmap" msgstr "光照贴图" #: /Runtime/Graphics/QualitySettings.cpp:566 msgid "Shadow Near Plane Offset" msgstr "阴影近平面偏移" #: /Runtime/Graphics/LightmapSettings.cpp:80 Editor/Mono/Inspector/RendererLightingSettings.cs:27 msgid "Lightmaps" msgstr "光照贴图" #: /Runtime/Shaders/SerializedShaderData.h:1131 Editor/Mono/Inspector/RendererLightingSettings.cs:31 msgid "Lighting" msgstr "照明" #: /Runtime/Camera/GraphicsSettings.cpp:545 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:167 msgid "Transparency Sort Mode" msgstr "透明度排序模式" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:673 msgid "Added Object FileI Ds" msgstr "已添加对象文件 ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3619 msgid "Apple Developer TeamID" msgstr "Apple 开发者 TeamID" #: /Runtime/Misc/PlayerSettings.cpp:816 msgid "Mac Fullscreen Mode" msgstr "Mac 全屏模式" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:302 msgid "Enlighten Data" msgstr "Enlighten 数据" #: /Runtime/Shaders/SerializedShaderData.h:895 msgid "Sub Programs" msgstr "子程序" #: /Editor/Src/Animation/BlendTree.cpp:78 Editor/Mono/Inspector/BlendTreeInspector.cs:1507 msgid "Use Automatic Thresholds" msgstr "使用自动阈值" #: /Editor/Src/Undo/UndoBase.cpp:197 msgid "Undo Group" msgstr "撤消组" #: /Runtime/Shaders/SerializedShaderData.h:762 msgid "Global Keyword Indices" msgstr "全局关键字指数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3240 msgid "Portal Folder Path" msgstr "门户文件夹路径" #: /Runtime/Geometry/AABB.h:264 Editor/Mono/Inspector/RectTransformEditor.cs:39 msgid "Max" msgstr "最大" #: /Runtime/Camera/LightBakingOutput.h:63 msgid "Lightmap Bake Mask" msgstr "光照贴图烘焙遮罩" #: /Runtime/Camera/LightProbes.cpp:43 msgid "Non Tetrahedralized Probe Set Index Map" msgstr "非四面体化探测器集索引贴图" #: /Runtime/Graphics/Mesh/CompressedMesh.h:127 Editor/Mono/Inspector/LightEditor.cs:71 msgid "Range" msgstr "范围" #: /Editor/Src/Animation/BlendTree.h:36 Editor/Mono/Inspector/AnimationClipEditor.cs:55 msgid "Cycle Offset" msgstr "周期偏移 X" #: /Runtime/Graphics/Billboard/BillboardRenderer.cpp:225 Editor/Mono/Inspector/BillboardRendererInspector.cs:12 msgid "Billboard" msgstr "Billboard" #: /Runtime/Graphics/Texture2D.cpp:1419 msgid "Lightmap Format" msgstr "光照贴图格式" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2566 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:32 msgid "Use Light Probes" msgstr "使用光照探测器" #: /Runtime/Misc/PlayerSettings.cpp:974 msgid "Ios App In Background Behavior" msgstr "Ios 应用后台行为" #: /Runtime/Shaders/SerializedShaderData.h:1106 msgid "Z Test" msgstr "Z 测试" #: /Editor/Src/LightmappingAnalyticsData.h:89 msgid "Lightmap Size" msgstr "光照贴图大小" #: /Editor/Src/EditorUserBuildSettings.cpp:227 msgid "NVN Shader Debugging" msgstr "NVN 着色器调试" #: /Editor/Src/Undo/AssetUndo.cpp:121 msgid "Redo Name" msgstr "重做名称" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2594 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:20 msgid "Fade Out Width" msgstr "淡出宽度" #: /Runtime/Shaders/SerializedShaderData.h:766 msgid "Local Keyword Indices" msgstr "局部关键字指数" #: /Runtime/Camera/GraphicsSettings.cpp:543 msgid "Sprites Default Material" msgstr "Sprites 默认材质" #: /Runtime/Math/Gradient.cpp:162 Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:31 msgid "Gradient" msgstr "渐变" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:38 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:24 msgid "Mask" msgstr "遮罩" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:205 msgid "Splash Screen Background Portrait" msgstr "启动画面纵向背景" #: /Runtime/Graphics/Texture2D.cpp:1387 msgid "Is Pre Processed" msgstr "已预处理" #: /Editor/Src/LightmappingAnalyticsData.h:263 msgid "Shadow Casting Light Count" msgstr "投射阴影的光源数量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3610 msgid "IOS Render Extra Frame On Pause" msgstr "IOS 暂停时渲染额外帧" #: /Runtime/Graphics/GISettings.h:92 msgid "Environment Lighting Mode" msgstr "环境照明模式" #: /Runtime/Shaders/SerializedShaderData.h:1516 Editor/Mono/Inspector/TagManagerInspector.cs:32 msgid "Tags" msgstr "标签" #: /Editor/Src/EditorSettings.cpp:191 msgid "Serialization Mode" msgstr "序列化模式" #: /Runtime/Camera/OcclusionCullingData.cpp:125 msgid "PVS Data" msgstr "PVS Data" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:127 Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:11 msgid "Frame Count" msgstr "帧数" #: /Runtime/2D/Common/SpriteRenderData.cpp:450 msgid "Source Skin" msgstr "源皮肤" #: /Editor/Src/Undo/UndoBase.cpp:200 msgid "Affected Scene Handles" msgstr "受影响的场景控制柄" #: /Runtime/Mono/MonoScript.cpp:275 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:15 msgid "Icon" msgstr "图标" #: /Runtime/Graphics/GISettings.h:75 Editor/Mono/Inspector/LightingSettingsEditor.cs:190 msgid "Bounce Scale" msgstr "反弹比例" #: /Runtime/Graphics/EnlightenSceneMapping.h:253 msgid "Terrain Chunks" msgstr "地形块" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:72 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:20 msgid "Secondary Textures" msgstr "辅助纹理" #: /Editor/Src/EditorSettings.cpp:292 msgid "Cache Server Enable Auth" msgstr "缓存服务器启用身份验证" #: /Runtime/Graphics/Renderer.cpp:790 msgid "AutoUV Max Angle" msgstr "AutoUV 最大角" #: /Runtime/Input/TimeManager.cpp:544 Editor/Mono/Inspector/TimeManagerInspector.cs:11 msgid "Maximum Allowed Timestep" msgstr "最大允许时间步进" #: /Editor/Src/Audio/Mixer/AudioMixerController.cpp:54 msgid "Guids" msgstr "Guids" #: /Editor/Src/EditorUserSettings.cpp:305 msgid "VC Show Failed Checkout" msgstr "VC 显示失败的签出" #: /Runtime/Misc/PlayerSettings.cpp:760 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:445 msgid "Android Use Swappy" msgstr "Android 使用 Swappy" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:50 msgid "Is Variant" msgstr "是变体" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:348 msgid "Uv Mesh" msgstr "Uv 网格" #: /Runtime/Camera/GraphicsSettings.cpp:521 Editor/Mono/Inspector/RendererEditorBase.cs:356 msgid "Motion Vectors" msgstr "运动矢量" #: /Runtime/Shaders/SerializedShaderData.h:741 msgid "Buffer Params" msgstr "缓冲区参数" #: /Editor/Src/BuildPipeline/BuildSerialization.h:126 msgid "Player Path" msgstr "播放器路径" #: /Runtime/Graphics/QualitySettings.cpp:563 msgid "Shadow Projection" msgstr "阴影投影" #: /Runtime/Graphics/Texture3D.cpp:750 msgid "Mip Count" msgstr "Mip 数" #: /Editor/Src/EditorUserBuildSettings.cpp:190 msgid "Android Current Deployment Target Id" msgstr "Android 当前部署目标 Id" #: /Runtime/Shaders/Material.cpp:329 msgid "Disabled Shader Passes" msgstr "已禁用着色器通道" #: /Runtime/Camera/OcclusionCullingData.cpp:74 msgid "Index Portals" msgstr "索引门户" #: /Runtime/Graphics/TrailRenderer.cpp:673 msgid "Start Width" msgstr "起始宽度" #: /Runtime/Graphics/LightmapSettings.cpp:92 Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:24 msgid "Lighting Settings" msgstr "光照设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3638 msgid "Use Custom Main Manifest" msgstr "使用自定义主要清单" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3568 msgid "TvOS Top Shelf Image Wide Layers2x" msgstr "TvOS 顶架图像宽度 Layers2x" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:199 msgid "Splash Screen Background Portrait Uvs" msgstr "启动画面纵向背景 Uvs" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:166 msgid "SpriteID" msgstr "SpriteID" #: /Editor/Src/Undo/UndoBase.cpp:198 msgid "Name Priority" msgstr "名称优先级" #: /Runtime/Camera/RenderSettings.cpp:474 Editor/Mono/SettingsWindow/FogEditor.cs:67 msgid "Linear Fog End" msgstr "线性雾结束" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:320 msgid "Platform Mask" msgstr "平台遮罩" #: /Editor/Src/InspectorExpandedState.cpp:196 msgid "Expanded Data" msgstr "已展开数据" #: /Editor/Src/Animation/StateMachine.cpp:345 msgid "Short Name" msgstr "短名称" #: /Runtime/Math/AnimationCurve.h:305 msgid "Out Slope" msgstr "斜率外" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3634 msgid "Cloned FromGUID" msgstr "复制 FromGUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3675 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:173 msgid "Android Gamepad Support Level" msgstr "Android 游戏手柄支持级别" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4071 msgid "Metro Splash Screen Background Color" msgstr "Metro 启动画面背景颜色" #: /Runtime/Shaders/UnityPropertySheet.cpp:420 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:253 msgid "Floats" msgstr "浮点" #: /Runtime/Misc/PlayerSettings.cpp:912 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:838 msgid "Holographic Pause On Tracking Loss" msgstr "追踪丢失时全息暂停" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:878 msgid "Bones" msgstr "骨骼" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:568 Packages/com.unity.render-pipelines.universal/Editor/PostProcessDataEditor.cs:31 msgid "Shaders" msgstr "着色器" #: /Runtime/Camera/GraphicsSettings.cpp:502 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:241 msgid "Fog Keep Linear" msgstr "雾保持线性" #: /Runtime/Input/TimeManager.cpp:645 Editor/Mono/Inspector/TimeManagerInspector.cs:12 msgid "Time Scale" msgstr "时间尺度" #: /Editor/Src/Animation/Transition.cpp:37 msgid "Is Exit" msgstr "是出口" #: /Runtime/Camera/ShadowSettings.h:38 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:74 msgid "Strength" msgstr "强度" #: /Runtime/Camera/Light.cpp:328 Editor/Mono/Inspector/LightEditor.cs:100 msgid "Flare" msgstr "眩光" #: /Runtime/Misc/PlayerSettings.cpp:679 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:285 msgid "Target Device" msgstr "目标设备" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:128 msgid "VT Only" msgstr "仅虚拟纹理" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:61 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1016 msgid "Bypass" msgstr "绕过" #: /Editor/Src/Animation/Transition.h:53 msgid "Event Treshold" msgstr "事件阈值" #: /Runtime/Input/InputManager.cpp:299 msgid "Use Physical Keys" msgstr "使用物理按键" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4400 msgid "Editor Only Player Settings" msgstr "仅限于编辑器的播放器设置" #: /Editor/Src/EditorUserBuildSettings.cpp:267 msgid "SelectedWSA MinUWPSDK" msgstr "SelectedWSA MinUWPSDK" #: /Runtime/Transform/RectTransform.cpp:204 Editor/Mono/ImportSettings/TextureImporterInspector.cs:344 msgid "Pivot" msgstr "轴心" #: /Runtime/Scripting/TextAsset.cpp:71 msgid "Text Asset" msgstr "文本资产" #: /Runtime/Shaders/SerializedShaderData.h:1127 msgid "Gpu ProgramID" msgstr "Gpu ProgramID" #: /Runtime/Misc/PlayerSettings.cpp:670 msgid "ProductGUID" msgstr "ProductGUID" #: /Editor/Src/Prefabs/Prefab.cpp:105 msgid "Contains Missing Serialize Reference Types" msgstr "包含缺失的序列化引用类型" #: /Runtime/Misc/PlayerSettings.cpp:1039 msgid "TargetIOS Graphics" msgstr "TargetIOS 图形" #: /Runtime/Input/InputManager.cpp:325 msgid "Last Joy Axis" msgstr "最后游戏杆轴" #: /Runtime/Misc/PlayerSettings.cpp:793 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1123 msgid "Use Player Log" msgstr "使用播放器日志" #: /Runtime/Shaders/SerializedShaderData.h:177 msgid "W" msgstr "W" #: /Runtime/Graphics/LightingSettings.cpp:164 msgid "PVR Tiled Baking" msgstr "PVR 平铺烘焙" #: /Runtime/Graphics/LOD/LODGroup.cpp:407 msgid "LO Ds" msgstr "LO Ds" #: /Runtime/Input/InputManager.cpp:310 msgid "Joystick Pos" msgstr "操作杆位置" #: /Runtime/Shaders/SerializedShaderData.h:1445 msgid "Use Name" msgstr "使用名称" #: /Editor/Src/LightmappingAnalyticsData.h:104 Editor/Mono/Inspector/LightingSettingsEditor.cs:219 msgid "Ray Count" msgstr "射线数" #: /Runtime/Camera/OcclusionArea.cpp:58 msgid "Backface Culling" msgstr "背面剔除" #: /Runtime/Camera/Flare.cpp:74 Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:30 msgid "Elements" msgstr "元素" #: /Runtime/Camera/GraphicsSettings.cpp:361 msgid "Use Reflection Probe Box Projection" msgstr "使用反射探测器盒投影" #: /Runtime/Misc/PlayerSettings.cpp:697 msgid "Holographic Tracking Loss Screen" msgstr "全息追踪丢失屏幕" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4081 msgid "MetroFTA File Types" msgstr "MetroFTA 文件类型" #: /Editor/Src/LightmappingAnalyticsData.h:79 msgid "Compute Realtime" msgstr "计算实时" #: /Editor/Src/BuildPipeline/BuildSerialization.h:119 msgid "Used Scripts" msgstr "已使用的脚本" #: /Runtime/Graphics/QualitySettings.cpp:594 msgid "Streaming Mipmaps Max FileIO Requests" msgstr "流式 Mipmaps 最大 FileIO 请求" #: /Runtime/Shaders/GpuPrograms/GpuProgramManager.cpp:1313 msgid "Program Data" msgstr "程序数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3981 msgid "Il2cpp Compiler Configuration" msgstr "Il2cpp 编译器配置" #: /Runtime/Graphics/QualitySettings.cpp:592 msgid "Streaming Mipmaps Renderers Per Frame" msgstr "流式 Mipmaps 渲染器每帧" #: /Runtime/BaseClasses/TagManager.cpp:28 msgid "UniqueID" msgstr "UniqueID" #: /Runtime/Shaders/SerializedShaderData.h:1123 Editor/Mono/SettingsWindow/FogEditor.cs:62 msgid "Fog Density" msgstr "雾密度" #: /Editor/Src/EditorSettings.cpp:213 msgid "Etc Texture Best Compressor" msgstr "Etc 纹理最好压缩器" #: /Editor/Src/EditorExtensionImpl.cpp:74 msgid "Should Display In Editor" msgstr "应在编辑器中显示" #: /Runtime/Misc/PlayerSettings.cpp:958 msgid "Unity Rebuild Library Version" msgstr "Unity 重建库版本" #: /Editor/Src/EditorUserSettings.cpp:282 msgid "VC Password" msgstr "VC 密码" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3945 msgid "WebGL Memory Size" msgstr "WebGL 内存大小" #: /Runtime/Shaders/SerializedShaderData.h:1107 msgid "Z Write" msgstr "Z 写入" #: /Editor/Src/AnnotationManager.cpp:465 msgid "Show Selection Outline" msgstr "显示选择轮廓" #: /Editor/Src/EditorSettings.cpp:291 msgid "Cache Server Enable Upload" msgstr "缓存服务器启用上传" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:67 msgid "Uv Transform" msgstr "Uv 变换" #: /Runtime/Camera/ReflectionProbes.cpp:77 msgid "Custom Baked Texture" msgstr "自定义烘焙材质" #: /Runtime/Misc/PlayerSettings.cpp:900 msgid "Metro Enable Independent Input Source" msgstr "Metro 启用独立输入源" #: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:14 msgid "Scene Data" msgstr "场景数据" #: /Editor/Src/Animation/BlendTree.cpp:81 Editor/Mono/Inspector/BlendTreeInspector.cs:242 msgid "Blend Type" msgstr "混合类型" #: /Runtime/Input/TimeManager.cpp:636 msgid "Cull Frame Count" msgstr "剔除帧数" #: /Editor/Src/EditorUserSettings.cpp:275 msgid "VC Debug Out" msgstr "VC 调试输出" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:200 msgid "Splash Screen Logos" msgstr "启动画面徽标" #: /Runtime/Graphics/LightingSettings.cpp:117 Editor/Mono/Inspector/LightingSettingsEditor.cs:218 msgid "Final Gather" msgstr "最终聚集" #: /Runtime/Shaders/ShaderLivelinkCommon.h:63 msgid "SnippetID" msgstr "SnippetID" #: /Runtime/Camera/Flare.h:77 Modules/GridAndSnap/SnapSettingsWindow.cs:142 msgid "Rotate" msgstr "旋转" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3954 msgid "WebGL Modules Directory" msgstr "WebGL 模块目录" #: /Editor/Src/EditorUserBuildSettings.cpp:269 msgid "SelectedWSAUWPVS Version" msgstr "SelectedWSAUWPVS 版本" #: /Editor/Src/EditorUserBuildSettings.cpp:290 msgid "Path On Remote Device" msgstr "远程设备上的路径" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:69 msgid "Source WasHDR" msgstr "源 WasHDR" #: /Runtime/Camera/Flare.cpp:72 Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:43 msgid "Flare Texture" msgstr "眩光纹理" #: /Runtime/Math/AnimationCurve.h:310 msgid "Tangent Mode" msgstr "切线模式" #: /Editor/Src/Prefabs/PrefabMerging.h:144 msgid "Removed Components" msgstr "移除组件" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:881 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:114 msgid "Blend Shape Weights" msgstr "混合形状权重" #: /Runtime/Graphics/Mesh/Mesh.cpp:795 msgid "Keep Vertices" msgstr "保留顶点" #: /Editor/Src/LightmappingAnalyticsData.h:250 msgid "Mesh Count" msgstr "网格数量" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:46 msgid "State Machine Motion Set Index" msgstr "状态机运动集索引" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3574 msgid "IOS Launch Screen Size" msgstr "IOS 启动屏幕尺寸" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:458 msgid "Functions" msgstr "函数" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2569 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:276 msgid "Enable Bump" msgstr "启用凹凸" #: /Editor/Src/EditorSettings.cpp:297 msgid "Enable Enlighten BakedGI" msgstr "启用 Enlighten BakedGI" #: /Runtime/Math/Rect.h:237 msgid "Xmax" msgstr "Xmax" #: /Runtime/Graphics/RenderTexture.h:386 Editor/Mono/Inspector/RenderTextureEditor.cs:20 msgid "Depth Stencil Format" msgstr "深度模板格式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3578 msgid "IOS Launch Screeni Pad Background Color" msgstr "IOS 启动屏幕 iPad 背景颜色" #: /Editor/Src/Undo/StructureUndoBase.cpp:973 msgid "Undo Info" msgstr "撤消信息" #: /Runtime/Shaders/ComputeShaderStructs.cpp:164 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:258 msgid "Constant Buffers" msgstr "常量缓冲区" #: /Editor/Src/Animation/StateMachine.cpp:356 msgid "Cycle Offset Parameter" msgstr "周期偏移参数" #: /Runtime/Misc/PlayerSettings.cpp:1017 msgid "Project Name" msgstr "项目名称" #: /Editor/Src/Undo/StructureUndoBase.cpp:78 msgid "Editor Extension Flags" msgstr "编辑器扩展标志" #: /Runtime/Camera/Skybox.cpp:324 msgid "Custom Skybox" msgstr "自定义天空盒" #: /Runtime/Misc/BuildSettings.cpp:175 msgid "Has Advanced Version" msgstr "有高级版本" #: /Runtime/Graphics/Mesh/CompressedMesh.h:157 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:141 msgid "Tangents" msgstr "切线" #: /Runtime/Graphics/Image.h:294 msgid "Row Bytes" msgstr "行字节" #: /Runtime/Shaders/ComputeShaderStructs.cpp:192 msgid "Kernel Macros" msgstr "内核宏" #: /Runtime/Shaders/ComputeShaderStructs.cpp:39 msgid "Generated Name" msgstr "生成名称" #: /Runtime/Misc/PlayerSettings.cpp:910 msgid "Wsa Transparent Swapchain" msgstr "Wsa 透明交换链" #: /Editor/Src/Undo/StructureUndoBase.cpp:77 msgid "Game ObjectID" msgstr "游戏 ObjectID" #: /Editor/Src/AssetPipeline/ShaderImporting/ShaderCompileRequirements.h:65 msgid "Keyword Name" msgstr "关键字名称" #: /Runtime/Shaders/ShaderLivelinkCommon.h:64 msgid "Program Mask" msgstr "程序遮罩" #: /Runtime/Camera/OcclusionCullingSettings.cpp:111 msgid "Occlusion Culling Data" msgstr "遮挡剔除数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4051 msgid "Metro Certificate Password" msgstr "Metro 证书密码" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4017 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:199 msgid "Suppress Common Warnings" msgstr "禁止常见警告" #: /Editor/Src/Animation/StateMachine.cpp:325 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:271 msgid "Write Default Values" msgstr "写入默认值" #: /Runtime/Graphics/LineBuilder.h:161 msgid "Width Curve" msgstr "宽度曲线" #: /Runtime/Misc/PlayerSettings.cpp:748 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1161 msgid "Android Show Activity Indicator On Loading" msgstr "Android 加载时显示活动指示器" #: /Editor/Src/EditorSettings.cpp:277 msgid "Asset Pipeline Mode" msgstr "资产管道模式" #: /Runtime/Graphics/Renderer.cpp:785 Editor/Mono/Inspector/RendererLightingSettings.cs:308 msgid "Stitch Lightmap Seams" msgstr "拼合光照贴图缝隙" #: /Runtime/Graphics/CustomRenderTexture.cpp:709 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:300 msgid "Init Color" msgstr "初始颜色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3485 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:911 msgid "Android Bundle Version Code" msgstr "Android Bundle 版本码" #: /Runtime/Mono/MonoManager.cpp:2849 msgid "Script Hashes" msgstr "脚本哈希" #: /Runtime/Input/InputAxis.h:151 msgid "Sensitivity" msgstr "灵敏度" #: /Editor/Src/Animation/Transition.h:56 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:16 msgid "Exit Time" msgstr "退出时间" #: /Runtime/Camera/RenderSettings.cpp:483 Editor/Mono/SettingsWindow/LightingEditor.cs:148 msgid "Subtractive Shadow Color" msgstr "减性阴影颜色" #: /Runtime/Shaders/SerializedShaderData.h:745 msgid "Samplers" msgstr "采样器" #: /Runtime/Graphics/Texture2D.cpp:1416 msgid "Image Count" msgstr "图像数" #: /Runtime/Graphics/QualitySettings.cpp:572 msgid "Blend Weights" msgstr "混合权重" #: /Runtime/Transform/RectTransform.cpp:184 msgid "Local Scale" msgstr "局部缩放" #: /Runtime/Shaders/ComputeShaderStructs.cpp:203 msgid "Compute Shader Compilation Context" msgstr "计算着色器编译上下文" #: /Editor/Src/EditorUserBuildSettings.cpp:199 msgid "Wait For Player Connection" msgstr "等待播放器连接" #: /Runtime/Shaders/SerializedShaderData.h:1114 msgid "Stencil Op" msgstr "模板操作" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4126 msgid "Lumin Icon" msgstr "Lumin 图标" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:96 msgid "First Vertex" msgstr "第一个顶点" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:42 Editor/Mono/Inspector/SpriteFrameInspector.cs:19 msgid "Border" msgstr "边框" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3212 Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:16 msgid "Devices" msgstr "设备" #: /Runtime/Shaders/SerializedShaderData.h:1423 msgid "Has Instancing Variant" msgstr "有实例变体" #: /Runtime/Misc/PlayerSettings.cpp:945 msgid "Android Supported Aspect Ratio" msgstr "Android 支持的纵横比" #: /Editor/Src/LightmapEditorSettings.cpp:165 msgid "PVR Filtering Gauss Radius Direct" msgstr "PVR 过滤高斯直接半径" #: /Editor/Src/EditorSettings.cpp:230 Editor/Mono/Inspector/EditorSettingsInspector.cs:989 msgid "Async Shader Compilation" msgstr "异步着色器编译" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:43 msgid "Overridden" msgstr "已覆盖" #: /Runtime/Math/AnimationCurve.h:328 Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:40 msgid "Curve" msgstr "曲线" #: /Runtime/Graphics/LightingSettings.cpp:74 msgid "Enable Realtime Lightmaps" msgstr "启用实时光照贴图" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:38 msgid "Is Unity Class" msgstr "是 Unity 类" #: /Runtime/Camera/ReflectionProbes.cpp:59 Editor/Mono/Inspector/ReflectionProbeEditor.cs:99 msgid "Box Size" msgstr "盒大小" #: /Runtime/Geometry/Polygon2D.h:75 msgid "Paths" msgstr "路径" #: /Editor/Src/Animation/StateMachine.cpp:870 msgid "Entry Position" msgstr "起始位置" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:38 msgid "Times" msgstr "次数" #: /Runtime/Shaders/SerializedShaderData.h:920 msgid "Comp" msgstr "压缩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3227 msgid "Protocol" msgstr "协议" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3565 msgid "TvOS Top Shelf Image Layers" msgstr "TvOS 顶架图像图层" #: /Runtime/Misc/PlayerSettings.cpp:705 msgid "Sprite Batch Vertex Threshold" msgstr "精灵批次顶点阈值" #: /Editor/Src/EditorUserSettings.cpp:299 Editor/Mono/Inspector/EditorSettingsInspector.cs:29 msgid "Standby Import Worker Count" msgstr "备用导入工作进程数量" #: /Editor/Src/EditorSettings.cpp:239 msgid "Game Object Naming Digits" msgstr "游戏对象命名数字" #: /Editor/Src/Undo/FileChangeUndo.cpp:120 msgid "PrefabGUID" msgstr "PrefabGUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3553 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1110 msgid "UI Status Bar Hidden" msgstr "UI 状态栏隐藏" #: /Runtime/Shaders/ComputeShaderStructs.cpp:122 msgid "Global Keywords" msgstr "全局关键字" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:812 msgid "Texture Import Instructions" msgstr "纹理导入说明" #: /Runtime/Shaders/SerializedShaderData.h:1111 msgid "Offset Units" msgstr "偏移单位" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3559 msgid "AppleTV Splash Screen" msgstr "AppleTV 启动画面" #: /Editor/Src/SceneObjectIdentifier.h:50 msgid "Target Prefab" msgstr "目标预制件" #: /Runtime/Graphics/Mesh/VertexData.h:126 msgid "Stream" msgstr "流" #: /Runtime/Shaders/GpuPrograms/GpuProgramManager.cpp:1314 msgid "Errors" msgstr "错误" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:125 msgid "Name Hash" msgstr "名称哈希" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4130 msgid "Lumin Version" msgstr "Lumin 版本" #: /Runtime/Graphics/Mesh/CompressedMesh.h:159 msgid "Normal Signs" msgstr "法线符号" #: /Editor/Src/Animation/BlendTree.h:37 msgid "Direct Blend Parameter" msgstr "直接混合参数" #: /Runtime/Misc/PlayerSettings.cpp:796 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1131 msgid "Use Flip Model Swapchain" msgstr "使用翻转模型交换链" #: /Runtime/Shaders/NameToObjectMap.h:144 msgid "Object To Name" msgstr "对象到名称" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:76 msgid "Organization Name" msgstr "组织名称" #: /Editor/Src/LightmappingAnalyticsData.h:251 msgid "Total Triangle Count" msgstr "三角形总数" #: /Editor/Src/Collab/REST/CollabHandler.h:27 msgid "Comment" msgstr "注释" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:86 msgid "Cube Mode" msgstr "立方体模式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:162 Editor/Mono/ImportSettings/TextureImporterInspector.cs:974 msgid "Flipbook Rows" msgstr "Flipbook 行" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:287 msgid "Lightmapped Renderer Data" msgstr "光照贴图渲染器数据" #: /Runtime/Graphics/Mesh/VertexData.cpp:325 msgid "Current Channels" msgstr "当前通道" #: /Runtime/Graphics/SpriteFrame.cpp:174 msgid "Atlas Tags" msgstr "图集标记" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3622 msgid "IOS Manual Signing Provisioning Profile Type" msgstr "IOS 手动签名配置文件类型" #: /Editor/Src/EditorUserBuildSettings.cpp:287 msgid "Remote Device Address" msgstr "远程设备地址" #: /Runtime/Shaders/ComputeShaderStructs.cpp:196 msgid "Never Use DxcAP Is" msgstr "从不使用 DxcAP Is" #: /Runtime/Math/AnimationCurve.h:304 msgid "In Slope" msgstr "输入斜率" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:178 msgid "Apply Gamma Decoding" msgstr "应用伽马解码" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:95 Packages/com.unity.visualeffectgraph/Editor/Utilities/VectorFieldImporter/Editor/VectorFieldImporterEditor.cs:57 msgid "Aniso Level" msgstr "各向异性级别" #: /Runtime/Graphics/CustomRenderTexture.cpp:715 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:27 msgid "Update Zones" msgstr "更新区域" #: /Editor/Src/Collab/REST/CollabHandler.h:80 msgid "Success" msgstr "成功" #: /Editor/Src/EditorUserSettings.cpp:255 msgid "Config Settings" msgstr "配置设置" #: /Editor/Src/EditorSettings.cpp:234 Editor/Mono/Inspector/EditorSettingsInspector.cs:998 msgid "Enter Play Mode Options Enabled" msgstr "已启用进入播放模式选项" #: /Editor/Src/Undo/UndoBase.cpp:202 msgid "Register Undo Makes Scene Dirty" msgstr "注册撤消使场景变脏" #: /Runtime/Graphics/Mesh/MeshTypes.h:54 msgid "Bone Weights4" msgstr "骨骼 Weights4" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3602 msgid "MacOSURL Schemes" msgstr "MacOSURL 方案" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:51 Editor/Mono/Prefabs/PrefabFamilyPopup.cs:83 msgid "Root" msgstr "根" #: /Editor/Src/Collab/CollabSettingsManager.h:16 msgid "In Progress Enabled" msgstr "已启用“正在进行”" #: /Runtime/Input/InputAxis.h:152 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:194 msgid "Snap" msgstr "捕捉" #: /Runtime/Misc/PlayerSettings.cpp:681 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2773 msgid "Use On Demand Resources" msgstr "使用按需资源" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3519 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:286 msgid "I Phone Sdk Version" msgstr "I Phone Sdk 版本" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:8 msgid "Hierarchical Scene Data" msgstr "分层的场景数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3645 msgid "Use Custom Proguard File" msgstr "使用自定义 Proguard 文件" #: /Editor/Src/Animation/BlendTree.h:33 Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:252 msgid "Threshold" msgstr "阈值" #: /Runtime/Graphics/QualitySettings.cpp:680 msgid "Default Mobile Quality" msgstr "默认手机质量" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:108 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1290 msgid "Mip Map Fade Distance Start" msgstr "MIP 贴图交叉淡化距离起点" #: /Runtime/Misc/BuildSettings.cpp:163 msgid "EnabledVR Devices" msgstr "已启用 VR 设备" #: /Editor/Src/Animation/StateMachine.cpp:327 msgid "Speed Parameter Active" msgstr "速度参数活动" #: /Editor/Src/Undo/StructureUndoBase.cpp:72 msgid "Terrain Chunk DynamicUVST" msgstr "地形块 DynamicUVST" #: /Runtime/Shaders/SerializedShaderData.h:1105 msgid "Z Clip" msgstr "Z 剪辑" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3621 msgid "TvOS Manual Signing Provisioning ProfileID" msgstr "TvOS 手动签名配置文件 ID" #: /Runtime/PreloadManager/PreloadData.cpp:16 msgid "Explicit Data Layout" msgstr "显式数据布局" #: /Runtime/Graphics/LineBuilder.h:169 Editor/Mono/Inspector/LineRendererEditor.cs:35 msgid "Generate Lighting Data" msgstr "生成照明数据" #: /Runtime/Transform/RectTransform.cpp:200 msgid "Anchor Min" msgstr "锚点最小" #: /Editor/Src/EditorSettings.cpp:288 msgid "Cache Server Endpoint" msgstr "缓存服务器端点" #: /Editor/Src/AnnotationManager.cpp:462 Editor/Mono/Annotation/AnnotationWindow.cs:83 msgid "Fade Gizmos" msgstr "淡化小工具" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:49 msgid "Synced Layer Affects Timing" msgstr "同步图层将影响定时" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2564 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:30 msgid "Cast Shadows" msgstr "投射阴影" #: /Runtime/Graphics/QualitySettings.cpp:568 msgid "Shadow Cascade4Split" msgstr "阴影 Cascade4Split" #: /Runtime/Interfaces/IVirtualTexturingManager.cpp:113 msgid "Group Name" msgstr "组名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4085 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:430 msgid "Vcx Proj Default Language" msgstr "Vcx 项目默认语言" #: /Editor/Src/Undo/StructureUndoBase.cpp:75 msgid "Scene Handle" msgstr "场景控制柄" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3968 msgid "WebGL Memory Growth Mode" msgstr "WebGL 内存增长模式" #: /Runtime/Graphics/Mesh/VertexData.h:129 Editor/Mono/Inspector/RenderTextureEditor.cs:22 msgid "Dimension" msgstr "维度" #: /Editor/Src/BuildPipeline/BuildSerialization.h:125 msgid "Scene Path Names" msgstr "场景路径名称" #: /Runtime/Camera/OcclusionCullingSettings.cpp:117 msgid "Portals" msgstr "门户" #: /Editor/Src/Animation/Transition.cpp:32 msgid "Conditions" msgstr "条件" #: /Editor/Src/LightmappingAnalyticsData.h:125 Editor/Mono/Inspector/LightingSettingsEditor.cs:226 msgid "Indirect Samples" msgstr "间接示例" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3580 msgid "IOS Launch Screeni Pad Size" msgstr "IOS 启动屏幕 iPad 尺寸" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:50 msgid "Current Packing Hash" msgstr "当前打包哈希" #: /Editor/Src/Animation/BlendTree.cpp:77 msgid "Max Threshold" msgstr "最大阈值" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2573 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:37 msgid "Wind Quality" msgstr "风的质量" #: /Runtime/Graphics/Mesh/MeshRenderer.cpp:65 msgid "Additional Vertex Streams" msgstr "附加顶点流" #: /Runtime/Shaders/SerializedShaderData.h:966 msgid "Blend Op Alpha" msgstr "混合操作 Alpha" #: /Editor/Src/EditorUserBuildSettings.cpp:200 msgid "Install In Build Folder" msgstr "在生成文件夹中安装" #: /Runtime/Camera/ShadowSettings.h:40 Editor/Mono/Inspector/LightEditor.cs:89 msgid "Normal Bias" msgstr "法线偏离" #: /Runtime/Geometry/Plane.h:28 [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:306 msgid "Plane" msgstr "平面" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:41 msgid "Behaviours" msgstr "行为" #: /Runtime/Misc/PlayerSettings.cpp:677 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1072 msgid "Default Screen Orientation" msgstr "默认屏幕方向*" #: /Runtime/Graphics/LightingSettings.cpp:120 Editor/Mono/Inspector/LightingSettingsEditor.cs:535 msgid "Final Gather Filtering" msgstr "最终聚集过滤" #: /Runtime/Misc/PlayerSettings.cpp:1121 msgid "Virtual Texturing Support Enabled" msgstr "已启用虚拟纹理支持" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3572 msgid "IOS Launch Screen Background Color" msgstr "IOS 启动屏幕背景颜色" #: /Runtime/Math/Color.h:426 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:112 msgid "R" msgstr "R" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:31 msgid "Logged In" msgstr "已登录" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3668 msgid "Android Use Custom Keystore" msgstr "Android 使用自定义密钥库" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:176 msgid "Ignore Png Gamma" msgstr "忽略 PNG Gamma" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:291 msgid "Enlighten Scene Mapping RendererI Ds" msgstr "Enlighten 场景贴图渲染 Ds" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3721 msgid "Log ObjC Uncaught Exceptions" msgstr "记录 ObjC 未捕获的异常" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:117 msgid "Tangent" msgstr "切线" #: /Runtime/Misc/PlayerSettings.cpp:1029 msgid "Hmi Loading Image" msgstr "Hmi 加载图像" #: /Runtime/BaseClasses/GameObject.cpp:1143 msgid "Nav Mesh Layer" msgstr "导航网格层" #: /Runtime/Camera/LightProbes.cpp:40 msgid "Tetrahedralization" msgstr "四面体化" #: /Runtime/Mono/MonoScript.cpp:283 msgid "Class Name" msgstr "类名称" #: /Runtime/Misc/PlayerSettings.h:36 msgid "Enable360Stereo Capture" msgstr "启用 360 度全景捕获" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:118 Editor/Mono/ImportSettings/TextureImporterInspector.cs:234 msgid "Flip Green Channel" msgstr "翻转绿色通道" #: /Runtime/Misc/PlayerSettings.cpp:54 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:262 msgid "Duration" msgstr "持续时间" #: /Runtime/Camera/RenderSettings.cpp:490 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:14 msgid "Spot Cookie" msgstr "聚光灯剪影" #: /Runtime/Input/TimeManager.cpp:646 msgid "Maximum Timestep" msgstr "最大时间步进" #: /Editor/Src/EditorSettings.cpp:226 Editor/Mono/Inspector/EditorSettingsInspector.cs:75 msgid "Enable Texture Streaming In Edit Mode" msgstr "在编辑模式下启用纹理流式加载" #: /Runtime/Transform/Transform.cpp:1525 msgid "Local Position" msgstr "局部位置" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:104 msgid "Fade Out" msgstr "淡出" #: /Editor/Src/EditorUserBuildSettings.cpp:171 msgid "Active Build Platform Group Name" msgstr "活动生成平台组名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3946 msgid "WebGL Exception Support" msgstr "WebGL 异常支持" #: /Runtime/Shaders/Material.cpp:289 msgid "Custom Render Queue" msgstr "自定义渲染队列" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3624 msgid "Apple Enable Automatic Signing" msgstr "Apple 启用自动签名" #: /Runtime/2D/Common/SpriteRenderData.cpp:382 msgid "Pos" msgstr "位置" #: /Runtime/Shaders/ShaderLivelinkCommon.h:65 msgid "Sub Shader Index" msgstr "子着色器索引" #: /Runtime/Camera/ReflectionProbes.cpp:69 Editor/Mono/Inspector/CameraEditor.cs:45 msgid "HDR" msgstr "HDR" #: /Editor/Src/EditorSettings.cpp:290 msgid "Cache Server Enable Download" msgstr "缓存服务器启用下载" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:56 msgid "Sprite Atlas Editor Data" msgstr "Sprite 图集编辑器数据" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:174 msgid "Compression Quality Set" msgstr "压缩质量集" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:109 msgid "Full Weights" msgstr "全高" #: /Runtime/Graphics/CustomRenderTexture.h:240 msgid "Pass Index" msgstr "通路索引" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:461 msgid "Has Errors" msgstr "有错误" #: /Runtime/Input/InputAxis.h:134 msgid "Descriptive Negative Name" msgstr "描述负向名称" #: /Runtime/Graphics/Texture2D.cpp:1406 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1032 msgid "Streaming Mipmaps Priority" msgstr "流式 Mipmaps 优先级" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3663 msgid "AndroidTV Compatibility" msgstr "AndroidTV 兼容性" #: /Runtime/BaseClasses/GameObject.cpp:1462 msgid "Game Object" msgstr "游戏对象" #: /Runtime/Shaders/SerializedShaderData.h:1828 msgid "Keyword Names" msgstr "关键字名称" #: /Editor/Src/LightmappingAnalyticsData.h:261 msgid "Baked Light Count" msgstr "烘焙光源数量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3720 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1647 msgid "Enable Internal Profiler" msgstr "启用内部探查器" #: /Runtime/Shaders/ShaderLivelinkCommon.h:70 msgid "Only From Cache" msgstr "仅来自缓存" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:675 Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:486 msgid "Bind As Default" msgstr "默认绑定" #: /Runtime/Camera/Flare.cpp:75 msgid "Use Fog" msgstr "使用雾" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3601 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2798 msgid "IOSURL Schemes" msgstr "IOS URL 方案" #: /Runtime/Camera/GraphicsSettings.cpp:520 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:63 msgid "Depth Normals" msgstr "深度法线" #: /Runtime/Serialize/BuildUsageTags.h:88 msgid "Shader Include Instancing Variants" msgstr "着色器包含实例变体" #: /Runtime/Graphics/EnlightenSceneMapping.h:250 msgid "Systems" msgstr "系统" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:66 msgid "Atlas Rect Offset" msgstr "图集 Rect 偏移" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3727 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2757 msgid "Microphone Usage Description" msgstr "麦克风使用率描述" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3131 msgid "Sub Kind" msgstr "子类" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3683 msgid "Android App Bundle Size To Validate" msgstr "要验证的 Android 应用程序资源包大小" #: /Runtime/Graphics/Mesh/Mesh.cpp:789 msgid "Root Bone Name Hash" msgstr "根骨骼名称哈希" #: /Editor/Src/LightmapEditorSettings.cpp:148 Editor/Mono/Inspector/LightingSettingsEditor.cs:560 msgid "PVR Bounces" msgstr "PVR 反弹" #: /Runtime/Graphics/Mesh/SubMesh.h:66 msgid "LocalAABB" msgstr "LocalAABB" #: /Runtime/Mono/MonoScript.cpp:274 msgid "Default References" msgstr "默认引用" #: /Runtime/Graphics/Renderer.cpp:789 msgid "AutoUV Max Distance" msgstr "AutoUV 最大距离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3560 msgid "AppleTV Splash Screen2x" msgstr "AppleTV 启动画面2x" #: /Runtime/Shaders/ComputeShaderStructs.cpp:64 msgid "Builtin Samplers" msgstr "内置采样器" #: /Runtime/Graphics/QualitySettings.cpp:618 msgid "Sync ToVBL" msgstr "同步 ToVBL" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:68 msgid "Parameter Name" msgstr "参数名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3239 msgid "Model Folder Path" msgstr "模型文件夹路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3562 msgid "TvOS Small Icon Layers2x" msgstr "TvOS 小图标 Layers2x" #: /Editor/Src/LightmapEditorSettings.cpp:136 Editor/Mono/SettingsWindow/LightingEditor.cs:221 msgid "Reflection Compression" msgstr "反射压缩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3695 msgid "Default Shader Chunk Count" msgstr "默认着色器块数" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:204 msgid "Cached Data" msgstr "缓存的数据" #: /Runtime/Shaders/SerializedShaderData.h:690 msgid "Original Index" msgstr "原始索引" #: /Runtime/Shaders/SerializedShaderData.h:1826 msgid "Prop Info" msgstr "属性信息" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2612 msgid "Material Version" msgstr "材质版本" #: /Editor/Src/InspectorExpandedState.cpp:188 msgid "Script Class" msgstr "脚本类" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3962 msgid "WebGL Linker Target" msgstr "WebGL 链接器目标" #: /Runtime/Misc/PlayerSettings.cpp:701 msgid "Default Screen Width Web" msgstr "默认屏幕宽度(Web)" #: /Editor/Src/LightmapEditorSettings.cpp:146 msgid "PVR Direct Sample Count" msgstr "PVR 直接样品数" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2586 msgid "Best Wind Quality" msgstr "最佳风质量" #: /Runtime/Camera/RenderSettings.cpp:471 Editor/Mono/SettingsWindow/FogEditor.cs:58 msgid "Fog Mode" msgstr "雾模式" #: /Runtime/Math/Rect.h:235 msgid "Xmin" msgstr "Xmin" #: /Runtime/Graphics/RenderTexture.h:397 msgid "SRGB" msgstr "SRGB" #: /Runtime/2D/Common/SpriteTypes.h:99 msgid "Parent Id" msgstr "父 Id" #: /Runtime/Camera/RenderSettings.cpp:473 Editor/Mono/SettingsWindow/FogEditor.cs:66 msgid "Linear Fog Start" msgstr "线性雾开始" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:861 msgid "Sprite Sheet" msgstr "Sprite 表单" #: /Editor/Src/AnnotationManager.cpp:464 msgid "Show Grid" msgstr "显示网格" #: /Runtime/Graphics/SpriteFrame.cpp:241 msgid "RD" msgstr "RD" #: /Runtime/Shaders/SerializedShaderData.h:1661 msgid "Flags" msgstr "标志" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3648 msgid "Android Target Architectures" msgstr "Android 目标架构" #: /Runtime/Graphics/EnlightenSceneMapping.h:224 msgid "Atlas OffsetX" msgstr "图集偏移 X" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:193 msgid "Splash Screen Background Animation Zoom" msgstr "启动画面背景动画缩放" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:126 msgid "Frame Index" msgstr "帧索引" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3186 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:160 msgid "Graphics Jobs" msgstr "图形作业" #: /Runtime/Shaders/SerializedShaderData.h:1521 msgid "Package Requirements" msgstr "包要求" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:79 msgid "Coppa Lock" msgstr "儿童网络隐私锁" #: /Runtime/Shaders/SerializedShaderData.h:786 Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:606 msgid "Parameters" msgstr "参数" #: /Editor/Src/Animation/Transition.cpp:33 msgid "Dst State Machine" msgstr "目标状态机" #: /Runtime/Graphics/QualitySettings.cpp:598 msgid "Async Upload Buffer Size" msgstr "异步上传缓冲大小" #: /Editor/Src/Undo/UndoBase.cpp:201 msgid "Is Finalized" msgstr "已完成" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:66 msgid "Define Symbols" msgstr "定义符号" #: /Editor/Src/EditorExtensionImpl.cpp:59 msgid "Data Template" msgstr "数据模板" #: /Runtime/Misc/PlayerSettings.cpp:1018 msgid "Organization Id" msgstr "组织 Id" #: /Runtime/Shaders/SerializedShaderData.h:918 Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:25 msgid "Fail" msgstr "失败" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3686 msgid "Build Target Platform Icons" msgstr "生成目标平台图标" #: /Runtime/Graphics/LightingSettings.cpp:73 msgid "Enable Baked Lightmaps" msgstr "启用烘焙光照贴图" #: /Runtime/Misc/PlayerSettings.cpp:941 msgid "Resolution Scaling Mode" msgstr "分辨率缩放模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3552 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1106 msgid "UI Requires Full Screen" msgstr "UI 要求全屏" #: /Runtime/Input/InputAxis.h:158 msgid "Joy Num" msgstr "操作杆编号" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:319 msgid "Asset Path" msgstr "资产路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3689 msgid "Build Target Shader Settings" msgstr "生成目标着色器设置" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:35 msgid "Last Error Msg" msgstr "最后的错误消息" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3674 msgid "Android Banners" msgstr "Android 横幅" #: /Runtime/Shaders/Shader.cpp:2333 msgid "Shader Is Baked" msgstr "着色器已烘焙" #: /Editor/Src/Animation/BlendTree.h:42 Editor/Mono/Inspector/TextureInspector.cs:88 msgid "Mirror" msgstr "镜像" #: /Runtime/BaseClasses/EditorExtension.cpp:70 msgid "Corresponding Object From Source" msgstr "源中的相应对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3662 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1101 msgid "Android Build Apk Per Cpu Architecture" msgstr "依据 Cpu 架构的 Android Build Apk" #: /Runtime/Shaders/ComputeShaderStructs.cpp:165 msgid "Resources Resolved" msgstr "资源已解析" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:328 msgid "Baked Skybox Probe Cubemaps" msgstr "烘焙天空盒探测器立方体贴图" #: /Runtime/Math/AnimationCurve.h:43 msgid "Keyframe" msgstr "关键帧" #: /Editor/Src/Collab/Requests/SubmitRequest.h:55 msgid "Transaction Id" msgstr "事务 Id" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:134 msgid "Seamless Cubemap" msgstr "无缝立方体贴图" #: /Runtime/Graphics/QualitySettings.cpp:597 msgid "Async Upload Time Slice" msgstr "异步上传时间切片" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4127 msgid "Lumin Cert" msgstr "Lumin 证书" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:72 msgid "Project Id" msgstr "项目 ID" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:116 Editor/Mono/Inspector/PropertyEditor.cs:571 msgid "Normal" msgstr "标准" #: /Editor/Src/Undo/ImporterChangeUndo.h:62 msgid "Importer Id" msgstr "导入器 ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3692 msgid "Build Target GraphicsAP Is" msgstr "生成目标 GraphicsAP 是" #: /Runtime/Misc/BuildSettings.cpp:176 msgid "Enable Dynamic Batching" msgstr "启用动态批处理" #: /Runtime/Math/Color.h:429 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:115 msgid "A" msgstr "A" #: /Editor/Src/LightmappingAnalyticsData.h:242 msgid "Occupied Texels" msgstr "占用的纹素" #: /Runtime/Shaders/UnityPropertySheet.cpp:433 msgid "Unity Property Sheet" msgstr "Unity 属性表" #: /Runtime/Shaders/ComputeShaderStructs.cpp:124 msgid "Local Keywords" msgstr "本地关键字" #: /Runtime/Misc/PlayerSettings.cpp:750 msgid "Allowed Autorotate To Portrait" msgstr "允许自动旋转切换为竖屏" #: /Runtime/Graphics/QualitySettings.cpp:599 msgid "Async Upload Persistent Buffer" msgstr "异步上传持久缓冲区" #: /Runtime/Scripting/ManagedReference/ManagedObjectHostTransferRedirect.h:336 msgid "CLASS_" msgstr "CLASS_" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:40 Editor/Mono/Inspector/LODGroupGUI.cs:82 msgid "Vertices" msgstr "顶点" #: /Editor/Src/EditorUserSettings.cpp:310 msgid "VC Allow Async Update" msgstr "VC 允许异步更新" #: /Runtime/2D/Sorting/SortingGroup.cpp:118 Editor/Mono/Inspector/CanvasEditor.cs:166 msgid "Sorting Order" msgstr "排序顺序" #: /Editor/Src/Animation/BlendTree.cpp:76 msgid "Min Threshold" msgstr "最小阈值" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3969 msgid "WebGL Memory Linear Growth Step" msgstr "WebGL 内存线性增长步长" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3932 msgid "Splash Screen Background Source Portrait" msgstr "启动画面纵向背景源" #: /Editor/Src/LightmappingAnalyticsData.h:249 msgid "Contributing Instance Count" msgstr "贡献实例数量" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:99 msgid "Has Tangents" msgstr "有切线" #: /Runtime/Camera/GraphicsSettings.cpp:369 msgid "Use Dither Mask For Alpha Blended Shadows" msgstr "使用抖动遮罩进行 Alpha 混合阴影" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3566 msgid "TvOS Top Shelf Image Layers2x" msgstr "TvOS 顶架图像 Layers2x" #: /Editor/Src/EditorUserBuildSettings.cpp:196 msgid "Connect Profiler" msgstr "连接探查器" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:36 msgid "Human Mask" msgstr "人遮罩" #: /Editor/Src/LightmappingAnalyticsData.h:91 Editor/Mono/Inspector/LightingSettingsEditor.cs:214 msgid "Ambient Occlusion" msgstr "环境光遮蔽" #: /Runtime/Misc/PlayerSettings.cpp:791 msgid "Submit Analytics" msgstr "提交分析" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3636 msgid "Template Default Scene" msgstr "模板默认场景" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:29 msgid "Ready" msgstr "就绪" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:28 msgid "Original Name" msgstr "原始名称" #: /Editor/Src/Animation/AnimatorControllerLayer.h:64 msgid "State Machine Behaviours" msgstr "状态机行为" #: /Runtime/Camera/GraphicsSettings.cpp:540 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:330 msgid "Preloaded Shaders" msgstr "已预加载着色器" #: /Runtime/Shaders/ComputeShaderStructs.cpp:191 msgid "Kernels" msgstr "内核" #: /Runtime/Misc/PlayerSettings.cpp:674 msgid "Android Enable Sustained Performance Mode" msgstr "Android 启用持续性能模式" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:11 [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:83 msgid "Sprite Atlas" msgstr "Sprite 图集" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:89 msgid "AndroidETC2Fallback Downscale" msgstr "AndroidETC2Fallback 缩放" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:138 msgid "Primary Org" msgstr "主要组织" #: /Runtime/Graphics/CustomRenderTexture.cpp:711 Editor/Mono/Inspector/AnimatorInspector.cs:31 msgid "Update Mode" msgstr "更新模式" #: /Runtime/BaseClasses/EditorExtension.cpp:65 msgid "Prefab Parent Object" msgstr "预制件父对象" #: /Runtime/Shaders/SerializedShaderData.h:738 msgid "Vector Params" msgstr "矢量参数" #: /Runtime/Input/InputManager.cpp:314 msgid "This Frame Key Up" msgstr "此帧按键抬起" #: /Runtime/Graphics/LightingSettings.cpp:123 Editor/Mono/Inspector/LightingSettingsEditor.cs:548 msgid "PVR Culling" msgstr "PVR 剔除" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:184 msgid "Packing Parameters" msgstr "打包参数" #: /Runtime/Camera/OcclusionArea.cpp:52 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:164 msgid "Is View Volume" msgstr "是视野体" #: /Runtime/Transform/RectTransform.cpp:203 msgid "Size Delta" msgstr "大小增量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3664 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1163 msgid "Android Is Game" msgstr "Android 是游戏" #: /Runtime/Graphics/LOD/LODGroup.cpp:422 msgid "Screen Relative Height" msgstr "屏幕相对高度" #: /Editor/Src/LightmappingAnalyticsData.h:264 msgid "Cookie Light Count" msgstr "剪影 (Cookie) 光源数量" #: /Editor/Src/LightmappingAnalyticsData.h:273 msgid "Contributing Light Probe Lit Instance Count" msgstr "贡献光照探针光照实例数量" #: /Runtime/Camera/RenderSettings.cpp:476 msgid "Ambient Sky Color" msgstr "环境天空颜色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3145 msgid "Icons" msgstr "图标" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3218 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:384 msgid "Content Type" msgstr "内容类型" #: /Editor/Src/EditorUserSettings.cpp:308 msgid "VC Hierarchy Overlay Icons" msgstr "VC 层级视图覆盖图标" #: /Editor/Src/LightmappingAnalyticsData.h:127 msgid "Prioritize View" msgstr "为视图设置优先级" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4310 msgid "I Phone Bundle Identifier" msgstr "I Phone Bundle 标识符" #: /Runtime/Graphics/CubemapArrayTexture.cpp:573 msgid "Cubemap Count" msgstr "立方体贴图数目" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:288 msgid "Lightmapped Renderer DataI Ds" msgstr "光照贴图渲染器数据 Ds" #: /Runtime/Misc/PlayerSettings.cpp:699 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:109 msgid "Default Screen Width" msgstr "默认屏幕宽度" #: /Runtime/Camera/GraphicsSettings.cpp:497 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:219 msgid "Lightmap Keep Dir Combined" msgstr "光照贴图保持 Dir 组合" #: /Runtime/Misc/PlayerSettings.cpp:704 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1824 msgid "Active Color Space" msgstr "活动色彩空间" #: /Runtime/Misc/PlayerSettings.cpp:841 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1886 msgid "Metal Framebuffer Only" msgstr "仅金属 Framebuffer" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:573 msgid "Shader Variant Collection" msgstr "着色器变体集" #: /Runtime/Graphics/Mesh/MeshRenderer.cpp:68 msgid "Enlighten Vertex Stream" msgstr "Enlighten 顶点流" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3513 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3167 msgid "Strip Unused Mesh Components" msgstr "剥离未使用的网格组件" #: /Runtime/Graphics/SpriteFrame.cpp:159 msgid "Rect" msgstr "矩形" #: /Editor/Src/LightmappingAnalyticsData.h:111 Editor/Mono/Inspector/AudioReverbZoneEditor.cs:74 msgid "Max Distance" msgstr "最大距离" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:49 Editor/Mono/Inspector/GameObjectInspector.cs:32 msgid "Tag" msgstr "标签" #: /Editor/Src/Collab/REST/CollabHandler.h:44 msgid "Discard Local Changes" msgstr "放弃本地更改" #: /Runtime/Camera/GraphicsSettings.cpp:363 msgid "UseHDR" msgstr "UseHDR" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:29 msgid "Packed Sprites" msgstr "打包的 Sprites" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3177 msgid "Max Chunks" msgstr "最大块数" #: /Runtime/Input/InputManager.cpp:309 msgid "Axes" msgstr "轴线" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:30 msgid "Asset Store Ref" msgstr "资产商店参考" #: /Runtime/Shaders/Material.cpp:328 msgid "String Tag Map" msgstr "字符串标签映射" #: /Runtime/Misc/PlayerSettings.cpp:773 msgid "Android Default Window Width" msgstr "Android 默认窗口宽度" #: /Runtime/Misc/PlayerSettings.cpp:797 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1124 msgid "Resizable Window" msgstr "可调整大小的窗口" #: /Runtime/Misc/BuildSettings.cpp:165 msgid "HasPRO Version" msgstr "有专业版" #: /Runtime/Graphics/Texture2D.cpp:1417 msgid "Texture Dimension" msgstr "纹理尺寸" #: /Runtime/Input/InputManager.cpp:312 msgid "Current Key State" msgstr "当前关键状态" #: /Runtime/Transform/Transform.cpp:1852 Editor/Mono/Inspector/AvatarMaskInspector.cs:177 msgid "Transform" msgstr "转换" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:531 msgid "Ray Tracing Shader Resource" msgstr "射线追踪着色器资源" #: /Editor/Src/Animation/BlendTree.cpp:73 msgid "Childs" msgstr "子对象" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:47 msgid "End RevisionID" msgstr "结束 RevisionID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3681 msgid "Android Validate App Bundle Size" msgstr "Android 验证应用程序资源包大小" #: /Runtime/Graphics/CustomRenderTexture.cpp:708 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:294 msgid "Init Material" msgstr "初始材质" #: /Editor/Src/LightmappingAnalyticsData.h:262 msgid "Mixed Light Count" msgstr "混合光源数量" #: /Runtime/BaseClasses/PPtr.h:385 msgid "FileID" msgstr "FileID" #: /Runtime/Misc/PlayerSettings.cpp:893 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3114 msgid "Preloaded Assets" msgstr "预加载资产" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3577 msgid "IOS Launch Screeni Pad Image" msgstr "IOS 启动屏幕 iPad 图像" #: /Editor/Src/EditorUserBuildSettings.cpp:270 msgid "SelectedWSA Build And Run Deploy Target" msgstr "SelectedWSA 生成并运行部署目标" #: /Runtime/Shaders/SerializedShaderData.h:1547 msgid "Default Name" msgstr "默认名称" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:297 msgid "Baked Reflection Probes" msgstr "烘焙反射探测器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3507 msgid "Force Internet Permission" msgstr "强制互联网权限" #: /Runtime/Misc/ResourceManager.cpp:1907 msgid "Dependent Assets" msgstr "依赖资产" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:295 msgid "Baked Reflection Probe Cubemap Cache Files" msgstr "烘焙反射探测器立方体贴图缓存文件" #: /Editor/Src/Animation/StateMachine.cpp:787 msgid "Ordered Transitions" msgstr "有序过渡" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:27 msgid "Path Name" msgstr "路径名称" #: /Runtime/BaseClasses/GameObject.cpp:1151 msgid "Is Static" msgstr "是静态的" #: /Runtime/BaseClasses/GameObject.cpp:1071 [MenuItem]Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:66 msgid "Component" msgstr "组件" #: /Runtime/2D/Sorting/SortingGroup.cpp:116 msgid "Sorting LayerID" msgstr "排序 LayerID" #: /Editor/Src/Undo/StructureUndoBase.cpp:34 msgid "Buffer" msgstr "缓冲区" #: /Runtime/Graphics/QualitySettings.cpp:584 msgid "Lod Bias" msgstr "Lod 偏离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3710 msgid "Build Target Group Load Store Debug Mode Settings" msgstr "生成目标组加载存储调试模式设置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4052 msgid "Metro Certificate Subject" msgstr "Metro 证书主题" #: /Runtime/Graphics/Texture2D.cpp:1420 msgid "Color Space" msgstr "颜色空间" #: /Runtime/Camera/GraphicsSettings.cpp:501 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:223 msgid "Lightmap Keep Subtractive" msgstr "光照贴图保持弱色化" #: /Runtime/Shaders/SerializedShaderData.h:707 msgid "Vector Members" msgstr "矢量成员" #: /Runtime/Serialize/SerializationMetaFlags.h:9 msgid "Varname" msgstr "Varname" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:875 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1081 msgid "PSD Remove Matte" msgstr "PSD 移除遮罩" #: /Editor/Src/Undo/SelectionUndo.cpp:138 msgid "Post Edit Selection" msgstr "后期编辑选择" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3707 msgid "Build Target GroupHDR Cubemap Encoding Quality" msgstr "生成目标组 HDR 立方体贴图编码质量" #: /Runtime/Graphics/RenderTexture.h:400 Editor/Mono/Inspector/RenderTextureEditor.cs:21 msgid "Enable Compatible Format" msgstr "启用兼容格式" #: /Editor/Src/Collab/REST/CollabHandler.h:42 msgid "Revision Id" msgstr "修订 Id" #: /Runtime/2D/Common/SpriteTypes.h:94 msgid "Guid" msgstr "Guid" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4147 msgid "Hmi Log Startup Timing" msgstr "Hmi 日志启动时间" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3248 msgid "Sign Package" msgstr "签名包" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:40 msgid "Slopes" msgstr "斜度" #: /Runtime/Camera/RenderSettings.cpp:500 msgid "Ambient Probe" msgstr "环境探测器" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:316 msgid "RendererI Ds" msgstr "RendererI Ds" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3563 msgid "TvOS Large Icon Layers" msgstr "TvOS 大图标图层" #: /Editor/Src/BuildPipeline/BuildSerialization.h:120 msgid "Serialized Classes" msgstr "序列化类" #: /Runtime/Graphics/LightmapSettings.cpp:79 Editor/Mono/Inspector/RendererLightingSettings.cs:28 msgid "Light Probes" msgstr "光照探测器" #: /Runtime/Camera/LightBakingOutput.h:46 msgid "Probe Occlusion Light Index" msgstr "探测器遮挡光线指数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3483 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2401 msgid "Override Default Application Identifier" msgstr "覆盖默认应用程序标识符" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:177 msgid "Name File Id Table" msgstr "名称文件 ID 表" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3688 msgid "Build Target Batching" msgstr "生成目标批处理" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:21 msgid "Identifier" msgstr "标识符" #: /Runtime/Camera/RenderSettings.cpp:509 msgid "Indirect Specular Color" msgstr "间接高光颜色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3679 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:685 msgid "Android Minify Debug" msgstr "Android 缩小调试" #: /Runtime/Graphics/RenderTexture.h:387 Editor/Mono/Inspector/RenderTextureEditor.cs:19 msgid "Color Format" msgstr "颜色格式" #: /Runtime/Camera/RenderSettings.cpp:487 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:12 msgid "Flare Strength" msgstr "眩光强度" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:64 msgid "Texture Rect" msgstr "纹理矩形" #: /Runtime/Shaders/ComputeShaderStructs.cpp:24 msgid "Col Count" msgstr "颜色数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3503 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3134 msgid "Strip Engine Code" msgstr "剥离引擎代码" #: /Runtime/Camera/OcclusionCullingData.cpp:73 msgid "Size Renderers" msgstr "大小渲染器" #: /Editor/Src/LightmapEditorSettings.cpp:147 msgid "PVR Sample Count" msgstr "PVR 样本数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4060 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:751 msgid "Metro Tile Short Name" msgstr "Metro 磁贴简称" #: /Editor/Src/LightmapEditorSettings.cpp:117 msgid "Bake Resolution" msgstr "烘焙分辨率" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:68 msgid "Does Texture Contain Alpha" msgstr "纹理包含 Aplha 通道吗" #: /Editor/Src/Animation/StateMachine.cpp:785 msgid "Child State Machine" msgstr "子状态机" #: /Runtime/Camera/RenderSettings.cpp:523 msgid "Ambient Light" msgstr "环境光" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:28 Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:25 msgid "Resize Algorithm" msgstr "重设大小算法" #: /Runtime/Geometry/AABB.h:263 Editor/Mono/Inspector/RectTransformEditor.cs:38 msgid "Min" msgstr "最小" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:139 msgid "NPOT Scale" msgstr "NPOT 缩放" #: /Editor/Src/EditorSettings.cpp:205 msgid "Sprite Packer Mode" msgstr "Sprite 打包器模式" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:32 msgid "Work Offline" msgstr "离线工作" #: /Runtime/Camera/Flare.cpp:947 msgid "Fade Speed" msgstr "淡化速度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3947 msgid "WebGL Name Files As Hashes" msgstr "WebGL 将文件命名为哈希" #: /Editor/Src/EditorUserSettings.cpp:296 Editor/Mono/Inspector/EditorSettingsInspector.cs:28 msgid "Desired Import Worker Count" msgstr "所需的导入工作进程数量" #: /Editor/Src/EditorSettings.cpp:212 msgid "Etc Texture Normal Compressor" msgstr "Etc 纹理正常压缩器" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:30 msgid "Online" msgstr "在线" #: /Runtime/Camera/LightProbeProxyVolume.cpp:160 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:250 msgid "Bounding Box Size" msgstr "包围盒大小" #: /Runtime/Shaders/ShaderLivelinkCommon.h:95 msgid "Snippet Hash" msgstr "片段哈希" #: /Runtime/Misc/PlayerSettings.cpp:1142 msgid "Disable Old Input Manager Support" msgstr "禁用旧输入管理器支持" #: /Runtime/Camera/LightBakingOutput.h:47 msgid "Occlusion Mask Channel" msgstr "遮挡遮罩通道" #: /Runtime/Shaders/ComputeShaderStructs.cpp:190 msgid "Source File" msgstr "源文件" #: /Runtime/Math/Rect.h:238 msgid "Ymax" msgstr "Ymax" #: /Editor/Src/Prefabs/PropertyModification.h:99 msgid "Object Reference" msgstr "对象引用" #: /Runtime/Input/TimeManager.cpp:638 msgid "Capture Delta Time" msgstr "捕捉增量时间" #: /Runtime/Graphics/QualitySettings.cpp:552 msgid "Limit Bias" msgstr "限值偏离" #: /Editor/Src/Undo/StructureUndoBase.cpp:46 msgid "New State" msgstr "新状态" #: /Runtime/Shaders/Shader.cpp:2304 Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:125 msgid "Dependencies" msgstr "相关依赖" #: /Runtime/Camera/ShadowSettings.h:37 msgid "Custom Resolution" msgstr "自定义分辨率" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:318 msgid "Code" msgstr "代码" #: /Editor/Src/EditorUserBuildSettings.cpp:241 msgid "Override Max Texture Size" msgstr "覆盖最大纹理尺寸" #: /Runtime/Misc/PlayerSettings.cpp:959 msgid "Unity Forward Compatible Version" msgstr "Unity 向前兼容版本" #: /Runtime/Shaders/SerializedShaderData.h:1121 msgid "Fog Start" msgstr "雾起始" #: /Runtime/Graphics/LightingSettings.cpp:75 Editor/Mono/Inspector/LightingSettingsEditor.cs:198 msgid "Realtime Environment Lighting" msgstr "实时环境照明" #: /Editor/Src/EditorSettings.cpp:225 Editor/Mono/Inspector/EditorSettingsInspector.cs:640 msgid "Project Generation Root Namespace" msgstr "项目生成根命名空间" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:324 msgid "Includes Hash" msgstr "包括哈希" #: /Runtime/Scripting/ManagedReference/IManagedObjectHost.h:52 msgid "Foo" msgstr "Foo" #: /Runtime/Graphics/LineBuilder.h:167 Editor/Mono/Inspector/LineRendererEditor.cs:32 msgid "Texture Scale" msgstr "纹理缩放" #: /Runtime/Graphics/GISettings.h:102 msgid "Dynamic Env" msgstr "动态环境" #: /Editor/Src/Animation/StateMachine.cpp:784 msgid "States" msgstr "状态" #: /Runtime/Shaders/SerializedShaderData.h:1697 msgid "Props" msgstr "属性" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3700 msgid "Template Custom Tags" msgstr "模板自定义标签" #: /Runtime/Input/InputAxis.h:157 Modules/PhysicsEditor/ArticulationBodyEditor.cs:77 msgid "Axis" msgstr "轴" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:132 Editor/Mono/ImportSettings/TextureImporterInspector.cs:326 msgid "Generate Cubemap" msgstr "生成立方体贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4048 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:240 msgid "Metro Package Name" msgstr "Metro 包名称" #: /Runtime/Graphics/RenderTexture.h:448 msgid "Depth Format" msgstr "深度格式" #: /Runtime/Misc/BuildSettings.cpp:168 msgid "Is Educational Build" msgstr "是教育生成" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:41 msgid "Indices" msgstr "索引" #: /Runtime/Shaders/SerializedShaderData.h:743 msgid "Constant Buffer Bindings" msgstr "常量缓冲区绑定" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:181 msgid "Cookie Light Type" msgstr "剪影光源类型" #: /Runtime/Shaders/SerializedShaderData.h:1659 msgid "Attributes" msgstr "特性" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:86 msgid "Enable Alpha Dilation" msgstr "启用 Alpha 扩张" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:873 Editor/Mono/Inspector/RendererEditorBase.cs:357 msgid "Skinned Motion Vectors" msgstr "蒙皮运动矢量" #: /Runtime/Graphics/Mesh/CompressedMesh.h:164 msgid "UV Info" msgstr "UV 信息" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:392 msgid "Has Fixed Function Shaders" msgstr "有固定函数着色器" #: /Runtime/Camera/GraphicsSettings.cpp:366 msgid "Use Cascaded Shadow Maps" msgstr "使用级联阴影贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3696 msgid "OpenGL RequireES31" msgstr "OpenGL RequireES31" #: /Runtime/Graphics/QualitySettings.cpp:551 msgid "Limit Bias Mode" msgstr "限值偏离模式" #: /Runtime/Misc/PlayerSettings.cpp:757 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1151 msgid "Disable Depth And Stencil Buffers" msgstr "禁用深度与模板缓冲" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:327 msgid "Force Sync Compilation" msgstr "强制同步编译" #: /Runtime/Shaders/Shader.cpp:2272 msgid "Offsets" msgstr "偏移" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:434 msgid "Multisampled" msgstr "多重采样" #: /Runtime/Camera/GraphicsSettings.cpp:498 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:220 msgid "Lightmap Keep Dynamic Plain" msgstr "光照贴图保持动态无格式" #: /Editor/Src/Undo/SelectionUndo.cpp:137 msgid "Post Edit Active" msgstr "后期编辑激活" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3661 msgid "Android Enable Armv9Security Features" msgstr "Android 启用 Armv9Security 功能" #: /Runtime/Input/TimeManager.cpp:631 msgid "First Frame After Pause" msgstr "暂停后首帧" #: /Editor/Src/EditorUserSettings.cpp:272 msgid "VC Automatic Add" msgstr "VC 自动添加" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3644 msgid "Use Custom Gradle Settings Template" msgstr "使用自定义 Gradle 设置模板" #: /Runtime/Graphics/EnlightenSceneMapping.h:251 msgid "Probesets" msgstr "Probesets" #: /Runtime/Graphics/CustomRenderTexture.h:238 msgid "Update Zone Size" msgstr "更新区域大小" #: /Runtime/Graphics/LOD/LODGroup.cpp:395 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:233 msgid "Animate Cross Fading" msgstr "动画交叉淡化" #: /Runtime/Graphics/LineBuilder.h:185 Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:53 msgid "Start Color" msgstr "起始颜色" #: /Runtime/Graphics/TrailRenderer.cpp:607 Editor/Mono/Inspector/TrailRendererEditor.cs:276 msgid "Time" msgstr "时间" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:36 Modules/QuickSearch/Editor/Table/ColumnEditor.cs:62 msgid "Path" msgstr "路径" #: /Runtime/Shaders/ComputeShaderStructs.cpp:49 msgid "Bind Point" msgstr "绑定点" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3886 msgid "Player Prefs Support" msgstr "玩家偏好设定支持" #: /Runtime/Shaders/Material.cpp:266 msgid "Invalid Keywords" msgstr "无效关键字" #: /Runtime/Mono/MonoBehaviour.cpp:64 msgid "Mono Behaviour" msgstr "Mono 行为" #: /Runtime/Camera/GraphicsSettings.cpp:614 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:201 msgid "Log When Shader Is Compiled" msgstr "编译着色器时记录" #: /Runtime/Graphics/QualitySettings.cpp:593 msgid "Streaming Mipmaps Max Level Reduction" msgstr "流式 Mipmaps 最大级别降低" #: /Runtime/Misc/PlayerSettings.cpp:1067 msgid "Target Gles Graphics" msgstr "目标 Gles 图形" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:106 msgid "Mip Maps Preserve Coverage" msgstr "Mip Maps 保留覆盖范围" #: /Runtime/Graphics/EnlightenSceneMapping.h:241 msgid "Atlas Size" msgstr "图集大小" #: /Runtime/Camera/LightProbes.cpp:41 msgid "Probe Sets" msgstr "探测器集" #: /Runtime/Shaders/Shader.cpp:2280 msgid "Compressed Blob" msgstr "已压缩的 Blob" #: /Editor/Src/ProjectVersion.cpp:147 msgid "Editor Version With Revision" msgstr "编辑器版本及修订版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3219 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:389 msgid "File Type" msgstr "文件类型" #: /Runtime/Graphics/Renderer.cpp:784 msgid "ImportantGI" msgstr "ImportantGI" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:24 msgid "Handle" msgstr "手柄" #: /Editor/Src/EditorSettings.cpp:244 msgid "Inspector UseIMGUI Default Inspector" msgstr "检查器 UseIMGUI 默认检查器" #: /Runtime/Shaders/ShaderLivelinkCommon.h:94 msgid "Name To Index" msgstr "索引名称" #: /Runtime/Graphics/Mesh/CompressedMesh.h:158 msgid "Weights" msgstr "权重" #: /Editor/Src/EditorExtensionImpl.cpp:35 msgid "Template Father" msgstr "父模板" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2583 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:27 msgid "Main Color" msgstr "主颜色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3569 msgid "IOS Launch Screen Type" msgstr "IOS 启动屏幕类型" #: /Runtime/Shaders/ComputeShaderStructs.cpp:78 msgid "Is Compiled" msgstr "已编译" #: /Runtime/Misc/PlayerSettings.cpp:775 msgid "Android Minimum Window Width" msgstr "Android 最小窗口宽度" #: /Runtime/Shaders/SerializedShaderData.h:730 msgid "Name Index" msgstr "名称索引" #: /Runtime/Shaders/SerializedShaderData.h:962 msgid "Dest Blend" msgstr "目标混合" #: /Runtime/Shaders/ComputeShaderStructs.cpp:125 msgid "Dynamic Keywords" msgstr "动态关键字" #: /Runtime/Shaders/ComputeShaderStructs.cpp:113 msgid "Variant Indices" msgstr "变体索引" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3579 msgid "IOS Launch Screeni Pad Fill Pct" msgstr "IOS 启动屏幕 iPad填充 Pct" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:97 msgid "Vertex Count" msgstr "顶点数" #: /Editor/Src/Undo/StructureUndoBase.cpp:71 msgid "Terrain DynamicUVST" msgstr "地形 DynamicUVST" #: /Editor/Src/LightmapEditorSettings.cpp:150 msgid "PVR Environment Reference Point Count" msgstr "PVR 环境参考点计数" #: /Editor/Src/Undo/StructureUndoBase.cpp:61 msgid "Is True" msgstr "是 True" #: /Runtime/Graphics/Mesh/CompressedMesh.h:128 Editor/Mono/Inspector/AnimationClipEditor.cs:47 msgid "Start" msgstr "起始" #: /Runtime/Graphics/LineBuilder.h:163 Editor/Mono/Inspector/LineRendererEditor.cs:465 msgid "Num Corner Vertices" msgstr "角顶点数量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4072 msgid "Metro Splash Screen Use Background Color" msgstr "Metro 启动画面使用背景颜色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3635 msgid "Template Package Id" msgstr "模板包 Id" #: /Editor/Src/BuildPipeline/BuildSerialization.h:98 msgid "Full Type Name" msgstr "完整类型名称" #: /Editor/Src/Undo/AssetUndo.cpp:120 msgid "Undo Name" msgstr "撤消名称" #: /Editor/Src/Animation/StateMachine.cpp:354 msgid "Speed Parameter" msgstr "速度参数" #: /Runtime/2D/Common/SpriteRenderData.cpp:384 msgid "Uv" msgstr "Uv" #: /Runtime/Math/AnimationCurve.h:318 msgid "In Weight" msgstr "在权重" #: /Runtime/Graphics/QualitySettings.cpp:560 msgid "Pixel Light Count" msgstr "像素光源数量" #: /Editor/Src/Animation/Transition.h:51 msgid "Condition Mode" msgstr "条件模式" #: /Runtime/Graphics/GISettings.h:77 Editor/Mono/Inspector/LightingSettingsEditor.cs:192 msgid "Albedo Boost" msgstr "强化反射率" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:198 msgid "Is AtlasV2" msgstr "是 AtlasV2" #: /Runtime/Math/Color.h:316 msgid "Rgba" msgstr "Rgba" #: /Runtime/Graphics/Mesh/Mesh.cpp:901 msgid "Index Buffer" msgstr "索引缓冲区" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:444 msgid "Constant Buffers Desc" msgstr "常量缓冲区描述" #: /Runtime/Graphics/LineBuilder.h:186 msgid "End Color" msgstr "结束颜色" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2584 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:216 msgid "Hue Variation" msgstr "色调变体" #: /Runtime/Misc/PlayerSettings.cpp:756 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1152 msgid "Preserve Framebuffer Alpha" msgstr "保持 Framebuffer Alpha" #: /Runtime/Graphics/Mesh/Mesh.cpp:915 msgid "Compressed Mesh" msgstr "压缩网格" #: /Runtime/Graphics/CustomRenderTexture.cpp:713 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:26 msgid "Update Zone Space" msgstr "更新区域空间" #: /Runtime/Camera/ReflectionProbes.cpp:62 Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:95 msgid "Far Clip" msgstr "远剪裁" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4064 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:777 msgid "Metro Wide Tile Show Name" msgstr "Metro 宽形磁贴显示名称" #: /Editor/Src/EditorUserBuildSettings.cpp:206 msgid "Force Installation" msgstr "强制安装" #: /Runtime/Graphics/Texture2D.cpp:1390 msgid "Mipmap Limit Group Name" msgstr "Mipmap 限值组名称" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:534 msgid "Ray Tracing Shader Reflection Data" msgstr "射线追踪着色器反射数据" #: /Runtime/Shaders/ShaderNameRegistry.cpp:209 msgid "Preload Shaders" msgstr "预加载着色器" #: /Runtime/Misc/PlayerSettings.cpp:706 Editor/Mono/Modules/DefaultPlayerSettingsEditorExtension.cs:125 msgid "MT Rendering" msgstr "MT 渲染" #: /Runtime/Camera/Flare.cpp:949 Editor/Mono/ImportSettings/TextureImporterInspector.cs:222 msgid "Directional" msgstr "定向" #: /Editor/Src/Animation/StateMachine.cpp:869 msgid "Any State Position" msgstr "任意状态位置" #: /Runtime/Serialize/BuildUsageTags.h:82 msgid "Shader Usage Keyword Names" msgstr "着色器使用情况关键字名称" #: /Runtime/Camera/Flare.h:72 msgid "Image Index" msgstr "图像索引" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:674 msgid "Is Prefab Variant" msgstr "是预制件变体" #: /Runtime/Shaders/SerializedShaderData.h:1124 Editor/Mono/SettingsWindow/FogEditor.cs:57 msgid "Fog Color" msgstr "雾颜色" #: /Runtime/Shaders/SerializedShaderData.h:1118 msgid "Stencil Write Mask" msgstr "模板写入遮罩" #: /Runtime/Misc/PlayerSettings.cpp:692 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:60 msgid "Cursor Hotspot" msgstr "光标热点" #: /Editor/Src/Prefabs/PrefabMerging.h:145 msgid "Removed Game Objects" msgstr "已删除游戏对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3685 msgid "Build Target Icons" msgstr "生成目标图标" #: /Runtime/Misc/PlayerSettings.cpp:1140 msgid "Enable Native Platform Backends For New Input System" msgstr "为新输入系统启用本机平台后端" #: /Runtime/Camera/RenderSettings.cpp:506 msgid "Generated Skybox Reflection" msgstr "生成天空盒反射" #: /Runtime/Transform/RectTransform.cpp:182 msgid "Local Rotation" msgstr "局部旋转" #: /Runtime/Shaders/SerializedShaderData.h:1112 msgid "Alpha To Mask" msgstr "Alpha 转遮罩" #: /Runtime/Shaders/RayTracingShader.cpp:85 Editor/Mono/Inspector/RayTracingShaderInspector.cs:178 msgid "Max Recursion Depth" msgstr "最大递归深度" #: /Editor/Src/Animation/AnimatorControllerLayer.h:43 Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:186 msgid "Motion" msgstr "运动" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:57 msgid "Mix Level" msgstr "混合级别" #: /Runtime/Graphics/EnlightenSceneMapping.h:214 Editor/Mono/Inspector/RendererLightingSettings.cs:57 msgid "Instance Hash" msgstr "实例哈希" #: /Runtime/Mono/MonoScript.cpp:260 msgid "Properties Hash" msgstr "属性哈希" #: /Runtime/Graphics/LightingSettings.cpp:95 msgid "AO" msgstr "AO" #: /Runtime/Shaders/SerializedShaderData.h:1835 msgid "Custom Editor For Render Pipelines" msgstr "渲染管线的自定义编辑器" #: /Editor/Src/LightmappingAnalyticsData.h:87 Editor/Mono/Inspector/LightingSettingsEditor.cs:209 msgid "Lightmap Resolution" msgstr "光照贴图分辨率" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:213 Editor/Mono/Inspector/SpriteRendererEditor.cs:33 msgid "Sprite" msgstr "精灵" #: /Runtime/Math/Color.h:428 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:114 msgid "B" msgstr "B" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:100 Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:56 msgid "Generate Mip Maps" msgstr "生成 Mip 贴图" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3722 msgid "Enable Crash ReportAPI" msgstr "启用崩溃 ReportAPI" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3641 msgid "Use Custom Launcher Gradle Manifest" msgstr "使用自定义启动器 Gradle 清单" #: /Editor/Src/EditorSettings.cpp:206 msgid "Sprite Packer Cache Size" msgstr "精灵打包器缓存大小" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4065 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:249 msgid "Metro Support Streaming Install" msgstr "Metro 支持流安装" #: /Editor/Src/LightmapEditorSettings.cpp:161 msgid "PVR EnvironmentMIS" msgstr "PVR EnvironmentMIS" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:227 msgid "Virtual Reality Splash Screen" msgstr "虚拟现实启动画面" #: /Editor/Src/Animation/StateMachine.cpp:319 msgid "Transitions" msgstr "过渡" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4055 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:355 msgid "Metro Application Description" msgstr "Metro 应用描述" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4016 msgid "Incremental Il2cpp Build" msgstr "增量 Il2cpp 生成" #: /Runtime/Shaders/ComputeShaderStructs.cpp:188 msgid "Source File Name" msgstr "源文件名" #: /Runtime/Graphics/Texture2D.cpp:1776 msgid "Texture2D" msgstr "Texture2D" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:38 msgid "Scene Visibility Data Isolated" msgstr "已隔离场景可见性数据" #: /Runtime/Shaders/SerializedShaderData.h:679 msgid "Sampler Index" msgstr "采样器索引" #: /Runtime/Graphics/QualitySettings.cpp:713 msgid "Stripped MaximumLOD Level" msgstr "剥离的 MaximumLOD 等级" #: /Runtime/Graphics/Mesh/Mesh.cpp:904 msgid "Vertex Data" msgstr "顶点数据" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:23 msgid "Image Tex Coords" msgstr "图像纹理坐标" #: /Editor/Src/Animation/Transition.cpp:244 msgid "Transition Duration" msgstr "过渡持续时间" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3486 msgid "Android Min Sdk Version" msgstr "Android 最小 Sdk 版本" #: /Runtime/Input/InputAxis.h:153 Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:49 msgid "Invert" msgstr "反转" #: /Runtime/Misc/PlayerSettings.cpp:1015 msgid "Quality Settings Names" msgstr "质量设置名称" #: /Editor/Src/LightmappingAnalyticsData.h:124 Editor/Mono/Inspector/LightingSettingsEditor.cs:225 msgid "Direct Samples" msgstr "直接样本" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:153 Editor/Mono/ImportSettings/TextureImporterInspector.cs:360 msgid "Alpha Is Transparency" msgstr "Alpha 是透明的" #: /Runtime/Graphics/QualitySettings.cpp:575 msgid "Anisotropic Textures" msgstr "各向异性纹理" #: /Runtime/Graphics/QualitySettings.cpp:611 msgid "Terrain Fade Length" msgstr "地形淡化长度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3288 msgid "Is Editor Only" msgstr "仅编辑器" #: /Runtime/Graphics/EnlightenSceneMapping.h:252 msgid "System Atlases" msgstr "系统图集" #: /Runtime/Misc/PlayerSettings.cpp:702 msgid "Default Screen Height Web" msgstr "默认屏幕高度(Web)" #: /Runtime/Shaders/Shader.cpp:2199 msgid "Parsed Form" msgstr "解析形式" #: /Editor/Src/Animation/StateMachine.cpp:357 msgid "Time Parameter" msgstr "时间参数" #: /Runtime/BaseClasses/EditorExtension.cpp:77 msgid "Prefab Internal" msgstr "预制件内部" #: /Runtime/Mono/MonoScript.cpp:280 msgid "Execution Order" msgstr "执行顺序" #: /Runtime/Graphics/EnlightenSceneMapping.h:225 msgid "Atlas OffsetY" msgstr "图集偏移 Y" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3508 msgid "ForceSD Card Permission" msgstr "ForceSD 卡权限" #: /Runtime/Camera/LightBakingOutput.h:49 msgid "Is Baked" msgstr "是烘焙的" #: /Runtime/Misc/PlayerSettings.cpp:884 msgid "Load Store Debug Mode Enabled" msgstr "加载存储调试模式已启用" #: /Runtime/Graphics/Mesh/Mesh.cpp:903 msgid "Skin" msgstr "蒙皮" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3963 msgid "WebGL Threads Support" msgstr "WebGL 线程支持" #: /Runtime/Shaders/SerializedShaderData.h:680 msgid "Multi Sampled" msgstr "多重采样" #: /Editor/Src/AnnotationManager.cpp:461 msgid "Fade Gizmo Size" msgstr "淡化小工具大小" #: /Editor/Src/EditorUserBuildSettings.cpp:202 msgid "Symlink Trampoline" msgstr "符号链接蹦床" #: /Editor/Src/SceneObjectIdentifier.h:49 msgid "Target Object" msgstr "目标对象" #: /Editor/Src/UnityConnect/UnityErrors.h:115 msgid "Short Msg" msgstr "短消息" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4128 msgid "Lumin Is Channel App" msgstr "Lumin 是通道应用程序" #: /Editor/Src/LightmappingAnalyticsData.h:105 Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:73 msgid "Denoise" msgstr "降噪" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3691 msgid "Build Target Graphics Job Mode" msgstr "构建目标平台的图形作业模式" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:45 msgid "New Size" msgstr "新尺寸" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:97 msgid "Runtime Error" msgstr "运行时错误" #: /Runtime/Misc/PlayerSettings.cpp:923 msgid "Enable Frame Timing Stats" msgstr "启用帧时间统计" #: /Runtime/Graphics/Renderer.cpp:788 msgid "Minimum Chart Size" msgstr "最小图表大小" #: /Runtime/Shaders/ComputeShaderStructs.cpp:31 msgid "Byte Size" msgstr "字节大小" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:97 Editor/Mono/BuildPlayerWindow.cs:79 msgid "Max Texture Size" msgstr "最大纹理尺寸" #: /Runtime/2D/Common/SpriteRenderData.cpp:362 msgid "Sprite Render Data" msgstr "Sprite 渲染数据" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3694 msgid "Default Shader Chunk Size InMB" msgstr "默认着色器块大小 InMB" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:65 msgid "Texture Rect Offset" msgstr "纹理矩形偏移" #: /Editor/Src/LightmappingAnalyticsData.h:243 msgid "Lightmap Count" msgstr "光照贴图数量" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:47 msgid "Tetrahedra" msgstr "四面体" #: /Runtime/Graphics/CustomRenderTexture.cpp:714 msgid "Current Update Zone Space" msgstr "当前更新区域空间" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:171 msgid "Edges" msgstr "边缘" #: /Runtime/Shaders/SerializedShaderData.h:1119 msgid "Stencil Ref" msgstr "模板引用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3506 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3153 msgid "I Phone Script Call Optimization" msgstr "I Phone 脚本调用优化" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3697 msgid "OpenGL RequireES31AEP" msgstr "OpenGL RequireES31AEP" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:7 msgid "Texture Importer Platform Settings" msgstr "纹理导入器平台设置" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:22 msgid "Payload Size In Bytes" msgstr "有效负载大小(以字节为单位)" #: /Runtime/Graphics/QualitySettings.cpp:607 msgid "Terrain Basemap Distance" msgstr "地形底图距离" #: /Editor/Src/Prefabs/PrefabMerging.h:132 msgid "Target Corresponding Source Object" msgstr "目标对应的源对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3159 msgid "Variant Tag Name" msgstr "变体标签名" #: /Runtime/Graphics/LightingSettings.cpp:100 msgid "ExtractAO" msgstr "ExtractAO" #: /Runtime/Camera/OcclusionArea.cpp:57 msgid "Smallest Hole Size" msgstr "最小孔尺寸" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:533 msgid "Ray Tracing Shader Builtin Sampler" msgstr "射线追踪着色器内置采样器" #: /Runtime/Graphics/QualitySettings.cpp:580 Editor/Mono/Inspector/QualitySettingsEditor.cs:62 msgid "Billboards Face Camera Position" msgstr "Billboards 正面摄像机位置" #: /Editor/Src/Undo/StructureUndoBase.cpp:76 msgid "Transform ParentID" msgstr "转换 ParentID" #: /Runtime/Shaders/SerializedShaderData.h:1115 msgid "Stencil Op Front" msgstr "模板操作前" #: /Runtime/Camera/LightProbes.cpp:54 msgid "Baked Light Occlusion" msgstr "烘焙光照遮挡" #: /Runtime/Camera/GraphicsSettings.cpp:519 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:62 msgid "Screen Space Shadows" msgstr "屏幕空间阴影" #: /Editor/Src/Undo/AssetUndo.cpp:73 msgid "Undo Paths" msgstr "撤消路径" #: /Runtime/Shaders/SerializedShaderData.h:718 msgid "Struct Params" msgstr "结构参数" #: /Runtime/Camera/RenderSettings.cpp:496 Editor/Mono/SettingsWindow/LightingEditor.cs:217 msgid "Custom Reflection" msgstr "自定义反射" #: /Runtime/Graphics/LOD/LODGroup.cpp:423 msgid "Fade Transition Width" msgstr "淡化过渡宽度" #: /Runtime/Graphics/Texture2D.cpp:1357 msgid "Complete Image Size" msgstr "完全图像大小" #: /Runtime/Misc/PlayerSettings.cpp:880 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2436 msgid "Vulkan Enable Late Acquire Next Image" msgstr "Vulkan 启用延迟获取下一张图像" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:68 msgid "Script Debug Info Enabled" msgstr "已启用脚本调试信息" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3167 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:157 msgid "Static Batching" msgstr "静态批处理" #: /Runtime/Misc/PlayerSettings.cpp:892 msgid "Bundle Version" msgstr "包版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4025 msgid "Additional Il2Cpp Args" msgstr "附加 Il2Cpp Args" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:179 msgid "Splash Screen Overlay Opacity" msgstr "启动画面叠加不透明度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:8 msgid "Texture Importer Settings" msgstr "纹理导入器设置" #: /Runtime/Camera/ReflectionProbes.cpp:65 msgid "Back Ground Color" msgstr "背景颜色" #: /Runtime/Graphics/Renderer.cpp:772 msgid "Static Batch Root" msgstr "静态批处理根" #: /Editor/Src/LightmappingAnalyticsData.h:95 Editor/Mono/Inspector/LightingSettingsEditor.cs:119 msgid "Enlighten" msgstr "Enlighten" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4145 msgid "Hmi ForceSRGB Blit" msgstr "Hmi ForceSRGB Blit" #: /Runtime/Graphics/QualitySettings.cpp:577 Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:60 msgid "Soft Particles" msgstr "软粒子" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3725 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2756 msgid "Camera Usage Description" msgstr "摄像机使用说明" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:92 msgid "Message Details" msgstr "消息细节" #: /Runtime/Camera/RenderSettings.cpp:477 msgid "Ambient Equator Color" msgstr "环境赤道颜色" #: /Runtime/Camera/Flare.cpp:73 msgid "Texture Layout" msgstr "纹理布局" #: /Runtime/Graphics/LightingSettings.cpp:93 Editor/Mono/Inspector/LightingSettingsEditor.cs:212 msgid "Lightmap Compression" msgstr "光照贴图压缩" #: /Editor/Src/Undo/UndoPropertyModification.h:37 msgid "Keep Prefab Override" msgstr "保持预制件覆盖" #: /Runtime/Misc/BuildSettings.cpp:167 msgid "Is Prototyping Build" msgstr "是原型生成" #: /Runtime/Graphics/Mesh/CompressedMesh.h:161 msgid "Float Colors" msgstr "浮动颜色" #: /Editor/Src/EditorUserSettings.cpp:274 msgid "VC Debug Cmd" msgstr "VC 调试命令" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:175 msgid "Texture Format Set" msgstr "纹理格式集" #: /Runtime/Shaders/ComputeShaderStructs.cpp:133 msgid "Target Level" msgstr "目标级别" #: /Runtime/Camera/OcclusionCullingSettings.cpp:142 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:43 msgid "Smallest Hole" msgstr "最小孔" #: /Runtime/Shaders/Shader.cpp:2274 msgid "Decompressed Lengths" msgstr "解压缩长度" #: /Runtime/Graphics/QualitySettings.cpp:608 msgid "Terrain Detail Distance" msgstr "地形细节距离" #: /Runtime/Graphics/SpriteFrame.cpp:173 msgid "Render Data Key" msgstr "渲染数据密钥" #: /Runtime/Camera/Flare.h:79 Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:41 msgid "Fade" msgstr "淡化" #: /Runtime/Misc/PlayerSettings.cpp:798 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2417 msgid "Use Mac App Store Validation" msgstr "使用 Mac 应用程序商店验证" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:46 msgid "Render Data Map" msgstr "渲染数据映射" #: /Runtime/Graphics/Renderer.cpp:780 Editor/Mono/Inspector/RendererLightingSettings.cs:52 msgid "Scale In Lightmap" msgstr "光照贴图缩放" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:204 msgid "Splash Screen Background Landscape" msgstr "启动画面横向背景" #: /Runtime/Camera/LightProbes.cpp:42 Editor/Mono/Inspector/LineRendererEditor.cs:25 msgid "Positions" msgstr "位置" #: /Runtime/Transform/RectTransform.cpp:201 msgid "Anchor Max" msgstr "锚点最大" #: /Runtime/2D/Common/SpriteTypes.h:96 Editor/Mono/EditorGUI.cs:150 msgid "Position" msgstr "位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3957 msgid "WebGL Use Embedded Resources" msgstr "WebGL 使用嵌入的资源" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:131 msgid "Gray Scale To Alpha" msgstr "灰度至 Alpha" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:155 msgid "Block Offset" msgstr "阻塞偏移" #: /Editor/Src/Undo/UndoManager.cpp:2025 msgid "Current Undo Index" msgstr "当前撤消索引" #: /Runtime/Graphics/LightmapData.h:40 msgid "Dir Lightmap" msgstr "Dir 光照贴图" #: /Runtime/Misc/PlayerSettings.cpp:784 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2783 msgid "Mute Other Audio Sources" msgstr "静音其他音频源" #: /Runtime/Shaders/ComputeShaderStructs.cpp:62 msgid "Cbs" msgstr "Cbs" #: /Runtime/Misc/PlayerSettings.cpp:684 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2780 msgid "Accelerometer Frequency" msgstr "加速计频率" #: /Runtime/2D/Common/SpriteRenderData.cpp:16 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:21 msgid "Name" msgstr "名称" #: /Runtime/Shaders/SerializedShaderData.h:1116 msgid "Stencil Op Back" msgstr "模板操作后" #: /Runtime/Shaders/SerializedShaderData.h:1830 msgid "Keyword Flags" msgstr "关键字标志" #: /Editor/Src/EditorSettings.cpp:232 Editor/Mono/Inspector/EditorSettingsInspector.cs:495 msgid "Prefab Mode Allow Auto Save" msgstr "预制件模式允许自动保存" #: /Runtime/Geometry/AABB.h:257 Editor/Mono/EditorGUI.cs:149 msgid "Extent" msgstr "范围" #: /Editor/Src/EditorUserSettings.cpp:284 msgid "VC Server" msgstr "VC 服务器" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:147 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1127 msgid "Sprite Pivot" msgstr "Sprite 轴心" #: /Editor/Src/AnnotationManager.cpp:466 msgid "Show Selection Wire" msgstr "显示选择线" #: /Editor/Src/Undo/ImporterChangeUndo.h:60 msgid "Importer Type" msgstr "导入器类型" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:535 msgid "Ray Tracing Shader Variant" msgstr "射线追踪着色器变体" #: /Runtime/Shaders/SerializedShaderData.h:1089 msgid "Rt Separate Blend" msgstr "Rt 独立混合" #: /Runtime/Graphics/LightingSettings.cpp:152 Editor/Mono/Inspector/LightingSettingsEditor.cs:581 msgid "PVR Filter Type Direct" msgstr "PVR 直接过滤器" #: /Runtime/Shaders/SerializedShaderData.h:744 msgid "UAV Params" msgstr "UAV 参数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3255 msgid "Version Code" msgstr "版本代码" #: /Editor/Src/EditorSettings.cpp:211 msgid "Etc Texture Fast Compressor" msgstr "Etc 纹理快速压缩器" #: /Runtime/Graphics/LightmapData.h:41 msgid "Shadow Mask" msgstr "阴影遮罩" #: /Runtime/Graphics/StaticBatchInfo.h:16 msgid "Sub Mesh Count" msgstr "子网格数" #: /Runtime/Director/Core/ExposedReferenceTable.h:24 msgid "References" msgstr "引用" #: /Editor/Src/LightmappingAnalyticsData.h:271 msgid "Light Probe Group Count" msgstr "光照探针组数量" #: /Runtime/Misc/PlayerSettings.cpp:691 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:61 msgid "Default Cursor" msgstr "默认光标" #: /Editor/Src/Undo/AssetUndo.cpp:119 msgid "Asset" msgstr "资产" #: /Runtime/Serialize/BuildTarget.h:110 msgid "Is Editor" msgstr "Is Editor" #: /Runtime/Graphics/LOD/LODGroup.cpp:392 msgid "Local Reference Point" msgstr "局部参考点" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4146 msgid "Embedded Linux Enable Gamepad Input" msgstr "嵌入式 Linux 启用游戏手柄输入" #: /Runtime/Misc/PlayerSettings.cpp:1123 msgid "Insecure Http Option" msgstr "不安全 HTTP 选项" #: /Runtime/Graphics/TextureSettings.cpp:154 Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:21 msgid "Mip Bias" msgstr "Mip 偏离" #: /Runtime/Shaders/SerializedShaderData.h:964 msgid "Dest Blend Alpha" msgstr "目标混合 Alpha" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:101 msgid "Readable" msgstr "可读" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:81 msgid "Class" msgstr "类" #: /Runtime/Camera/Projector.cpp:380 Editor/Mono/Inspector/CameraEditor.cs:257 msgid "Orthographic Size" msgstr "正交尺寸" #: /Runtime/Graphics/Texture3D.cpp:757 msgid "Usage Mode" msgstr "使用模式" #: /Runtime/Graphics/QualitySettings.cpp:605 msgid "Terrain Pixel Error" msgstr "地形像素误差" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3967 msgid "WebGL Maximum Memory Size" msgstr "WebGL 最大内存大小" #: /Editor/Src/LightmapEditorSettings.cpp:124 msgid "Extract Ambient Occlusion" msgstr "提取环境光遮挡" #: /Runtime/Misc/PlayerSettings.cpp:776 msgid "Android Minimum Window Height" msgstr "Android 最小窗口高度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3514 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1762 msgid "Strict Shader Variant Matching" msgstr "严格的着色器变体匹配" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4076 msgid "Platform Capabilities" msgstr "平台功能" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3575 msgid "IOS Launch Screen Custom Xib Path" msgstr "IOS 启动屏幕自定义 Xib 路径" #: /Editor/Src/EditorSettings.cpp:289 msgid "Cache Server Namespace Prefix" msgstr "缓存服务器命名空间前缀" #: /Runtime/Camera/LightProbeProxyVolume.cpp:158 msgid "ResolutionZ" msgstr "ResolutionZ" #: /Editor/Src/LightmappingAnalyticsData.h:80 msgid "Compute Baked" msgstr "计算烘焙" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:554 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:252 msgid "Keywords" msgstr "关键字" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3554 msgid "UI Exit On Suspend" msgstr "UI 暂停时退出" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:38 Editor/Mono/BuildPlayerWindow.cs:113 msgid "Texture Compression" msgstr "纹理压缩" #: /Editor/Src/LightmapEditorSettings.cpp:149 msgid "PVR Environment Sample Count" msgstr "PVR 环境样本计数" #: /Runtime/Graphics/LightmapData.h:54 msgid "Indirect Lightmap" msgstr "间接光照贴图" #: /Runtime/Misc/PlayerSettings.cpp:781 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1065 msgid "Run In Background" msgstr "后台运行" #: /Runtime/Misc/PlayerSettings.cpp:758 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:443 msgid "Android Start In Fullscreen" msgstr "Android 全屏启动" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:915 msgid "Shader Compilation Info" msgstr "着色器编译信息" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3630 msgid "Apple Enable Pro Motion" msgstr "Apple 启用 Pro Motion" #: /Runtime/Misc/PlayerSettings.cpp:689 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:939 msgid "Product Name" msgstr "产品名称" #: /Editor/Src/LightmapEditorSettings.cpp:169 msgid "PVR Filtering Atrous Position Sigma Direct" msgstr "PVR 过滤 Atrous 位置 Sigma 直接" #: /Editor/Src/EditorSettings.cpp:215 Editor/Mono/Inspector/EditorSettingsInspector.cs:633 msgid "Project Generation Included Extensions" msgstr "项目生成包括扩展" #: /Runtime/Misc/BuildSettings.cpp:172 msgid "Has Shadows" msgstr "有阴影" #: /Editor/Src/Animation/StateMachine.cpp:330 msgid "Time Parameter Active" msgstr "时间参数活动" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3660 msgid "Android Keyalias Name" msgstr "Android 密钥别名名称" #: /Runtime/Shaders/SerializedShaderData.h:176 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:73 msgid "Z" msgstr "Z" #: /Runtime/Shaders/ComputeShaderStructs.cpp:23 msgid "Row Count" msgstr "行数" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:124 msgid "Tessellation Detail" msgstr "细分曲面细节" #: /Editor/Src/BuildPipeline/BuildSerialization.h:80 msgid "Namespace Name" msgstr "命名空间名称" #: /Editor/Src/ProjectUtility.h:96 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:122 msgid "Category" msgstr "分类" #: /Runtime/Camera/LightProbeProxyVolume.cpp:156 msgid "ResolutionX" msgstr "ResolutionX" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:784 msgid "Used FileI Ds" msgstr "已使用的文件 ID" #: /Runtime/Camera/LightProbeProxyVolume.cpp:161 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:251 msgid "Bounding Box Origin" msgstr "包围盒原点" #: /Editor/Src/Animation/StateMachine.cpp:329 msgid "Cycle Offset Parameter Active" msgstr "周期偏移参数活动" #: /Editor/Src/Animation/Transition.cpp:248 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:260 msgid "Has Fixed Duration" msgstr "有固定持续时间" #: /Runtime/Graphics/SpriteFrame.cpp:162 msgid "Pixels To Units" msgstr "像素到单位" #: /Runtime/Graphics/CustomRenderTexture.cpp:712 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:21 msgid "Initialization Mode" msgstr "初始化模式" #: /Runtime/Camera/GraphicsSettings.cpp:537 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:159 msgid "Always Included Shaders" msgstr "始终包括着色器" #: /Editor/Src/LightmappingAnalyticsData.h:279 msgid "Max Tiling Mode During Bake" msgstr "烘焙期间的最大平铺模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3500 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1117 msgid "Android Preferred Install Location" msgstr "Android 首选安装位置" #: /Runtime/Graphics/QualitySettings.cpp:660 msgid "Texture Mipmap Limit Group Names" msgstr "纹理 Mipmap 限值组名称" #: /Runtime/Serialize/TransferUtility.cpp:396 msgid "Id" msgstr "Id" #: /Runtime/Shaders/SerializedShaderData.h:961 msgid "Src Blend" msgstr "源混合" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4063 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:776 msgid "Metro Large Tile Show Name" msgstr "Metro 大型磁贴显示名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4315 msgid "I Phone Build Number" msgstr "I Phone 版本号" #: /Runtime/BaseClasses/EditorExtension.cpp:101 msgid "Extension Ptr" msgstr "扩展 Ptr" #: /Runtime/Graphics/QualitySettings.cpp:609 msgid "Terrain Tree Distance" msgstr "地形树距离" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:44 msgid "Ignore Platform Support" msgstr "忽略平台支持" #: /Editor/Src/LightmapEditorSettings.cpp:166 msgid "PVR Filtering Gauss Radius Indirect" msgstr "PVR 过滤高斯间接半径" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:71 msgid "Project Bound" msgstr "项目边界" #: /Editor/Src/Animation/StateMachine.cpp:873 msgid "Default State" msgstr "默认状态" #: /Runtime/Graphics/Mesh/VertexData.h:128 Editor/Mono/ImportSettings/TextureImporterInspector.cs:270 msgid "Format" msgstr "格式" #: /Runtime/BaseClasses/GameObject.cpp:1165 Editor/Mono/Inspector/ConstraintEditorBase.cs:18 msgid "Is Active" msgstr "是活动的" #: /Runtime/Shaders/SerializedShaderData.h:809 msgid "Blob Index" msgstr "Blob 索引" #: /Editor/Src/VirtualTexturing/EditorOnlyVirtualTextureState.cpp:65 msgid "Virtual Texturing Enabled Initialized" msgstr "虚拟纹理已启用已初始化" #: /Runtime/Camera/Light.cpp:320 msgid "Actually Lightmapped" msgstr "已实际光照贴图" #: /Runtime/Graphics/LightingSettings.cpp:165 msgid "Num Rays To Shoot Per Texel" msgstr "每个纹素发射的射线数" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:115 Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:286 msgid "Vertex" msgstr "顶点" #: /Runtime/Misc/PlayerSettings.cpp:747 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1157 msgid "Ios Show Activity Indicator On Loading" msgstr "Ios 加载时显示活动指示器" #: /Runtime/Shaders/SerializedShaderData.h:1117 msgid "Stencil Read Mask" msgstr "模板读取遮罩" #: /Runtime/Graphics/CustomRenderTexture.cpp:716 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:317 msgid "Update Period" msgstr "更新周期" #: /Runtime/Misc/PlayerSettings.cpp:790 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:305 msgid "Hide Home Button" msgstr "隐藏 Home 按钮" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2593 msgid "Billboard Transition Cross Fade Width" msgstr "Billboard 过渡交叉淡化宽度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3980 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:200 msgid "Scripting Backend" msgstr "脚本后端" #: /Runtime/Graphics/CustomRenderTexture.cpp:710 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:301 msgid "Init Texture" msgstr "初始纹理" #: /Runtime/Shaders/ComputeShaderStructs.cpp:206 msgid "Compute ShaderCB" msgstr "计算着色器 CB" #: /Editor/Src/AnnotationManager.cpp:463 msgid "Use3d Gizmos" msgstr "Use3d 小工具" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:67 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:256 msgid "Allow Unsafe Code" msgstr "允许不安全代码" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:107 msgid "Shapes" msgstr "形狀" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3970 msgid "WebGL Memory Geometric Growth Step" msgstr "WebGL 内存几何增长步长" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:114 msgid "External Normal Map" msgstr "外部法线贴图" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2565 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:31 msgid "Receive Shadows" msgstr "接受阴影" #: /Editor/Src/AnnotationManager.cpp:459 Editor/Mono/Annotation/AnnotationWindow.cs:399 msgid "Recently Changed" msgstr "最近更改" #: /Runtime/Camera/Projector.cpp:382 msgid "Ignore Layers" msgstr "忽略图层" #: /Editor/Src/LightmapEditorSettings.cpp:301 msgid "Lightmap Editor Settings" msgstr "光照贴图编辑器设置" #: /Editor/Src/EditorSettings.cpp:204 msgid "PrefabUI Environment" msgstr "PrefabUI 环境" #: /Runtime/Math/Rect.h:21 msgid "Rectf" msgstr "Rectf" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:782 msgid "External Objects" msgstr "外部对象" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:432 msgid "Ray Gen Mask" msgstr "射线生成遮罩" #: /Runtime/Misc/PlayerSettings.cpp:877 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2433 msgid "Vulkan Num Swapchain Buffers" msgstr "Vulkan 数字交换链缓冲区" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4068 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:780 msgid "Metro Default Tile Size" msgstr "Metro 默认磁贴大小" #: /Runtime/Graphics/Texture2D.cpp:1360 msgid "Texture Format" msgstr "纹理格式" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:95 [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:430 msgid "Line" msgstr "线" #: /Runtime/Camera/LightProbeStructs.h:56 msgid "Matrix" msgstr "矩阵" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:25 msgid "Animator Controller Layer" msgstr "动画器控制器层" #: /Editor/Src/EditorExtensionImpl.cpp:61 msgid "Override Variable" msgstr "覆盖变量" #: /Editor/Src/LightmapEditorSettings.cpp:123 msgid "CompAO Exponent Direct" msgstr "直接 CompAO 指数" #: /Runtime/Camera/RenderSettings.cpp:479 msgid "Ambient Intensity" msgstr "环境光强度" #: /Editor/Src/Undo/SelectionUndo.cpp:136 msgid "Pre Edit Selection" msgstr "预编辑选择" #: /Editor/Src/BuildPipeline/BuildSerialization.h:122 msgid "Scene Classes" msgstr "场景类" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3600 msgid "IOS Device Requirements" msgstr "IOS 设备要求" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4267 msgid "Metro Capabilities" msgstr "Metro 功能" #: /Runtime/Graphics/Renderer.cpp:782 msgid "PreserveU Vs" msgstr "PreserveU Vs" #: /Runtime/Misc/BuildSettings.cpp:178 msgid "Has Cluster Rendering" msgstr "有群集渲染" #: /Runtime/Graphics/TrailRenderer.cpp:674 msgid "End Width" msgstr "末尾宽度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:804 msgid "Allows Alpha Splitting" msgstr "允许 Alpha 分割" #: /Runtime/Graphics/Texture2D.cpp:1388 msgid "Ignore Mipmap Limit" msgstr "忽略 Mipmap 限值" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4061 msgid "Metro Tile Show Name" msgstr "Metro 磁贴显示名称" #: /Runtime/Camera/OcclusionCullingData.cpp:76 Editor/Mono/ObjectSelector.cs:37 msgid "Scene" msgstr "场景" #: /Editor/Src/EditorUserBuildSettings.cpp:207 Editor/Mono/BuildPlayerWindow.cs:72 msgid "Explicit Null Checks" msgstr "显式空检查" #: /Runtime/Input/TimeManager.cpp:639 msgid "Zero Time" msgstr "零时间" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3229 msgid "Template Name" msgstr "模板名称" #: /Runtime/Graphics/EnlightenSceneMapping.h:221 msgid "Renderer Index" msgstr "渲染器索引" #: /Runtime/Input/InputManager.cpp:313 msgid "This Frame Key Down" msgstr "此帧按键按下" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:814 msgid "Import Inspector Warnings" msgstr "导入检查器警告" #: /Runtime/Input/TimeManager.cpp:630 msgid "First Frame After Reset" msgstr "复位后首帧" #: /Runtime/Camera/Projector.cpp:378 msgid "Orthographic" msgstr "正交" #: /Editor/Src/Prefabs/PrefabMerging.h:143 msgid "Modifications" msgstr "修改" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:105 msgid "Border Mip Map" msgstr "边框 Mip 贴图" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:672 msgid "Packing Settings" msgstr "打包设置" #: /Runtime/Graphics/EnlightenSceneMapping.h:227 msgid "Radiosity System Hash" msgstr "辐射率系统哈希" #: /Editor/Src/EditorUserSettings.cpp:240 msgid "Config Values" msgstr "配置值" #: /Editor/Src/EditorUserBuildSettings.cpp:197 msgid "Build With Deep Profiling Support" msgstr "生成并启用深度分析支持" #: /Runtime/Misc/PlayerSettings.cpp:700 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:110 msgid "Default Screen Height" msgstr "默认屏幕高度" #: /Editor/Src/SceneManager/SceneManagerSetup.h:23 msgid "Is Sub Scene" msgstr "是子场景" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3168 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:158 msgid "Dynamic Batching" msgstr "动态批处理" #: /Runtime/Input/TimeManager.cpp:635 msgid "Render Frame Count" msgstr "渲染器帧数" #: /Runtime/BaseClasses/GameObject.cpp:1102 Editor/Mono/Inspector/GameObjectInspector.cs:31 msgid "Layer" msgstr "图层" #: /Runtime/Misc/BuildSettings.cpp:173 msgid "Has Soft Shadows" msgstr "有软阴影" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:39 msgid "Scene Picking Data" msgstr "场景选择数据" #: /Runtime/Input/TimeManager.cpp:644 msgid "Use Fixed Time Step" msgstr "使用固定时间步进" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3620 msgid "IOS Manual Signing Provisioning ProfileID" msgstr "IOS 手动签名配置文件 ID" #: /Editor/Src/EditorSettings.cpp:241 Editor/Mono/Inspector/EditorSettingsInspector.cs:981 msgid "Asset Naming Uses Space" msgstr "资产命名使用空间" #: /Editor/Src/Collab/REST/CollabHandler.h:43 msgid "Update To Revision" msgstr "更新到修订" #: /Runtime/Graphics/SpriteFrame.cpp:167 msgid "Is Polygon" msgstr "是多边形" #: /Editor/Src/EditorSettings.cpp:207 msgid "Sprite Packer Padding Power" msgstr "Sprite 打包器填充幂" #: /Runtime/Transform/RectTransform.cpp:202 msgid "Anchored Position" msgstr "锚定位置" #: /Runtime/BaseClasses/EditorExtension.cpp:81 Editor/Mono/Handles.cs:67 msgid "Prefab" msgstr "预制件" #: /Runtime/Graphics/LineRenderer.cpp:415 Editor/Mono/Inspector/LineRendererEditor.cs:472 msgid "Use World Space" msgstr "使用世界空间" #: /Editor/Src/Animation/StateMachine.cpp:786 msgid "Child State Machine Position" msgstr "子状态机位置" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:44 msgid "Old Size" msgstr "旧尺寸" #: /Editor/Src/EditorSettings.cpp:210 msgid "Etc Texture Compressor Behavior" msgstr "Etc 纹理压缩器行为" #: /Runtime/Misc/PlayerSettings.cpp:942 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:107 msgid "Reset Resolution On Window Resize" msgstr "调整窗口大小时重置分辨率" #: /Runtime/Graphics/QualitySettings.cpp:579 Editor/Mono/Inspector/QualitySettingsEditor.cs:700 msgid "Realtime Reflection Probes" msgstr "实时反射探测器" #: /Editor/Src/EditorUserBuildSettings.cpp:288 msgid "Remote Device Username" msgstr "远程设备用户名" #: /Runtime/Camera/GraphicsSettings.cpp:518 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:61 msgid "Deferred Reflections" msgstr "延迟反射" #: /Runtime/Graphics/QualitySettings.cpp:589 Editor/Mono/Inspector/QualitySettingsEditor.cs:742 msgid "Streaming Mipmaps Add All Cameras" msgstr "流式 Mipmaps 添加所有摄像机" #: /Runtime/Input/TimeManager.cpp:632 msgid "First Fixed Frame After Reset" msgstr "复位后首个固定帧" #: /Editor/Src/Animation/Transition.cpp:247 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:15 msgid "Has Exit Time" msgstr "有退出时间" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:28 msgid "Initialized" msgstr "已初始化" #: /Editor/Src/EditorSettings.cpp:255 Editor/Mono/Inspector/EditorSettingsInspector.cs:549 msgid "Use Legacy Probe Sample Count" msgstr "使用旧版探测器样本数量" #: /Runtime/Graphics/LOD/LODGroup.cpp:393 Editor/Mono/EditorGUI.cs:151 msgid "Size" msgstr "大小" #: /Editor/Src/Undo/UndoPropertyModification.h:35 msgid "Previous Value" msgstr "前一个值" #: /Runtime/Graphics/Mesh/SubMesh.h:61 msgid "Index Count" msgstr "索引数" #: /Runtime/Graphics/Mesh/Mesh.cpp:840 Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:82 Editor-Extra:class Section at PreferencesWindow.cs msgid "Colors" msgstr "颜色" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2571 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:36 msgid "Enable Subsurface" msgstr "启用次表面" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:671 msgid "Platform Settings" msgstr "平台设置" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:108 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:110 msgid "Channels" msgstr "通道" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:70 msgid "Build Allowed" msgstr "允许生成" #: /Runtime/Graphics/Mesh/MeshFilter.cpp:101 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:20 msgid "Mesh" msgstr "网格" #: /Runtime/Shaders/SerializedShaderData.h:917 Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:655 msgid "Pass" msgstr "通路" #: /Runtime/Shaders/ComputeShaderStructs.cpp:100 msgid "Variant Map" msgstr "变体贴图" #: /Runtime/BaseClasses/BitField.h:16 msgid "Bits" msgstr "位" #: /Runtime/Misc/ResourceManager.cpp:1904 msgid "Container" msgstr "容器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3533 msgid "TvOS Sdk Version" msgstr "TvOS Sdk 版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3889 msgid "Restricted Audio Usage Rights" msgstr "受限制的音频使用权" #: /Runtime/Shaders/SerializedShaderData.h:1189 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:940 msgid "Version" msgstr "版本" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:71 msgid "Settings Raw" msgstr "设置原始" #: /Editor/Src/EditorSettings.cpp:293 msgid "Cache Server Enable Tls" msgstr "缓存服务器启用 TLS" #: /Runtime/Shaders/SerializedShaderData.h:899 msgid "Serialized Keyword State Mask" msgstr "序列化关键字状态遮罩" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3971 msgid "WebGL Memory Geometric Growth Cap" msgstr "WebGL 内存几何增长上限" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:137 Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:312 msgid "Display Name" msgstr "显示名称" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:16 msgid "Game Objects Persistent" msgstr "游戏对象持久" #: /Runtime/Camera/GraphicsSettings.cpp:364 msgid "Use Detail Normal Map" msgstr "使用细节法线贴图" #: /Runtime/Graphics/Mesh/Mesh.cpp:790 msgid "BonesAABB" msgstr "BonesAABB" #: /Editor/Src/EditorUserBuildSettings.cpp:228 msgid "NVN Draw Validation Light" msgstr "NVN 绘制验证(少量)" #: /Runtime/BaseClasses/ObjectDefines.h:405 msgid "FULL_TYPENAME_" msgstr "FULL_TYPENAME_" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3606 msgid "Metal Editor Support" msgstr "金属编辑器支持" #: /Runtime/Camera/GraphicsSettings.cpp:469 msgid "Max Luminance" msgstr "最大亮度" #: /Editor/Src/Animation/StateMachine.cpp:328 msgid "Mirror Parameter Active" msgstr "镜像参数可用" #: /Runtime/Camera/GraphicsSettings.cpp:381 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:151 msgid "Automatic" msgstr "自动" #: /Runtime/Input/InputAxis.h:133 msgid "Descriptive Name" msgstr "描述名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4058 msgid "Wsa Images" msgstr "WSA 图像" #: /Runtime/Shaders/ShaderLivelinkCommon.h:96 msgid "Is Valid Subprogram" msgstr "是有效子程序" #: /Runtime/Camera/GraphicsSettings.cpp:368 msgid "EnableLPPV" msgstr "启用 LPPV" #: /Runtime/Graphics/Texture2D.cpp:1404 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:33 msgid "Streaming Mipmaps" msgstr "流式 Mipmaps" #: /Editor/Src/EditorUserBuildSettings.cpp:195 PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:96 msgid "Development" msgstr "开发" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2589 msgid "LOD Settings" msgstr "LOD设置" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:73 msgid "ProjectGUID" msgstr "ProjectGUID" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:42 msgid "Alpha Texture" msgstr "Alpha 纹理" #: /Runtime/Misc/PlayerSettings.cpp:800 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2416 msgid "Mac App Store Category" msgstr "Mac 应用商店类别" #: /Runtime/Graphics/QualitySettings.cpp:583 msgid "V Sync Count" msgstr "垂直同步数" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:134 msgid "Access Token" msgstr "访问令牌" #: /Editor/Src/EditorUserBuildSettings.cpp:216 msgid "Build Scripts Only" msgstr "仅生成脚本" #: /Runtime/Graphics/QualitySettings.cpp:657 Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:49 msgid "Current Quality" msgstr "当前质量" #: /Editor/Src/Animation/StateMachine.cpp:854 msgid "Child States" msgstr "子状态" #: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:9 msgid "Scene Data Container" msgstr "场景数据容器" #: /Editor/Src/AssetPipeline/ImportLog.cpp:100 msgid "Logs" msgstr "日志" #: /Runtime/Graphics/Renderer.cpp:792 Editor/Mono/Inspector/LightingSettingsEditor.cs:195 msgid "Lightmap Parameters" msgstr "光照贴图参数" #: /Editor/Src/EditorUserSettings.cpp:311 msgid "Artifact Garbage Collection" msgstr "伪影垃圾收集" #: /Runtime/Misc/PlayerSettings.cpp:946 msgid "Android Max Aspect Ratio" msgstr "Android 最大纵横比" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:443 msgid "Output Buffers" msgstr "输出缓冲区" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:389 msgid "Snippets" msgstr "片段" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3959 msgid "WebGL Compression Format" msgstr "WebGL 压缩格式" #: /Runtime/Shaders/SerializedShaderData.h:722 msgid "Is PartialCB" msgstr "是 PartialCB" #: /Editor/Src/EditorUserSettings.cpp:286 msgid "VC Workspace" msgstr "VC 工作区" #: /Runtime/Graphics/SpriteFrame.cpp:245 msgid "Physics Shape" msgstr "物理形状" #: /Editor/Src/Undo/UndoManager.cpp:89 msgid "Undo Set Name" msgstr "撤消集名称" #: /Runtime/Shaders/SerializedShaderData.h:963 msgid "Src Blend Alpha" msgstr "源混合 Alpha" #: /Editor/Src/EditorSettings.cpp:269 msgid "Disable Cookies In Lightmapper" msgstr "在光照贴图烘焙器中禁用剪影" #: /Runtime/Graphics/Mesh/CompressedMesh.h:139 msgid "Bit Size" msgstr "位大小" #: /Editor/Src/Animation/StateMachine.cpp:855 msgid "Child State Machines" msgstr "子状态机" #: /Runtime/Interfaces/IVirtualTexturingManager.cpp:114 msgid "Item Name" msgstr "项名称" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3247 msgid "Cert Path" msgstr "证书路径" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3887 msgid "Enable Application Exit" msgstr "启用应用程序退出" #: /Runtime/Camera/GraphicsSettings.cpp:523 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:66 msgid "Lens Flare" msgstr "镜头眩光" #: /Editor/Src/Collab/Requests/RevisionRequests.h:67 msgid "Starting Head RevisionID" msgstr "起始头 RevisionID" #: /Runtime/Shaders/Shader.cpp:2244 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:32 msgid "Platforms" msgstr "平台" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:41 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:24 msgid "Texture" msgstr "纹理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3960 msgid "WebGL Wasm Arithmetic Exceptions" msgstr "WebGL Wasm 算术异常" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3927 msgid "Mono Env" msgstr "Mono 环境" #: /Runtime/Graphics/QualitySettings.cpp:606 msgid "Terrain Detail Density Scale" msgstr "地形细节密度缩放" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3153 msgid "Banner" msgstr "横幅" #: /Editor/Src/Undo/UndoManager.cpp:2022 msgid "Editor Version" msgstr "编辑器版本" #: /Runtime/Mono/MonoScript.cpp:284 msgid "Namespace" msgstr "命名空间" #: /Runtime/Misc/PlayerSettings.cpp:1031 msgid "Platform Requires Readable Assets" msgstr "平台需要可读资产" #: /Runtime/Camera/ShadowSettings.h:35 Editor/Mono/Inspector/ReflectionProbeEditor.cs:111 msgid "Type" msgstr "类型" #: /Editor/Src/EditorUserBuildSettings.cpp:203 msgid "Need Submission Materials" msgstr "需要提交材质" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:96 msgid "Compression Quality" msgstr "压缩质量" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3228 msgid "Usages" msgstr "用法" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:161 msgid "Single Channel Component" msgstr "单通道组件" #: /Runtime/Camera/RenderSettings.cpp:565 msgid "Mixed Shadow Color" msgstr "混合阴影颜色" #: /Editor/Src/AnnotationManager.cpp:447 msgid "Gizmo Enabled" msgstr "启用 Gizmo" #: /Runtime/Shaders/Material.cpp:241 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:44 msgid "Shader" msgstr "着色器" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4021 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:223 msgid "Use Deterministic Compilation" msgstr "使用确定性编译" #: /Runtime/Graphics/QualitySettings.cpp:612 msgid "Terrain Max Trees" msgstr "地形最大树" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3628 msgid "IOS Automatically Detect And Add Capabilities" msgstr "IOS 自动检测并添加功能" #: /Runtime/Camera/OcclusionArea.cpp:56 msgid "Smallest Voxel Size" msgstr "最小体素尺寸" #: /Runtime/Input/TimeManager.cpp:641 msgid "Scene Load Offset" msgstr "场景加载偏移" #: /Runtime/Misc/PlayerSettings.cpp:672 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3157 msgid "Android Profiler" msgstr "Android 探查器" #: /Runtime/Graphics/Texture.cpp:915 msgid "Is Alpha Channel Optional" msgstr "Alpha 通道是否可选" #: /Runtime/Camera/LightBakingOutput.h:48 msgid "Lightmap Bake Mode" msgstr "光照贴图烘焙模式" #: /Runtime/Graphics/Mesh/Mesh.cpp:793 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:126 msgid "Mesh Compression" msgstr "网格压缩" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:24 msgid "Hierarchies" msgstr "层级视图" #: /Runtime/Transform/Transform.cpp:1558 msgid "Father" msgstr "父" #: /Runtime/2D/Sorting/SortingGroup.cpp:117 Editor/Mono/Inspector/CanvasEditor.cs:41 msgid "Sorting Layer" msgstr "排序图层" #: /Runtime/Shaders/SerializedShaderData.h:1109 msgid "Conservative" msgstr "保守" #: /Runtime/Graphics/Renderer.cpp:783 Editor/Mono/Inspector/RendererLightingSettings.cs:492 msgid "Ignore Normals For Chart Detection" msgstr "图表探测忽略法线" #: /Editor/Src/VirtualTexturing/EditorOnlyVirtualTextureState.cpp:64 msgid "Virtual Texturing Enabled" msgstr "虚拟纹理已启用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4049 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:244 msgid "Metro Package Version" msgstr "Metro 包版本" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3551 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2797 msgid "UI Requires Persistent Wi Fi" msgstr "UI 要求有持续的 WiFi" #: /Runtime/Camera/ReflectionProbes.cpp:68 Editor/Mono/Inspector/ReflectionProbeEditor.cs:98 msgid "Blend Distance" msgstr "混合距离" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3935 msgid "Blur Splash Screen Background" msgstr "模糊启动画面背景" #: /Runtime/2D/Sorting/SortingGroup.cpp:119 Editor/Mono/Inspector/SortingGroupEditor.cs:34 msgid "Sort At Root" msgstr "在根部排序" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:143 Editor/Mono/ImportSettings/TextureImporterInspector.cs:328 msgid "Sprite Mode" msgstr "Sprite 模式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3880 msgid "Player Prefs Max Size" msgstr "玩家预制件最大大小" #: /Runtime/BaseClasses/GameObject.cpp:1138 msgid "Tag String" msgstr "标签字符串" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3706 msgid "Build Target Group Lightmap Encoding Quality" msgstr "生成目标组光照贴图编码质量" #: /Runtime/Misc/PlayerSettings.cpp:924 msgid "Enable OpenGL ProfilerGPU Recorders" msgstr "启用 OpenGL ProfilerGPU 记录器" #: /Editor/Src/LightmappingAnalyticsData.h:252 msgid "Sub Scene Count" msgstr "子场景数" #: /Runtime/Shaders/ComputeShader.cpp:1788 msgid "Compilation Context" msgstr "编译上下文" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4079 msgid "Metro Target Device Families" msgstr "Metro 目标设备系列" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:80 msgid "Move Lock" msgstr "移动锁定" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:77 Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:49 msgid "Master Atlas" msgstr "主图集" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3676 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1156 msgid "Chromeos Input Emulation" msgstr "Chromeos 输入仿真" #: /Runtime/Misc/PlayerSettings.cpp:940 msgid "Target Pixel Density" msgstr "目标像素密度" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:23 Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:55 msgid "Game Objects" msgstr "游戏对象" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3505 msgid "I Phone Stripping Level" msgstr "I Phone 剥离等级" #: /Runtime/Misc/BuildSettings.cpp:171 msgid "Has Publishing Rights" msgstr "有发布权利" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:222 msgid "Adaptive Mode Threshold" msgstr "自适应模式阈值" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:33 msgid "Show Login Window" msgstr "显示登录窗口" #: /Runtime/Shaders/SerializedShaderData.h:896 msgid "Player Sub Programs" msgstr "播放器子程序" #: /Runtime/BaseClasses/BaseObject.cpp:1011 msgid "InstanceID" msgstr "InstanceID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3479 msgid "Application Identifier" msgstr "应用程序标识符" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:146 Editor/Mono/Inspector/LineRendererEditor.cs:16 msgid "Alignment" msgstr "对齐" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:153 msgid "Uri" msgstr "Uri" #: /Editor/Src/Undo/SelectionUndo.cpp:135 msgid "Pre Edit Active" msgstr "预编辑激活" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2570 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:277 msgid "Enable Hue" msgstr "启用色调" #: /Editor/Src/Animation/Transition.cpp:245 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:19 msgid "Transition Offset" msgstr "过渡偏移" #: /Runtime/Graphics/RenderTexture.h:399 msgid "BindMS" msgstr "BindMS" #: /Runtime/Shaders/SerializedShaderData.h:175 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:72 msgid "Y" msgstr "Y" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:48 msgid "Hull Rays" msgstr "外壳射线" #: /Runtime/Graphics/Texture.cpp:914 msgid "Downscale Fallback" msgstr "缩减回退" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:39 msgid "Values" msgstr "值" #: /Runtime/Graphics/EnlightenSceneMapping.h:235 msgid "Num Chunks InY" msgstr "InY 上的块数量" #: /Runtime/Misc/PlayerSettings.cpp:768 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:463 msgid "Android Blit Type" msgstr "Android Blit 类型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3973 msgid "WebGL Power Preference" msgstr "WebGL 功率首选项" #: /Editor/Src/Prefabs/PrefabInstance.cpp:218 msgid "Objects" msgstr "对象" #: /Editor/Src/Collab/Jobs/CollabRevertFileAsyncJob.h:72 msgid "Reverts" msgstr "恢复" #: /Editor/Src/Animation/StateMachine.cpp:324 msgid "IK On Feet" msgstr "脚部 IK" #: /Editor/Src/Animation/StateMachine.h:199 msgid "State Machine" msgstr "状态机" #: /Runtime/Camera/RenderSettings.cpp:493 msgid "Default Reflection Resolution" msgstr "默认反射分辨率" #: /Runtime/Input/TimeManager.cpp:649 msgid "Last Sync End" msgstr "最后同步结束" #: /Editor/Src/LightmapEditorSettings.cpp:171 msgid "PVR Filtering Atrous Position SigmaAO" msgstr "PVR 过滤 Atrous 位置 SigmaAO" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:529 msgid "Ray Tracing Shader Param" msgstr "射线追踪着色器参数" #: /Runtime/Shaders/SerializedShaderData.h:1517 msgid "LOD" msgstr "LOD" #: /Runtime/Shaders/ComputeShaderStructs.cpp:182 Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:191 msgid "Build Target" msgstr "生成目标" #: /Runtime/Camera/Projector.cpp:374 Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:30 msgid "Near Clip Plane" msgstr "近剪裁平面" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:60 msgid "Force Maximum Compression Quality_BC6H_BC7" msgstr "强制使用最大压缩质量_BC6H_BC7" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:472 msgid "Resource Reflection Data" msgstr "资源反射数据" #: /Runtime/Shaders/Shader.cpp:2273 msgid "Compressed Lengths" msgstr "压缩长度" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:885 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:60 msgid "AABB" msgstr "AABB" #: /Runtime/Shaders/ComputeShaderStructs.cpp:63 Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:251 msgid "Textures" msgstr "纹理" #: /Runtime/Misc/PlayerSettings.cpp:938 msgid "Color Gamuts" msgstr "色域" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:103 msgid "Linear Texture" msgstr "线性纹理" #: /Runtime/Shaders/Material.cpp:265 msgid "Valid Keywords" msgstr "有效关键字" #: /Editor/Src/Undo/PropertyDiffUndo.cpp:182 msgid "Undo Property Modifications" msgstr "撤消属性修改" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:327 msgid "Baked Ambient Probes In Linear" msgstr "线性烘焙环境探测器" #: /Runtime/Misc/PlayerSettings.cpp:780 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:111 msgid "Mac Retina Support" msgstr "Mac Retina 支持" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:150 msgid "Sprite Generate Fallback Physics Shape" msgstr "Sprite 生成回退物理形状" #: /Editor/Src/Collab/CollabClient.h:641 msgid "Action" msgstr "动作" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:102 msgid "Crunched Compression" msgstr "紧急压缩" #: /Runtime/Camera/RenderSettings.cpp:508 Editor/Mono/SettingsWindow/LightingEditor.cs:145 msgid "Sun" msgstr "太阳" #: /Editor/Src/EditorUserBuildSettings.cpp:176 msgid "Architecture Flags" msgstr "架构标志" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3130 msgid "Kind" msgstr "种类" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:28 msgid "Rotated" msgstr "已旋转" #: /Runtime/Geometry/AABB.h:256 Editor/Mono/EditorGUI.cs:148 msgid "Center" msgstr "中心" #: /Runtime/Shaders/SerializedShaderData.h:919 Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:28 msgid "Z Fail" msgstr "Z 失败" #: /Editor/Src/EditorUserBuildSettings.cpp:274 msgid "Windows Device Portal Username" msgstr "Windows 设备门户用户名" #: /Runtime/Graphics/QualitySettings.cpp:569 Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:48 msgid "Shadowmask Mode" msgstr "Shadowmask 模式" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:322 msgid "Start Line" msgstr "起始线" #: /Editor/Src/WebSocketClient/Message.h:50 msgid "Topic" msgstr "主题" #: /Runtime/Input/TimeManager.cpp:647 Editor/Mono/Inspector/TimeManagerInspector.cs:13 msgid "Maximum Particle Timestep" msgstr "最大粒子时间步长" #: /Editor/Src/Undo/FileChangeUndo.cpp:122 msgid "Post Prefab Content" msgstr "后预制件内容" #: /Runtime/Graphics/LightingSettings.cpp:150 msgid "PVR Denoiser TypeAO" msgstr "PVR AO 型降噪器" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:94 msgid "Inner" msgstr "内部" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3509 msgid "Create Wallpaper" msgstr "创建墙纸" #: /Runtime/Input/InputManager.cpp:324 msgid "Last Joy Num" msgstr "最后的游戏杆编号" #: /Runtime/Graphics/Mesh/SubMesh.h:70 msgid "Is Tri Strip" msgstr "是三角形带" #: /Editor/Src/Animation/Transition.cpp:252 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:274 msgid "Can Transition To Self" msgstr "可以过渡到自己" #: /Editor/Src/Undo/UndoBase.cpp:203 msgid "Undo Stack Id" msgstr "撤消堆栈 ID" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:162 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:443 msgid "Splash Screen Background Color" msgstr "启动画面背景色" #: /Editor/Src/Prefabs/PrefabMerging.h:142 msgid "Transform Parent" msgstr "转换父对象" #: /Editor/Src/EditorUserSettings.cpp:290 msgid "Semantic Merge Mode" msgstr "语义合并模式" #: /Runtime/Shaders/ComputeShaderStructs.cpp:22 msgid "Array Size" msgstr "数组大小" #: /Runtime/Mono/MonoManager.cpp:2844 Editor/Mono/Annotation/AnnotationWindow.cs:400 msgid "Scripts" msgstr "脚本" #: /Runtime/Mono/MonoScript.cpp:285 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:251 msgid "Assembly Name" msgstr "程序集名" #: /Runtime/Camera/ShadowSettings.h:39 Editor/Mono/Inspector/LightEditor.cs:88 msgid "Bias" msgstr "偏离" #: /Editor/Src/Undo/StructureUndoBase.cpp:45 msgid "Prev State" msgstr "前一个状态" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3652 msgid "Android Splash Screen" msgstr "Android 启动画面" #: /Editor/Src/UnityConnect/UnityErrors.h:114 msgid "Msg" msgstr "消息" #: /Editor/Src/AnnotationManager.cpp:460 msgid "World Icon Size" msgstr "世界图标大小" #: /Runtime/Shaders/UnityPropertySheet.cpp:429 Editor/Mono/Inspector/RectTransformEditor.cs:41 msgid "Scale" msgstr "缩放" #: /Runtime/Camera/GraphicsSettings.cpp:517 Editor/Mono/Inspector/CameraEditor.cs:112 msgid "Deferred" msgstr "延迟" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4070 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:779 msgid "Metro Tile Background Color" msgstr "Metro 磁贴背景颜色" #: /Editor/Src/Undo/DefaultParentObjectUndo.cpp:70 msgid "Pre Edit InstanceID" msgstr "预编辑 InstanceID" #: /Runtime/Camera/ReflectionProbes.cpp:61 Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:94 msgid "Near Clip" msgstr "近剪裁" #: /Runtime/Graphics/QualitySettings.cpp:610 msgid "Terrain Billboard Start" msgstr "地形 Billboard 开始" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:813 msgid "Source Texture Information" msgstr "源纹理信息" #: /Runtime/Graphics/LineBuilder.h:164 Editor/Mono/Inspector/LineRendererEditor.cs:466 msgid "Num Cap Vertices" msgstr "顶点数量上限" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:102 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:85 msgid "SRGB Texture" msgstr "SRGB 纹理" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:886 msgid "DirtyAABB" msgstr "DirtyAABB" #: /Runtime/Graphics/Mesh/MeshTypes.h:34 msgid "Bone Index" msgstr "骨骼索引" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3231 msgid "Device Usages" msgstr "设备使用" #: /Editor/Src/EditorSettings.cpp:202 msgid "Default Behavior Mode" msgstr "默认行为模式" #: /Editor/Src/Undo/StructureUndoBase.cpp:64 msgid "Local Identifier In File Hint" msgstr "文件中的本地标识符提示" #: /Editor/Src/InspectorExpandedState.cpp:185 msgid "Inspector Expanded" msgstr "检查器已展开" #: /Runtime/Camera/GraphicsSettings.cpp:617 msgid "SRP Default Settings" msgstr "SRP 默认设置" #: /Runtime/Shaders/ShaderLivelinkCommon.h:69 msgid "Allow Async" msgstr "允许异步" #: /Runtime/Graphics/QualitySettings.cpp:564 msgid "Shadow Cascades" msgstr "阴影级联" #: /Runtime/Shaders/RayTracingShaderStructs.cpp:532 msgid "Ray Tracing Shader Resources" msgstr "射线追踪着色器资源" #: /Runtime/Shaders/ComputeShaderStructs.cpp:32 msgid "Params" msgstr "参数" #: /Editor/Src/Animation/Transition.cpp:251 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:22 msgid "Ordered Interruption" msgstr "有序中断" #: /Runtime/Graphics/CustomRenderTexture.h:237 msgid "Update Zone Center" msgstr "更新区域中心" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:334 msgid "IsGLSL" msgstr "IsGLSL" #: /Editor/Src/EditorUserBuildSettings.cpp:266 msgid "SelectedWSAUWPSDK" msgstr "SelectedWSAUWPSDK" #: /Editor/Src/SceneManager/SceneManagerSetup.h:21 msgid "Is Loaded" msgstr "是加载的" #: /Runtime/Shaders/Material.cpp:443 msgid "Saved Properties" msgstr "已保存属性" #: /Editor/Src/WebSocketClient/Message.h:49 Editor/Mono/ImportSettings/TextureImporterInspector.cs:302 msgid "Channel" msgstr "通道" #: /Editor/Src/EditorUserBuildSettings.cpp:239 msgid "Build App Bundle" msgstr "生成应用程序资源包" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:206 msgid "Unity Splash Logo" msgstr "Unity 启动徽标" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:116 msgid "Height Scale" msgstr "高度比例" #: [MenuItem]Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgid "GeometryToolbox" msgstr "GeometryToolbox" #: [MenuItem]Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgid "Progressive Mesh" msgstr "渐进网格" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgid "Custom" msgstr "自定义" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgid "UnwrapDebugHelper" msgstr "UnwrapDebugHelper" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgid "Export all MeshFilters in selection to separate OBJs" msgstr "导出所有选择的 MeshFilters 为单独的 OBJ" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:156 msgid "Export whole selection to single OBJ" msgstr "将整个选择导出到单个 OBJ" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:211 msgid "Export each selected to single OBJ" msgstr "将每个选定导出到单个 OBJ" #: Editor/Mono/EditorGUI.cs:152 msgid "[Please press a key]" msgstr "[请按任意键]" #: Editor/Mono/EditorGUI.cs:153 msgid "This property is previewing the overridden value on the Prefab instance.\n\nTo edit this property, open this Prefab Asset in isolation by pressing the modifier key [Alt] while you open it." msgstr "此属性正在预览预制件实例上已覆盖的值。\n\n要编辑此属性,请单独打开该预制件资产,即在打开时按修改键 [Alt]。" #: Editor/Mono/EditorGUI.cs:155 msgid "Clipping Planes" msgstr "剪裁平面" #: Editor/Mono/EditorGUI.cs:155 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:156 msgid "Near" msgstr "近" #: Editor/Mono/EditorGUI.cs:156 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:156 msgid "Far" msgstr "远" #: Editor/Mono/EditorGUI.cs:156 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:197 msgid "\\u2014" msgstr "\\u2014" #: Editor/Mono/EditorGUI.cs:197 msgid "Mixed Values" msgstr "混合值" #: Editor/Mono/EditorGUI.cs:704 msgid "Cut" msgstr "剪切" #: Editor/Mono/EditorGUI.cs:711 msgid "Copy" msgstr "复制" #: Editor/Mono/EditorGUI.cs:718 msgid "Paste" msgstr "粘贴" #: Editor/Mono/EditorGUI.cs:3072 msgid "Duplicate Array Element" msgstr "创建数组元素副本" #: Editor/Mono/EditorGUI.cs:3125 msgid "Delete Array Element" msgstr "删除数组元素" #: Editor/Mono/EditorGUI.cs:3186 msgid "Print Property Path" msgstr "打印属性路径" #: Editor/Mono/EditorGUI.cs:3200 msgid "Check Out" msgstr "签出" #: Editor/Mono/EditorGUI.cs:3935 msgid "Add Tag..." msgstr "添加标签..." #: Editor/Mono/EditorGUI.cs:4052 msgid "Add Layer..." msgstr "添加图层..." #: Editor/Mono/EditorGUI.cs:7351 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/MaterialProperty.cs:220 msgid "Revert on {0} Material(s)" msgstr "对 {0} 个材质进行恢复" #: Editor/Mono/MaterialProperty.cs:221 msgid "Apply to Material '{0}'" msgstr "应用到材质 '{0}'" #: Editor/Mono/MaterialProperty.cs:222 msgid "Apply as Override in Variant '{0}'" msgstr "在变体 '{0}' 中作为覆盖应用" #: Editor/Mono/MaterialProperty.cs:228 msgid "Revert" msgstr "恢复" #: Editor/Mono/MaterialProperty.cs:229 msgid "Revert all Overrides" msgstr "恢复所有覆盖" #: Editor/Mono/MaterialProperty.cs:230 msgid "Lock in children" msgstr "在子对象中锁定" #: Editor/Mono/MaterialProperty.cs:231 msgid "See lock origin" msgstr "查看锁定原点" #: Editor/Mono/MaterialProperty.cs:233 msgid "Reset" msgstr "重置" #: Editor/Mono/MaterialProperty.cs:372 msgid "Copy Property Name" msgstr "复制属性名称" #: Editor/Mono/SpeedTreeMaterialFixer.cs:13 msgid "Fix SpeedTree Shaders" msgstr "修复 SpeedTree 着色器" #: [MenuItem]Editor/Mono/PlayerPrefsSettings.cs:8 msgid "Clear All PlayerPrefs" msgstr "清除所有 PlayerPrefs" #: Editor/Mono/IconSelector.cs:22 msgid "Other..." msgstr "其它…" #: Editor/Mono/Handles.cs:66 msgid "Static" msgstr "静态的" #: [MenuItem]Editor/Mono/ProjectTemplateWindow.cs:18 msgid "internal:Project" msgstr "内部:项目" #: [MenuItem]Editor/Mono/ProjectTemplateWindow.cs:18 msgid "Save As Template..." msgstr "另存为模板..." #: Editor/Mono/ProjectTemplateWindow.cs:27 msgid "Save Template" msgstr "保存模板" #: Editor/Mono/GameObjectUtility.bindings.cs:74 msgid "Yes, change children" msgstr "是,更改子对象" #: Editor/Mono/GameObjectUtility.bindings.cs:74 msgid "No, this object only" msgstr "否,仅此对象" #: [MenuItem]Editor/Mono/RagdollBuilder.cs:106 msgid "GameObject" msgstr "游戏对象" #: [MenuItem]Editor/Mono/RagdollBuilder.cs:106 msgid "3D Object" msgstr "3D 对象" #: [MenuItem]Editor/Mono/RagdollBuilder.cs:106 msgid "Ragdoll..." msgstr "布偶..." #: Editor/Mono/BuildPlayerWindow.cs:26 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:27 msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the Lightmap Encoding value you have selected and the current settings." msgstr "为了生成播放器,请转到 '播放器设置...' 中解决已选择的“光照贴图编码”值与当前设置之间的不兼容问题。" #: Editor/Mono/BuildPlayerWindow.cs:28 msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the HDR Cubemap Encoding value you have selected and the current settings." msgstr "为了生成播放器,请转到 '播放器设置...' 中解决已选择的“HDR 立方体贴图编码”值与当前设置之间的不兼容问题。" #: Editor/Mono/BuildPlayerWindow.cs:29 msgid "Cannot build player because Virtual Texturing is enabled, but the target platform or graphics API does not support Virtual Texturing. Go to Player Settings to resolve the incompatibility." msgstr "无法生成播放器,因为启用了虚拟纹理,但目标平台或图形 API 不支持虚拟纹理。请转到“播放器设置”以解决不兼容问题。" #: Editor/Mono/BuildPlayerWindow.cs:30 msgid "Cannot build player while editor is importing assets or compiling scripts." msgstr "编辑器导入资产或编译脚本时无法生成播放器。" #: Editor/Mono/BuildPlayerWindow.cs:36 msgid "Platform" msgstr "平台" #: Editor/Mono/BuildPlayerWindow.cs:36 msgid "Which platform to build for" msgstr "进行生成的平台" #: Editor/Mono/BuildPlayerWindow.cs:37 msgid "Switch Platform" msgstr "切换平台" #: Editor/Mono/BuildPlayerWindow.cs:38 msgid "Build" msgstr "生成" #: Editor/Mono/BuildPlayerWindow.cs:39 msgid "Build And Run" msgstr "生成和运行" #: Editor/Mono/BuildPlayerWindow.cs:40 msgid "Scenes In Build" msgstr "Build 中的场景" #: Editor/Mono/BuildPlayerWindow.cs:40 msgid "Which scenes to include in the build" msgstr "在构建中包含的场景" #: Editor/Mono/BuildPlayerWindow.cs:41 msgid "Check out" msgstr "签出" #: Editor/Mono/BuildPlayerWindow.cs:42 msgid "Add Open Scenes" msgstr "添加已打开场景" #: Editor/Mono/BuildPlayerWindow.cs:43 msgid "No {0} module loaded." msgstr "无 {0} 模块加载。" #: Editor/Mono/BuildPlayerWindow.cs:44 msgid "Open Download Page" msgstr "打开下载页面" #: Editor/Mono/BuildPlayerWindow.cs:45 msgid "Install with Unity Hub" msgstr "使用 Unity Hub 进行安装" #: Editor/Mono/BuildPlayerWindow.cs:46 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:47 msgid "Eula" msgstr "欧拉" #: Editor/Mono/BuildPlayerWindow.cs:48 msgid "Add {0} to your Unity Pro license" msgstr "将 {0} 添加到您的 Unity Pro 许可" #: Editor/Mono/BuildPlayerWindow.cs:49 msgid "Install into source code 'build' folder" msgstr "安装到源代码 'build' 文件夹中" #: Editor/Mono/BuildPlayerWindow.cs:49 msgid "Install into source checkout 'build' folder, for debugging with source code" msgstr "安装到源代码签出 'build' 文件夹中,以便使用源代码进行调试" #: Editor/Mono/BuildPlayerWindow.cs:50 msgid "Open documentation about source code building and debugging" msgstr "打开有关源代码生成和调试的文档" #: Editor/Mono/BuildPlayerWindow.cs:64 msgid "Development Build" msgstr "开发构建" #: Editor/Mono/BuildPlayerWindow.cs:65 msgid "Autoconnect Profiler" msgstr "自动连接探查器" #: Editor/Mono/BuildPlayerWindow.cs:65 msgid "When the build is started, an open Profiler Window will automatically connect to the Player and start profiling. The \"Build And Run\" option will also automatically open the Profiler Window." msgstr "构建开始后,打开的性能分析器窗口将自动连接到播放器并开始分析。\"构建和运行\" 选项将自动打开性能分析器窗口。" #: Editor/Mono/BuildPlayerWindow.cs:66 msgid "Profiling is only enabled in a Development Player." msgstr "只有在构建时选择了开发模式的播放器才能启用性能分析。" #: Editor/Mono/BuildPlayerWindow.cs:67 msgid "Deep Profiling Support" msgstr "深度分析支持" #: Editor/Mono/BuildPlayerWindow.cs:67 msgid "Build Player with Deep Profiling Support. This might affect Player performance." msgstr "构建播放器并启用深度分析支持。这可能会影响播放器性能。" #: Editor/Mono/BuildPlayerWindow.cs:68 msgid "Deep Profiling" msgstr "深度分析" #: Editor/Mono/BuildPlayerWindow.cs:69 msgid "Script Debugging" msgstr "脚本调试" #: Editor/Mono/BuildPlayerWindow.cs:69 msgid "Enable this setting to allow your script code to be debugged." msgstr "启用此设置可以调试脚本代码。" #: Editor/Mono/BuildPlayerWindow.cs:70 msgid "Wait For Managed Debugger" msgstr "等待托管调试器" #: Editor/Mono/BuildPlayerWindow.cs:70 msgid "Show a dialog where you can attach a managed debugger before any script execution. Can also use volume Up or Down button to confirm on Android." msgstr "显示可以在任何脚本执行之前附加托管调试器的对话框。在 Android 上也可以使用音量增大或减小按钮进行确认。" #: Editor/Mono/BuildPlayerWindow.cs:71 msgid "Managed Debugger Fixed Port" msgstr "托管调试器固定端口" #: Editor/Mono/BuildPlayerWindow.cs:71 msgid "Use the specified port to attach to the managed debugger. If 0, the port will be automatically selected." msgstr "使用指定端口以附加到托管调试器。如果 0,将自动选择该端口。" #: Editor/Mono/BuildPlayerWindow.cs:73 msgid "Divide By Zero Checks" msgstr "除以零检查" #: Editor/Mono/BuildPlayerWindow.cs:74 msgid "Array Bounds Checks" msgstr "数组边界检查" #: Editor/Mono/BuildPlayerWindow.cs:75 msgid "Learn about Unity Cloud Build" msgstr "了解 Unity 云生成" #: Editor/Mono/BuildPlayerWindow.cs:76 msgid "Compression Method" msgstr "压缩方法" #: Editor/Mono/BuildPlayerWindow.cs:76 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:78 msgid "Asset Import Overrides" msgstr "资产导入覆盖" #: Editor/Mono/BuildPlayerWindow.cs:78 msgid "Asset import overrides for local development. Reducing maximum texture size or compression settings can speed up asset imports and platform switches." msgstr "用于本地开发的资产导入覆盖。减小最大纹理大小或压缩设置可以加快资产导入和平台切换速度。" #: Editor/Mono/BuildPlayerWindow.cs:79 msgid "Maximum texture import size for local development. Reducing maximum texture size can speed up asset imports and platform switches." msgstr "用于本地开发的最大纹理导入大小。减小最大纹理大小可以加快资产导入和平台切换速度。" #: Editor/Mono/BuildPlayerWindow.cs:82 msgid "No Override" msgstr "无覆盖" #: Editor/Mono/BuildPlayerWindow.cs:82 msgid "Use maximum texture size as specified in per-texture import settings." msgstr "使用各自纹理导入设置中指定的最大纹理大小。" #: Editor/Mono/BuildPlayerWindow.cs:83 msgid "Max 2048" msgstr "最大 2048" #: Editor/Mono/BuildPlayerWindow.cs:83 msgid "Make imported textures never exceed 2048 pixels in width or height." msgstr "使导入的纹理的宽度或高度不超过 2048 像素。" #: Editor/Mono/BuildPlayerWindow.cs:84 msgid "Max 1024" msgstr "最大 1024" #: Editor/Mono/BuildPlayerWindow.cs:84 msgid "Make imported textures never exceed 1024 pixels in width or height." msgstr "使导入的纹理的宽度或高度不超过 1024 像素。" #: Editor/Mono/BuildPlayerWindow.cs:85 msgid "Max 512" msgstr "最大 512" #: Editor/Mono/BuildPlayerWindow.cs:85 msgid "Make imported textures never exceed 512 pixels in width or height." msgstr "使导入的纹理的宽度或高度不超过 512 像素。" #: Editor/Mono/BuildPlayerWindow.cs:86 msgid "Max 256" msgstr "最大 256" #: Editor/Mono/BuildPlayerWindow.cs:86 msgid "Make imported textures never exceed 256 pixels in width or height." msgstr "使导入的纹理的宽度或高度不超过 256 像素。" #: Editor/Mono/BuildPlayerWindow.cs:87 msgid "Max 128" msgstr "最大 128" #: Editor/Mono/BuildPlayerWindow.cs:87 msgid "Make imported textures never exceed 128 pixels in width or height." msgstr "使导入的纹理的宽度或高度不超过 128 像素。" #: Editor/Mono/BuildPlayerWindow.cs:88 msgid "Max 64" msgstr "最大 64" #: Editor/Mono/BuildPlayerWindow.cs:88 msgid "Make imported textures never exceed 64 pixels in width or height." msgstr "使导入的纹理的宽度或高度不超过 64 像素。" #: Editor/Mono/BuildPlayerWindow.cs:102 msgid "Do not modify texture import compression settings." msgstr "不修改纹理导入压缩设置。" #: Editor/Mono/BuildPlayerWindow.cs:103 msgid "Force Fast Compressor" msgstr "强制快速压缩器" #: Editor/Mono/BuildPlayerWindow.cs:103 msgid "Use a faster but lower quality texture compression mode for all compressed textures. Turn off Crunch compression." msgstr "对所有压缩纹理使用更快但质量较低的纹理压缩模式。关闭 Crunch 压缩。" #: Editor/Mono/BuildPlayerWindow.cs:104 msgid "Force Uncompressed" msgstr "强制采用未压缩格式" #: Editor/Mono/BuildPlayerWindow.cs:104 msgid "Do not compress textures." msgstr "不压缩纹理。" #: Editor/Mono/BuildPlayerWindow.cs:113 msgid "Texture compression override for local development. Fast or Uncompressed can speed up asset imports and platform switches." msgstr "用于本地开发的纹理压缩覆盖。“快速”或“未压缩”可以加快资产导入和平台切换速度。" #: Editor/Mono/BuildPlayerWindow.cs:114 msgid "Apply Overrides" msgstr "应用覆盖" #: Editor/Mono/BuildPlayerWindow.cs:114 msgid "Apply asset import override settings" msgstr "应用资产导入覆盖设置" #: Editor/Mono/BuildPlayerWindow.cs:125 msgid "Default" msgstr "默认" #: Editor/Mono/BuildPlayerWindow.cs:126 msgid "LZ4" msgstr "LZ4" #: Editor/Mono/BuildPlayerWindow.cs:127 msgid "LZ4HC" msgstr "LZ4HC" #: Editor/Mono/BuildPlayerWindow.cs:202 Editor-Extra:title label for BuildPlayerWindow msgid "Build Settings" msgstr "生成设置" #: Editor/Mono/BuildPlayerWindow.cs:394 msgid "Player Settings..." msgstr "玩家设置..." #: Editor/Mono/BuildPlayerWindow.cs:421 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:1030 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/EditorApplication.cs:319 msgid "[CODE COVERAGE]" msgstr "[CODE COVERAGE]" #: Editor/Mono/EditorApplication.cs:336 msgid "Untitled" msgstr "无标题" #: Editor/Mono/ProjectBrowser.cs:19 msgid "Project" msgstr "项目" #: Editor/Mono/ProjectBrowser.cs:83 msgid "Search by Label" msgstr "按标签搜索" #: Editor/Mono/ProjectBrowser.cs:84 msgid "Search by Type" msgstr "按类型搜索" #: Editor/Mono/ProjectBrowser.cs:85 msgid "Search by Import Log Type" msgstr "按导入日志类型搜索" #: Editor/Mono/ProjectBrowser.cs:87 msgid "Save search" msgstr "保存搜索" #: Editor/Mono/ProjectBrowser.cs:88 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/ProjectBrowser.cs:89 msgid "This folder is empty" msgstr "此文件夹是空的" #: Editor/Mono/ProjectBrowser.cs:90 msgid "Search:" msgstr "搜索:" #: Editor/Mono/ProjectBrowser.cs:212 msgid "All" msgstr "全部" #: Editor/Mono/ProjectBrowser.cs:214 msgid "In Packages" msgstr "在包中" #: Editor/Mono/ProjectBrowser.cs:216 msgid "In Assets" msgstr "在资产中" #: Editor/Mono/ProjectBrowser.cs:1703 msgid "Invalid Operation" msgstr "无效操作" #: Editor/Mono/ProjectBrowser.cs:1703 msgid "Ok" msgstr "确定" #: Editor/Mono/ProjectBrowser.cs:1708 msgid "Deleting a root folder is not allowed." msgstr "不允许删除根文件夹。" #: Editor/Mono/ProjectBrowser.cs:2287 msgid "One Column Layout" msgstr "单栏布局" #: Editor/Mono/ProjectBrowser.cs:2288 msgid "Two Column Layout" msgstr "两栏布局" #: Editor/Mono/ProjectBrowser.cs:2300 msgid "DEVELOPER/Open TreeView Test Window..." msgstr "DEVELOPER/打开 TreeView 测试窗口..." #: Editor/Mono/ProjectBrowser.cs:2301 msgid "DEVELOPER/Use TreeView Expansion Animation" msgstr "DEVELOPER/Use TreeView 扩展动画" #: Editor/Mono/ProjectBrowser.cs:3129 msgid "Delete" msgstr "删除" #: Editor/Mono/ProjectBrowser.cs:3188 msgid "No sub folders..." msgstr "无子文件夹…" #: Editor/Mono/ContainerWindow.cs:299 msgid "Unsaved Changes Detected" msgstr "检测到未保存的更改" #: Editor/Mono/ContainerWindow.cs:303 msgid "Discard" msgstr "放弃" #: Editor/Mono/ContainerWindow.cs:311 msgid "Save All" msgstr "全部保存" #: Editor/Mono/ContainerWindow.cs:313 msgid "Discard All" msgstr "全部放弃" #: Editor/Mono/ContainerWindow.cs:343 msgid "Save Changes Failed" msgstr "保存更改失败" #: Editor/Mono/ObjectNames.cs:64 msgid " (Script)" msgstr " (脚本)" #: Editor/Mono/ObjectNames.cs:75 msgid "[none]" msgstr "[none]" #: Editor/Mono/ObjectNames.cs:110 msgid "Nothing Selected" msgstr "未进行任何选择" #: Editor/Mono/ObjectNames.cs:117 msgid " (Deprecated)" msgstr " (已弃用)" #: Editor/Mono/SceneHierarchyWindow.cs:10 msgid "Hierarchy" msgstr "层级" #: [MenuItem]Editor/Mono/SceneHierarchyWindow.cs:324 msgid "Paste As Child %" msgstr "粘贴为子对象 %" #: [MenuItem]Editor/Mono/EditorResources.cs:380 msgid "Theme" msgstr "主题" #: [MenuItem]Editor/Mono/EditorResources.cs:380 msgid "Refresh Styles" msgstr "刷新样式" #: [MenuItem]Editor/Mono/EditorResources.cs:390 msgid "Switch Theme And Repaint" msgstr "切换主题并重新绘制" #: Editor/Mono/ObjectSelector.cs:39 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/EditorUtility.cs:57 msgid "Do not show me this message again on this machine." msgstr "不要在此机器上再次显示此消息。" #: Editor/Mono/EditorUtility.cs:58 msgid "Do not show me this message again for this session." msgstr "不要在此会话中再次显示此消息。" #: Editor/Mono/SceneHierarchy.cs:30 msgid "Rename New Objects" msgstr "重命名新对象" #: Editor/Mono/SceneHierarchy.cs:889 msgid "Create Empty Parent" msgstr "创建空父对象" #: Editor/Mono/SceneHierarchy.cs:1147 msgid "Paste As Child" msgstr "粘贴为子对象" #: Editor/Mono/SceneHierarchy.cs:1154 msgid "Delete GameObject" msgstr "删除游戏对象" #: Editor/Mono/SceneHierarchy.cs:1187 msgid "Rename" msgstr "重命名" #: Editor/Mono/SceneHierarchy.cs:1192 msgid "Duplicate" msgstr "副本" #: Editor/Mono/SceneHierarchy.cs:1205 msgid "Select Children" msgstr "选择子对象" #: Editor/Mono/SceneHierarchy.cs:1212 msgid "Find References in Scene" msgstr "在场景中查找引用" #: Editor/Mono/SceneHierarchy.cs:1266 msgid "Prefab/Open Model" msgstr "预制件/打开模型" #: Editor/Mono/SceneHierarchy.cs:1273 msgid "Prefab/Open Asset in Context" msgstr "预制件/在上下文中打开资产" #: Editor/Mono/SceneHierarchy.cs:1277 msgid "Prefab/Open Asset in Isolation" msgstr "预制件/单独打开资产" #: Editor/Mono/SceneHierarchy.cs:1287 msgid "Prefab/Select Asset" msgstr "预制件/选择资产" #: Editor/Mono/SceneHierarchy.cs:1296 msgid "Prefab/Select Root" msgstr "预制件/选择根" #: Editor/Mono/SceneHierarchy.cs:1352 msgid "Prefab/Unpack" msgstr "预制件/解压缩" #: Editor/Mono/SceneHierarchy.cs:1353 msgid "Prefab/Unpack Completely" msgstr "预制件/完全解压缩" #: Editor/Mono/SceneHierarchy.cs:1355 msgid "Prefab/Check for Unused Overrides" msgstr "预制件/检查未使用的覆盖" #: Editor/Mono/SceneHierarchy.cs:1437 msgid "Set Active Scene" msgstr "设置活动场景" #: Editor/Mono/SceneHierarchy.cs:1452 msgid "Save Scene As" msgstr "场景另存为" #: Editor/Mono/SceneHierarchy.cs:1474 msgid "Unload Scene" msgstr "卸载场景" #: Editor/Mono/SceneHierarchy.cs:1493 msgid "Remove Scene" msgstr "移除场景" #: Editor/Mono/SceneHierarchy.cs:1505 msgid "Discard changes" msgstr "放弃更改" #: Editor/Mono/SceneHierarchy.cs:1518 msgid "Select Scene Asset" msgstr "选择场景资产" #: Editor/Mono/SceneHierarchy.cs:1953 msgid "Discard Changes" msgstr "放弃更改" #: Editor/Mono/SceneHierarchy.cs:1954 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:2014 msgid "Save Untitled Scene" msgstr "保存未保存场景" #: Editor/Mono/SceneHierarchy.cs:2015 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:2172 msgid "Collapse All" msgstr "全部折叠" #: Editor/Mono/BuildPlayerSceneTreeView.cs:299 msgid "Remove Selection" msgstr "移除选择" #: Editor/Mono/ConsoleWindow.cs:19 msgid "Console" msgstr "控制台" #: Editor/Mono/ConsoleWindow.cs:60 msgid "Clear" msgstr "清除" #: Editor/Mono/ConsoleWindow.cs:60 msgid "Clear console entries" msgstr "清除控制台条目" #: Editor/Mono/ConsoleWindow.cs:61 msgid "Clear on Play" msgstr "播放时清除" #: Editor/Mono/ConsoleWindow.cs:62 msgid "Clear on Build" msgstr "生成时清除" #: Editor/Mono/ConsoleWindow.cs:63 msgid "Clear on Recompile" msgstr "重新编译时清除" #: Editor/Mono/ConsoleWindow.cs:64 msgid "Collapse" msgstr "折叠" #: Editor/Mono/ConsoleWindow.cs:64 msgid "Collapse identical entries" msgstr "折叠相同条目" #: Editor/Mono/ConsoleWindow.cs:65 msgid "Error Pause" msgstr "错误暂停" #: Editor/Mono/ConsoleWindow.cs:65 msgid "Pause Play Mode on error" msgstr "遇到错误时暂停播放模式" #: Editor/Mono/ConsoleWindow.cs:66 msgid "Stop for Assert" msgstr "因断言停止" #: Editor/Mono/ConsoleWindow.cs:67 msgid "Stop for Error" msgstr "因错误停止" #: Editor/Mono/ConsoleWindow.cs:68 msgid "Use Monospace font" msgstr "使用 Monospace 字体" #: Editor/Mono/ConsoleWindow.cs:69 msgid "Strip logging callstack" msgstr "剥离日志记录调用栈" #: Editor/Mono/ConsoleWindow.cs:1063 msgid "Open Player Log" msgstr "打开播放器日志" #: Editor/Mono/ConsoleWindow.cs:1064 msgid "Open Editor Log" msgstr "打开编辑器日志" #: Editor/Mono/ConsoleWindow.cs:1066 msgid "Show Timestamp" msgstr "显示时间戳" #: Editor/Mono/HostView.cs:31 msgid "Automatic (Authoring)" msgstr "自动(创作)" #: Editor/Mono/HostView.cs:32 msgid "Automatic (Mixed)" msgstr "自动(混合)" #: Editor/Mono/HostView.cs:33 msgid "Automatic (Runtime)" msgstr "自动(运行时)" #: Editor/Mono/HostView.cs:34 msgid "Authoring" msgstr "创作" #: Editor/Mono/HostView.cs:35 msgid "Mixed" msgstr "混合" #: Editor/Mono/HostView.cs:36 msgid "Runtime" msgstr "运行时" #: Editor/Mono/HostView.cs:37 msgid "Disabled" msgstr "已禁用" #: Editor/Mono/HostView.cs:955 msgid "Inspect Window" msgstr "检视窗口" #: Editor/Mono/HostView.cs:956 msgid "Inspect View" msgstr "检视视图" #: Editor/Mono/HostView.cs:957 msgid "Reload Window _f5" msgstr "重新加载窗口 _f5" #: Editor/Mono/ObjectListArea.cs:71 msgid "NOTE: Maximum item count is reached, not all items are shown. Narrow your search." msgstr "注意:已达到最大项数,未显示出所有项。请缩小搜索范围。" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:21 msgid "Instructions" msgstr "说明" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:22 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/GUIViewDebuggerWindow.cs:26 msgid "Inspected View: " msgstr "检视视图:" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:27 msgid "Pick Style" msgstr "选择样式" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:28 msgid "Picking " msgstr "选择" #: [MenuItem]Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgid "Analysis" msgstr "分析" #: [MenuItem]Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgid "IMGUI Debugger" msgstr "IMGUI 调试器" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:326 msgid "None" msgstr "无" #: Editor/Mono/Settings/SettingsWindow.cs:77 msgid "Print Provider Keywords" msgstr "打印提供者关键字" #: Editor/Mono/Settings/SettingsWindow.cs:78 msgid "Refresh providers" msgstr "刷新提供者" #: [MenuItem]Editor/Mono/Settings/SettingsWindow.cs:481 msgid "Project Settings..." msgstr "项目设置..." #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:18 msgid "Expose Property" msgstr "暴露属性" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:19 msgid "Unexpose Property" msgstr "取消暴露属性" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:20 msgid "not found on" msgstr "未找到" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:21 msgid "Overridden by " msgstr "覆盖者" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:13 msgid "Use Range with float or int." msgstr "“范围”应为浮点或整型。" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:54 msgid "Use Min with float, int or Vector." msgstr "“最小”值应为浮点、整型或矢量。" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:251 msgid "Use Multiline with string." msgstr "“多行”应为字符串。" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:304 msgid "Use TextAreaDrawer with string." msgstr "TextAreaDrawer 应为字符串。" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:384 msgid "Use ColorUsageDrawer with color." msgstr "ColorUsageDrawer 应为颜色。" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:426 msgid "Use GradientUsageDrawer with gradient." msgstr "GradientUsageDrawer 应为渐变。" #: Editor/Mono/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:460 msgid "Use Delayed with float, int, or string." msgstr "“延迟”应为浮点、整型或字符串。" #: Editor/Mono/CodeEditor/DefaultExternalCodeEditor.cs:12 msgid "Reset argument" msgstr "重置参数" #: [MenuItem]Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:35 msgid "Open C# Project" msgstr "打开 C# 项目" #: Editor/Mono/SceneView/SceneOrientationGizmo.cs:109 msgid "Click to lock the rotation in the current direction." msgstr "单击锁定当前方向旋转。" #: Editor/Mono/SceneView/SceneOrientationGizmo.cs:110 msgid "Click to unlock the rotation." msgstr "单击解锁旋转。" #: Editor/Mono/SceneView/SceneViewOverlays.cs:17 msgid "Exit isolation mode" msgstr "退出隔离模式" #: Editor/Mono/SceneView/SceneView.cs:1007 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:1008 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:1009 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:1010 msgid "Toggle audio on or off." msgstr "切换打开或关闭音频。" #: Editor/Mono/SceneView/SceneView.cs:1011 msgid "Gizmos" msgstr "Gizmos" #: Editor/Mono/SceneView/SceneView.cs:1011 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:1012 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:1013 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:1014 msgid "Toggle the visibility of the grid" msgstr "切换网格的可见性" #: Editor/Mono/SceneView/SceneView.cs:1017 msgid "Capture the current view and open in Xcode frame debugger" msgstr "捕获当前视图并在 Xcode 帧调试器中打开" #: Editor/Mono/SceneView/SceneView.cs:1018 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:1020 msgid "Settings for the Scene view camera." msgstr "场景视图摄像机的设置。" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1674 msgid "Set as first sibling %=" msgstr "置于同级首位 %=" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1692 msgid "Set as last sibling %-" msgstr "置于同级末位 %-" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1710 msgid "Move To View %" msgstr "移动到视图 %" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1723 msgid "Align With View %" msgstr "与视图 % 对齐" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1736 msgid "Align View to Selected" msgstr "对齐视图到选定项" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1749 msgid "Toggle Active State &" msgstr "切换活动状态 &" #: Editor/Mono/SceneView/SceneView.cs:3908 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/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:117 msgid "Update finished with {0} in {1} ms ({2}/{3} assembly(ies) updated)." msgstr "更新完成,结果:{0},用时 {1} 毫秒(已更新 {2}/{3} 个程序集)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:117 msgid "success" msgstr "成功" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:117 msgid "error" msgstr "错误" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:208 msgid "Timeout while checking assemblies:" msgstr "检查程序集时超时:" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:214 msgid "{0}Timeout: {1} ms" msgstr "{0}超时:{1} 毫秒" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:215 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:224 msgid "Timeout while updating assemblies:" msgstr "更新程序集时超时:" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:241 msgid "Unable to update following assemblies:" msgstr "无法更新以下程序集:" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:258 msgid " does not match any return code from AssemblyUpdater.exe" msgstr "与 AssemblyUpdater.exe 的任何返回代码都不匹配" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:282 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:313 msgid "User declined to run APIUpdater" msgstr "用户已拒绝运行 APIUpdater" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:412 msgid "Processing imported assemblies took {0} ms ({1}/{2} assembly(ies))." 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:577 msgid "Warning : Multiple matches found for assembly name '{0}'. Shortest path one ({1}) chosen as the source of updates. Full list: {2}" msgstr "警告:为程序集名 '{0}' 找到多个匹配项。最短路径的匹配项 ({1}) 被选为更新源。完整列表:{2}" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:666 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:688 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/Scripting/Compilers/APIUpdaterHelper.cs:42 msgid "[API Updater] At least one file from a readonly package and one file from other location have been updated (that is not expected).{0}File from other location: {0}\t{1}{0}Files from packages already processed: {0}{2}" msgstr "[API Updater] 至少来自只读包的一个文件和来自其他位置的一个文件已被更新(这是不希望出现的情况)。{0}来自其他位置的文件:{0}\t{1}{0}来自已处理的包的文件:{0}{2}" #: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:86 msgid "[API Updater] Files cannot be updated (files not writable): {0}" msgstr "[API Updater] 无法更新文件(文件不可写):{0}" #: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:104 msgid "[API Updater] Files cannot be updated (failed to add file to list): {0}" msgstr "[API Updater] 无法更新文件(将文件添加到列表失败):{0}" #: Editor/Mono/Scripting/Compilers/APIUpdaterHelper.cs:112 msgid "[API Updater] Files cannot be updated (failed to check out): {0}" msgstr "[API Updater] 无法更新文件(签出失败):{0}" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:172 msgid "What will this texture be used for?" msgstr "此纹理的用途是什么?" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:175 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:176 msgid "Normal map" msgstr "法线贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:176 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:177 msgid "Editor GUI and Legacy GUI" msgstr "编辑器 GUI 和旧功能 GUI" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:177 msgid "Texture is used for a GUI element." msgstr "纹理是用于 GUI 元素的。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:178 msgid "Sprite (2D and UI)" msgstr "Sprite (2D 和 UI)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:178 msgid "Texture is used for a sprite." msgstr "纹理是用于 sprite 的。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:179 msgid "Cursor" msgstr "光标" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:179 msgid "Texture is used for a cursor." msgstr "纹理是用于光标的。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:180 msgid "Cookie" msgstr "剪影" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:180 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:181 msgid "Texture is a lightmap." msgstr "纹理是一张光照贴图。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:182 msgid "Directional Lightmap" msgstr "定向光照贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:182 msgid "Texture is a directional lightmap." msgstr "纹理是定向光照贴图。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:183 msgid "Shadowmask" msgstr "Shadowmask" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:183 msgid "Texture is a shadowmask texture." msgstr "纹理是阴影遮罩纹理。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:184 msgid "Single Channel" msgstr "单通道" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:184 msgid "Texture is a one component texture." msgstr "纹理是单组件纹理。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:200 msgid "What shape is this texture?" msgstr "该纹理的形状是什么?" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:201 Editor-Extra:class Section at PreferencesWindow.cs msgid "2D" msgstr "2D" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:201 msgid "Texture is 2D." msgstr "纹理是 2D。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:202 msgid "Cube" msgstr "立方体" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:202 msgid "Texture is a Cubemap." msgstr "纹理是一个“立方体贴图”。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:203 msgid "2D Array" msgstr "2D 数组" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:203 msgid "Texture is a 2D Array." msgstr "纹理是 2D 数组。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:204 msgid "3D" msgstr "3D" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:204 msgid "Texture is 3D." msgstr "纹理是 3D。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:210 msgid "Filter Mode" msgstr "过滤模式" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:213 msgid "Point (no filter)" msgstr "点(无过滤器)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:214 msgid "Bilinear" msgstr "双线性" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:215 msgid "Trilinear" msgstr "三线" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:218 msgid "Light Type" msgstr "光照类型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:221 msgid "Spotlight" msgstr "聚光灯" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:223 msgid "Point" msgstr "点" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:225 msgid "Create from Grayscale" msgstr "从“灰度”创建" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:225 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:226 msgid "Bumpiness" msgstr "凹凸" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:227 msgid "Filtering" msgstr "过滤" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:230 msgid "Sharp" msgstr "锐化" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:231 msgid "Smooth" msgstr "平滑" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:239 msgid "Mapping" msgstr "贴图" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:242 msgid "Auto" msgstr "自动" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:243 msgid "6 Frames Layout (Cubic Environment)" msgstr "6 帧布局(立方体环境)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:243 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:244 msgid "Latitude-Longitude Layout (Cylindrical)" msgstr "纬度 - 经度布局(圆柱体)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:244 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:245 msgid "Mirrored Ball (Spheremap)" msgstr "镜面球(Spheremap)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:245 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:255 msgid "Convolution Type" msgstr "卷积型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:259 msgid "Specular (Glossy Reflection)" msgstr "镜面(光泽反射)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:259 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:260 msgid "Diffuse (Irradiance)" msgstr "漫反射(发光)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:260 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:269 msgid "Fixup Edge Seams" msgstr "固定边缘对接处" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:269 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:272 msgid "Fadeout to Gray" msgstr "淡出到灰色" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:273 msgid "Fade Start Mip" msgstr "淡化起点 Mip" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:274 msgid "Fade End Mip" msgstr "淡化终点 Mip" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:275 msgid "Fade Range" msgstr "淡化范围" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:276 msgid "Read/Write" msgstr "读取/写入" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:276 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:277 msgid "Use Mipmap Limits" msgstr "使用 Mipmap 限值" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:277 msgid "Disable this if the number of mips to upload should not be limited by the quality settings. (effectively: always upload at full resolution, regardless of the global mipmap limit or mipmap limit groups)" msgstr "如果要上传的 mip 数量不应受质量设置的限制,则禁用此项。(有效:无论全局 mipmap 限值或 mipmap 限值组如何,始终以全分辨率上传)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:278 msgid "Mipmap Limit Group" msgstr "Mipmap 限值组" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:278 msgid "Select a Mipmap Limit Group for this texture. If you do not add this texture to a Mipmap Limit Group, or Unity cannot find the group name you provide, Unity limits the number of mips it uploads to the maximum defined by the Global Texture Mipmap Limit (see Quality Settings). If Unity can find the Mipmap Limit Group you specify, it respects that group's limit." msgstr "为此纹理选择 Mipmap 限值组。如果您未将此纹理添加到 Mipmap 限值组,或者如果 Unity 找不到您提供的组名称,Unity 会将其上传的 mip 数量限制为全局纹理 Mipmap 限值定义的最大值(参见“质量设置”)。如果 Unity 可以找到您指定的 Mipmap 限值组,则会遵守该组的限值。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:279 msgid "This texture takes the default mipmap limit settings because Unity cannot find the mipmap limit group you have designated. Consult your project's Quality Settings for a list of mipmap limit groups." msgstr "此纹理使用默认 mipmap 限值设置,因为 Unity 找不到您指定的 mipmap 限值组。请参阅项目的“质量设置”,以获取 mipmap 限值组列表。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:281 msgid "Mip Streaming" msgstr "Mip 流式加载" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:281 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:282 msgid "Mipmap streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127." msgstr "存在资源争夺时,mipmap 的流式处理优先级。正数代表更高的优先级。有效范围在 -128 到 127 之间。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:285 msgid "Virtual Texture Only" msgstr "仅虚拟纹理" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:285 msgid "Texture is optimized for use as a virtual texture and can only be used as a virtual texture." msgstr "纹理经过优化以用作虚拟纹理,并且只能用作虚拟纹理。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:288 msgid "Alpha Source" msgstr "Alpha 源" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:288 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:291 msgid "No Alpha will be used." msgstr "不会使用 Alpha。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:292 msgid "Input Texture Alpha" msgstr "输入纹理 Alpha" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:292 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:293 msgid "From Gray Scale" msgstr "从灰度" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:293 msgid "Generate Alpha from image gray scale." msgstr "从图像灰度生成 Alpha。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:302 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:305 msgid "Alpha" msgstr "Alpha" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:305 msgid "Use the alpha channel (compression not supported)." msgstr "使用 alpha 通道(不支持压缩)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:306 msgid "Red" msgstr "红色" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:306 msgid "Use the red color component." msgstr "使用红色组件。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:314 msgid "Generate Mipmaps" msgstr "生成 Mipmap" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:314 msgid "Create progressively smaller versions of the texture, for reduced texture shimmering and better GPU performance when the texture is viewed at a distance." msgstr "创建逐渐缩小的纹理版本,以便在远处查看纹理时减少纹理闪烁并提高 GPU 性能。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:315 msgid "sRGB (Color Texture)" msgstr "sRGB(颜色纹理)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:315 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:316 msgid "Replicate Border" msgstr "复制边框" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:316 msgid "Replicate pixel values from texture borders into smaller mipmap levels. Mostly used for Cookie texture types." msgstr "将像素值从纹理边框复制到更小的 mipmap 级别。主要用于剪影纹理类型。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:317 msgid "Preserve Coverage" msgstr "保留覆盖范围" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:317 msgid "The alpha channel of generated mipmaps will preserve coverage for the alpha test. Useful for foliage textures." msgstr "生成的 mipmap 的 Alpha 通道将针对 Alpha 测试保留覆盖范围。对叶子纹理很有用。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:318 msgid "Alpha Cutoff" msgstr "Alpha 修剪" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:318 msgid "The reference value used during the alpha test. Controls mipmap coverage." msgstr "Alpha 测试期间使用的参考值。该值可以控制 mipmap 覆盖范围。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:319 msgid "Mipmap Filtering" msgstr "Mipmap 过滤" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:322 msgid "Box" msgstr "盒" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:323 msgid "Kaiser" msgstr "凯撒" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:325 msgid "Non-Power of 2" msgstr "非二次幂" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:325 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:331 msgid "Single" msgstr "单一" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:332 msgid "Multiple" msgstr "多个" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:333 msgid "Polygon" msgstr "多边形" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:337 msgid "Full Rect" msgstr "全矩形" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:338 msgid "Tight" msgstr "紧密" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:341 msgid "Pixels Per Unit" msgstr "每单位像素数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:341 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:342 msgid "Extrude Edges" msgstr "挤出边缘" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:342 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:343 msgid "Mesh Type" msgstr "网格类型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:343 msgid "Type of sprite mesh to generate." msgstr "要生成的 sprite 网格类型。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:344 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:348 msgid "Top Left" msgstr "左上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:349 msgid "Top" msgstr "顶部" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:350 msgid "Top Right" msgstr "右上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:351 msgid "Left" msgstr "左" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:352 msgid "Right" msgstr "右" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:353 msgid "Bottom Left" msgstr "左下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:355 msgid "Bottom Right" msgstr "右下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:358 msgid "Generate Physics Shape" msgstr "生成物理形状" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:358 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:360 msgid "If the alpha channel of your texture represents transparency, enable this property to dilate the color channels of visible texels into fully transparent areas. This effectively adds padding around transparent areas that prevents filtering artifacts from forming on their edges. Unity does not support this property for HDR textures. \n\nThis property makes the color data of invisible texels undefined. Disable this property to preserve invisible texels' original color data." msgstr "如果纹理的 alpha 通道代表透明度,请启用此属性,以将可见纹素的颜色通道扩张到全透明区域。此操作能够在透明区域周围有效增加填充,防止边缘上形成过滤瑕疵。对于 HDR 纹理,Unity 不支持此属性。\n\n此属性使得不可见纹素的颜色数据变为未定义。禁用此属性以保留不可见纹素的原始颜色数据。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:362 msgid "Advanced" msgstr "高級" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:362 msgid "Show advanced settings." msgstr "显示高级设置。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:364 msgid "Remove PSD Matte" msgstr "移除 PSD 遮罩" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:364 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:366 msgid "Ignore PNG Gamma" msgstr "忽略 PNG Gamma" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:366 msgid "Ignore the Gamma attribute value in PNG files." msgstr "忽略 PNG 文件中的 Gamma 属性值。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:367 msgid "When you enable Read/Write, Unity stores an additional copy of your textures in CPU-addressable memory. One or more of the textures you have selected use a considerable amount of memory (more than 512MB)." msgstr "当您启用“读/写”时,Unity 会在 CPU 可寻址内存中存储额外的纹理副本。您选择的一个或多个纹理使用相当大的内存(超过 512MB)。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:369 msgid "Columns" msgstr "列" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:369 msgid "Source image is divided into this amount of columns." msgstr "源图像分为此数量的列。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:370 msgid "Rows" msgstr "行" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:370 msgid "Source image is divided into this amount of rows." msgstr "源图像分为此数量的行。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1204 msgid "None (Use Global Mipmap Limit)" msgstr "无(使用全局 Mipmap 限值)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1429 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/TextureImporterInspector.cs:1595 msgid "NPOT textures are not fully supported on WebGL1. On these devices, mipmapping will be disabled." msgstr "WebGL1 不完全支持 NPOT 纹理。在这些设备上,Mipmapping 将被禁用。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1597 msgid "Some Android devices running on OpenGLES2 may not support NPOT textures. If this is the case, mipmapping will be disabled." msgstr "某些在 OpenGLES2 上运行的 Android 设备可能不支持 NPOT 纹理。如果出现这种情况,Mipmapping 将被禁用。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1599 msgid "Some devices running on OpenGLES2 may not support NPOT textures. If this is the case, mipmapping will be disabled." msgstr "某些在 OpenGLES2 上运行的设备可能不支持 NPOT 纹理。如果出现这种情况,Mipmapping 将被禁用。" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:82 msgid "CPU" msgstr "CPU" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:82 msgid "The processor architectiure that this plugin is compatible with" msgstr "此插件兼容的处理器架构" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:83 msgid "OS" msgstr "OS" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:83 msgid "The Editor operating system that this plugin is compatible with" msgstr "此插件兼容的编辑器操作系统" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:13 msgid "Location" msgstr "位置" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:16 msgid "Use External Materials (Legacy)" msgstr "使用外部材质(旧版)" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:16 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:17 msgid "Use Embedded Materials" msgstr "使用嵌入材质" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:17 msgid "Embed the material inside the imported asset." msgstr "将材质嵌入已导入的资产中。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:20 msgid "On Demand Remap" msgstr "按需重映射" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:21 msgid "Search and Remap..." msgstr "搜索和重新映射..." #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:21 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:23 msgid "Remapped Materials" msgstr "重新映射的材质" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:23 msgid "External materials to use for each embedded material." msgstr "用于每种嵌入材质的外部材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:24 msgid "Re-import the asset to see the list of used materials." msgstr "重新导入资产,查看已使用材质列表。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:27 msgid "Extract Materials..." msgstr "提取材质..." #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:27 msgid "Click on this button to extract the embedded materials." msgstr "单击此按钮提取嵌入的材质。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:29 msgid "Materials are embedded inside the imported asset." msgstr "材质嵌入到已导入的资产中。" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:30 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:32 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:34 msgid "Select Materials Folder" msgstr "选择材质文件夹" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:15 msgid "LODs" msgstr "LODs" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:16 msgid "Reset LOD to..." msgstr "将 LOD 重置为..." #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:16 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:17 msgid "Smooth LOD" msgstr "平滑 LOD" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:17 msgid "Toggles smooth LOD transitions." msgstr "切换平滑的 LOD 过渡。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:18 msgid "Animate Cross-fading" msgstr "动画的交叉淡化" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:18 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:19 msgid "Crossfade Width" msgstr "交叉淡入淡出宽度" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:19 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:20 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:22 msgid "Meshes" msgstr "网格" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:23 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:24 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:27 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:28 msgid "Hue Color" msgstr "色调" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:28 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:29 msgid "The alpha-test reference value." msgstr "alpha 测试参考值。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:30 msgid "The tree casts shadow." msgstr "树投下阴影。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:31 msgid "The tree receives shadow." msgstr "树接收阴影。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:32 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:33 msgid "Use Reflection Probes" msgstr "使用反射探测器" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:33 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:34 msgid "Normal Map" msgstr "法线贴图" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:34 msgid "Enable normal mapping (aka Bump mapping)." msgstr "启用法线映射(即“凹凸”映射)。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:35 msgid "Enable Hue Variation" msgstr "启用色调变化" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:35 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:36 msgid "Enable subsurface scattering effects." msgstr "启用次表面散射效果。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:37 msgid "Controls the wind quality." msgstr "控制风质量。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:39 msgid "Apply & Generate Materials" msgstr "应用并生成材料" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:39 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:40 msgid "Regenerate Materials" msgstr "重新生成材质" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:40 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:228 msgid "Enable Smooth LOD" msgstr "启用平滑的 LOD" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:14 msgid "Node Name" msgstr "节点名称" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:15 msgid "Use" msgstr "使用" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:15 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/TextureImportPlatformSettings.cs:14 msgid "Override For {0}" msgstr "{0} 覆盖" #: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:16 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:17 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:191 msgid "Windows" msgstr "Windows" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:199 msgid "Linux" msgstr "Linux" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:206 msgid "macOS" msgstr "macOS" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:30 msgid "Wrap Mode" msgstr "贴图间拼接模式" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:33 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:34 msgid "Mip Map Priority" msgstr "Mip Map 优先级" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:34 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/TrueTypeFontImporterInspector.cs:16 msgid "Rendering Mode" msgstr "渲染模式" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:17 msgid "Character" msgstr "角色" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:18 msgid "Ascent Calculation Mode" msgstr "上升计算模式" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:19 msgid "Custom Chars" msgstr "自定义字符" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:20 msgid "Use Legacy Bounds" msgstr "使用旧版边界" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:21 msgid "Should Round Advance Value" msgstr "应该对提前值做四舍五入" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:22 msgid "Include Font Data" msgstr "包括字体数据" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:23 msgid "Family Name" msgstr "系列名称" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:23 msgid "This is the family name of this font. It will always be included to perform the references check, along with other names in the Font Name list." msgstr "这是此字体的系列名称。该名称将始终与“字体名称”列表中的其他名称包含在一起以执行引用检查。" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:24 msgid "Font Names" msgstr "字体名称" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:25 msgid "References to other fonts in project" msgstr "在项目中对其他字体的引用" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:26 msgid "No references to other fonts in project." msgstr "在项目中没有引用其他字体。" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:28 msgid "Format of selected font is not supported by Unity." msgstr "Unity 不支持所选字体的格式。" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:29 msgid "These are automatically generated by the inspector if any of the font names you supplied match fonts present in your project, which will then be used as fallbacks for this font." msgstr "如果您提供的任何字体名称与项目中存在的字体相匹配,则检查器会自动生成这些字体,然后将用作该字体的备用字体。" #: [MenuItem]Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:134 msgid "CONTEXT" msgstr "上下文" #: [MenuItem]Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:134 msgid "TrueTypeFontImporter" msgstr "TrueTypeFontImporter" #: [MenuItem]Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:134 msgid "Create Editable Copy" msgstr "创建可编辑副本" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:178 msgid "Font Size" msgstr "字体大小" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:232 msgid "Use Legacy Bounds Calculation" msgstr "使用旧版边界计算" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:267 msgid "Font Name" msgstr "字体名称" #: Editor/Mono/Inspector/CameraEditor.cs:23 msgid "Remove command buffer" msgstr "移除命令缓冲区" #: Editor/Mono/Inspector/CameraEditor.cs:24 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:25 msgid "Background" msgstr "背景" #: Editor/Mono/Inspector/CameraEditor.cs:25 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:26 msgid "Projection" msgstr "投影" #: Editor/Mono/Inspector/CameraEditor.cs:26 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:27 msgid "The vertical size of the camera view." msgstr "摄像机视图的垂直尺寸。" #: Editor/Mono/Inspector/CameraEditor.cs:28 msgid "Field of View" msgstr "视野" #: Editor/Mono/Inspector/CameraEditor.cs:28 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:29 msgid "Viewport Rect" msgstr "Viewport 矩形" #: Editor/Mono/Inspector/CameraEditor.cs:29 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:30 msgid "Sensor Size" msgstr "传感器尺寸" #: Editor/Mono/Inspector/CameraEditor.cs:30 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:31 msgid "Lens Shift" msgstr "镜头位移" #: Editor/Mono/Inspector/CameraEditor.cs:31 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:32 msgid "ISO" msgstr "ISO" #: Editor/Mono/Inspector/CameraEditor.cs:32 msgid "The sensor sensitivity (ISO)." msgstr "传感器灵敏度 (ISO)。" #: Editor/Mono/Inspector/CameraEditor.cs:33 msgid "Shutter Speed" msgstr "快门速度" #: Editor/Mono/Inspector/CameraEditor.cs:33 msgid "The exposure time, in second." msgstr "曝光时间(以秒为单位)。" #: Editor/Mono/Inspector/CameraEditor.cs:34 msgid "Aperture" msgstr "光圈" #: Editor/Mono/Inspector/CameraEditor.cs:34 msgid "The aperture number, in f-stop." msgstr "光圈数(用 f-stop 表示)。" #: Editor/Mono/Inspector/CameraEditor.cs:35 msgid "FocusDistance" msgstr "FocusDistance" #: Editor/Mono/Inspector/CameraEditor.cs:35 msgid "The focus distance of the lens. The Depth of Field Volume override uses this value if you set focusDistanceMode to FocusDistanceMode.Camera." msgstr "镜头的焦距。如果您将 focusDistanceMode 设置为 FocusDistanceMode.Camera,景深体积覆盖使用此值。" #: Editor/Mono/Inspector/CameraEditor.cs:36 msgid "Blade Count" msgstr "叶片数量" #: Editor/Mono/Inspector/CameraEditor.cs:36 msgid "The number of diaphragm blades." msgstr "光圈叶片数量。" #: Editor/Mono/Inspector/CameraEditor.cs:37 msgid "Curvature" msgstr "曲率" #: Editor/Mono/Inspector/CameraEditor.cs:37 msgid "Maps an aperture range to blade curvature." msgstr "将光圈范围映射至叶片曲率。" #: Editor/Mono/Inspector/CameraEditor.cs:38 msgid "Barrel Clipping" msgstr "桶形剪裁" #: Editor/Mono/Inspector/CameraEditor.cs:38 msgid "The strength of the \"cat eye\" effect on bokeh (optical vignetting)." msgstr "散景上的\"猫眼\"效应强度(光晕)。" #: Editor/Mono/Inspector/CameraEditor.cs:39 msgid "Anamorphism" msgstr "变形" #: Editor/Mono/Inspector/CameraEditor.cs:39 msgid "Stretches the sensor to simulate an anamorphic look. Positive values distort the Camera vertically, negative will distort the Camera horizontally." msgstr "拉伸传感器以模拟变形外观。正值使摄像机垂直变形,负值将使摄像机水平变形。" #: Editor/Mono/Inspector/CameraEditor.cs:40 msgid "Physical Camera" msgstr "物理相机" #: Editor/Mono/Inspector/CameraEditor.cs:40 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:41 msgid "Sensor Type" msgstr "传感器类型" #: Editor/Mono/Inspector/CameraEditor.cs:41 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:42 msgid "Rendering Path" msgstr "渲染路径" #: Editor/Mono/Inspector/CameraEditor.cs:42 msgid "Choose a rendering method for this camera.\n\nUse Graphics Settings to use the rendering path specified in graphics settings.\n\nUse Forward to render all objects with one pass per light.\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 at vertices." msgstr "为该摄像机选择渲染方法。\n\n使用“图形设置”以使用图形设置中指定的渲染路径。\n\n使用“前向”以渲染所有对象,每个光源一个通道。\n\n使用“延迟”以在没有光照的情况下绘制一次所有对象,然后在渲染队列结束时绘制所有对象的光照。\n\n使用“旧版顶点光照”,以在一个通道中渲染所有光照,在顶点计算。" #: Editor/Mono/Inspector/CameraEditor.cs:43 msgid "Focal Length" msgstr "焦距" #: Editor/Mono/Inspector/CameraEditor.cs:43 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:44 msgid "Occlusion Culling" msgstr "遮挡剔除" #: Editor/Mono/Inspector/CameraEditor.cs:44 msgid "Occlusion Culling disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects." msgstr "当对象被其他对象阻挡(遮挡)而不能被摄像机所看到时,遮挡剔除功能会禁用对象的渲染。" #: Editor/Mono/Inspector/CameraEditor.cs:45 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:46 msgid "MSAA" msgstr "MSAA" #: Editor/Mono/Inspector/CameraEditor.cs:46 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:47 msgid "Gate Fit" msgstr "门适应" #: Editor/Mono/Inspector/CameraEditor.cs:47 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:48 msgid "Allow Dynamic Resolution" msgstr "允许动态分辨率" #: Editor/Mono/Inspector/CameraEditor.cs:48 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:49 msgid "FOV Axis" msgstr "FOV 轴" #: Editor/Mono/Inspector/CameraEditor.cs:49 msgid "Field of view axis." msgstr "视野轴。" #: Editor/Mono/Inspector/CameraEditor.cs:50 msgid "Target Display" msgstr "目标显示" #: Editor/Mono/Inspector/CameraEditor.cs:50 msgid "Set the target display for this camera." msgstr "为该摄像机设置目标显示。" #: Editor/Mono/Inspector/CameraEditor.cs:51 msgid "Target Eye" msgstr "目标眼睛" #: Editor/Mono/Inspector/CameraEditor.cs:51 msgid "Allows XR rendering for target eye. This disables stereo rendering and only works for the selected eye." msgstr "允许对目标眼睛进行 XR 渲染。这将禁用立体渲染,并且仅适用于选定的眼睛。" #: Editor/Mono/Inspector/CameraEditor.cs:110 msgid "Use Graphics Settings" msgstr "使用图形设置" #: Editor/Mono/Inspector/CameraEditor.cs:111 msgid "Forward" msgstr "正向" #: Editor/Mono/Inspector/CameraEditor.cs:113 msgid "Legacy Vertex Lit" msgstr "旧版顶点光照" #: Editor/Mono/Inspector/CameraEditor.cs:164 msgid "Both" msgstr "两个" #: Editor/Mono/Inspector/CameraEditor.cs:167 msgid "None (Main Display)" msgstr "无(主显示)" #: Editor/Mono/Inspector/CameraEditor.cs:231 msgid "Background Color" msgstr "背景色" #: Editor/Mono/Inspector/CameraEditor.cs:329 msgid "Iso" msgstr "Iso" #: Editor/Mono/Inspector/CameraEditor.cs:332 msgid "Focus Distance" msgstr "焦距" #: Editor/Mono/Inspector/CameraEditor.cs:393 msgid "Normalized View Port Rect" msgstr "归一化的视口矩形" #: Editor/Mono/Inspector/CameraEditor.cs:408 msgid "Target Texture" msgstr "目标纹理" #: Editor/Mono/Inspector/CameraEditor.cs:460 msgid "Stereo Separation" msgstr "立体分离" #: Editor/Mono/Inspector/CameraEditor.cs:461 msgid "Stereo Convergence" msgstr "立体聚焦" #: Editor/Mono/Inspector/CameraEditor.cs:729 msgid "Orthographic projection is not supported when running in XR." msgstr "在 XR 中运行时不支持正交投影。" #: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 msgid "AudioMixerGroupController" msgstr "AudioMixerGroupController" #: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 msgid "Copy all effect settings to all snapshots" msgstr "复制所有效果设置到所有快照" #: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:77 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/LODGroupGUI.cs:60 msgid "Add New Renderers" msgstr "添加新渲染器" #: Editor/Mono/Inspector/LODGroupGUI.cs:61 msgid "Remove Renderer" msgstr "移除渲染器" #: Editor/Mono/Inspector/LODGroupGUI.cs:64 msgid "Upload to Importer" msgstr "上传到导入器" #: Editor/Mono/Inspector/LODGroupGUI.cs:64 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:65 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:66 msgid "Recalculate Bounds" msgstr "重新计算边界" #: Editor/Mono/Inspector/LODGroupGUI.cs:66 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:67 msgid "Bounds are already up-to-date." msgstr "边界已经是最新。" #: Editor/Mono/Inspector/LODGroupGUI.cs:68 msgid "Recalculate Lightmap Scale" msgstr "重新计算光照贴图比例" #: Editor/Mono/Inspector/LODGroupGUI.cs:68 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:71 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:72 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:73 msgid "Animate Between Previous LOD" msgstr "上个 LOD 之间的动画" #: Editor/Mono/Inspector/LODGroupGUI.cs:73 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:75 msgid "Object Size" msgstr "对象大小" #: Editor/Mono/Inspector/LODGroupGUI.cs:75 msgid "The Object size in local space. This is used to calculate the relative screen height for the object." msgstr "局部空间中的对象大小。用于计算对象的相对屏幕高度。" #: Editor/Mono/Inspector/LODGroupGUI.cs:76 msgid "Reset Object Size" msgstr "重置对象大小" #: Editor/Mono/Inspector/LODGroupGUI.cs:76 msgid "Resets the Object Size in Local Space to 1 and preserves LOD distances." msgstr "将局部空间中的对象大小重置为 1 并保留 LOD 距离。" #: Editor/Mono/Inspector/LODGroupGUI.cs:77 msgid "LOD Distances in Screen Relative Size" msgstr "以屏幕相对大小表示的 LOD 距离" #: Editor/Mono/Inspector/LODGroupGUI.cs:78 msgid "Set to Camera" msgstr "设置为摄像机" #: Editor/Mono/Inspector/LODGroupGUI.cs:80 msgid "Transition (% Screen Size)" msgstr "过渡(屏幕大小百分比)" #: Editor/Mono/Inspector/LODGroupGUI.cs:80 msgid "This value marks where LOD level transitions into a lower LOD level." msgstr "此值标记 LOD 级别在何处过渡到一个较低 LOD 级别。" #: Editor/Mono/Inspector/LODGroupGUI.cs:84 msgid "-" msgstr "-" #: Editor/Mono/Inspector/LODGroupGUI.cs:84 msgid "The displayed distance depends on the current Scene View camera settings and might be different in Game View." msgstr "显示的距离取决于当前的“场景”视图摄像机设置,并且在游戏视图中可能有所不同。" #: Editor/Mono/Inspector/CanvasEditor.cs:37 msgid "Event Camera" msgstr "事件摄像机" #: Editor/Mono/Inspector/CanvasEditor.cs:37 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:38 msgid "Render Camera" msgstr "渲染摄像机" #: Editor/Mono/Inspector/CanvasEditor.cs:38 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:39 msgid "Sort Order" msgstr "排序次序" #: Editor/Mono/Inspector/CanvasEditor.cs:39 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:41 msgid "Name of the Renderer's sorting layer" msgstr "渲染器排序层的名称" #: Editor/Mono/Inspector/CanvasEditor.cs:42 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:43 msgid "Order in Layer" msgstr "图层顺序" #: Editor/Mono/Inspector/CanvasEditor.cs:43 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:44 msgid "Additional Shader Channels" msgstr "附加着色器通道" #: Editor/Mono/Inspector/CanvasEditor.cs:45 msgid "Pixel Perfect" msgstr "像素完美" #: Editor/Mono/Inspector/CanvasEditor.cs:46 msgid "Resize Canvas" msgstr "调整画布大小" #: Editor/Mono/Inspector/CanvasEditor.cs:46 msgid "For manual Camera.Render calls should the canvas resize to match the destination target." msgstr "对于手动 Camera.Render 调用,应调整画布大小以匹配目标大小。" #: Editor/Mono/Inspector/CanvasEditor.cs:47 msgid "Vertex Color Always In Gamma Color Space" msgstr "顶点颜色始终使用伽玛色彩空间" #: Editor/Mono/Inspector/CanvasEditor.cs:47 msgid "UI vertex colors are always in gamma color space disregard of the player settings" msgstr "用户界面顶点颜色始终采用伽玛色彩空间,与播放器设置无关" #: Editor/Mono/Inspector/CanvasEditor.cs:144 msgid "Render Mode" msgstr "渲染模式" #: Editor/Mono/Inspector/CanvasEditor.cs:184 msgid "Plane Distance" msgstr "平面距离" #: Editor/Mono/Inspector/CanvasEditor.cs:185 msgid "Update Rect Transform For Standalone" msgstr "更新独立平台的矩形变换" #: Editor/Mono/Inspector/CanvasEditor.cs:263 msgid "Override Sorting" msgstr "覆盖排序" #: Editor/Mono/Inspector/CanvasEditor.cs:320 msgid "Vertex Color Always Gamma Space" msgstr "顶点颜色始终为伽玛空间" #: Editor/Mono/Inspector/WindInspector.cs:14 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:15 msgid "Radius" msgstr "半径" #: Editor/Mono/Inspector/WindInspector.cs:15 msgid "The radius of the spherical area" msgstr "球形区域的半径" #: Editor/Mono/Inspector/WindInspector.cs:16 msgid "Main" msgstr "主要" #: Editor/Mono/Inspector/WindInspector.cs:16 msgid "Overall strength of the wind" msgstr "整体风力强度" #: Editor/Mono/Inspector/WindInspector.cs:17 msgid "Turbulence" msgstr "湍流" #: Editor/Mono/Inspector/WindInspector.cs:17 msgid "Randomness in strength" msgstr "强度随机性" #: Editor/Mono/Inspector/WindInspector.cs:18 msgid "Pulse Magnitude" msgstr "脉冲幅度" #: Editor/Mono/Inspector/WindInspector.cs:18 msgid "Strength of the wind pulses" msgstr "风脉冲的强度" #: Editor/Mono/Inspector/WindInspector.cs:19 msgid "Pulse Frequency" msgstr "脉冲频率" #: Editor/Mono/Inspector/WindInspector.cs:19 msgid "Frequency of the wind pulses" msgstr "风脉冲频率" #: Editor/Mono/Inspector/WindInspector.cs:60 msgid "Wind Main" msgstr "风的主体" #: Editor/Mono/Inspector/WindInspector.cs:61 msgid "Wind Turbulence" msgstr "风的湍流" #: Editor/Mono/Inspector/WindInspector.cs:62 msgid "Wind Pulse Magnitude" msgstr "风脉冲强度" #: Editor/Mono/Inspector/WindInspector.cs:63 msgid "Wind Pulse Frequency" msgstr "风脉冲频率" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:19 msgid "Script Execution Order" msgstr "脚本执行顺序" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:87 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:88 msgid "Add script to custom order" msgstr "添加脚本至自定义顺序" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:89 msgid "Remove script from custom order" msgstr "从自定义顺序中移除脚本" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:90 msgid "Default Time" msgstr "默认时间" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:90 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:91 msgid "Empty" msgstr "空" #: [MenuItem]Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:122 msgid "MonoManager" msgstr "MonoManager" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:15 msgid "Delay" msgstr "延迟" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:15 msgid "Echo delay in ms" msgstr "回声延迟(以 ms 为单位)" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:16 msgid "Decay Ratio" msgstr "衰减率" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:16 msgid "Echo decay per delay" msgstr "每次延迟的回声衰减" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:17 msgid "Dry Mix" msgstr "干混音" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:17 msgid "Volume of original signal to pass to output" msgstr "要传递到输出的原始信号量" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:18 msgid "Wet Mix" msgstr "湿混音" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:18 msgid "Volume of echo signal to pass to output" msgstr "要传递到输出的回声信号量" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:39 msgid "Constant" msgstr "常量" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:41 msgid "Random Between Two Curves" msgstr "双曲线间随机" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:42 msgid "Random Between Two Constants" msgstr "双常数间随机" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:34 msgid "Modify {0}" msgstr "修改 {0}" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:67 msgid "Shape" msgstr "形狀" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:67 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:68 msgid "Start Range" msgstr "起始范围" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:68 msgid "The inner extent of the bounding shape." msgstr "边界形状的内部范围。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:69 msgid "End Range" msgstr "结束范围" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:69 msgid "The outer extent of the bounding shape." msgstr "边界形状的外部范围。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:70 msgid "The length of the cylinder." msgstr "圆柱体的长度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:71 msgid "The force to apply along the X axis." msgstr "沿 X 轴施加的力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:72 msgid "The force to apply along the Y axis." msgstr "沿 Y 轴施加的力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:73 msgid "The force to apply along the Z axis." msgstr "沿 Z 轴施加的力。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:74 msgid "The strength of the gravity effect." msgstr "重力效应的强度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:75 msgid "Focus" msgstr "焦点" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:75 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:76 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:77 msgid "Attraction" msgstr "吸力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:77 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:78 msgid "Randomness" msgstr "随机性" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:78 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:79 msgid "The strength of the drag effect." msgstr "拖拽效应的强度。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:80 msgid "Multiply by Size" msgstr "乘以大小" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:80 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:81 msgid "Multiply by Velocity" msgstr "乘以速度" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:81 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:82 msgid "Volume Texture" msgstr "体积纹理" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:82 msgid "The texture used for the vector field." msgstr "用于矢量场的纹理。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:83 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:84 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:88 msgid "Sphere" msgstr "球体" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:89 msgid "Hemisphere" msgstr "半球" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:90 msgid "Cylinder" msgstr "圆柱" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:95 msgid "Direction" msgstr "方向" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:98 msgid "Drag" msgstr "阻力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:99 msgid "Vector Field" msgstr "矢量场" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:169 msgid "Gravity Focus" msgstr "重力焦点" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:175 msgid "Rotation Randomness" msgstr "旋转随机性" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:180 msgid "Multiply Drag By Particle Size" msgstr "将阻力乘以粒子大小" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:181 msgid "Multiply Drag By Particle Velocity" msgstr "将阻力乘以粒子速度" #: Editor/Mono/Inspector/TextureInspector.cs:80 msgid "U axis" msgstr "U 轴" #: Editor/Mono/Inspector/TextureInspector.cs:81 msgid "V axis" msgstr "V 轴" #: Editor/Mono/Inspector/TextureInspector.cs:82 msgid "W axis" msgstr "W 轴" #: Editor/Mono/Inspector/TextureInspector.cs:86 msgid "Repeat" msgstr "重复" #: Editor/Mono/Inspector/TextureInspector.cs:87 msgid "Clamp" msgstr "钳制" #: Editor/Mono/Inspector/TextureInspector.cs:89 msgid "Mirror Once" msgstr "镜像一次" #: Editor/Mono/Inspector/TextureInspector.cs:90 msgid "Per-axis" msgstr "每轴" #: Editor/Mono/Inspector/StandardShaderGUI.cs:31 msgid "UV Set" msgstr "UV 集" #: Editor/Mono/Inspector/StandardShaderGUI.cs:33 msgid "Albedo" msgstr "反射率" #: Editor/Mono/Inspector/StandardShaderGUI.cs:33 msgid "Albedo (RGB) and Transparency (A)" msgstr "反射率(RGB)和透明度(A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:34 msgid "Threshold for alpha cutoff" msgstr "alpha 分界阈值" #: Editor/Mono/Inspector/StandardShaderGUI.cs:35 msgid "Specular" msgstr "镜面" #: Editor/Mono/Inspector/StandardShaderGUI.cs:35 msgid "Specular (RGB) and Smoothness (A)" msgstr "镜面 (RGB) 和平滑度 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:36 msgid "Metallic" msgstr "金属的" #: Editor/Mono/Inspector/StandardShaderGUI.cs:36 msgid "Metallic (R) and Smoothness (A)" msgstr "金属度 (R) 和 光滑度 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:37 msgid "Smoothness" msgstr "平滑度" #: Editor/Mono/Inspector/StandardShaderGUI.cs:37 msgid "Smoothness value" msgstr "平滑度值" #: Editor/Mono/Inspector/StandardShaderGUI.cs:38 msgid "Smoothness scale factor" msgstr "平滑度缩放系数" #: Editor/Mono/Inspector/StandardShaderGUI.cs:39 msgid "Smoothness texture and channel" msgstr "平滑度纹理与通道" #: Editor/Mono/Inspector/StandardShaderGUI.cs:40 msgid "Specular Highlights" msgstr "镜面高光" #: Editor/Mono/Inspector/StandardShaderGUI.cs:41 msgid "Reflections" msgstr "反射" #: Editor/Mono/Inspector/StandardShaderGUI.cs:41 msgid "Glossy Reflections" msgstr "光泽反射" #: Editor/Mono/Inspector/StandardShaderGUI.cs:43 msgid "Height Map" msgstr "高度贴图" #: Editor/Mono/Inspector/StandardShaderGUI.cs:43 msgid "Height Map (G)" msgstr "高度贴图 (G)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:44 msgid "Occlusion" msgstr "遮挡" #: Editor/Mono/Inspector/StandardShaderGUI.cs:44 msgid "Occlusion (G)" msgstr "遮挡 (G)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:45 msgid "Emission (RGB)" msgstr "发射 (RGB)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:46 msgid "Detail Mask" msgstr "细节遮罩" #: Editor/Mono/Inspector/StandardShaderGUI.cs:46 msgid "Mask for Secondary Maps (A)" msgstr "次级贴图遮罩 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:47 msgid "Detail Albedo x2" msgstr "细节反射率 x2" #: Editor/Mono/Inspector/StandardShaderGUI.cs:47 msgid "Albedo (RGB) multiplied by 2" msgstr "反射率 (RGB) 乘以 2" #: Editor/Mono/Inspector/StandardShaderGUI.cs:273 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:274 msgid "Fix Now" msgstr "现在修复" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:30 msgid "MinDistance" msgstr "MinDistance" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:30 msgid "The distance from the centerpoint that the reverb will have full effect at" msgstr "到完全应用混响效果的中心点的距离" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:31 msgid "MaxDistance" msgstr "MaxDistance" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:31 msgid "The distance from the centerpoint that the reverb will not have any effect" msgstr "到没有任何混响效果的中心点的距离" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:32 msgid "ReverbPreset" msgstr "ReverbPreset" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:32 msgid "The reverb preset" msgstr "混响预设" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:33 msgid "Room" msgstr "环境" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:33 msgid "Room effect level (at mid frequencies)" msgstr "房间效果等级(中频)" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:34 msgid "Room HF" msgstr "房间高频" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:34 msgid "Relative room effect level at high frequencies" msgstr "高频下的相对房间效果等级" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:35 msgid "Room LF" msgstr "房间低频" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:35 msgid "Relative room effect level at low frequencies" msgstr "低频下的相对房间效果等级" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:36 msgid "Decay Time" msgstr "衰减时间" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:36 msgid "Reverberation decay time at mid frequencies" msgstr "中频下的混响衰减时间" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:37 msgid "Decay HF Ratio" msgstr "衰减高频比率" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:37 msgid "High-frequency to mid-frequency decay time ratio" msgstr "高频到中频衰减时间比率" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:38 msgid "Early reflections level relative to room effect" msgstr "相对于房间效果的早期反射等级" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:39 msgid "Reflections Delay" msgstr "反射延迟" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:39 msgid "Initial reflection delay time" msgstr "初始反射延迟时间" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:40 msgid "Reverb" msgstr "混响" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:40 msgid "Late reverberation level relative to room effect" msgstr "相对于房间效果的晚期混响等级" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:41 msgid "Reverb Delay" msgstr "混响延迟" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:41 msgid "Late reverberation delay time relative to initial reflection" msgstr "相对于初始反射的晚期混响延迟时间" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:42 msgid "HF Reference" msgstr "高频参考" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:42 msgid "Reference high frequency (Hz)" msgstr "参考高频(以 Hz 为单位)" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:43 msgid "LF Reference" msgstr "低频参考" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:43 msgid "Reference low frequency (Hz)" msgstr "参考低频(以 Hz 为单位)" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:44 msgid "Diffusion" msgstr "漫射" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:44 msgid "Value that controls the echo density in the late reverberation decay" msgstr "控制晚期混响衰减中回声密度的值" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:45 msgid "Density" msgstr "密度" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:45 msgid "Value that controls the modal density in the late reverberation decay" msgstr "控制晚期混响衰减中模态密度的值" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:73 msgid "Min Distance" msgstr "最小距离" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:78 msgid "Reverb Preset" msgstr "混响预设" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:21 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:22 msgid "Root Namespace" msgstr "根命名空间" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:22 msgid "Specify the root namespace of the assembly." msgstr "指定程序集的根命名空间。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:23 msgid "Define Constraints" msgstr "定义约束" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:23 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:24 msgid "Version Defines" msgstr "版本定义" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:24 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:25 msgid "Assembly Definition References" msgstr "程序集定义引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:25 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:26 msgid "Assembly References" msgstr "程序集引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:26 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:27 Editor-Extra:class Section at PreferencesWindow.cs msgid "General" msgstr "常规" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:28 msgid "Allow 'unsafe' Code" msgstr "允许‘不安全’代码" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:28 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:29 msgid "Override References" msgstr "覆盖引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:29 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:30 msgid "Auto Referenced" msgstr "自动引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:30 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:31 msgid "Use GUIDs" msgstr "使用 GUID" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:31 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:32 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:33 msgid "Any Platform" msgstr "任何平台" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:34 msgid "Include Platforms" msgstr "包括平台" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:35 msgid "Exclude Platforms" msgstr "排除平台" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:36 msgid "Select all" msgstr "全选" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:37 msgid "Deselect all" msgstr "取消选择全部" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:38 msgid "Load error" msgstr "加载错误" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:39 msgid "Expression outcome" msgstr "表达结果" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:39 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:40 msgid "No Engine References" msgstr "无引擎引用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:40 msgid "When enabled, references to UnityEngine/UnityEditor will not be added when compiling this assembly." msgstr "启用后,在编译该程序集时不会添加对 UnityEngine/UnityEditor 的引用。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:55 msgid "Define constraints are compatible." msgstr "定义约束兼容。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:56 msgid "One or more define constraints are invalid or incompatible." msgstr "一个或多个定义约束无效或不兼容。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:63 msgid "Define constraint is compatible." msgstr "定义约束兼容。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:64 msgid "Define constraint is incompatible." msgstr "定义约束不兼容。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:65 msgid "Define constraint is invalid." msgstr "定义约束无效。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:306 msgid "Use GUI Ds" msgstr "使用 GUID" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:335 msgid "Compatible With Any Platform" msgstr "与任何平台兼容" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:370 msgid "Property" msgstr "属性" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:497 msgid "(Missing)" msgstr "(缺失)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:502 msgid "(Multiple Values)" msgstr "(多个值)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:655 msgid "No possible references" msgstr "无可能的引用" #: [MenuItem]Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:691 msgid "AssemblyDefinitionImporter" msgstr "AssemblyDefinitionImporter" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:951 msgid "(Missing Reference)" msgstr "(引用缺失)" #: Editor/Mono/Inspector/CubemapInspector.cs:109 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:12 msgid "Add variant" msgstr "添加变体" #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:13 msgid "Remove entry" msgstr "移除条目" #: Editor/Mono/Inspector/MaterialEditor.cs:25 msgid "Global Illumination" msgstr "全局光照" #: Editor/Mono/Inspector/MaterialEditor.cs:25 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 "控制发射是烘焙还是实时。\n\n烘焙仅在启用烘焙全局照明的场景中有效。\n\n实时使用的是实时全局照明(如果在场景中启用)。否则发射不会照亮其他对象。" #: Editor/Mono/Inspector/MaterialEditor.cs:26 msgid "Controls if the emission is Baked or Realtime.\n\nBaked only has effect in scenes where Baked Global Illumination is enabled.\n\nRealtime won't light up other objects since Realtime Global Illumination is not supported." msgstr "控制发射是烘焙还是实时。\n\n烘焙仅在启用烘焙全局照明的场景中有效。\n\n实时不会照亮其他对象,因为不支持实时全局照明。" #: Editor/Mono/Inspector/MaterialEditor.cs:27 msgid "Baked" msgstr "已烘焙" #: Editor/Mono/Inspector/MaterialEditor.cs:29 msgid "MaterialPropertyBlock is used to modify these values" msgstr "MaterialPropertyBlock 用于修改这些值" #: Editor/Mono/Inspector/MaterialEditor.cs:33 msgid "Render Queue" msgstr "渲染器队列" #: Editor/Mono/Inspector/MaterialEditor.cs:36 msgid "From Shader" msgstr "从着色器" #: Editor/Mono/Inspector/MaterialEditor.cs:37 msgid "Geometry" msgstr "几何体" #: Editor/Mono/Inspector/MaterialEditor.cs:37 msgid "Queue 2000" msgstr "队列 2000" #: Editor/Mono/Inspector/MaterialEditor.cs:38 msgid "AlphaTest" msgstr "AlphaTest" #: Editor/Mono/Inspector/MaterialEditor.cs:38 msgid "Queue 2450" msgstr "队列 2450" #: Editor/Mono/Inspector/MaterialEditor.cs:39 msgid "Transparent" msgstr "透明的" #: Editor/Mono/Inspector/MaterialEditor.cs:39 msgid "Queue 3000" msgstr "队列 3000" #: Editor/Mono/Inspector/MaterialEditor.cs:65 msgid "Enable GPU Instancing" msgstr "启用 GPU 实例化" #: Editor/Mono/Inspector/MaterialEditor.cs:66 msgid "Double Sided Global Illumination" msgstr "双面全局照明" #: Editor/Mono/Inspector/MaterialEditor.cs:66 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,光照贴图烘焙器会在计算“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“渐进式光照贴图烘焙器”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:67 msgid "Emission" msgstr "发射" #: Editor/Mono/Inspector/MaterialEditor.cs:72 msgid "Parent" msgstr "父级" #: Editor/Mono/Inspector/MaterialEditor.cs:72 msgid "Specify the parent of this material." msgstr "指定此材质的父级。" #: Editor/Mono/Inspector/MaterialEditor.cs:135 msgid "Tiling" msgstr "正在平铺" #: Editor/Mono/Inspector/MaterialEditor.cs:1528 msgid "This texture is not marked as a normal map" msgstr "此纹理未标记为法线贴图" #: [MenuItem]Editor/Mono/Inspector/MaterialEditor.cs:3034 msgid "Flatten Material Variant" msgstr "展平材质变体" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:20 msgid "The shape of the obstacle, applied to both carving and avoidance." msgstr "同时应用于雕刻和避障的障碍物形状。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:21 msgid "The center of the obstacle, specified in the object's local space." msgstr "在对象的局部空间中指定的障碍物中心。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:22 msgid "The size of the obstacle, measured in the object's local space." msgstr "在对象的局部空间中测量的障碍物大小。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:23 msgid "Carve" msgstr "切割" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:23 msgid "This obstacle cuts a hole in the NavMesh around it." msgstr "此障碍物在周围的导航网格中切一个孔。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:24 msgid "Radius of the obstacle's capsule shape." msgstr "障碍物胶囊体形状的半径。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:25 msgid "Height of the obstacle's capsule shape." msgstr "障碍物胶囊体形状的高度。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:104 msgid "Move Threshold" msgstr "移动阈值" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:105 msgid "Time To Stationary" msgstr "静止时间" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:106 msgid "Carve Only Stationary" msgstr "仅在静止时切割" #: Editor/Mono/Inspector/ClothInspector.cs:98 msgid "Edit Constraints" msgstr "编辑约束" #: Editor/Mono/Inspector/ClothInspector.cs:99 msgid "Edit Collision Particles" msgstr "编辑碰撞器粒子" #: Editor/Mono/Inspector/ClothInspector.cs:100 msgid "Visualization Color" msgstr "可视化颜色" #: Editor/Mono/Inspector/ClothInspector.cs:101 msgid "Brush Color" msgstr "画笔颜色" #: Editor/Mono/Inspector/ClothInspector.cs:102 msgid "Cloth Self-Collision and Inter-Collision" msgstr "布料自相碰撞与相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:103 msgid "Paint Collision Particles" msgstr "绘制碰撞粒子" #: Editor/Mono/Inspector/ClothInspector.cs:104 msgid "Select Collision Particles" msgstr "选择碰撞粒子" #: Editor/Mono/Inspector/ClothInspector.cs:105 msgid "Brush Radius" msgstr "画笔半径" #: Editor/Mono/Inspector/ClothInspector.cs:106 msgid "Constraint Size" msgstr "约束大小" #: Editor/Mono/Inspector/ClothInspector.cs:107 msgid "Gradient Start" msgstr "渐变开始" #: Editor/Mono/Inspector/ClothInspector.cs:108 msgid "Gradient End" msgstr "渐变结束" #: Editor/Mono/Inspector/ClothInspector.cs:110 msgid "Surface Penetration" msgstr "表面渗透" #: Editor/Mono/Inspector/ClothInspector.cs:111 msgid "Paint or Select Particles" msgstr "绘制或选择粒子" #: Editor/Mono/Inspector/ClothInspector.cs:112 msgid "Back Face Manipulation" msgstr "背面操纵" #: Editor/Mono/Inspector/ClothInspector.cs:113 msgid "Manipulate Backfaces" msgstr "操控背面" #: Editor/Mono/Inspector/ClothInspector.cs:114 msgid "Self-Collision" msgstr "自碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:115 msgid "Self-Collision and Inter-Collision" msgstr "自碰撞与相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:127 msgid "Select" msgstr "选择" #: Editor/Mono/Inspector/ClothInspector.cs:128 msgid "Paint" msgstr "绘制" #: Editor/Mono/Inspector/ClothInspector.cs:129 msgid "Gradient Tool" msgstr "渐变工具" #: Editor/Mono/Inspector/ClothInspector.cs:134 msgid "Fixed" msgstr "已修复" #: Editor/Mono/Inspector/ClothInspector.cs:143 msgid "Erase" msgstr "清除" #: Editor/Mono/Inspector/ClothInspector.cs:156 msgid "Inter-Collision" msgstr "相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:159 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/ClothInspector.cs:167 msgid "Self-Collision Distance" msgstr "自碰撞距离" #: Editor/Mono/Inspector/ClothInspector.cs:168 msgid "Self-Collision Stiffness" msgstr "自碰撞刚度" #: Editor/Mono/Inspector/ClothInspector.cs:172 msgid "Edit cloth constraints" msgstr "编辑布料约束" #: Editor/Mono/Inspector/ClothInspector.cs:173 msgid "Edit cloth self/inter-collision" msgstr "编辑布料自身/相互碰撞" #: Editor/Mono/Inspector/ClothInspector.cs:175 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:176 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:178 msgid "Select cloth particles." msgstr "选择布料颗粒。" #: Editor/Mono/Inspector/ClothInspector.cs:179 msgid "Paint cloth particles." msgstr "绘制布料粒子。" #: Editor/Mono/Inspector/ClothInspector.cs:180 msgid "Erase cloth particles." msgstr "清除布料粒子。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:47 msgid "Start frame of the clip." msgstr "剪辑的起始帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:48 msgid "End" msgstr "结束" #: Editor/Mono/Inspector/AnimationClipEditor.cs:48 msgid "End frame of the clip." msgstr "剪辑的结束帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:49 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:51 msgid "Additive Reference Pose" msgstr "叠加型参考动作" #: Editor/Mono/Inspector/AnimationClipEditor.cs:51 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:52 msgid "Pose Frame" msgstr "动作帧" #: Editor/Mono/Inspector/AnimationClipEditor.cs:52 msgid "Pose Frame." msgstr "动作帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:53 msgid "Loop Time" msgstr "循环时间" #: Editor/Mono/Inspector/AnimationClipEditor.cs:53 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:54 msgid "Loop Pose" msgstr "循环动作" #: Editor/Mono/Inspector/AnimationClipEditor.cs:54 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:55 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:56 msgid "Root Transform Rotation" msgstr "根变换旋转" #: Editor/Mono/Inspector/AnimationClipEditor.cs:57 msgid "Root Transform Position (Y)" msgstr "根变换位置(Y)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:58 msgid "Root Transform Position (XZ)" msgstr "根变换位置(XZ)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:60 msgid "Bake Into Pose" msgstr "烘焙成的动作" #: Editor/Mono/Inspector/AnimationClipEditor.cs:60 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:61 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:63 msgid "Based Upon" msgstr "依据" #: Editor/Mono/Inspector/AnimationClipEditor.cs:63 msgid "What the root rotation is based upon." msgstr "根旋转的基础是什么。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:64 msgid "Based Upon (at Start)" msgstr "依据(开始时)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:68 msgid "Original" msgstr "原始" #: Editor/Mono/Inspector/AnimationClipEditor.cs:68 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:69 msgid "Body Orientation" msgstr "身体方向" #: Editor/Mono/Inspector/AnimationClipEditor.cs:69 msgid "Keeps the upper body pointing forward." msgstr "保持上身向前。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:75 msgid "Root Node Rotation" msgstr "根节点旋转" #: Editor/Mono/Inspector/AnimationClipEditor.cs:78 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:79 msgid "Offset to the vertical root position." msgstr "偏移到垂直根位置。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:81 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:87 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:88 msgid "Center of Mass" msgstr "质心" #: Editor/Mono/Inspector/AnimationClipEditor.cs:88 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:89 msgid "Feet" msgstr "英尺" #: Editor/Mono/Inspector/AnimationClipEditor.cs:89 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:95 msgid "Root Node Position" msgstr "根节点位置" #: Editor/Mono/Inspector/AnimationClipEditor.cs:98 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:100 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:105 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:115 msgid "Mirror left and right in this clip." msgstr "在此剪辑中左右镜像。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:117 msgid "Curves" msgstr "曲线" #: Editor/Mono/Inspector/AnimationClipEditor.cs:117 msgid "Parameter-related curves." msgstr "参数相关曲线。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:119 msgid "Add Loop Frame" msgstr "添加循环帧" #: Editor/Mono/Inspector/AnimationClipEditor.cs:121 msgid "Events" msgstr "事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:122 msgid "loop match" msgstr "循环匹配" #: Editor/Mono/Inspector/AnimationClipEditor.cs:124 msgid "Both legacy and non legacy Animation Clips have been selected. This combination cannot be edited together. Select either legacy or non legacy Animation Clips." msgstr "旧版和非旧版动画剪辑均已选中。该组合无法一起编辑。选择旧版或非旧版动画剪辑。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:126 msgid "Add Event." msgstr "添加事件。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:133 msgid "Go to previous key frame." msgstr "转到上一个关键帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:134 msgid "Go to next key frame." msgstr "转到下一个关键帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:135 msgid "Add Keyframe." msgstr "添加关键帧。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:137 msgid "Add Animation Event" msgstr "添加动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:138 msgid "Delete Animation Events" msgstr "删除动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:139 msgid "Delete Animation Event" msgstr "删除动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:140 msgid "Copy Animation Events" msgstr "复制动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:141 msgid "Paste Animation Events" msgstr "粘贴动画事件" #: Editor/Mono/Inspector/AnimationClipEditor.cs:904 msgid "Cycle Offset Property" msgstr "周期偏移属性" #: Editor/Mono/Inspector/AnimationClipEditor.cs:944 msgid "Orientation Offset Y Property" msgstr "方向偏移 Y 属性" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1004 msgid "Level Property" msgstr "级别属性" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1030 msgid "Mirror Property" msgstr "镜像属性" #: Editor/Mono/Inspector/InspectorWindow.cs:15 msgid "Inspector" msgstr "检查器" #: Editor/Mono/Inspector/InspectorWindow.cs:206 msgid "Properties..." msgstr "属性..." #: Editor/Mono/Inspector/InspectorWindow.cs:217 msgid "Debug" msgstr "调试" #: Editor/Mono/Inspector/AudioManagerInspector.cs:13 msgid "Global Volume" msgstr "全局音量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:13 msgid "Initial volume multiplier (AudioListener.volume)" msgstr "初始音量乘数(AudioListener.volume)" #: Editor/Mono/Inspector/AudioManagerInspector.cs:14 msgid "Volume Rolloff Scale" msgstr "音量衰减因子" #: Editor/Mono/Inspector/AudioManagerInspector.cs:14 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:15 msgid "Doppler Factor" msgstr "多普勒因子" #: Editor/Mono/Inspector/AudioManagerInspector.cs:15 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:16 msgid "Default Speaker Mode" msgstr "默认扬声器模式" #: Editor/Mono/Inspector/AudioManagerInspector.cs:16 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:17 msgid "System Sample Rate" msgstr "系统采样率" #: Editor/Mono/Inspector/AudioManagerInspector.cs:17 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:18 msgid "DSP Buffer Size" msgstr "DSP 缓冲大小" #: Editor/Mono/Inspector/AudioManagerInspector.cs:18 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:19 msgid "Max Virtual Voices" msgstr "最多虚拟声音数量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:19 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:20 msgid "Max Real Voices" msgstr "最多真实声音数量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:20 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:21 msgid "Spatializer Plugin" msgstr "空间化插件" #: Editor/Mono/Inspector/AudioManagerInspector.cs:21 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:22 msgid "Ambisonic Decoder Plugin" msgstr "全景声解码器插件" #: Editor/Mono/Inspector/AudioManagerInspector.cs:22 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:23 msgid "Disable Unity Audio" msgstr "禁用 Unity 音频" #: Editor/Mono/Inspector/AudioManagerInspector.cs:23 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:24 msgid "Virtualize Effects" msgstr "虚拟化效果" #: Editor/Mono/Inspector/AudioManagerInspector.cs:24 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:25 msgid "Enable Output Suspension (editor only)" msgstr "启用输出暂停(仅限编辑器)" #: Editor/Mono/Inspector/AudioManagerInspector.cs:25 msgid "When enabled automatically suspends audio output after detecting that the output has been silent for a long duration (editor only). Suspending the audio system disables a mechanism in the operating system that prevents the computer from going into sleep mode." msgstr "启用后会在检测到输出已长时间保持静音后自动暂停音频输出(仅限编辑器)。暂停音频系统会禁用操作系统中的一种可防止计算机进入睡眠模式的机制。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:27 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:80 msgid "Volume" msgstr "音量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:81 msgid "Rolloff Scale" msgstr "衰减比例" #: Editor/Mono/Inspector/AudioManagerInspector.cs:84 msgid "Sample Rate" msgstr "采样率" #: Editor/Mono/Inspector/AudioManagerInspector.cs:85 msgid "Requested DSP Buffer Size" msgstr "请求的 DSP 缓冲区大小" #: Editor/Mono/Inspector/AudioManagerInspector.cs:92 msgid "Virtual Voice Count" msgstr "虚拟语音数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:93 msgid "Real Voice Count" msgstr "真实声音数量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:135 msgid "Disable Audio" msgstr "禁用音频" #: Editor/Mono/Inspector/AudioManagerInspector.cs:142 msgid "Enable Output Suspension" msgstr "启用输出暂停" #: Editor/Mono/Inspector/PropertyEditor.cs:179 msgid "Preview" msgstr "预览" #: Editor/Mono/Inspector/PropertyEditor.cs:180 msgid "Asset Labels" msgstr "资源标签" #: Editor/Mono/Inspector/PropertyEditor.cs:181 msgid "Add Component" msgstr "添加组件" #: Editor/Mono/Inspector/PropertyEditor.cs:192 msgid "Under Version Control\nCheck out this asset in order to make changes." msgstr "在版本控制下\n签出此资产后再做更改。" #: Editor/Mono/Inspector/PropertyEditor.cs:193 msgid "VCS ({0}) is not connected" msgstr "未连接 VCS ({0})" #: Editor/Mono/Inspector/PropertyEditor.cs:194 msgid "Work Offline option is active" msgstr "已激活“离线工作”选项" #: Editor/Mono/Inspector/PropertyEditor.cs:197 msgid "Check Out Meta" msgstr "签出元数据" #: Editor/Mono/Inspector/PropertyEditor.cs:199 msgid "Lock" msgstr "锁定" #: Editor/Mono/Inspector/PropertyEditor.cs:200 msgid "Unlock" msgstr "解锁" #: Editor/Mono/Inspector/PropertyEditor.cs:201 msgid "Submit" msgstr "提交" #: Editor/Mono/Inspector/PropertyEditor.cs:203 msgid "Revert Unchanged" msgstr "恢复为未更改" #: Editor/Mono/Inspector/PropertyEditor.cs:576 msgid "Debug-Internal" msgstr "调试-内部" #: Editor/Mono/Inspector/PropertyEditor.cs:586 msgid "Expand All Components" msgstr "展开所有组件" #: Editor/Mono/Inspector/PropertyEditor.cs:591 msgid "Collapse All Components" msgstr "折叠所有组件" #: Editor/Mono/Inspector/PropertyEditor.cs:614 msgid "Ping" msgstr "Ping" #: Editor/Mono/Inspector/PropertyEditor.cs:615 msgid "Open in Import Activity Window" msgstr "在导入活动窗口中打开" #: Editor/Mono/Inspector/MeshRendererEditor.cs:13 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:14 msgid "This Renderer uses static batching and instanced Shaders. When the Player is active, instancing is disabled. If you want instanced Shaders at run time, disable static batching." msgstr "此渲染器使用静态批处理和实例化着色器。播放器处于活动状态时,实例化被禁用。如果在运行时需要实例化着色器,请禁用静态批处理。" #: Editor/Mono/Inspector/DirectorEditor.cs:17 msgid "Playable" msgstr "可播放" #: Editor/Mono/Inspector/DirectorEditor.cs:18 msgid "Initial Time" msgstr "初始时间" #: Editor/Mono/Inspector/DirectorEditor.cs:18 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:19 msgid "Current Time" msgstr "当前时间" #: Editor/Mono/Inspector/DirectorEditor.cs:19 msgid "The current Playable time" msgstr "当前 Playable 时间" #: Editor/Mono/Inspector/DirectorEditor.cs:20 msgid "Play On Awake" msgstr "唤醒时播放" #: Editor/Mono/Inspector/DirectorEditor.cs:20 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:21 msgid "Update Method" msgstr "更新方法" #: Editor/Mono/Inspector/DirectorEditor.cs:21 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:22 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:23 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:24 msgid "Bindings" msgstr "绑定" #: Editor/Mono/Inspector/DirectorEditor.cs:25 msgid "Show Unused" msgstr "显示未使用的" #: Editor/Mono/Inspector/DirectorEditor.cs:25 msgid "A PlayableDirector may contain bindings to objects not referenced by the assigned Playable file.\nToggle this field to show them.\n It is recommended to remove unused bound objects if their Playable will be no longer used by this PlayableDirector." msgstr "PlayableDirector 可包含对已分配可播放文件未引用的对象的绑定。\n切换此字段可显示它们。\n如果此 PlayableDirector 不再使用未使用的绑定对象的可播放文件,建议移除这些未使用的绑定对象。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:515 msgid "Show Wireframe" msgstr "显示线框" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:515 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:516 msgid "Selected Probe Position" msgstr "选择的探测器位置" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:516 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:517 msgid "Add Probe" msgstr "添加探测器" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:517 msgid "Add a Light Probe to the Light Probe Group." msgstr "向光照探针组中添加光照探针。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:518 msgid "Delete Selected" msgstr "删除选定" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:518 msgid "Delete the selected Light Probes from the Light Probe Group." msgstr "从光照探针组中删除选定的光照探针。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:519 msgid "Select All" msgstr "全选" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:519 msgid "Select all Light Probes in the Light Probe Group." msgstr "选择光照探针组中的所有光照探针。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:520 msgid "Duplicate Selected" msgstr "复制选定项" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:520 msgid "Duplicate the selected Light Probes." msgstr "复制选定的光照探针。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:521 msgid "Remove Ringing" msgstr "移除振铃" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:521 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:523 msgid "Edit Light Probe Positions" msgstr "编辑光照探测器位置" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:523 msgid "Change positions for Light Probes." msgstr "更改光照探测器的位置。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:524 msgid "Exit Light Probe Editing" msgstr "退出光照探测器编辑" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:524 msgid "Exit Light Probe Positions Editing." msgstr "退出光照探测器位置编辑。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:10 msgid "Fixed Timestep" msgstr "固定时间步进" #: Editor/Mono/Inspector/TimeManagerInspector.cs:10 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:11 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:12 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:13 msgid "The maximum frame delta time Unity permits for a single iteration of the Particle System update. If the delta time is larger than this value, Unity will run the Particle System update multiple times during the frame with smaller timesteps. This preserves the quality of the simulation." msgstr "Unity 允许粒子系统更新单次迭代的最大帧增量时间。如果增量时间大于此值,Unity 将在帧期间以较小的时间步长多次运行粒子系统更新。这样可以保留模拟的质量。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:33 msgid "Fixed Timestep Property" msgstr "固定时间戳属性" #: Editor/Mono/Inspector/TimeManagerInspector.cs:34 msgid "Max Allowed Timestep Property" msgstr "最大允许的时间步长属性" #: Editor/Mono/Inspector/TimeManagerInspector.cs:35 msgid "Time Scale Property" msgstr "时间尺度属性" #: Editor/Mono/Inspector/TimeManagerInspector.cs:36 msgid "Max Particle Timestep Property" msgstr "最大粒子时间步长属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:15 msgid "Allow quality setting on platform" msgstr "在平台上允许质量设置" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:16 msgid "Add Quality Level" msgstr "添加质量级别" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:18 msgid "Global Mipmap Limit" msgstr "全局 Mipmap 限值" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:18 msgid "The base texture quality level." msgstr "基础纹理质量级别。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:20 msgid "Mipmap Limit Groups" msgstr "Mipmap 限值组" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:20 msgid "Mipmap Limit Groups are used to control quality on a per-texture basis." msgstr "Mipmap 限值组用于按纹理控制质量。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:23 msgid "Override Global Mipmap Limit: Full Resolution" msgstr "覆盖全局 Mipmap 限值:全分辨率" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:23 msgid "Global Mipmap Limit is ignored, upload at full resolution." msgstr "忽略全局 Mipmap 限值,以全分辨率上传。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:24 msgid "Override Global Mipmap Limit: Half Resolution" msgstr "覆盖全局 Mipmap 限值:半分辨率" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:24 msgid "Global Mipmap Limit is ignored, upload at half resolution." msgstr "忽略全局 Mipmap 限值,以半分辨率上传。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:25 msgid "Override Global Mipmap Limit: Quarter Resolution" msgstr "覆盖全局 Mipmap 限值:四分之一分辨率" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:25 msgid "Global Mipmap Limit is ignored, upload at quarter resolution." msgstr "忽略全局 Mipmap 限值,以四分之一分辨率上传。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:26 msgid "Override Global Mipmap Limit: Eighth Resolution" msgstr "覆盖全局 Mipmap 限值:八分之一分辨率" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:26 msgid "Global Mipmap Limit is ignored, upload at eighth resolution." msgstr "忽略全局 Mipmap 限值,以八分之一分辨率上传。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:30 msgid "Offset Global Mipmap Limit: -3" msgstr "偏移全局 Mipmap 限值:-3" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:30 msgid "Upload 3 mips less compared to the Global Mipmap Limit." msgstr "与全局 Mipmap 限值相比,少上传 3 个 mip。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:31 msgid "Offset Global Mipmap Limit: -2" msgstr "偏移全局 Mipmap 限值:-2" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:31 msgid "Upload 2 mips less compared to the Global Mipmap Limit." msgstr "与全局 Mipmap 限值相比,少上传 2 个 mip。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:32 msgid "Offset Global Mipmap Limit: -1" msgstr "偏移全局 Mipmap 限值:-1" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:32 msgid "Upload 1 mip less compared to the Global Mipmap Limit." msgstr "与全局 Mipmap 限值相比,少上传 1 个 mip。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:33 msgid "Use Global Mipmap Limit" msgstr "使用全局 Mipmap 限值" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:33 msgid "No offset or override occurs, simply use the Global Mipmap Limit. (Default)" msgstr "未发生偏移或覆盖,仅使用全局 Mipmap 限值。(默认)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:34 msgid "Offset Global Mipmap Limit: +1" msgstr "偏移全局 Mipmap 限值:+1" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:34 msgid "Upload 1 mip extra compared to the Global Mipmap Limit." msgstr "与全局 Mipmap 限值相比,多上传 1 个 mip。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:35 msgid "Offset Global Mipmap Limit: +2" msgstr "偏移全局 Mipmap 限值:+2" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:35 msgid "Upload 2 mips extra compared to the Global Mipmap Limit." msgstr "与全局 Mipmap 限值相比,多上传 2 个 mip。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:36 msgid "Offset Global Mipmap Limit: +3" msgstr "偏移全局 Mipmap 限值:+3" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:36 msgid "Upload 3 mips extra compared to the Global Mipmap Limit." msgstr "与全局 Mipmap 限值相比,多上传 3 个 mip。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:38 msgid "Show additional options" msgstr "显示附加选项" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:39 msgid "Identify textures" msgstr "识别纹理" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:40 msgid "Duplicate group" msgstr "复制组" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:41 msgid "Rename group" msgstr "重命名组" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:42 msgid "Create a new mipmap limit group. Note that this adds a group to all quality levels, not only the active one!" msgstr "创建新的 mipmap 限值组。注意,此操作会为所有质量级别添加组,而不只是处于活动状态的质量级别!" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:43 msgid "Remove mipmap limit group. Note that this removes the group from all quality levels, not only the active one!" msgstr "移除 mipmap 限值组。注意,此操作会从所有质量级别中移除组,而不只是处于活动状态的质量级别!" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:45 msgid "Mipmap Limit Groups: Update textures?" msgstr "Mipmap 限值组:更新纹理?" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:46 msgid "Textures in your project may still be using '{0}'.\n\nSelect 'No' to remove the group without modifying its associated textures. Relevant textures stay bound to the group and fall back automatically to the global mipmap limit.\n\nSelect 'Yes' to remove the group and reset the group property of associated textures to 'None'. This triggers a re-import and may take some time. An undo cannot revert the importer changes." msgstr "项目中的纹理可能仍使用 '{0}'。\n\n选择‘否’以移除组,而不修改其相关纹理。相关纹理与该组保持绑定,并自动回退到全局 mipmap 限值。\n\n选择‘是’以移除组,并将相关纹理的组属性重置为‘无’。这会触发重新导入,可能需要一些时间。撤消无法恢复导入器更改。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:47 msgid "Textures in your project may still be using '{0}'.\n\nSelect 'No' to rename the group without modifying its associated textures. Relevant textures stay bound to the group and fall back automatically to the global mipmap limit.\n\nSelect 'Yes' to rename the group and update the group property of associated textures to '{1}'. This triggers a re-import and may take some time. An undo cannot revert the importer changes." msgstr "项目中的纹理可能仍使用 '{0}'。\n\n选择‘否’以重命名组,而不修改其相关纹理。相关纹理与该组保持绑定,并自动回退到全局 mipmap 限值。\n\n选择‘是’以重命名组,并将相关纹理的组属性更新为 '{1}'。这会触发重新导入,可能需要一些时间。撤消无法恢复导入器更改。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:48 msgid "Mipmap Limit Groups: Operation failed" msgstr "Mipmap 限值组:操作失败" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:49 msgid "The mipmap limit group '{0}' already exists.\n'{1}' was not renamed." msgstr "Mipmap 限值组 '{0}' 已存在。\n'{1}' 未重命名。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:50 msgid "An error occured while updating texture assets: {0}" msgstr "更新纹理资源时出错:{0}" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:51 msgid "No textures are linked to the mipmap limit group '{0}'." msgstr "没有纹理链接到 mipmap 限值组 '{0}'。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:53 msgid "Texture Streaming" msgstr "纹理流式加载" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:53 msgid "When enabled, Unity only streams texture mipmaps relevant to the current Camera's position in a Scene. This reduces the total amount of memory Unity needs for textures. Individual textures must also have 'Streaming Mip Maps' enabled in their Import Settings." msgstr "启用后,Unity 仅流式传输与场景中当前摄像机位置相关的纹理 mipmap。这会降低 Unity 对纹理内存总体需求。各个纹理还必须在自身的导入设置中启用“流式 Mip 贴图”。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:54 msgid "Memory Budget" msgstr "内存预算" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:54 msgid "The amount of memory (in megabytes) to allocate for all loaded textures." msgstr "为所有加载的纹理分配的内存量(以兆字节 (MB) 为单位)。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:55 msgid "Renderers Per Frame" msgstr "每帧渲染器" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:55 msgid "The number of renderers to process each frame. A lower number decreases the CPU load but delays mipmap loading." msgstr "每帧处理的渲染器数量。较低的数值可以降低 CPU 负载,但会延迟 mipmap 加载。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:56 msgid "Add All Cameras" msgstr "添加所有摄像机" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:56 msgid "When enabled, Unity uses texture streaming for every Camera in the Scene. Otherwise, Unity only uses texture streaming for Cameras that have an attached Streaming Controller component." msgstr "启用后,Unity 对场景中的每个摄像机均应用纹理流式加载。否则,Unity 仅对附加了“流控制器”组件的摄像机使用纹理流式加载。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:57 msgid "Max Level Reduction" msgstr "最大水平降低" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:57 msgid "The maximum number of mipmap levels a texture can drop." msgstr "纹理可以丢弃的最大 mipmap 级别数。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:58 msgid "Max IO Requests" msgstr "最大 IO 请求" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:58 msgid "The maximum number of texture file requests from the Texture Streaming system that can be active at the same time." msgstr "来自纹理流式加载系统并可以同时处于活动状态的纹理文件请求的最大数量。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:60 msgid "Delete Level" msgstr "删除级别" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:61 msgid "Soft Particles require either the Deferred Shading rendering path or Cameras that render depth textures." msgstr "软粒子需要延迟着色渲染或支持渲染深度纹理的摄像机。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:62 msgid "When enabled, terrain billboards face towards the camera position. Otherwise, they face towards the camera plane. This makes billboards look nicer when the camera rotates but it is more resource intensive to process." msgstr "启用后,地形 billboards 会面向摄像机位置。否则,它们会面向摄像机平面。这可以让摄像机在旋转时 billboards 看起来更美观,但也更消耗性能。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:63 msgid "Use Legacy Details Distribution" msgstr "使用旧版细节分布" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:63 msgid "When enabled, terrain details will be scattered using the old scattering algorithm that often resulted in overlapping details. Included for backwards compatibility with terrain authored in Unity 2022.1 and earlier." msgstr "启用时,将使用旧散射算法分散地形细节,这往往会导致细节重叠。包含此功能旨在与 Unity 2022.1 及更早版本中创作的地形向后兼容。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:64 msgid "VSync Count" msgstr "VSync 计数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:64 msgid "Specifies how Unity synchronizes rendering with the refresh rate of the display device." msgstr "用于指定 Unity 如何将渲染与显示设备的刷新率同步。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:65 msgid "LOD Bias" msgstr "LOD 偏离" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:65 msgid "The bias Unity uses to determine which model to render when a GameObject’s on-screen size is between two LOD levels. Values between 0 and 1 favor the less detailed model. Values greater than 1 favor the more detailed model." msgstr "当游戏对象的屏幕大小介于两个 LOD 级别之间时,Unity 使用此偏离值来确定要渲染的模型。介于 0 到 1 之间的值会倾向于显示细节更少的模型。大于 1 的值表示倾向于显示细节更多的模型。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:66 msgid "Maximum LOD Level" msgstr "最大 LOD 级别" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:66 msgid "The highest LOD to use in the application." msgstr "在应用程序中使用的最高 LOD。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:67 msgid "LOD Cross Fade" msgstr "LOD 交叉淡化" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:67 msgid "Enables or disables LOD Cross Fade." msgstr "启用或禁用 LOD 交叉淡化。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:68 msgid "Detected platforms with textures that never use their highest resolution mips. Enable Texture Mipmap Stripping in the Player Settings to reduce the package size of those platforms." msgstr "检测到有些平台的纹理从未使用其最高分辨率 mip。启用“播放器设置”中的“纹理 Mipmap 剥离”,以减小这些平台的包大小。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:70 msgid "Time Slice" msgstr "时间切片" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:70 msgid "The amount of time (in milliseconds) Unity spends uploading Texture and Mesh data to the GPU per frame." msgstr "Unity 每帧将纹理和网格数据上传到 GPU 所花费的时间量(以毫秒为单位)。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:71 msgid "Buffer Size" msgstr "缓冲区大小" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:71 msgid "The size (in megabytes) of the upload buffer Unity uses to stream Texture and Mesh data to GPU." msgstr "Unity 用于将纹理和网格数据流式传输到 GPU 的上传缓冲区的大小(以兆字节 (MB) 为单位)。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:72 msgid "Persistent Buffer" msgstr "持久缓冲区" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:72 msgid "When enabled, the upload buffer persists even when there is nothing left to upload." msgstr "启用后,即使在没有任何内容需要上传时,上传缓冲区也会持续存在。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:73 msgid "Unity has detected that you are using an upload buffer size of {0} MB with the '{1}' setting enabled. If you have issues with excessive memory usage, you may need to reduce the upload buffer size or disable the '{1}' setting. Memory fragmentation can occur if you choose the latter option." msgstr "Unity 检测到您正在使用的上传缓冲区大小为 {0} MB,且启用了 '{1}' 设置。如果您遇到内存使用过多的问题,您可能需要减小上传缓冲区大小或禁用 '{1}' 设置。如果您选择后面一种选项,可能会出现内存碎片化。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:75 msgid "Whether to override pixel error in active Terrains." msgstr "是否覆盖活动地形中的像素误差。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:76 msgid "Whether to override base map distance in active Terrains." msgstr "是否覆盖活动地形中的底图距离。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:77 msgid "Whether to override detail density scale in active Terrains." msgstr "是否覆盖活动地形中的细节密度缩放。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:78 msgid "Whether to override detail distance in active Terrains." msgstr "是否覆盖活动地形中的细节距离。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:79 msgid "Whether to override tree distance in active Terrains." msgstr "是否覆盖活动地形中的树距离。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:80 msgid "Whether to override billboard start distance in active Terrains." msgstr "是否覆盖活动地形中的 billboard 开始距离。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:81 msgid "Whether to override billboard fade length in active Terrains." msgstr "是否覆盖活动地形中的 billboard 淡化长度。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:82 msgid "Whether to override max mesh trees in active Terrains." msgstr "是否覆盖活动地形中的最大网格树。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:83 msgid "Pixel Error" msgstr "像素误差" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:83 msgid "Value set to Terrain pixel error (See Terrain settings)" msgstr "值设置为地形像素误差(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:84 msgid "Base Map Dist." msgstr "底图距离" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:84 msgid "Value set to Terrain base map distance (See Terrain settings)" msgstr "值设置为地形底图距离(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:85 msgid "Detail Density Scale" msgstr "细节密度缩放" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:85 msgid "Value set to Terrain detail density scale (See Terrain settings)" msgstr "值设置为地形细节密度缩放(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:86 msgid "Detail Distance" msgstr "细节距离" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:86 msgid "Value set to Terrain detail object distance (See Terrain settings)" msgstr "值设置为地形细节对象距离(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:87 msgid "Tree Distance" msgstr "树距离" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:87 msgid "Value set to Terrain tree distance (See Terrain settings)" msgstr "值设置为地形树距离(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:88 msgid "Billboard Start" msgstr "Billboard 开始" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:88 msgid "Value set to Terrain billboard start distance (See Terrain settings)" msgstr "值设置为地形 billboard 开始距离(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:89 msgid "Fade Length" msgstr "淡化长度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:89 msgid "Value set to Terrain billboard fade length (See Terrain settings)" msgstr "值设置为地形 billboard 淡化长度(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:90 msgid "Max Mesh Trees" msgstr "最大网格树" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:90 msgid "Value set to Terrain max mesh trees (See Terrain settings)" msgstr "值设置为地形最大网格树(参阅地形设置)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:92 msgid "Render Pipeline Asset" msgstr "渲染管线资产" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:92 msgid "Specifies the Render Pipeline Asset to use for this quality level. It overrides the value set in the Graphics Settings Window." msgstr "指定用于此质量级别的渲染管线资产。它将覆盖“图形设置窗口”中设置的值。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:678 msgid "Name Property" msgstr "名称属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:691 msgid "Pixel Light Count Property" msgstr "像素光源数量属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:696 msgid "Anti Aliasing Property" msgstr "抗锯齿属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:701 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:703 msgid "V Sync Count Property" msgstr "V 同步数属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:720 msgid "Global Texture Mipmap Limit Property" msgstr "全局纹理 Mipmap 限值属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:733 msgid "Anisotropic Textures Property" msgstr "各向异性纹理属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:737 msgid "Streaming Mipmaps Active Property" msgstr "流式 Mipmaps 活动属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:744 msgid "Streaming Mipmaps Budget Property" msgstr "流式 Mipmaps 预算属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:746 msgid "Streaming Mipmaps Renderers Per Frame Property" msgstr "流式 Mipmaps 渲染器每帧属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:748 msgid "Streaming Mipmaps Max Level Reduction Property" msgstr "流式 Mipmaps 最大级别降低属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:750 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:759 msgid "Soft Particles Property" msgstr "软粒子属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:763 msgid "Particle Raycast Budget Property" msgstr "粒子光线投射预算属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:838 msgid "Shadow Mask Usage Property" msgstr "阴影遮罩使用属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:842 msgid "Shadows Property" msgstr "阴影属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:843 msgid "Shadow Resolution Property" msgstr "阴影分辨率属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:844 msgid "Shadow Projection Property" msgstr "阴影投影属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:845 msgid "Shadow Distance Property" msgstr "阴影距离属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:846 msgid "Shadow Near Plane Offset Property" msgstr "阴影近平面偏移属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:847 msgid "Shadow Cascades Property" msgstr "阴影级联属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:859 msgid "Async Upload Time Slice Property" msgstr "异步上传时间切片属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:860 msgid "Async Upload Buffer Size Property" msgstr "异步上传缓冲大小属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:861 msgid "Async Upload Persistent Buffer Property" msgstr "异步上传持久缓冲属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:876 msgid "Lod Bias Property" msgstr "Lod 偏离属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:878 msgid "Maximum LOD Level Property" msgstr "最大 LOD 级别属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:880 msgid "Enable LOD Cross Fade Property" msgstr "启用 LOD 交叉淡化属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:884 msgid "Skin Weights Property" msgstr "蒙皮权重属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:913 msgid "Include Property" msgstr "包含属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:914 msgid "Exclude Property" msgstr "排除属性" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1165 msgid "No" msgstr "否" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1165 msgid "Yes" msgstr "是" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1405 msgid "New Group" msgstr "新建组" #: Editor/Mono/Inspector/CubemapArrayInspector.cs:20 msgid "Slice" msgstr "切片" #: Editor/Mono/Inspector/CubemapArrayInspector.cs:20 msgid "Displayed array slice" msgstr "显示的数组切片" #: Editor/Mono/Inspector/GenericInspector.cs:22 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:23 msgid "This object contains SerializeReference types which are missing.\nFor more information see SerializationUtility.HasManagedReferencesWithMissingTypes." msgstr "此对象包含缺失的 SerializeReference 类型。\n有关更多信息,请参阅 SerializationUtility.HasManagedReferencesWithMissingTypes." #: Editor/Mono/Inspector/GenericInspector.cs:24 msgid "The associated script can not be loaded.\nPlease fix any compile errors\nand open Prefab Mode and assign a valid script to the Prefab Asset." msgstr "无法加载关联的脚本。\n请修复编译错误,\n然后打开预制件模式并向预制件资产分配有效的脚本。" #: Editor/Mono/Inspector/GenericInspector.cs:217 msgid "Script Property" msgstr "脚本属性" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:18 msgid "Flip" msgstr "翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:18 msgid "Sprite flipping" msgstr "Sprite 翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:19 msgid "Sprite horizontal flipping" msgstr "Sprite 水平翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:20 msgid "Sprite vertical flipping" msgstr "Sprite 垂直翻转" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:23 msgid "Tile Mode" msgstr "平铺模式" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:23 msgid "Specify the 9-slice tiling behaviour" msgstr "指定 9 切片平铺行为" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:24 msgid "Stretch Value" msgstr "伸展值" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:24 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:25 msgid "Draw Mode" msgstr "绘制模式" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:25 msgid "Specify the draw mode for the sprite" msgstr "指定 sprite 的绘制模式" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:26 msgid "The width dimension value for the sprite" msgstr "sprite 的宽度尺寸值" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:27 msgid "The height dimension value for the sprite" msgstr "sprite 的高度值" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:28 msgid "The rendering dimension for the sprite" msgstr "sprite 的渲染维度" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:29 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:30 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:32 msgid "Material to be used by SpriteRenderer" msgstr "SpriteRenderer 使用的材质" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:33 msgid "The Sprite to render" msgstr "要渲染的 Sprite" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:34 msgid "Rendering color for the Sprite graphic" msgstr "Sprite 图形的渲染颜色" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:35 msgid "Mask Interaction" msgstr "遮罩交互" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:35 msgid "SpriteRenderer's interaction with a Sprite Mask" msgstr "SpriteRenderer 与“Sprite 遮罩”的交互" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:36 msgid "Sprite Sort Point" msgstr "Sprite 排序点" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:36 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:38 msgid "Draw mode Change" msgstr "绘制模式更改" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:117 msgid "Sprite Tile Mode" msgstr "Sprite Tile 模式" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:22 msgid "The transform representing the start position of the link." msgstr "表示链接起点位置的变换组件。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:23 msgid "The transform representing the end position of the link." msgstr "表示链接终点位置的变换组件。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:24 msgid "Cost Override" msgstr "成本覆盖" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:24 msgid "A positive value here modifies the cost of the link that is normally given by Navigation Area." msgstr "此处的正值会修改通常由导航区域给出链接的成本。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:25 msgid "Bidirectional" msgstr "双向" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:25 msgid "When selected, agents can traverse the link also from End to Start, otherwise only from Start to End." msgstr "选择此项后,代理也可以从终点到起点遍历链接,否则只能从起点到终点遍历链接。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:26 msgid "Activated" msgstr "已激活" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:26 msgid "Makes the link available for pathfinding." msgstr "使链接可用于寻路。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:27 msgid "Auto Update Positions" msgstr "自动更新位置" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:27 msgid "Automatically update the link's endpoints to match the positions of the Start and End transforms." msgstr "自动更新链接的端点以匹配起点和终点变换组件的位置。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:28 msgid "Navigation Area" msgstr "导航区域" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:28 msgid "It assigns a specific cost to the link. Only NavMeshAgents with this area type in their Area Mask are allowed to pass through it." msgstr "为链接分配特定成本。仅允许在“区域遮罩”中具有此区域类型的导航网格代理 (NavMeshAgent) 通过这个区域。" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:49 msgid "Bi Directional" msgstr "双向" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:120 msgid "Progressive CPU" msgstr "渐进 CPU" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:121 msgid "Progressive GPU (Preview)" msgstr "渐进 GPU(预览)" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:127 msgid "Non-Directional" msgstr "非定向" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:139 msgid "4 Tiles" msgstr "4 个瓦片" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:140 msgid "16 Tiles" msgstr "16 个瓦片" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:141 msgid "64 Tiles" msgstr "64 个瓦片" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:142 msgid "256 Tiles" msgstr "256 个瓦片" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:150 msgid "Baked Indirect" msgstr "间接烘焙" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:151 msgid "Subtractive" msgstr "减性" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:159 msgid "Optix" msgstr "Optix" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:160 msgid "OpenImageDenoise" msgstr "OpenImageDenoise" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:161 msgid "Radeon Pro" msgstr "Radeon Pro" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:175 msgid "Low Quality" msgstr "低质量" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:176 msgid "Normal Quality" msgstr "法线质量" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:177 msgid "High Quality" msgstr "高质量" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:180 msgid "This lightmapper is not supported by the current Render Pipeline. The Editor will use " msgstr "当前渲染管线不支持该光照贴图烘焙器。编辑器将使用" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:181 msgid "Progressive CPU Lightmapper is not avaliable on Apple silicon. Use Progressive GPU Lightmapper instead." msgstr "Apple silicon 不支持渐进 CPU 光照贴图烘焙器。请改用渐进 GPU 光照贴图烘焙器。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:182 msgid "Enlighten Baked Global Illumination is deprecated and no longer available in 2023.1 and later. Use the Progressive CPU or GPU Lightmapper instead." msgstr "Enlighten 烘焙全局光照已弃用,在 2023.1 及之后的版本中不再可用。请改用渐进式 CPU 或 GPU 光照贴图烘焙器。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:183 msgid "Enlighten Baked Global Illumination is deprecated and no longer available in 2023.1 and later. Use the Progressive GPU Lightmapper instead." msgstr "Enlighten 烘焙全局光照已弃用,在 2023.1 及之后的版本中不再可用。请改用渐进式 GPU 光照贴图烘焙器。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:184 msgid "The Mixed mode is not supported by the current Render Pipeline. Fallback mode is " msgstr "当前渲染管线不支持混合模式。回退模式是" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:185 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/Inspector/LightingSettingsEditor.cs:186 msgid "The current hardware or system configuration does not support the selected denoiser. Select a different denoiser." msgstr "当前的硬件或系统配置不支持选定的降噪器。请选择其他降噪器。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:188 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/Inspector/LightingSettingsEditor.cs:189 msgid "Baked Global Illumination" msgstr "烘焙全局照明" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:189 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/Inspector/LightingSettingsEditor.cs:190 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/Inspector/LightingSettingsEditor.cs:191 msgid "Update Threshold" msgstr "更新阈值" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:191 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/Inspector/LightingSettingsEditor.cs:192 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/Inspector/LightingSettingsEditor.cs:193 msgid "Indirect Intensity" msgstr "间接密度" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:193 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/Inspector/LightingSettingsEditor.cs:194 msgid "Directional Mode" msgstr "定向模式" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:194 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/Inspector/LightingSettingsEditor.cs:195 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/LightingSettingsEditor.cs:196 msgid "Default-Medium" msgstr "默认-中等" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:197 msgid "Realtime Lighting" msgstr "实时光照" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:197 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/Inspector/LightingSettingsEditor.cs:198 msgid "Specifies the Global Illumination mode that should be used for handling ambient light in the Scene. This property is not editable unless both Realtime Global Illumination and Baked Global Illumination are enabled for the scene." msgstr "指定用于处理场景中环境光的全局照明模式。除非为场景同时启用了“实时全局照明”和“烘焙全局照明”,否则此属性不可编辑。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:199 msgid "Mixed Lighting" msgstr "混合照明" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:199 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/Inspector/LightingSettingsEditor.cs:200 msgid "Lightmapping Settings" msgstr "光照贴图设置" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:200 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/Inspector/LightingSettingsEditor.cs:201 msgid "Internal Settings" msgstr "内部设置" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:201 msgid "Internal only settings. " msgstr "仅供内部使用的设置。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:202 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/Inspector/LightingSettingsEditor.cs:203 msgid "Force white albedo during lighting calculations." msgstr "照明计算时强制白色反照率。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:204 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/Inspector/LightingSettingsEditor.cs:206 msgid "Exports unfiltered textures, normals, positions." msgstr "导出未过滤的纹理、法线和位置。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:207 msgid "Destination" msgstr "目标" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:207 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/Inspector/LightingSettingsEditor.cs:208 msgid "Sets the resolution in texels that are used per unit for objects being lit by indirect lighting. The higher this value is, the more time the Editor needs to bake lighting." msgstr "设置间接光照点亮的对象每单位使用的纹素的分辨率。此值越高,编辑器用于烘焙光照所需的时间越多。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:209 msgid "Sets the resolution in texels used per unit for objects lit by baked global illumination. The higher this value is, the more time the Editor needs to bake lighting." msgstr "设置烘焙全局光照点亮的对象每单位使用的纹素的分辨率。此值越高,编辑器用于烘焙光照所需的时间越多。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:210 msgid "Lightmap Padding" msgstr "光照贴图填充" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:210 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/Inspector/LightingSettingsEditor.cs:211 msgid "Max Lightmap Size" msgstr "最大光照贴图大小" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:211 msgid "Sets the max size of the full lightmap Texture in pixels. Values are squared, so a setting of 1024 can produce a 1024x1024 pixel sized lightmap." msgstr "设置以像素为单位的完整光照贴图的最大大小。值为平方,因此设置为 1024 可生成 1024x1024 像素大小的光照贴图。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:212 msgid "Compresses baked lightmaps created using this Lighting Settings Asset. Lower quality compression reduces memory and storage requirements, at the cost of more visual artifacts. Higher quality compression requires more memory and storage, but provides better visual results." msgstr "压缩使用此“光照设置资产”创建的烘焙光照贴图。较低质量的压缩会降低内存和存储要求,但会产生更多的视觉瑕疵。较高质量的压缩需要更多内存和存储空间,但会提供更好的视觉效果。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:213 msgid "Tiled baking" msgstr "平铺烘焙" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:213 msgid "Determines the tiled baking mode. Auto: Memory status triggers tiling. If Auto is not enabled, bakes may fail. Disabled: Never use tiling." msgstr "确定平铺烘焙模式。自动:内存状态触发平铺。如果未启用“自动”,烘焙可能会失败。已禁用:始终不使用平铺。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:214 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/Inspector/LightingSettingsEditor.cs:215 msgid "Indirect Contribution" msgstr "间接贡献" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:215 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/Inspector/LightingSettingsEditor.cs:216 msgid "Direct Contribution" msgstr "直接贡献" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:216 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/Inspector/LightingSettingsEditor.cs:217 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/Inspector/LightingSettingsEditor.cs:218 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/Inspector/LightingSettingsEditor.cs:219 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/Inspector/LightingSettingsEditor.cs:220 msgid "Denoising" msgstr "去噪" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:220 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/Inspector/LightingSettingsEditor.cs:221 msgid "Lighting Mode" msgstr "照明模式" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:221 msgid "Specifies the lighting mode of all Mixed lights in the Scene." msgstr "指定场景中所有混合光源的光照模式。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:222 msgid "Realtime Global Illumination" msgstr "实时全局照明" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:222 msgid "Precomputed Realtime Global Illumination using Enlighten. Provides diffuse Realtime Global Illumination for static geometry via low resolution lightmaps and via Light Probes for dynamic geometry." msgstr "使用 Enlighten 的预计算实时全局照明。通过低分辨率光照贴图为静态几何体以及通过光照探针为动态几何体提供漫反射实时全局照明。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:223 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/Inspector/LightingSettingsEditor.cs:224 msgid "Lightmapper" msgstr "光照贴图烘焙器" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:224 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/Inspector/LightingSettingsEditor.cs:225 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 "控制光照贴图烘焙器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/Inspector/LightingSettingsEditor.cs:226 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 "控制光照贴图烘焙器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/Inspector/LightingSettingsEditor.cs:227 msgid "Max Bounces" msgstr "最大反弹次数" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:227 msgid "The maximum number of bounces the Lightmapper computes for indirect lighting." msgstr "光照贴图烘焙器为间接光照计算的最大反弹次数。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:228 msgid "Direct Denoiser" msgstr "直接降噪器" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:228 msgid "Your hardware does not support denoising. For minimum requirements, please read the documentation." msgstr "你的硬件不支持去噪。要了解最低要求,请阅读文档。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:229 msgid "Indirect Denoiser" msgstr "间接降噪器" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:230 msgid "Ambient Occlusion Denoiser" msgstr "环境光遮挡降噪器" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:230 msgid "Your hardware Your hardware does not support denoising. For minimum requirements, please read the documentation." msgstr "你的硬件不支持去噪。要了解最低要求,请阅读文档。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:231 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/Inspector/LightingSettingsEditor.cs:232 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/Inspector/LightingSettingsEditor.cs:233 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/Inspector/LightingSettingsEditor.cs:234 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/Inspector/LightingSettingsEditor.cs:235 msgid "Direct Filter" msgstr "直接过滤器" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:235 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/Inspector/LightingSettingsEditor.cs:236 msgid "Indirect Filter" msgstr "间接过滤器" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:236 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/Inspector/LightingSettingsEditor.cs:237 msgid "Ambient Occlusion Filter" msgstr "环境光遮蔽滤镜" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:237 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/Inspector/LightingSettingsEditor.cs:238 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/Inspector/LightingSettingsEditor.cs:239 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/Inspector/LightingSettingsEditor.cs:240 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/Inspector/LightingSettingsEditor.cs:241 msgid "Sigma" msgstr "Sigma" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:241 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/Inspector/LightingSettingsEditor.cs:242 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/Inspector/LightingSettingsEditor.cs:243 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/Inspector/LightingSettingsEditor.cs:244 msgid "Progressive Updates" msgstr "渐进更新" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:244 msgid "Specifies whether the lightmapper should prioritize baking what is visible in the scene view. When disabled, lightmaps are only composited once fully converged which can improve baking performance." msgstr "设置光照贴图烘焙器是否应优先烘焙场景视图中可见的对象。禁用后,仅在完全收敛后才对光照贴图进行合成,这样可以提高烘焙性能。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:245 msgid "Importance Sampling" msgstr "重要性采样" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:245 msgid "Specifies whether to use importance sampling for sampling environment lighting. In most environments importance sampling facilitates faster convergence while generating lightmaps. In certain low frequency environments, importance sampling can produce noisy results." msgstr "指定是否要使用重要性采样来对环境光照进行采样。在大多数环境中,重要性采样有助于在生成光照贴图时提高收敛速度。在某些低频环境中,重要性采样会产生噪点更大的结果。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:246 msgid "Environment Samples" msgstr "环境样本" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:246 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/Inspector/LightingSettingsEditor.cs:247 msgid "Light Probe Sample Multiplier" msgstr "光照探测器样本乘数" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:247 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 by disabling Project Settings > Editor > Use legacy Light Probe sample counts" msgstr "控制光照探针使用的样本数量,作为上述常规样本数量的乘数。较高的值可以改善光照探针的质量,但烘焙时间也更长。通过禁用“项目设置”>“编辑器”>“使用旧版光照探针样本数量”来启用光照探针样本数量乘数" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:248 msgid " texels per unit" msgstr "每单位纹素数量" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:249 msgid " texels" msgstr "纹素数量" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:250 msgid " sigma" msgstr "sigma" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:375 msgid "Enable Realtime GI" msgstr "启用实时 GI" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:440 msgid "Enabled Baked GI" msgstr "已启用烘焙 GI" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:549 msgid "PVR Environment IS" msgstr "PVR 环境 IS" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:631 msgid "PVR Filter Type AO" msgstr "PVR 过滤器类型 AO" #: Editor/Mono/Inspector/GameObjectInspector.cs:29 msgid "Overrides" msgstr "覆盖" #: Editor/Mono/Inspector/GameObjectInspector.cs:30 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:31 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:32 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:33 msgid "Static Preview" msgstr "静态预览" #: Editor/Mono/Inspector/GameObjectInspector.cs:33 msgid "This asset is greater than 8MB so, by default, the Asset Preview displays a static preview.\nTo view the asset interactively, click the Asset Preview." msgstr "此资产大于 8MB,因此默认情况下,“资产预览”显示静态预览。\n要以交互方式查看资产,请单击“资产预览”。" #: Editor/Mono/Inspector/GameObjectInspector.cs:46 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:48 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:51 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:52 msgid "Open Model in external tool." msgstr "在外部工具中打开模型。" #: Editor/Mono/Inspector/GameObjectInspector.cs:53 msgid "Open Prefab Asset '{0}'\nPress modifier key [Alt] to open in isolation." msgstr "打开预制件资产 '{0}'\n按修改键 [Alt] 可单独打开。" #: Editor/Mono/Inspector/GameObjectInspector.cs:54 msgid "Replacing the root Prefab instance in a Variant is not supported since it will break all overrides for existing instances of this Variant, including their positions and rotations." msgstr "不支持替换变体中的根预制件实例,因为这将破坏该变体的现有实例的所有覆盖,包括它们的位置和旋转。" #: Editor/Mono/Inspector/GameObjectInspector.cs:55 msgid "You can only replace outermost Prefab instances. Open Prefab Mode to replace a nested Prefab instance." msgstr "只能替换最外面的预制件实例。打开预制件模式以替换嵌套预制件实例。" #: Editor/Mono/Inspector/GameObjectInspector.cs:808 msgid "Change Layer" msgstr "更改层" #: Editor/Mono/Inspector/GameObjectInspector.cs:808 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/AimConstraintEditor.cs:32 msgid "Rotation At Rest" msgstr "静止旋转" #: Editor/Mono/Inspector/AimConstraintEditor.cs:32 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:33 msgid "Rotation Offset" msgstr "旋转偏移" #: Editor/Mono/Inspector/AimConstraintEditor.cs:33 msgid "The offset from the constrained orientation." msgstr "约束方向的偏移。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:35 msgid "Freeze Rotation Axes" msgstr "冻结旋转轴" #: Editor/Mono/Inspector/AimConstraintEditor.cs:35 msgid "The axes along which the constraint is applied." msgstr "沿其进行约束的轴。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:37 msgid "Aim Vector" msgstr "目标矢量" #: Editor/Mono/Inspector/AimConstraintEditor.cs:37 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:38 msgid "Up Vector" msgstr "正向矢量" #: Editor/Mono/Inspector/AimConstraintEditor.cs:38 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:39 msgid "World Up Vector" msgstr "世界正向矢量" #: Editor/Mono/Inspector/AimConstraintEditor.cs:39 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:40 msgid "World Up Object" msgstr "世界上方向对象" #: Editor/Mono/Inspector/AimConstraintEditor.cs:40 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:41 msgid "World Up Type" msgstr "世界上方向类型" #: Editor/Mono/Inspector/AimConstraintEditor.cs:41 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:44 msgid "Scene Up" msgstr "场景上方向" #: Editor/Mono/Inspector/AimConstraintEditor.cs:44 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:45 msgid "Object Up" msgstr "对象向上" #: Editor/Mono/Inspector/AimConstraintEditor.cs:45 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:46 msgid "Object Rotation Up" msgstr "对象向上旋转" #: Editor/Mono/Inspector/AimConstraintEditor.cs:46 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:47 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:48 msgid "The world up vector is ignored." msgstr "世界的正向矢量被会忽略。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:15 msgid "Optimize Realtime UVs" msgstr "优化实时 UVs" #: Editor/Mono/Inspector/RendererLightingSettings.cs:15 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/RendererLightingSettings.cs:16 msgid "Ignore Normals" msgstr "忽略法线" #: Editor/Mono/Inspector/RendererLightingSettings.cs:16 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/RendererLightingSettings.cs:20 msgid "2 (Minimum)" msgstr "2(最小化)" #: Editor/Mono/Inspector/RendererLightingSettings.cs:21 msgid "4 (Stitchable)" msgstr "4 (允许拼合)" #: Editor/Mono/Inspector/RendererLightingSettings.cs:33 msgid "Min Chart Size" msgstr "最小图表大小" #: Editor/Mono/Inspector/RendererLightingSettings.cs:33 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/RendererLightingSettings.cs:34 msgid "Prioritize Illumination" msgstr "为照明设置优先级" #: Editor/Mono/Inspector/RendererLightingSettings.cs:34 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/RendererLightingSettings.cs:35 msgid "Stitch Seams" msgstr "拼合缝隙" #: Editor/Mono/Inspector/RendererLightingSettings.cs:35 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/RendererLightingSettings.cs:36 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/RendererLightingSettings.cs:37 msgid "Max Angle" msgstr "最大角度" #: Editor/Mono/Inspector/RendererLightingSettings.cs:37 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/RendererLightingSettings.cs:39 msgid "Tiling X" msgstr "正在平铺 X" #: Editor/Mono/Inspector/RendererLightingSettings.cs:40 msgid "Tiling Y" msgstr "正在平铺 Y" #: Editor/Mono/Inspector/RendererLightingSettings.cs:41 msgid "Offset X" msgstr "偏移 X" #: Editor/Mono/Inspector/RendererLightingSettings.cs:42 msgid "Offset Y" msgstr "偏移 Y" #: Editor/Mono/Inspector/RendererLightingSettings.cs:43 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/RendererLightingSettings.cs:43 msgid "If you need higher resolution for this object, divide it into smaller meshes or set higher max atlas size via the LightingSettings 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 LightingSettings 类设置更高的最大图集大小。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:44 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/RendererLightingSettings.cs:45 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/RendererLightingSettings.cs:46 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/RendererLightingSettings.cs:47 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/RendererLightingSettings.cs:48 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/RendererLightingSettings.cs:49 msgid "This GameObject has overlapping UVs. Please adjust Mesh Importer settings or increase chart padding in your modeling package." msgstr "此游戏对象有重叠的 UV。请调整网格导入器设置或增加建模软件中的图表填充。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:50 msgid "Baked Lightmap" msgstr "烘焙光照贴图" #: Editor/Mono/Inspector/RendererLightingSettings.cs:51 msgid "Realtime Lightmap" msgstr "实时光照贴图" #: Editor/Mono/Inspector/RendererLightingSettings.cs:52 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/RendererLightingSettings.cs:53 msgid "Albedo Scale" msgstr "反照率缩放" #: Editor/Mono/Inspector/RendererLightingSettings.cs:53 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/RendererLightingSettings.cs:54 msgid "Lightmap Index" msgstr "光照贴图索引" #: Editor/Mono/Inspector/RendererLightingSettings.cs:56 msgid "Lightmap Object Scale" msgstr "光照贴图对象缩放" #: Editor/Mono/Inspector/RendererLightingSettings.cs:57 msgid "The hash of the baked GI instance." msgstr "烘焙 GI 实例的哈希。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:58 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/RendererLightingSettings.cs:59 msgid "Atlas Instance Offset" msgstr "图集实例偏移" #: Editor/Mono/Inspector/RendererLightingSettings.cs:59 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/RendererLightingSettings.cs:60 msgid "System Resolution" msgstr "系统分辨率" #: Editor/Mono/Inspector/RendererLightingSettings.cs:60 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/RendererLightingSettings.cs:61 msgid "Instance Resolution" msgstr "实例解析" #: Editor/Mono/Inspector/RendererLightingSettings.cs:61 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/RendererLightingSettings.cs:62 msgid "System Hash" msgstr "系统哈希" #: Editor/Mono/Inspector/RendererLightingSettings.cs:62 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/RendererLightingSettings.cs:63 msgid "The hash of the realtime GI instance." msgstr "实时 GI 实例的哈希。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:64 msgid "Geometry Hash" msgstr "几何体哈希" #: Editor/Mono/Inspector/RendererLightingSettings.cs:64 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/RendererLightingSettings.cs:65 msgid "Realtime UVs" msgstr "实时 UV" #: Editor/Mono/Inspector/RendererLightingSettings.cs:66 msgid "Lightmapping" msgstr "光照贴图" #: Editor/Mono/Inspector/RendererLightingSettings.cs:67 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/RendererLightingSettings.cs:68 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/RendererLightingSettings.cs:69 msgid "Static Shadow Caster" msgstr "静态阴影投射物" #: Editor/Mono/Inspector/RendererLightingSettings.cs:69 msgid "When enabled, Unity considers this renderer as being static for the sake of shadow rendering. If the SRP implements cached shadow maps, this field indicates to the render pipeline what renderers are considered static and what renderers are considered dynamic." msgstr "启用后,为了进行阴影渲染,Unity 将此渲染器视为静态。如果 SRP 实现了缓存的阴影贴图,此字段向渲染管线指示哪些渲染器被视为静态,而哪些渲染器被视为动态。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:70 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/RendererLightingSettings.cs:71 msgid "Contribute Global Illumination" msgstr "贡献全局照明" #: Editor/Mono/Inspector/RendererLightingSettings.cs:71 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/RendererLightingSettings.cs:72 msgid "Receive Global Illumination" msgstr "接收全局照明" #: Editor/Mono/Inspector/RendererLightingSettings.cs:72 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/RendererLightingSettings.cs:73 msgid "Scene Default Parameters" msgstr "场景默认参数" #: Editor/Mono/Inspector/RendererLightingSettings.cs:75 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/RendererLightingSettings.cs:76 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/RendererLightingSettings.cs:77 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/RendererLightingSettings.cs:78 msgid "Legacy Light Probes are enabled in the Project's Render Pipeline. These are not supported by Terrain, therefore the Scene's Ambient Probe will be used instead." msgstr "项目的渲染管道中已启用旧版光照探测器。地形不支持这些探测器,因此将使用场景的环境探测器。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:79 msgid "The Contribute Global Illumination property cannot be stored in a preset." msgstr "“贡献全局照明”属性无法存储在预设中。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:80 msgid "It is not possible to generate lighting for this Mesh because it is missing the required attribute(s). Ensure that this Mesh has normals, vertices, and texture coordinates." msgstr "无法为此网格生成光照,因为它缺少必需的属性。请确保此网格具有法线、顶点和纹理坐标。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:81 msgid "It is not possible to generate lighting for these Meshes because one or more of them are missing the required attribute(s). Ensure that all the Meshes you've selected have normals, vertices, and texture coordinates." msgstr "无法为这些网格生成光照,因为其中一个或多个网格缺少必需的属性。请确保选定的所有网格均具有法线、顶点和纹理坐标。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:83 msgid "Open Preview" msgstr "打开预览" #: Editor/Mono/Inspector/RendererLightingSettings.cs:271 msgid "Important GI" msgstr "重要 GI" #: Editor/Mono/Inspector/RendererLightingSettings.cs:485 msgid "Auto UV Max Distance" msgstr "自动 UV 最大距离" #: Editor/Mono/Inspector/RendererLightingSettings.cs:933 msgid "Terrain is chunked up into {0} instances for baking." msgstr "地形被切成{0}个实例进行烘焙。" #: [MenuItem]Editor/Mono/Inspector/MonoScriptInspector.cs:82 msgid "MonoImporter" msgstr "MonoImporter" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:18 msgid "Unity Remote" msgstr "Unity Remote" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:19 msgid "Device" msgstr "设备" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:20 msgid "Compression" msgstr "压缩" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:22 msgid "Joystick Source" msgstr "操作杆源" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:25 msgid "Parallel Import" msgstr "并行导入" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:25 msgid "During an asset database refresh some asset imports can be performed in parallel in sub processes." msgstr "在资产数据库刷新期间,可在子流程中并行执行一些资产导入。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:26 msgid "Learn more..." msgstr "了解详情..." #: Editor/Mono/Inspector/EditorSettingsInspector.cs:27 msgid "Override Desired Worker Count" msgstr "覆盖所需工作进程数量" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:27 msgid "Override the desired worker count specified in the preferences." msgstr "覆盖首选项中指定的所需工作进程数量。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:28 msgid "The desired number of import worker processes to use for importing. The actual number of worker processes on the system can be both lower or higher that this, but the system will seek towards this number when importing." msgstr "需要用于导入的导入工作进程数量。系统上的实际工作进程数量可以低于或高于此数量,但系统将在导入时尽可能接近此数量。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:29 msgid "The number of import worker processes to keep around in standby and ready for importing. The actual number of worker processes on the system can be both lower or higher that this, but the system will seek towards this number when worker processes are idle." msgstr "处于备用状态并已准备好导入的导入工作进程数量。系统上的实际工作进程数量可以低于或高于此数量,但系统将在工作进程处于空闲状态时尽可能接近此数量。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:30 msgid "When an importer worker has been idle for this amount of seconds in will be shutdown unless it would take the worker count below the standby worker count setting." msgstr "导入器工作进程的空闲时间达到此秒数时将关闭,除非其使工作进程数量低于备用工作进程数量设置。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:32 msgid "Cache Server (project specific)" msgstr "缓存服务器(特定于项目)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:33 msgid "Asset Pipeline" msgstr "资产管线" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:34 msgid "Remove unused Artifacts on Restart" msgstr "重新启动时移除未使用的工件" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:34 msgid "By default, when you start the Editor, Unity removes unused artifact files in the Library folder, and removes their entries in the asset database. This is a form of \"garbage collection\". This setting allows you to turn off the asset database garbage collection, so that previous artifact revisions which are no longer used are still preserved after restarting the Editor. This is useful if you need to debug unexpected import results." msgstr "默认情况下,当启动编辑器时,Unity 会移除“库”文件夹中未使用的工件文件,并移除它们在资产数据库中的对应条目。这是一种 \"垃圾收集\" 形式。此设置允许关闭资产数据库垃圾收集功能,以便在重新启动编辑器后仍保留不再使用的旧版工件。如果需要调试意外的导入结果,这会很有用。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:35 msgid "IP address" msgstr "IP 地址" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:36 msgid "Namespace prefix" msgstr "命名空间前缀" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:36 msgid "The namespace used for looking up and storing values on the cache server" msgstr "用于在缓存服务器上查找和存储值的命名空间" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:37 msgid "Download" msgstr "下载" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:37 msgid "Enables downloads from the cache server." msgstr "启用从缓存服务器下载。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:38 msgid "Upload" msgstr "上传" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:38 msgid "Enables uploads to the cache server." msgstr "启用上传到缓存服务器。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:39 msgid "TLS/SSL" msgstr "TLS/SSL" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:39 msgid "Enabled encryption on the cache server connection." msgstr "在缓存服务器连接上启用了加密。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:40 msgid "Authentication (using Unity ID)" msgstr "身份验证(使用 Unity ID)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:40 msgid "Enable authentication for cache server using Unity ID. Also forces TLS/SSL encryption." msgstr "使用 Unity ID 为缓存服务器启用身份验证。还强制进行 TLS/SSL 加密。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:41 msgid "User" msgstr "用户" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:42 msgid "Password" msgstr "密码" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:43 msgid "Content Validation" msgstr "内容验证" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:44 msgid "Download Batch Size" msgstr "下载批量大小" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:47 msgid "Asset Serialization" msgstr "资产序列化" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:48 msgid "Force Serialize References On One Line" msgstr "强制在一行上序列化引用" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:48 msgid "Forces Unity to write references and other inline mappings on one line, to help reduce version control noise" msgstr "强制 Unity 在一行上编写引用和其他内联映射,以帮助减少版本控制干扰" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:49 msgid "Default Behaviour Mode" msgstr "默认行为模式" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:51 msgid "Graphics" msgstr "图形" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:52 msgid "Show Lightmap Resolution Overlay" msgstr "显示光照贴图分辨率覆盖" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:53 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:53 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“渐进光照贴图烘焙器”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:54 msgid "Enable baked cookies support" msgstr "启用烘焙剪影支持" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:54 msgid "Determines whether cookies should be evaluated by the Progressive Lightmapper during Global Illumination calculations. Introduced in version 2020.1. " msgstr "确定在全局照明计算期间是否应由渐进光照贴图烘焙器评估剪影。在版本 2020.1 中引入。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:55 msgid "Enable Enlighten for Baked GI (Legacy)" msgstr "为烘焙 GI 启用 Enlighten(旧版)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:55 msgid "Enable the Enlighten backend for Baked GI lightmaps. This is a deprecated feature that is no longer available in 2023.1 and later." msgstr "为烘焙 GI 光照贴图启用 Enlighten 后端。该功能已弃用,在 2023.1 及之后的版本中不再可用。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:57 msgid "Sprite Packer" msgstr "Sprite 打包器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:58 msgid "Max SpriteAtlas Cache Size (GB)" msgstr "最大精灵图集缓存大小 (GB)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:58 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,“精灵图集缓存”文件夹的大小将始终低于此最大值。进行更改后需要重启编辑器。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:60 msgid "C# Project Generation" msgstr "C# 项目生成" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:61 msgid "Additional extensions to include" msgstr "要包括的附加扩展" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:62 msgid "Root namespace" msgstr "根命名空间" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:64 msgid "Texture Compressors" msgstr "纹理压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:65 msgid "BC7 Compressor" msgstr "BC7 压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:65 msgid "Compressor to use for BC7 format texture compression" msgstr "用于压缩 BC7 格式纹理的压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:66 msgid "ETC Compressor" msgstr "ETC 压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:66 msgid "Compressors to use for ETC/ETC2/EAC format texture compression" msgstr "用于压缩 ETC/ETC2/EAC 格式纹理的压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:67 msgid "Fast" msgstr "快速" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:69 msgid "Best" msgstr "最佳" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:71 msgid "Line Endings For New Scripts" msgstr "新脚本的行尾" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:73 msgid "Streaming Settings" msgstr "流设置" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:74 msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Play Mode. This reduces GPU memory by streaming mips in and out as needed." msgstr "必须在“质量设置”中启用“纹理流式加载”才能在“运行模式”下执行 mipmap 流式加载。这样可以根据需要通过流式传入和传出 mip 来减少 GPU 内存。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:75 msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Edit Mode. This reduces GPU memory by streaming mips in and out as needed." msgstr "必须在“质量设置”中启用“纹理流式加载”才能在“编辑模式”下执行 mipmap 流式加载。这样可以根据需要通过流式传入和传出 mip 来减少 GPU 内存。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:76 msgid "Load texture data on demand" msgstr "按需加载纹理数据" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:76 msgid "While in Editor, load CPU side texture data for streaming textures from disk asynchronously on demand (will avoid some stalls and reduce CPU memory usage). Change requires Editor restart." msgstr "在编辑器中,根据需要从磁盘异步加载 CPU 端纹理数据以流式加载纹理(这种做法将避免一些停顿并减少 CPU 内存使用量)。进行更改后需要重启编辑器。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:78 msgid "Shader Compilation" msgstr "着色器编译" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:79 msgid "Asynchronous Shader Compilation" msgstr "异步着色器编译" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:79 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:81 msgid "Prefab Mode" msgstr "预制件模式" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:82 msgid "Allow Auto Save" msgstr "允许自动保存" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:82 msgid "When enabled, an Auto Save toggle is displayed in Prefab Mode which you can turn on or off. This is the default. When disabled, there is no Auto Save in Prefab Mode in this project and the toggle is not displayed." msgstr "启用此项后,在“预制件模式”中将显示“自动保存”切换开关,允许打开或关闭该开关。此为默认值。禁用此项后,在此项目的“预制件模式”中没有“自动保存”,并且不显示该切换开关。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:83 msgid "Editing Environments" msgstr "编辑环境" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:84 msgid "Regular Environment" msgstr "常规环境" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:85 msgid "UI Environment" msgstr "UI 环境" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:87 msgid "Enter Play Mode Settings" msgstr "进入播放模式设置" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:88 msgid "Enter Play Mode Options" msgstr "进入播放模式选项" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:88 msgid "Enables options when Entering Play Mode" msgstr "进入播放模式时启用选项" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:89 msgid "Reload Domain" msgstr "重新加载域" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:89 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:90 msgid "Reload Scene" msgstr "重新加载场景" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:90 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:92 msgid "Numbering Scheme" msgstr "编号方案" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:95 msgid "Use IMGUI Default Inspector" msgstr "使用 IMGUI 默认检查器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:95 msgid "Revert to using IMGUI to generate Default Inspectors where no custom Inspector/Editor was defined." msgstr "恢复为使用 IMGUI 生成默认检查器,在默认检查器中,未定义自定义检查器/编辑器。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:99 msgid "Prefab (1)" msgstr "预制件 (1)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:99 msgid "Number in parentheses" msgstr "数字在括号中" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:100 msgid "Prefab.1" msgstr "预制件.1" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:100 msgid "Number after dot" msgstr "数字在点后" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:101 msgid "Prefab_1" msgstr "预制件_1" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:101 msgid "Number after underscore" msgstr "数字在下划线后" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:109 msgid "Game Object Naming" msgstr "游戏对象命名" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:110 msgid "Game Object Digits" msgstr "游戏对象数字" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:111 msgid "Space Before Number in Asset Names" msgstr "资产名称中数字前的空格" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:200 msgid "Content hashes are not calculated for uploaded artifacts and are not validated for downloaded artifacts." msgstr "不会为上传的工件计算内容哈希,也不会为下载的工件验证内容哈希。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:201 msgid "Upload Only" msgstr "仅上传" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:201 msgid "Content hashes are calculated for uploaded artifacts and sent to the Accelerator. Content hashes are not validated for downloaded artifacts." msgstr "为上传的工件计算内容哈希并发送到加速器。不会为下载的工件验证内容哈希。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:202 msgid "Content hashes are calculated for uploaded artifacts and sent to the Accelerator. Content hashes, if provided by the Accelerator, are validated for downloaded artifacts." msgstr "为上传的工件计算内容哈希并发送到加速器。如果加速器提供了内容哈希,则会为下载的工件验证内容哈希。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:203 msgid "Required" msgstr "已要求" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:203 msgid "Content hashes are calculated for uploaded artifacts and sent to the Accelerator. Content hashes are required and validated for downloaded artifacts." msgstr "为上传的工件计算内容哈希并发送到加速器。下载的工件需要内容哈希并会验证内容哈希。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:208 msgid "Use default BC7 compressor (currently bc7e)" msgstr "使用默认的 BC7 压缩器(当前为 bc7e)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:209 msgid "ISPC (legacy)" msgstr "ISPC(旧版)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:209 msgid "Use Intel ISPCTextureCompressor (legacy pre-2021.2 behavior)" msgstr "使用 Intel ISPCTextureCompressor(2021.2 之前旧版的行为)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:210 msgid "bc7e" msgstr "bc7e" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:210 msgid "Use Binomial bc7e compressor" msgstr "使用 Binomial bc7e 压缩器" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:578 msgid "Enable Enlighten Baked GI" msgstr "启用 Enlighten 烘焙 GI" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:949 msgid "Enable Editor Async CPU Texture Loading" msgstr "启用编辑器异步 CPU 纹理加载" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1025 msgid "Inspector Use IMGUI Default Inspector" msgstr "检查器使用 IMGUI 默认检查器" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:32 msgid "Random Between Two Colors" msgstr "双色间随机" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:33 msgid "Random Between Two Gradients" msgstr "双渐变间随机" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:34 msgid "Random Color" msgstr "随机颜色" #: Editor/Mono/Inspector/ComputeShaderImporterInspector.cs:17 msgid "Override preprocessor" msgstr "覆盖预处理器" #: Editor/Mono/Inspector/ComputeShaderImporterInspector.cs:17 msgid "Select preprocessor to use for this shader." msgstr "选择要用于此着色器的预处理器。" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:15 msgid "Mip Map Bias" msgstr "Mip Map 偏差" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:15 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:28 msgid "Streaming Mipmap Bias" msgstr "流式 Mipmap 偏差" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:23 msgid "Roughness" msgstr "粗糙度" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:23 msgid "Roughness value" msgstr "粗糙度值" #: Editor/Mono/Inspector/AnimationEditor.cs:25 msgid "Clip Property" msgstr "剪辑属性" #: Editor/Mono/Inspector/TransformRotationGUI.cs:8 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:32 msgid "Position At Rest" msgstr "静止状态位置" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:33 msgid "Position Offset" msgstr "位置偏移" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:38 msgid "Freeze Position Axes" msgstr "冻结位置轴" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:43 msgid "Source Offsets" msgstr "源偏移" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:180 msgid "Translation At Rest" msgstr "静止时平移" #: Editor/Mono/Inspector/LODGroupEditor.cs:336 msgid "LOD Size" msgstr "LOD 大小" #: Editor/Mono/Inspector/LODGroupEditor.cs:1213 msgid "Insert Before" msgstr "插入到前面" #: Editor/Mono/Inspector/LineRendererEditor.cs:16 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:17 msgid "The gradient describing the color along the line." msgstr "描述沿线颜色的渐变。" #: Editor/Mono/Inspector/LineRendererEditor.cs:18 msgid "Editing is only available when editing a single LineRenderer in a scene." msgstr "只有在场景中编辑单个 LineRenderer 时才可使用编辑。" #: Editor/Mono/Inspector/LineRendererEditor.cs:19 msgid "Input" msgstr "输入" #: Editor/Mono/Inspector/LineRendererEditor.cs:19 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:20 msgid "Layer Mask" msgstr "图层遮罩" #: Editor/Mono/Inspector/LineRendererEditor.cs:20 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:21 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:22 msgid "End Cap Vertices" msgstr "末端顶点" #: Editor/Mono/Inspector/LineRendererEditor.cs:22 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:23 msgid "Corner Vertices" msgstr "角顶点" #: Editor/Mono/Inspector/LineRendererEditor.cs:23 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:24 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:26 msgid "Delete Selected Array Elements" msgstr "删除选定的数组元素" #: Editor/Mono/Inspector/LineRendererEditor.cs:27 msgid "Show the wireframe visualizing the line." msgstr "显示可视化线条的线框。" #: Editor/Mono/Inspector/LineRendererEditor.cs:28 msgid "Simplify" msgstr "简化" #: Editor/Mono/Inspector/LineRendererEditor.cs:28 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:29 msgid "Simplify Preview" msgstr "简化预览" #: Editor/Mono/Inspector/LineRendererEditor.cs:29 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:30 msgid "Subdivide Selected" msgstr "细分选中" #: Editor/Mono/Inspector/LineRendererEditor.cs:30 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:31 msgid "Texture Mode" msgstr "纹理模式" #: Editor/Mono/Inspector/LineRendererEditor.cs:31 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:32 msgid "Scale the texture along the UV coordinates using this multiplier." msgstr "使用此乘数沿 UV 坐标缩放纹理。" #: Editor/Mono/Inspector/LineRendererEditor.cs:33 msgid "Tolerance" msgstr "容差" #: Editor/Mono/Inspector/LineRendererEditor.cs:33 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:34 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:35 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:36 msgid "Scene Tools" msgstr "场景工具" #: Editor/Mono/Inspector/LineRendererEditor.cs:37 msgid "Apply Active Color Space" msgstr "应用当前颜色空间" #: Editor/Mono/Inspector/LineRendererEditor.cs:37 msgid "When using Linear Rendering, colors will be converted appropriately before being passed to the GPU." msgstr "使用“线性渲染”时,颜色将在传递到 GPU 之前进行适当转换。" #: Editor/Mono/Inspector/LineRendererEditor.cs:94 msgid "Edit LineRenderer Points in the Scene View." msgstr "在场景视图中编辑 LineRenderer 点。" #: Editor/Mono/Inspector/LineRendererEditor.cs:184 msgid "Create LineRenderer Points in the Scene View." msgstr "在场景视图中创建 LineRenderer 点。" #: Editor/Mono/Inspector/LineRendererEditor.cs:447 msgid "Positions Size" msgstr "位置大小" #: Editor/Mono/Inspector/AssetBundleNameGUI.cs:15 msgid "AssetBundle" msgstr "AssetBundle" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:11 msgid "Color (RGB) and Opacity (A)" msgstr "颜色 (RGB) 和不透明度 (A)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:12 msgid "Normal (RGB)" msgstr "法线 (RGB)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:13 msgid "Extra" msgstr "额外" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:13 msgid "Smoothness (R), Metallic (G), AO (B)" msgstr "平滑度 (R)、金属度 (G)、AO (B)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:14 msgid "Subsurface" msgstr "次表面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:14 msgid "Subsurface (RGB)" msgstr "次表面 (RGB)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:17 msgid "Metallic value" msgstr "金属度值" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:19 msgid "Two-Sided" msgstr "双面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:19 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:20 msgid "Wind quality setting" msgstr "风质量设置" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:21 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:22 msgid "Enable normal mapping" msgstr "启用法线贴图" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:23 msgid "Enable subsurface scattering" msgstr "启用次表面散射" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:24 msgid "Indirect Subsurface" msgstr "间接次表面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:24 msgid "Scalar on subsurface from indirect light" msgstr "间接光在次表面上的标量" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:26 msgid "Enable billboard features (crossfading, etc.)" msgstr "启用 billboard 功能(交叉淡化等)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:27 msgid "Shadow Fade" msgstr "阴影淡化" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:27 msgid "Fade shadow effect on billboards" msgstr "在 billboards 上淡化阴影效果" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:29 msgid "Maps" msgstr "贴图" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:30 msgid "Options" msgstr "选项" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:31 msgid "Advanced Options" msgstr "高级选项" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:17 msgid "Max. Recursion Depth" msgstr "最大递归深度" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:17 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:18 msgid "Platforms:" msgstr "平台:" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:19 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/RayTracingShaderInspector.cs:22 msgid "Payload Size (Bytes)" msgstr "有效负载大小(字节)" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:23 msgid "Param. Size (Bytes)" msgstr "参数大小(字节)" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:24 msgid "Ray Generation Shaders" msgstr "射线生成着色器" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:24 msgid "The list of all ray generation shaders in the shader file. Only one ray generation shader can be executed at a time." msgstr "着色器文件中所有射线生成着色器的列表。一次只能执行一个射线生成着色器。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:25 msgid "Miss Shaders" msgstr "错失着色器" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:25 msgid "The list of all miss shaders in the shader file. The index of the miss shader to execute is specified when calling TraceRay HLSL function." msgstr "着色器文件中所有错失着色器的列表。在调用 TraceRay HLSL 函数时需要指定要执行的错失着色器的索引。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:26 msgid "Callable Shaders" msgstr "可调用着色器" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:26 msgid "The list of all callable shaders in the shader file. The index of the callable shader to execute is specified when calling CallShader HLSL function." msgstr "着色器文件中所有可调用着色器的列表。在调用 CallShader HLSL 函数时指定要执行的可调用着色器的索引。" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:124 msgid "Anchor Presets" msgstr "锚点预设" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:125 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:27 msgid "Preprocess only" msgstr "仅预处理" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:27 msgid "Show preprocessor output instead of compiled shader code" msgstr "显示预处理器输出而不是已编译的着色器代码" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:28 msgid "Strip #line directives" msgstr "剥离 #line 指令" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:28 msgid "Strip #line directives from preprocessor output" msgstr "从预处理器输出中剥离 #line 指令" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:29 msgid "Show compiled code" msgstr "显示编译代码" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:30 msgid "Kernels:" msgstr "内核:" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:90 msgid "Bake" msgstr "烘焙" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:90 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:91 msgid "Runtime Settings" msgstr "运行时设置" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:91 msgid "These settings determine this Probe's priority, blending, intensity, and zone of effect and works in conjunction with the cubemap of this probe when it is rendered." msgstr "这些设置决定了此探针的优先级、混合、强度和效果区域,并在渲染时与此探针的立方体贴图结合使用。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:92 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:93 msgid "Specify how to fill empty areas of the cubemap." msgstr "指定如何填充立方体贴图的空区域。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:94 msgid "Intensity" msgstr "强度" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:94 msgid "The intensity modifier the Editor applies to this probe's texture in its shader." msgstr "编辑器在其着色器中应用于此探针纹理的强度修改器。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:95 msgid "The resolution of the cubemap." msgstr "立方体贴图的分辨率。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:96 msgid "Cubemap Capture Settings" msgstr "立方体贴图捕捉设置" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:96 msgid "Settings that determine how to render this probe's cubemap." msgstr "确定此探针立方体贴图渲染方式的设置。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:97 msgid "When enabled, Unity assumes that the reflected light is originating from the inside of the probe's box, rather than from infinitely far away. This is useful for box-shaped indoor environments." msgstr "启用后,Unity 认定反射光来自探针盒体的内部,而不是来自无限远处。这对于盒体形状的室内环境很有用。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:98 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:99 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:100 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:101 msgid "Cubemap" msgstr "立方体贴图" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:101 msgid "Sets a custom cubemap for this probe." msgstr "设置此探针的自定义立方体贴图。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:102 msgid "When reflection probes overlap, Unity uses Importance to determine which probe should take priority." msgstr "当反射探针重叠时,Unity 使用“重要性”来确定探针优先级。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:103 msgid "Dynamic Objects" msgstr "动态对象" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:103 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:104 msgid "Time Slicing" msgstr "时间切片" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:104 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:105 msgid "Refresh Mode" msgstr "刷新模式" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:105 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:106 msgid "If this property is enabled, geometries which are blocked from the probe's line of sight are skipped during rendering." msgstr "如果启用此属性,则在渲染过程中会跳过被探针视线遮挡的几何体。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:107 msgid "Enable High Dynamic Range rendering." msgstr "启用高动态范围渲染。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:108 msgid "Maximum distance at which Unity renders shadows associated with this probe." msgstr "Unity 渲染与此探针关联的阴影时允许的最大距离。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:109 msgid "Allows objects on specified layers to be included or excluded in the reflection." msgstr "允许在反射中包含或排除指定层上的对象。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:111 msgid "Specify the lighting setup for this probe: Baked, Custom, or Realtime." msgstr "指定此探针的光照设置:“烘焙”、“自定义”或“实时”。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:112 msgid "Realtime" msgstr "实时" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:120 msgid "Skybox" msgstr "天空盒" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:121 msgid "Solid Color" msgstr "纯色" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:127 msgid "Adjust the probe's zone of effect. Holding Alt or Shift and click the control handle to pin the center or scale the volume uniformly." msgstr "调整探针的效果区域。按住 Alt 或 Shift 并单击控制手柄可固定中心点或均匀缩放体积。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:132 msgid "Move the selected objects." msgstr "移动选定对象。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:450 msgid "Time Slicing Mode" msgstr "时间切片模式" #: Editor/Mono/Inspector/AudioClipInspector.cs:47 msgid "Turn Auto Play on/off" msgstr "自动播放开/关" #: Editor/Mono/Inspector/AudioClipInspector.cs:48 msgid "Play" msgstr "播放" #: Editor/Mono/Inspector/AudioClipInspector.cs:49 msgid "Loop on/off" msgstr "循环开/关" #: Editor/Mono/Inspector/RendererEditorBase.cs:22 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:23 msgid "Proxy Volume Override" msgstr "代理卷覆盖" #: Editor/Mono/Inspector/RendererEditorBase.cs:23 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:24 msgid "Reflection Probes" msgstr "反射探测器" #: Editor/Mono/Inspector/RendererEditorBase.cs:24 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:25 msgid "Anchor Override" msgstr "锚点覆盖" #: Editor/Mono/Inspector/RendererEditorBase.cs:25 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:26 msgid "Specifies the Transform position that will be used for sampling the light probes." msgstr "指定用来对光照探针进行采样的“变换”位置。" #: Editor/Mono/Inspector/RendererEditorBase.cs:27 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:28 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:29 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:30 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:31 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:352 msgid "Probes" msgstr "探测器" #: Editor/Mono/Inspector/RendererEditorBase.cs:353 msgid "Additional Settings" msgstr "其他设置" #: Editor/Mono/Inspector/RendererEditorBase.cs:355 msgid "Dynamic Occlusion" msgstr "动态遮挡" #: Editor/Mono/Inspector/RendererEditorBase.cs:355 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:356 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:357 msgid "Enabling Skinned Motion Vectors will allow generation of high precision motion vectors for the Skinned Mesh. This is achieved by keeping the skinning results of the previous frame in memory thus increasing the memory usage." msgstr "启用“蒙皮运动矢量”可为蒙皮网格生成高精度运动矢量。实现这一点的方法是将前一帧的蒙皮结果保存在内存中,因此会增加内存使用量。" #: Editor/Mono/Inspector/RendererEditorBase.cs:358 msgid "Rendering Layer Mask" msgstr "渲染层遮罩" #: Editor/Mono/Inspector/RendererEditorBase.cs:358 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:359 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:360 msgid "Ray Tracing Mode" msgstr "光线追踪模式" #: Editor/Mono/Inspector/RendererEditorBase.cs:360 msgid "Describes how renderer will update for ray tracing" msgstr "描述了渲染器将如何更新以进行光线跟踪" #: Editor/Mono/Inspector/RendererEditorBase.cs:362 msgid "Ray Trace Procedurally" msgstr "程序化光线追踪" #: Editor/Mono/Inspector/RendererEditorBase.cs:362 msgid "Specifies whether to treat geometry as defined by shader (true) or as a normal mesh (false)" msgstr "设置成是否通过着色器来处理几何体 (true) 还是作为普通的网格来处理 (false)" #: Editor/Mono/Inspector/RendererEditorBase.cs:454 msgid "Dynamic Occludee" msgstr "动态 Occludee" #: Editor/Mono/Inspector/RendererEditorBase.cs:534 msgid "Renderer Prority" msgstr "渲染器优先级" #: Editor/Mono/Inspector/RendererEditorBase.cs:551 msgid "Ray Trace Procedural" msgstr "光线追踪程序化" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:39 msgid "Albedo (RGB) and Transparency (A)." msgstr "反射率(RGB)和透明度(B)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:40 msgid "Threshold for alpha cutoff." msgstr "alpha 分界阈值." #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:41 msgid "Metallic (R) and Smoothness (A)." msgstr "金属度 (R) 和 光滑度 (A)。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:42 msgid "Smoothness value." msgstr "平滑度值。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:43 msgid "Smoothness scale factor." msgstr "平滑度缩放系数。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:44 msgid "Normal Map." msgstr "法线贴图。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:45 msgid "Emission (RGB)." msgstr "发射 (RGB)。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:47 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:50 msgid "Color Mode" msgstr "颜色模式" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:50 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:53 msgid "Flip-Book Frame Blending" msgstr "翻书帧混合" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:53 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:54 msgid "Two Sided" msgstr "双面" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:54 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:56 msgid "Distortion" msgstr "失真" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:56 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:57 msgid "Distortion Strength." msgstr "扭曲强度。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:58 msgid "Blend" msgstr "混合" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:58 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:60 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:61 msgid "Near fade" msgstr "近处淡入淡出" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:61 msgid "Soft Particles near fade distance." msgstr "软粒子近处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:62 msgid "Far fade" msgstr "远处淡化" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:62 msgid "Soft Particles far fade distance." msgstr "软粒子远处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:64 msgid "Camera Fading" msgstr "摄像机淡入淡出" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:64 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:65 msgid "Camera near fade distance." msgstr "摄像机近处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:66 msgid "Camera far fade distance." msgstr "摄像机远处淡化距离。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:70 msgid "Blending Options" msgstr "混合选项" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:71 msgid "Main Options" msgstr "主选项" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:73 msgid "Required Vertex Streams" msgstr "所需的顶点流" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:75 msgid "Position (POSITION.xyz)" msgstr "位置 (POSITION.xyz)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:76 msgid "Normal (NORMAL.xyz)" msgstr "法线 (NORMAL.xyz)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:77 msgid "Color (COLOR.xyzw)" msgstr "颜色 (COLOR.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:78 msgid "Color (INSTANCED0.xyzw)" msgstr "颜色 (INSTANCED0.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:79 msgid "UV (TEXCOORD0.xy)" msgstr "UV (TEXCOORD0.xy)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:80 msgid "UV2 (TEXCOORD0.zw)" msgstr "UV2 (TEXCOORD0.zw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:81 msgid "AnimBlend (TEXCOORD1.x)" msgstr "AnimBlend (TEXCOORD1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:82 msgid "AnimFrame (INSTANCED1.x)" msgstr "AnimFrame (INSTANCED1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:83 msgid "Tangent (TANGENT.xyzw)" msgstr "切线 (TANGENT.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:85 msgid "Apply to Systems" msgstr "应用于系统" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:85 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:87 msgid "Apply custom vertex streams from material" msgstr "应用材质的自定义顶点流" #: Editor/Mono/Inspector/MeshPreview.cs:14 msgid "Wireframe" msgstr "线框" #: Editor/Mono/Inspector/MeshPreview.cs:14 msgid "Show wireframe" msgstr "显示线框" #: Editor/Mono/Inspector/MeshPreview.cs:15 msgid "Change display mode" msgstr "更改显示模式" #: Editor/Mono/Inspector/MeshPreview.cs:16 msgid "Change active UV channel" msgstr "更改有效的 UV 通道" #: Editor/Mono/Inspector/RectTransformEditor.cs:37 msgid "Anchors" msgstr "锚点" #: Editor/Mono/Inspector/RectTransformEditor.cs:38 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:39 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:40 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:41 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:415 msgid "Pos X" msgstr "位置 X" #: Editor/Mono/Inspector/RectTransformEditor.cs:442 msgid "Pos Y" msgstr "位置 Y" #: Editor/Mono/Inspector/RectTransformEditor.cs:467 msgid "Pos Z" msgstr "位置 Z" #: Editor/Mono/Inspector/RectTransformEditor.cs:480 msgid "W Delta" msgstr "W 增量" #: Editor/Mono/Inspector/RectTransformEditor.cs:507 msgid "H Delta" msgstr "H 差值" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:28 msgid "Steering" msgstr "转向" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:29 msgid "Obstacle Avoidance" msgstr "障碍躲避" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:30 msgid "Path Finding" msgstr "寻路" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:31 msgid "Agent Type" msgstr "代理类型" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:31 msgid "The agent characteristics for which a NavMesh has been built." msgstr "已生成导航网格的代理特征。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:32 msgid "Base Offset" msgstr "基准偏移 X" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:32 msgid "The relative vertical displacement of the owning GameObject." msgstr "所属游戏对象的相对垂直位移。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:33 msgid "Maximum movement speed when following a path." msgstr "遵循某一路径时的最大移动速度。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:34 msgid "Angular Speed" msgstr "角速度" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:34 msgid "Maximum turning speed in (deg/s) while following a path." msgstr "遵循某一路径时的最大转弯速度(以 deg/s 为单位)。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:35 msgid "Acceleration" msgstr "加速" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:35 msgid "The maximum acceleration of an agent as it follows a path, given in units / sec^2." msgstr "代理遵循某一路径时的最大加速度(以单位/秒^2 表示)。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:36 msgid "Stopping Distance" msgstr "停止距离" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:36 msgid "Stop within this distance from the target position." msgstr "在距目标位置的这一距离内停止。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:37 msgid "Auto Braking" msgstr "自动刹车" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:37 msgid "The agent will avoid overshooting the destination point by slowing down in time." msgstr "代理将通过减慢时间来避免越过目标点。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:38 msgid "The minimum distance to keep clear between the center of this agent and any other agents or obstacles nearby." msgstr "在此代理的中心与附近的任何其他代理或障碍物之间保持畅通的最小距离。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:39 msgid "The height of the agent for purposes of passing under obstacles." msgstr "为了从障碍物下穿过而需要的代理高度。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:40 msgid "Quality" msgstr "质量" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:40 msgid "Higher quality avoidance reduces more the chance of agents overlapping but it is slower to compute than lower quality avoidance." msgstr "较高质量的避障可以降低代理重叠的机会,但与较低质量的避障相比会降低计算速度。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:41 msgid "This agent will ignore all other agents for which this number is higher. A lower value implies higher importance." msgstr "该代理将忽略此数字较大的所有其他代理。较低的值表示较高的重要性。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:42 msgid "Auto Traverse Off Mesh Link" msgstr "自动通过分离网格链接" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:42 msgid "The agent moves across Off Mesh Links automatically." msgstr "代理自动跨越分离网格链接。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:43 msgid "Auto Repath" msgstr "自动重新寻路" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:43 msgid "The agent will attempt to acquire a new path if the existing path becomes invalid." msgstr "如果现有路径失效,代理将尝试获取新的路径。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:44 msgid "Area Mask" msgstr "区域遮罩" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:44 msgid "The agent plans a path and moves only through the selected NavMesh area types." msgstr "代理会规划一条路径并仅穿过选定的导航网格区域类型。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:83 msgid "Obstacle Avoidance Type" msgstr "障碍躲避类型" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:84 msgid "Avoidance Priority" msgstr "避让优先级" #: Editor/Mono/Inspector/Texture3DPreview.cs:78 msgid "Ramp" msgstr "渐变" #: Editor/Mono/Inspector/Texture3DPreview.cs:78 msgid "Use gradient color ramp visualization" msgstr "使用渐变式颜色渐变可视化" #: Editor/Mono/Inspector/Texture3DPreview.cs:79 msgid "Sample per texture pixel modifier" msgstr "每纹理像素采样修改器" #: Editor/Mono/Inspector/Texture3DPreview.cs:80 msgid "Opacity of the texture visualization" msgstr "纹理可视化不透明度" #: Editor/Mono/Inspector/Texture3DPreview.cs:84 msgid "SDF value scale (how many texels SDF value of 1 represents)" msgstr "SDF 值缩放(SDF 值 1 代表的纹素数量)" #: Editor/Mono/Inspector/Texture3DPreview.cs:85 msgid "SDF surface is at this value" msgstr "SDF 表面为此值" #: Editor/Mono/Inspector/Texture3DPreview.cs:86 msgid "Volumetric rendering display" msgstr "体积渲染显示" #: Editor/Mono/Inspector/Texture3DPreview.cs:87 msgid "Display three planar slices of the texture" msgstr "显示纹理的三个平面切片" #: Editor/Mono/Inspector/Texture3DPreview.cs:88 msgid "SDF" msgstr "SDF" #: Editor/Mono/Inspector/Texture3DPreview.cs:88 msgid "Display texture as a Signed Distance Field surface" msgstr "将纹理显示为 Signed Distance Field 表面" #: Editor/Mono/Inspector/LightEditor.cs:69 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:70 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:71 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:72 msgid "Spot Angle" msgstr "聚光灯角度" #: Editor/Mono/Inspector/LightEditor.cs:72 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:73 msgid "Inner / Outer Spot Angle" msgstr "内部/外部聚光灯角度" #: Editor/Mono/Inspector/LightEditor.cs:73 msgid "Controls the inner and outer angles 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:74 msgid "Controls the color being emitted by the light." msgstr "制灯光发出的颜色。" #: Editor/Mono/Inspector/LightEditor.cs:75 msgid "Use color temperature mode" msgstr "使用色温模式" #: Editor/Mono/Inspector/LightEditor.cs:75 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:76 msgid "Filter" msgstr "过滤器" #: Editor/Mono/Inspector/LightEditor.cs:76 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:77 msgid "Temperature" msgstr "温度" #: Editor/Mono/Inspector/LightEditor.cs:77 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:78 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:79 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:80 msgid "Indirect Multiplier" msgstr "间接乘数" #: Editor/Mono/Inspector/LightEditor.cs:80 msgid "Determines the intensity of indirect light being contributed to the scene. Has no effect when both Realtime and Baked Global Illumination are disabled. If this value is 0, Realtime lights to be removed from realtime global illumination and Baked and Mixed lights to no longer emit indirect lighting." msgstr "确定作用于场景的间接光的强度。实时和烘焙全局光照被禁用时无效。如果此值为 0,则会从实时全局光照中移除实时光源,并且烘焙光源和混合光源不再发出间接光照。" #: Editor/Mono/Inspector/LightEditor.cs:81 msgid "Determines the intensity of indirect light being contributed to to the scene. Has no effect when Baked Global Illumination is disabled. If this value is 0, Baked and Mixed lights no longer emit indirect lighting." msgstr "确定作用于场景的间接光的强度。“烘焙全局光照”被禁用时无效。如果此值为 0,则烘焙光源和混合光源不再发出间接光照。" #: Editor/Mono/Inspector/LightEditor.cs:82 msgid "Shadow Type" msgstr "阴影类型" #: Editor/Mono/Inspector/LightEditor.cs:82 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:83 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:85 msgid "Realtime Shadows" msgstr "实时阴影" #: Editor/Mono/Inspector/LightEditor.cs:85 msgid "Settings for realtime direct shadows." msgstr "设置实时直接阴影。" #: Editor/Mono/Inspector/LightEditor.cs:86 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:87 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:88 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:89 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:90 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:92 msgid "Baked Shadow Radius" msgstr "烘焙阴影半径" #: Editor/Mono/Inspector/LightEditor.cs:92 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:93 msgid "Baked Shadow Angle" msgstr "烘焙阴影角度" #: Editor/Mono/Inspector/LightEditor.cs:93 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:95 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:96 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:97 msgid "Texture to use for the light cookie." msgstr "用于光源剪影的纹理。" #: Editor/Mono/Inspector/LightEditor.cs:99 msgid "Draw Halo" msgstr "绘制光晕" #: Editor/Mono/Inspector/LightEditor.cs:99 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:100 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:101 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:102 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:103 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:105 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:106 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:107 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:109 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:110 msgid "Realtime indirect bounce shadowing is only supported for Directional lights." msgstr "只有定向光才支持实时间接反弹阴影。" #: Editor/Mono/Inspector/LightEditor.cs:111 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:112 msgid "Cookie support for baked lights is not enabled. Please enable it in Project Settings > Editor > Enable baked cookies support" msgstr "未启用烘焙灯光的剪影支持。请在“项目设置”>“编辑器”>“启用烘焙剪影支持”中启用该功能" #: Editor/Mono/Inspector/LightEditor.cs:113 msgid "Cookie support for mixed lights is not enabled for indirect lighting. You can enable it in Project Settings > Editor > Enable baked cookies support" msgstr "未为间接照明启用混合灯光的剪影支持。可在“项目设置”>“编辑器”>“启用烘焙剪影支持”中启用该功能" #: Editor/Mono/Inspector/LightEditor.cs:114 msgid "Spot and directional light cookie textures must be 2D." msgstr "聚光灯和定向光的剪影纹理必须是 2D 格式。" #: Editor/Mono/Inspector/LightEditor.cs:116 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:117 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:122 msgid "Spot" msgstr "聚光" #: Editor/Mono/Inspector/LightEditor.cs:122 msgid "Area (baked only)" msgstr "区域(仅烘焙)" #: Editor/Mono/Inspector/LightEditor.cs:125 msgid "Rectangle" msgstr "矩形" #: Editor/Mono/Inspector/LightEditor.cs:125 msgid "Disc" msgstr "圆盘" #: Editor/Mono/Inspector/LightEditor.cs:376 msgid "Area Size X" msgstr "区域大小 X" #: Editor/Mono/Inspector/LightEditor.cs:377 msgid "Area Size Y" msgstr "区域大小 Y" #: Editor/Mono/Inspector/LightEditor.cs:389 msgid "Use Color Temperature" msgstr "使用色温" #: Editor/Mono/Inspector/LightEditor.cs:470 msgid "Bounce Intensity" msgstr "反弹强度" #: Editor/Mono/Inspector/LightEditor.cs:574 msgid "Cookie Size" msgstr "剪影大小" #: Editor/Mono/Inspector/LightEditor.cs:580 msgid "Halo" msgstr "光晕" #: Editor/Mono/Inspector/LightEditor.cs:641 msgid "Shadows Type" msgstr "阴影类型" #: Editor/Mono/Inspector/LightEditor.cs:649 msgid "Baked Shadow Radius Prop" msgstr "烘焙阴影半径支柱" #: Editor/Mono/Inspector/LightEditor.cs:666 msgid "Shadows Resolution" msgstr "阴影分辨率" #: Editor/Mono/Inspector/LightEditor.cs:680 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:682 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 "只有渐进光照贴图烘焙器支持圆盘光源。Enlighten 光照贴图烘焙器不提供此支持,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/SkinnedMeshRendererEditor.cs:15 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:16 msgid "The assigned mesh is missing either bone weights with bind pose, or blend shapes. This might cause the mesh not to render in the Player. If your mesh does not have either bone weights with bind pose, or blend shapes, use a Mesh Renderer instead of Skinned Mesh Renderer." msgstr "分配的网格缺少基于绑定动作的骨骼权重或混合形状。这可能导致网格无法在播放器中渲染。如果您的网格没有基于绑定动作的骨骼权重或混合形状,请使用网格渲染器而不是蒙皮网格渲染器。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:17 msgid "Bounds" msgstr "边界" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:17 msgid "The bounding box that encapsulates the mesh." msgstr "包裹网格的包围盒。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:18 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:19 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:20 msgid "The mesh used by this renderer." msgstr "此渲染器使用的网格。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:21 msgid "Transform with which the bounds move, and the space in which skinning is computed." msgstr "边界移动时使用的变换以及计算蒙皮时所在的空间。" #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:14 msgid "Scriptable Render Pipeline" msgstr "可编写脚本的渲染管道" #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:16 msgid "Changing this render pipeline asset may take a significant amount of time." msgstr "更改此渲染管线资源可能需要大量时间。" #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:17 msgid "Changing Render Pipeline" msgstr "更改渲染管线" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:11 msgid "Activate" msgstr "激活" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:11 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:12 msgid "Zero" msgstr "零" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:12 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:14 msgid "Sources" msgstr "源" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:18 msgid "When set, the constraint is being evaluated." msgstr "设置后,会评估约束。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:19 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:28 msgid "Constraint Settings" msgstr "约束设置" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:190 msgid "Is Contraint Active" msgstr "是约束活跃的" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:200 msgid "Is Locked" msgstr "是锁定的" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:217 msgid "At Rest" msgstr "静止状态" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:19 msgid "Wet Mix 1" msgstr "湿混音 1" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:19 msgid "Volume of 1st chorus tap" msgstr "第一个合唱节拍的音量" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:20 msgid "Wet Mix 2" msgstr "湿混音 2" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:20 msgid "Volume of 2nd chorus tap" msgstr "第二个合唱节拍的音量" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:21 msgid "Wet Mix 3" msgstr "湿混音 3" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:21 msgid "Volume of 3rd chorus tap" msgstr "第三个合唱节拍的音量" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:22 msgid "Chorus delay in ms" msgstr "合唱延迟(以 ms 为单位)" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:23 msgid "Chorus modulation rate in hz" msgstr "合唱调制速率(以 Hz 为单位)" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:24 msgid "Chorus modulation depth" msgstr "合唱调制深度" #: Editor/Mono/Inspector/TrailRendererEditor.cs:17 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:20 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/TrailRendererEditor.cs:28 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。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:29 msgid "Stop" msgstr "停止" #: Editor/Mono/Inspector/TrailRendererEditor.cs:30 msgid "Pause" msgstr "暂停" #: Editor/Mono/Inspector/TrailRendererEditor.cs:31 msgid "Restart" msgstr "重启" #: Editor/Mono/Inspector/TrailRendererEditor.cs:32 msgid "Movement Speed" msgstr "移动速度" #: Editor/Mono/Inspector/TrailRendererEditor.cs:32 msgid "Speed is also affected by the Time Scale setting in the Time Manager." msgstr "“速度”也受“时间管理器”中的“时间尺度”设置的影响。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:33 msgid "Speed is locked to 0.0, because the Time Scale in the Time Manager is set to 0.0." msgstr "“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。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:34 msgid "Speed up or slow down the preview of the trail." msgstr "加快或减慢轨迹预览的速度。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:35 msgid "Time Scale is locked to 0.0, because the Time Scale in the Time Manager is set to 0.0." msgstr "“时间尺度”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。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:36 msgid "Show Bounds" msgstr "显示边界" #: Editor/Mono/Inspector/TrailRendererEditor.cs:36 msgid "Show world space bounding boxes." msgstr "显示世界空间边界框。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:37 msgid "The trail preview will follow the selected shape." msgstr "轨迹预览将遵循选定的形状。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:38 msgid "Shape Size" msgstr "形状尺寸" #: Editor/Mono/Inspector/TrailRendererEditor.cs:38 msgid "The size of the shape." msgstr "形状的尺寸。" #: Editor/Mono/Inspector/GenericPresetLibraryInspector.cs:81 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:16 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:18 msgid "Anti-aliasing" msgstr "抗锯齿" #: Editor/Mono/Inspector/RenderTextureEditor.cs:18 msgid "Number of anti-aliasing samples." msgstr "抗锯齿样本的数量。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:19 msgid "Format of the color buffer." msgstr "颜色缓冲区格式。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:20 msgid "Format of the depth stencil buffer." msgstr "深度模板缓冲区的格式。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:21 msgid "Lets the color and depth stencil formats 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,则让颜色格式和深度模板格式自动更改为目标平台支持的兼容格式。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:22 msgid "Is the texture 2D, Cube or 3D?" msgstr "纹理是 2D、立方体还是 3D?" #: Editor/Mono/Inspector/RenderTextureEditor.cs:23 msgid "Enable Mip Maps" msgstr "启用 Mip 贴图" #: Editor/Mono/Inspector/RenderTextureEditor.cs:23 msgid "This render texture will have Mip Maps." msgstr "此渲染纹理将具有“Mip 图”。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:24 msgid "Auto generate Mip Maps" msgstr "自动生成 Mip Maps" #: Editor/Mono/Inspector/RenderTextureEditor.cs:24 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:25 msgid "Dynamic Scaling" msgstr "动态缩放" #: Editor/Mono/Inspector/RenderTextureEditor.cs:25 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:26 msgid "Shadow Sampling Mode" msgstr "阴影采样模式" #: Editor/Mono/Inspector/RenderTextureEditor.cs:26 msgid "Enable/disable shadow depth-compare sampling and percentage closer filtering." msgstr "启用/禁用阴影深度比较采样和百分比临近过滤。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:31 msgid "2 samples" msgstr "2 样本" #: Editor/Mono/Inspector/RenderTextureEditor.cs:32 msgid "4 samples" msgstr "4 样本" #: Editor/Mono/Inspector/RenderTextureEditor.cs:33 msgid "8 samples" msgstr "8 样本" #: Editor/Mono/Inspector/RenderTextureEditor.cs:195 msgid "Enable Mipmaps" msgstr "启用 Mipmaps" #: Editor/Mono/Inspector/RenderTextureEditor.cs:199 msgid "Auto Generates Mipmaps" msgstr "自动生成 Mipmaps" #: Editor/Mono/Inspector/AnimatorInspector.cs:30 msgid "Apply Root Motion" msgstr "应用根运动" #: Editor/Mono/Inspector/AnimatorInspector.cs:32 msgid "Culling Mode" msgstr "剔除模式" #: Editor/Mono/Inspector/AnimatorInspector.cs:108 msgid "Avatar" msgstr "Avatar" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:21 msgid "Open Editor..." msgstr "打开编辑器…" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:22 msgid "Close Editor" msgstr "关闭编辑器" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:24 msgid "Built-in Shader Settings" msgstr "内置着色器设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:25 msgid "Shader Stripping" msgstr "着色器剥离" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:26 msgid "Shader Loading" msgstr "着色器加载" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:27 msgid "Log Shader Compilation" msgstr "记录着色器编译" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:27 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:28 msgid "Renderer Light Probe Selection" msgstr "渲染器光照探测器选择" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:28 msgid "Finding the Light Probes closest to a Renderer positioned outside of the tetrahedral Light Probe hull can be very expensive in terms of CPU cycles. Use this option to configure if Unity should spend time searching the hull to find the closest probe, or if it should use the global Ambient Probe instead." msgstr "在四面体光照探测器外壳外部查找最靠近渲染器的光照探测器,就 CPU 周期而言可能非常昂贵。使用该选项,可配置 Unity 是否应该花时间搜索外壳以查找最近的探测器,或者是否应该改用全局环境探测器。" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:36 msgid "Find closest Light Probe" msgstr "查找最近的光照探测器" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:37 msgid "Use Ambient Probe" msgstr "使用环境探测器" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:39 msgid "Camera Settings" msgstr "摄像机设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:40 msgid "Scriptable Render Pipeline Settings" msgstr "可编写脚本的渲染管道设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:40 msgid "This defines the default render pipeline, which Unity uses when there is no override for a given quality level." msgstr "这定义了默认渲染管线,对于给定质量级别没有覆盖值时,Unity 会使用该管线。" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:42 msgid "Culling Settings" msgstr "剔除设置" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:43 msgid "Camera-Relative Culling" msgstr "摄像机相对剔除" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:44 msgid "When enabled, Unity uses the camera position as the reference point for culling lights instead of the world space origin." msgstr "" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:45 msgid "When enabled, Unity uses the camera position as the reference point for culling shadows instead of the world space origin." msgstr "" #: Editor/Mono/Inspector/TransformInspector.cs:18 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:19 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:20 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:32 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:18 msgid "Assembly Definition" msgstr "程序集定义" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:20 msgid "Use GUID" msgstr "使用 GUID" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:20 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”资产 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。" #: [MenuItem]Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:125 msgid "AssemblyDefinitionReferenceImporter" msgstr "AssemblyDefinitionReferenceImporter" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:173 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:174 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:9 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:83 msgid "Volume Rolloff" msgstr "音量衰减" #: Editor/Mono/Inspector/AudioSourceInspector.cs:83 msgid "Which type of rolloff curve to use" msgstr "使用的衰减曲线类型" #: Editor/Mono/Inspector/AudioSourceInspector.cs:85 msgid "AudioClip" msgstr "AudioClip" #: Editor/Mono/Inspector/AudioSourceInspector.cs:85 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:86 msgid "Stereo Pan" msgstr "立体声像" #: Editor/Mono/Inspector/AudioSourceInspector.cs:86 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:87 msgid "Spatial Blend" msgstr "空间混合" #: Editor/Mono/Inspector/AudioSourceInspector.cs:87 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:88 msgid "Reverb Zone Mix" msgstr "混响区混音" #: Editor/Mono/Inspector/AudioSourceInspector.cs:88 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:89 msgid "Doppler Level" msgstr "多普勒级别" #: Editor/Mono/Inspector/AudioSourceInspector.cs:89 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:90 msgid "Spread" msgstr "扩张" #: Editor/Mono/Inspector/AudioSourceInspector.cs:90 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:91 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:92 msgid "Sets the overall volume of the sound." msgstr "设置声音的整体音量。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:93 msgid "Pitch" msgstr "音调" #: Editor/Mono/Inspector/AudioSourceInspector.cs:93 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:94 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:95 msgid "Spatialize" msgstr "空间化" #: Editor/Mono/Inspector/AudioSourceInspector.cs:95 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:96 msgid "Spatialize Post Effects" msgstr "空间化后期效果" #: Editor/Mono/Inspector/AudioSourceInspector.cs:96 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:97 msgid "High" msgstr "高" #: Editor/Mono/Inspector/AudioSourceInspector.cs:98 msgid "Low" msgstr "低" #: Editor/Mono/Inspector/AudioSourceInspector.cs:355 msgid "Audio Clip" msgstr "音频剪辑" #: Editor/Mono/Inspector/AudioSourceInspector.cs:357 msgid "Output Audio Mixer Group" msgstr "输出音频混合器组" #: Editor/Mono/Inspector/AudioSourceInspector.cs:367 msgid "Bypass Effects" msgstr "绕过效果" #: Editor/Mono/Inspector/AudioSourceInspector.cs:372 msgid "Bypass Listener Effects" msgstr "绕过监听器效果" #: Editor/Mono/Inspector/AudioSourceInspector.cs:379 msgid "Bypass Reverb Zones" msgstr "绕过混响区域" #: Editor/Mono/Inspector/AudioSourceInspector.cs:447 msgid "Rolloff Mode" msgstr "衰减模式" #: Editor/Mono/Inspector/ShaderInspector.cs:48 msgid "Show generated code" msgstr "显示生成的代码" #: Editor/Mono/Inspector/ShaderInspector.cs:48 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:49 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:50 msgid "Compile and show code \\u007C \\u25BE" msgstr "编译并显示代码 \\u007C \\u25BE" #: Editor/Mono/Inspector/ShaderInspector.cs:51 msgid "Overridable" msgstr "可覆盖" #: Editor/Mono/Inspector/ShaderInspector.cs:51 msgid "Shader keywords overridable by global shader keyword state" msgstr "可被全局着色器关键字状态覆盖的着色器关键字" #: Editor/Mono/Inspector/ShaderInspector.cs:52 msgid "Not overridable" msgstr "不可覆盖" #: Editor/Mono/Inspector/ShaderInspector.cs:52 msgid "Shader keywords not overridable by global shader keyword state" msgstr "不可被全局着色器关键字状态覆盖的着色器关键字" #: Editor/Mono/Inspector/ShaderInspector.cs:57 msgid "no" msgstr "无" #: Editor/Mono/Inspector/ShaderInspector.cs:58 msgid "Built-in shader" msgstr "内置着色器" #: Editor/Mono/Inspector/ShaderInspector.cs:60 msgid "..." msgstr "..." #: Editor/Mono/Inspector/ShaderInspector.cs:274 msgid "Copy error text" msgstr "复制错误文本" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:14 msgid "Lowpass Resonance Q" msgstr "低通共振 Q" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:14 msgid "Determines how much the filter's self-resonance is dampened" msgstr "确定滤波器的自共振衰减程度" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:15 msgid "Cutoff Frequency" msgstr "截止频率" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:15 msgid "Lowpass cutoff frequency in Hz" msgstr "低通截止频率(以 Hz 为单位)" #: Editor/Mono/Inspector/AudioHighPassFilterInspector.cs:14 msgid "Highpass Resonance Q" msgstr "高通共振品质" #: Editor/Mono/Inspector/AudioHighPassFilterInspector.cs:15 msgid "Highpass cutoff frequency in Hz" msgstr "高通截止频率(以 Hz 为单位)" #: Editor/Mono/Inspector/AudioDistortionFilterInspector.cs:12 msgid "Distortion Level" msgstr "失真度" #: Editor/Mono/Inspector/AudioDistortionFilterInspector.cs:12 msgid "Distortion value" msgstr "失真值" #: Editor/Mono/Inspector/AvatarPreview.cs:191 msgid "Displays avatar's pivot and mass center" msgstr "显示 Avatar 的轴心和质心" #: Editor/Mono/Inspector/AvatarPreview.cs:192 msgid "IK" msgstr "IK" #: Editor/Mono/Inspector/AvatarPreview.cs:192 msgid "Toggles feet IK preview" msgstr "切换脚 IK 预览" #: Editor/Mono/Inspector/AvatarPreview.cs:193 msgid "Toggles 2D preview mode" msgstr "切换 2D 预览模式" #: Editor/Mono/Inspector/AvatarPreview.cs:194 msgid "Changes the model to use for previewing." msgstr "更改模型用于预览。" #: Editor/Mono/Inspector/AvatarPreview.cs:557 msgid "Unity Model" msgstr "Unity 模型" #: Editor/Mono/Inspector/AvatarPreview.cs:872 msgid "xxxxxx" msgstr "xxxxxx" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:34 msgid "Roll" msgstr "滚动" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:34 msgid "Specifies the roll angle in degrees." msgstr "指定以度为单位的侧倾角。" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:35 msgid "Use Up Object" msgstr "使用向上对象" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:35 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:11 msgid "Cull Transparent Mesh" msgstr "剔除透明网格" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:11 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:25 msgid "Cull Transparent Mesh Property" msgstr "剔透透明网格属性" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:26 msgid "Scale At Rest" msgstr "静止缩放" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:27 msgid "Scale Offset" msgstr "缩放偏移" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:29 msgid "Freeze Scaling Axes" msgstr "冻结缩放轴" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:18 msgid "Changing Memory setup values can cause severe performance degradation." msgstr "更改内存设置值可能会导致严重的性能下降。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:19 msgid "Changing the memory setup for editor will update the ProjectSettings/boot.config file. This file is loaded at Editor startup, so will take effect at next startup." msgstr "更改编辑器的内存设置将会更新 ProjectSettings/boot.config 文件。此文件在编辑器启动时已加载,因此将在下次启动时生效。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:21 msgid "Main Allocators" msgstr "主分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:23 msgid "Main Allocator" msgstr "主分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:24 msgid "Main Thread Block Size" msgstr "主线程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:24 msgid "Block size used by main thread allocator" msgstr "主线程分配器使用的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:25 msgid "Shared Thread Block Size" msgstr "共享线程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:25 msgid "Block size used by shared thread allocator" msgstr "共享线程分配器使用的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:27 msgid "Gfx Allocator" msgstr "Gfx 分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:28 msgid "Block size used by main thread for gfx allocations" msgstr "由主线程用于进行 gfx 分配的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:29 msgid "Block size used by shared threads for gfx allocations" msgstr "由共享线程用于进行 gfx 分配的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:31 msgid "Other Allocators" msgstr "其他分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:32 msgid "File Cache Block Size" msgstr "文件缓存块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:32 msgid "Block size used by file cache allocator. Setting this value to 0 will cause the file cache allocations to be passed to the main allocator" msgstr "文件缓存分配器使用的块大小。将此值设置为 0 会导致将文件缓存分配传递给主分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:33 msgid "Type Tree Block Size" msgstr "类型树块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:33 msgid "Block size used by the tree allocator. Setting this value to 0 will cause the type tree allocations to be passed to the main allocator" msgstr "树分配器使用的块大小。将此值设置为 0 会导致将类型树分配传递给主分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:35 msgid "Fast Per Thread Temporary Allocators" msgstr "快速每线程临时分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:35 msgid "Block size can grow to twice the initial size" msgstr "块大小可以增长到初始大小的两倍" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:36 msgid "Block size can grow to 8 times the initial size" msgstr "块大小可以增长到初始大小的 8 倍" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:37 msgid "Initial size for main thread temp allocator" msgstr "主线程临时分配器的初始大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:38 msgid "Job Worker Block Size" msgstr "作业工作进程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:38 msgid "Block size for worker job temp allocators" msgstr "工作进程作业临时分配器的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:39 msgid "Background Job Worker Block Size" msgstr "后台作业工作进程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:40 msgid "Preload Block Size" msgstr "预加载块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:41 msgid "Audio Worker Block Size" msgstr "音频工作进程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:42 msgid "Cloud Worker Block Size" msgstr "云工作进程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:43 msgid "Gfx Thread Block Size" msgstr "Gfx 线程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:44 msgid "GI Baking Block Size" msgstr "GI 烘焙块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:44 msgid "Block size for GI baking workers temp allocators" msgstr "GI 烘焙工作进程临时分配器的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:45 msgid "NavMesh Worker Block Size" msgstr "NavMesh 工作进程块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:48 msgid "Fast Thread Shared Temporary Allocators" msgstr "快速线程共享临时分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:49 msgid "Job Allocator Block Size" msgstr "作业分配器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:49 msgid "Block size for worker job temp allocators. Can grow to 64 blocks" msgstr "工作进程作业临时分配器的块大小。可增长到 64 个块" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:50 msgid "Background Job Allocator Block Size" msgstr "后台作业分配器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:50 msgid "Block size for background worker job temp allocators. Can grow to 64 blocks" msgstr "后台工作进程作业临时分配器的块大小。可增长到 64 个块" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:51 msgid "Job Allocator Block Sizes on low memory platform" msgstr "小内存平台上的作业分配器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:51 msgid "Block sizes for job and background if platform has less than 2GB memory" msgstr "平台内存小于 2GB 的情况下作业和后台的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:53 msgid "Shared Bucket Allocator" msgstr "共享桶分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:54 msgid "Bucket Allocator Granularity" msgstr "桶分配器粒度" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:54 msgid "Bucket allocator bucket granularity" msgstr "桶分配器桶粒度" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:55 msgid "Bucket Allocator BucketCount" msgstr "Bucket Allocator BucketCount" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:55 msgid "Number of bucket size increments of bucket granularity" msgstr "桶粒度的桶大小增量数" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:56 msgid "Bucket Allocator Block Size" msgstr "桶分配器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:56 msgid "Bucket allocator block size" msgstr "桶分配器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:57 msgid "Bucket Allocator Block Count" msgstr "桶分配器块数量" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:57 msgid "Bucket allocator block count" msgstr "桶分配器块数量" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:59 msgid "Profiler Allocators" msgstr "性能分析器分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:60 msgid "Profiler Block Size" msgstr "性能分析器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:60 msgid "Block size used by main profiler allocations" msgstr "主性能分析器分配使用的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:61 msgid "Editor Profiler Block Size" msgstr "编辑器性能分析器块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:61 msgid "Editor only: Block size used by editor specific profiler allocations" msgstr "仅限编辑器:特定于编辑器的性能分析器分配使用的块大小" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:63 msgid "Shared Profiler Bucket Allocator" msgstr "共享性能分析器桶分配器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:69 msgid "Editor" msgstr "编辑器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:69 msgid "Editor settings" msgstr "编辑器设置" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:70 msgid "Players" msgstr "播放器" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:70 msgid "player settings" msgstr "播放器设置" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:79 msgid "Edit memory settings" msgstr "编辑内存设置" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:80 msgid "Changing default memory setting can have severe negative impact on performance. Are you sure you want to continue?" msgstr "更改默认内存设置可能会对性能产生严重的负面影响。您确定要继续吗?" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:367 msgid "Settings for {0}" msgstr "设置 {0}" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:13 msgid "Auto Mixer Suspend" msgstr "自动混合器挂起" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:13 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:14 msgid " Threshold Volume" msgstr "阈值音量" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:14 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:15 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:33 msgid "Enable Suspend" msgstr "启用挂起" #: Editor/Mono/Inspector/MeshColliderEditor.cs:16 msgid "Is Trigger" msgstr "是触发器" #: Editor/Mono/Inspector/MeshColliderEditor.cs:16 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:17 msgid "Convex" msgstr "凸面" #: Editor/Mono/Inspector/MeshColliderEditor.cs:17 msgid "Is this collider convex?" msgstr "碰撞器是凸面的吗?" #: Editor/Mono/Inspector/MeshColliderEditor.cs:18 msgid "Cooking Options" msgstr "烹饪选项" #: Editor/Mono/Inspector/MeshColliderEditor.cs:18 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/MeshColliderEditor.cs:19 msgid "Reference to the Mesh to use for collisions." msgstr "引用需要用于碰撞的网格。" #: Editor/Mono/Inspector/MeshColliderEditor.cs:60 msgid "Provides Contacts" msgstr "提供接触" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:16 msgid "The name for the Sprite." msgstr "Sprite 的名称。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:17 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:18 msgid "X:{0:0.##}, Y:{1:0.##}" msgstr "X:{0:0.##} Y:{1:0.##}" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:19 msgid "Border values for the Sprite set in Sprite Editor window. May be useful for 9-Slicing Sprites. The values are in pixels units." msgstr "“精灵编辑器”窗口中设置的精灵边框值。可能对 9 切片精灵很有用。这些值以像素为单位。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:20 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/CustomRenderTextureEditor.cs:16 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:17 msgid "Swap (Double Buffer)" msgstr "交换(双缓冲)" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:17 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:18 msgid "Specify how the texture should be updated." msgstr "指定如何更新纹理。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:19 msgid "Period" msgstr "期间" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:19 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:20 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:21 msgid "Specify how the texture should be initialized." msgstr "指定如何初始化纹理。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:22 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:23 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:24 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:25 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:26 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:27 msgid "List of partial update zones." msgstr "部分更新区域列表。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:28 msgid "Cubemap Faces" msgstr "立方体贴图面" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:28 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:29 msgid "Center of the partial update zone." msgstr "部分更新区域中心。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:30 msgid "Size of the partial update zone." msgstr "部分更新区域的大小。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:31 msgid "Rotation of the update zone." msgstr "更新区域旋转。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:32 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:34 msgid "OnDemand" msgstr "OnDemand" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:37 msgid "Texture and Color" msgstr "纹理和颜色" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:40 msgid "Normalized" msgstr "已经归一化" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:40 msgid "Pixel" msgstr "像素" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:43 msgid "+Z" msgstr "+Z" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:43 msgid "-Z" msgstr "-Z" #: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgid "CustomRenderTexture" msgstr "CustomRenderTexture" #: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgid "Export" msgstr "导出" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:161 msgid "Definition" msgstr "定义" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:161 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:164 msgid "Create From This Model" msgstr "从此模型创建" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:164 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:165 msgid "Copy From Other Mask" msgstr "从其他遮罩复制" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:165 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:166 msgid "None " msgstr "无" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:166 msgid " Import Everything" msgstr "导入所有" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:168 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:169 msgid "Create Mask" msgstr "创建遮罩" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:169 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:172 msgid "Use skeleton from" msgstr "使用来自以下位置的骨骼:" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:172 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:173 msgid "Import skeleton" msgstr "导入骨架" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:173 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:176 msgid "Humanoid" msgstr "人形" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:176 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:177 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:34 msgid "Shaded" msgstr "已着色" #: Editor/Mono/Inspector/PreviewWindow.cs:143 msgid "Dock Preview to Inspector" msgstr "将预览窗口停靠到检查器窗口" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:44 msgid "Proxy Volume Resolution" msgstr "代理卷解析" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:44 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:45 msgid "The 3D grid resolution on the X axis." msgstr "X 轴上的 3D 网格分辨率。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:46 msgid "The 3D grid resolution on the Y axis." msgstr "Y 轴上的 3D 网格分辨率。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:47 msgid "The 3D grid resolution on the Z axis." msgstr "Z 轴上的 3D 网格分辨率。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:48 msgid "The size of the Bounding Box relative to the Game Object." msgstr "相对于游戏对象的包围盒大小。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:49 msgid "Bounding Box Settings" msgstr "包围盒设置" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:50 msgid "Origin" msgstr "起始位置" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:50 msgid "The origin of the Bounding Box relative to the Game Object." msgstr "相对于游戏对象的包围盒起始位置。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:51 msgid "Bounding Box Mode" msgstr "包围盒模式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:51 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:52 msgid "Resolution Mode" msgstr "分辨率模式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:52 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:53 msgid "Probe Position Mode" msgstr "探测器位置模式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:53 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:54 msgid "An enum describing the way a Light Probe Proxy Volume refreshes in the Player." msgstr "一个枚举,用于描述播放器中的光照探针代理体刷新方式。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:55 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:56 msgid "Data Format" msgstr "数据格式" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:56 msgid "Affects the format of the LPPV texture." msgstr "影响 LPPV 纹理的格式。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:63 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:64 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:65 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:66 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:67 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:1288 msgid "Add Motion Field" msgstr "添加运动域" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1538 msgid "Velocity XZ" msgstr "速度 XZ" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1539 msgid "Speed And Angular Speed" msgstr "速度与角速度" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1556 msgid "Homogeneous Speed" msgstr "均匀速度" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1557 msgid "Reset Time Scale" msgstr "重置时间比例" #: Editor/Mono/Inspector/AddComponent/NewScriptDropdownItem.cs:26 msgid "New Script" msgstr "新建脚本" #: Editor/Mono/Inspector/AddComponent/AddComponentGUI.cs:112 msgid "Create and Add" msgstr "创建并添加" #: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:10 msgid "Search" msgstr "搜索" #: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:81 msgid "New script" msgstr "新建脚本" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:89 msgid "Edge Stitching" msgstr "边缘拼合" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:90 msgid "Is Transparent" msgstr "是透明的" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:91 msgid "System Tag" msgstr "系统标签" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:116 msgid "Anti Aliasing Samples" msgstr "抗锯齿采样" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:119 msgid "Baked Lightmap Tag" msgstr "烘焙光照贴图标签" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:135 msgid "Lightmap Max Count" msgstr "光照贴图最大数目" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:152 msgid "Blur Radius" msgstr "模糊半径" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:153 msgid "Direct Light Quality" msgstr "直射光质量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:157 msgid "AO Quality" msgstr "AO 质量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:158 msgid "AO Anti Aliasing Samples" msgstr "AO 抗锯齿样本" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:191 msgid "General Parameters" msgstr "常规参数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:191 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:192 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。除了材质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:193 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:194 msgid "Cluster Resolution" msgstr "群集分辨率" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:194 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:195 msgid "Irradiance Budget" msgstr "辐照预算" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:195 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:196 msgid "Irradiance Quality" msgstr "辐照质量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:196 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:197 msgid "Backface Tolerance" msgstr "背面容差" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:197 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:198 msgid "Modelling Tolerance" msgstr "模型容差" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:198 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:199 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:200 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:201 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:202 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:203 msgid "Anti-aliasing Samples" msgstr "抗锯齿采样" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:203 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。渐进式光照贴图烘焙器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。渐进式光照贴图烘焙器会将值钳制到[1;16]范围内。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:204 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:205 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:206 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:207 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:208 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:209 msgid "Pushoff" msgstr "推开" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:209 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:210 msgid "Baked Tag" msgstr "烘焙标记" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:210 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:211 msgid "Limit Lightmap Count" msgstr "限制光照贴图数目" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:211 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:212 msgid "Max Lightmaps" msgstr "最大光照贴图数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:212 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:215 msgid "Progressive Lightmapper" msgstr "" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:154 msgid "Muscles & Settings" msgstr "肌肉与设置" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:159 msgid "Configure Avatar" msgstr "配置 Avatar" #: Editor/Mono/Inspector/Avatar/AvatarSkeletonDrawer.cs:68 msgid "Character is not in T pose" msgstr "角色不是 T 动作" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:16 msgid "Body" msgstr "身体" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:17 msgid "Head" msgstr "头部" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:18 msgid "Left Arm" msgstr "左臂" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:19 msgid "Left Fingers" msgstr "左手指" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:20 msgid "Right Arm" msgstr "右臂" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:21 msgid "Right Fingers" msgstr "右手指" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:22 msgid "Left Leg" msgstr "左腿" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:23 msgid "Right Leg" msgstr "右腿" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:28 msgid "Open Close" msgstr "伸展收缩" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:29 msgid "Left Right" msgstr "左右" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:30 msgid "Roll Left Right" msgstr "左转右转" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:31 msgid "In Out" msgstr "内收外展" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:32 msgid "Roll In Out" msgstr "内转外转" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:33 msgid "Finger Open Close" msgstr "手指伸展收缩" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:34 msgid "Finger In Out" msgstr "手指内收外展" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:37 msgid "Upper Arm Twist" msgstr "上臂扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:38 msgid "Lower Arm Twist" msgstr "下臂扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:39 msgid "Upper Leg Twist" msgstr "上腿扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:40 msgid "Lower Leg Twist" msgstr "下腿扭曲" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:41 msgid "Arm Stretch" msgstr "手臂伸展" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:42 msgid "Leg Stretch" msgstr "腿拉伸" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:43 msgid "Feet Spacing" msgstr "脚间距" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:44 msgid "Translation DoF" msgstr "平移 DoF" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:52 msgid "Muscles" msgstr "肌肉" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:41 msgid "Optional Bones" msgstr "可选骨骼" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:42 msgid "Done" msgstr "完成" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:46 msgid "Automap" msgstr "自动映射" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:47 msgid "Biped" msgstr "双足" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:48 msgid "Load" msgstr "加载" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:51 msgid "Pose" msgstr "动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:53 msgid "Sample Bind-Pose" msgstr "样本绑定动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:54 msgid "Enforce T-Pose" msgstr "强制 T 动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:55 msgid "Biped Pose" msgstr "双足动作" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:57 msgid "Show Error(s)..." msgstr "显示错误..." #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:58 msgid "Close Error(s)" msgstr "关闭错误" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:49 msgid "Frame timing stats are supported in WebGL 2 only. Uncheck 'Automatic Graphics API' if it is set and remove the WebGL 1 API." msgstr "仅在 WebGL 2 中支持帧时间统计。取消选中 '自动图形 API'(如果已设置)并移除 WebGL 1 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:50 msgid "High quality lightmap encoding requires WebGL 2. Navigate to 'WebGL Player Settings', uncheck 'Automatic Graphics API' if it is set and remove the WebGL 1 API." msgstr "高质量光照贴图编码要求使用 WebGL 2。请导航到 'WebGL 播放器设置',取消选中 '自动图形 API'(如果已设置)并移除 WebGL 1 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:51 msgid "High quality HDR cubemap encoding requires WebGL 2. Navigate to 'WebGL Player Settings', uncheck 'Automatic Graphics API' if it is set and remove the WebGL 1 API." msgstr "高质量 HDR 立方体贴图编码要求使用 WebGL 2。请导航到 'WebGL 播放器设置',取消选中 '自动图形 API'(如果已设置)并移除 WebGL 1 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:52 msgid "Linear colorspace requires OpenGL ES 3.0 or Vulkan, remove OpenGL ES 2 API from the list. 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,请从列表中移除 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:53 msgid "Linear colorspace requires WebGL 2, uncheck 'Automatic Graphics API' to remove WebGL 1 API. WARNING: If DXT sRGB is not supported by the browser, texture will be decompressed" msgstr "线性颜色空间需要 WebGL 2,请取消选中 '自动图形 API' 以移除 WebGL 1 API。警告:如果浏览器不支持 DXT sRGB,则纹理将被解压缩" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:54 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:55 msgid "Linear colorspace is not supported with OpenGL ES 2.0, uncheck 'Automatic Graphics API' to remove OpenGL ES 2 API" msgstr "OpenGL ES 2.0 不支持线性颜色空间,请取消选中 '自动图形 API' 以移除 OpenGL ES 2 API" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:56 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:57 msgid "OpenGL is not supported on Apple Silicon chips. Metal will be used on devices with Apple Silicon chips instead." msgstr "Apple Silicon 芯片不支持 OpenGL。在搭载 Apple Silicon 芯片的设备上将改用金属。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:58 msgid "* Shared setting between multiple platforms." msgstr "*在多平台间共享的设置。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:62 msgid "Vertex Compression*" msgstr "顶点压缩*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:62 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:64 msgid "Resolution and Presentation" msgstr "分辨率和演示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:66 msgid "Orientation" msgstr "方向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:67 msgid "Allowed Orientations for Auto Rotation" msgstr "允许方向自动旋转" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:68 msgid "Multitasking Support" msgstr "多任务支持" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:69 msgid "Status Bar" msgstr "状态栏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:70 msgid "Standalone Player Options" msgstr "独立播放器选项" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:71 msgid "Debugging and crash reporting" msgstr "调试和崩溃报告" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:72 msgid "Debugging" msgstr "调试" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:73 msgid "Crash Reporting" msgstr "崩溃报告" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:74 msgid "Other Settings" msgstr "其他设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:75 msgid "Rendering" msgstr "渲染" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:76 msgid "Vulkan Settings" msgstr "Vulkan 设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:77 msgid "Identification" msgstr "识别" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:78 msgid "Mac App Store Options" msgstr "Mac 应用商店选项" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:79 msgid "Configuration" msgstr "配置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:80 msgid "Mac Configuration" msgstr "Mac 配置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:81 msgid "Optimization" msgstr "优化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:82 msgid "Stack Trace*" msgstr "堆栈跟踪*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:83 msgid "Legacy" msgstr "旧版" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:84 msgid "Publishing Settings" msgstr "发布设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:86 msgid "Shader Settings" msgstr "着色器设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:87 msgid "Shader Variant Loading Settings" msgstr "着色器变体加载设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:88 msgid "Default chunk size (MB)*" msgstr "默认块大小 (MB)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:88 msgid "Use this setting to control how much memory is used when loading shader variants." msgstr "使用此设置来控制加载着色器变体时使用的内存大小。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:89 msgid "Default chunk count*" msgstr "默认块数*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:90 msgid "Override" msgstr "覆盖" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:90 msgid "Override the default settings for this build target." msgstr "覆盖此生成目标的默认设置。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:91 msgid "Chunk size (MB)" msgstr "块大小 (MB)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:92 msgid "Chunk count" msgstr "块数" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:94 msgid "Prebake Collision Meshes*" msgstr "预烘烤碰撞网格*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:94 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:95 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:95 msgid "Prevents shaders from being unloaded" msgstr "防止着色器被卸载" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:96 msgid "Preloaded Assets*" msgstr "预加载资产*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:96 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:97 msgid "Strip Engine Code*" msgstr "剥离引擎代码*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:97 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:98 msgid "Script Call Optimization*" msgstr "脚本调用优化*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:99 msgid "Enable Internal Profiler* (Deprecated)" msgstr "启用内部探查器*(已弃用)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:99 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:100 msgid "Optimize Mesh Data*" msgstr "优化网格数据*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:100 msgid "Remove unused mesh components" msgstr "移除未使用的网格组件" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:101 msgid "Strict shader variant matching*" msgstr "严格的着色器变体匹配*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:101 msgid "When enabled, if a shader variant is missing, Unity uses the error shader and displays an error in the Console." msgstr "启用后,如果缺少着色器变体,Unity 将使用错误的着色器并在控制台中显示错误。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:102 msgid "Texture MipMap Stripping*" msgstr "纹理 MipMap 剥离*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:102 msgid "Remove unused texture levels from package builds, reducing package size on disk. Limits the texture quality settings to the highest mip that was included during the build." msgstr "从构建的包中移除未使用的纹理级别,从而减小磁盘上的包大小。将纹理质量设置限制为构建期间包含的最高 Mip。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:103 msgid "Frame Timing Stats" msgstr "帧时间统计" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:103 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:104 msgid "OpenGL: Profiler GPU Recorders" msgstr "OpenGL:分析器 GPU 记录器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:104 msgid "Enable Profiler Recorders when rendering with OpenGL. Always enabled with other rendering APIs. Optional on OpenGL due to potential incompatibility with Frame Timing Stats and the GPU Profiler." msgstr "使用 OpenGL 渲染时启用分析器记录器。对于其他渲染 API,始终启用。由于可能与帧时间统计和 GPU 分析器不兼容,因此在 OpenGL 上为可选。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:105 msgid "On OpenGL, Frame Timing Stats may disable Profiler GPU Recorders and the GPU Profiler." msgstr "在 OpenGL 上,帧时间统计可能会禁用分析器 GPU 记录器和 GPU 分析器。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:106 msgid "On OpenGL, Frame Timing Stats may disable the GPU Profiler." msgstr "在 OpenGL 上,帧时间统计可能会禁用 GPU 分析器。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:107 msgid "On OpenGL, Profiler GPU Recorders may disable the GPU Profiler." msgstr "在 OpenGL 上,分析器 GPU 记录器可能会禁用 GPU 分析器。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:108 msgid "Use Animated Autorotation" msgstr "使用动画自动旋转" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:108 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:112 msgid "Run In Background*" msgstr "后台运行*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:113 msgid "Default Orientation*" msgstr "默认方向*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:114 msgid "Portrait" msgstr "纵向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:115 msgid "Portrait Upside Down" msgstr "纵向倒置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:116 msgid "Landscape Right" msgstr "右横屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:117 msgid "Landscape Left" msgstr "左横屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:118 msgid "Requires Fullscreen" msgstr "要求全屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:119 msgid "Status Bar Hidden" msgstr "状态栏隐藏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:120 msgid "Status Bar Style" msgstr "状态栏样式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:121 msgid "Mac App Store Validation" msgstr "Mac 应用商店验证" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:122 msgid "'LSApplicationCategoryType'" msgstr "'LSApplicationCategoryType'" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:123 msgid "Supported URL schemes*" msgstr "支持的 URL 方案*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:124 msgid "Fullscreen Mode " msgstr "全屏模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:124 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:125 msgid "Exclusive Fullscreen" msgstr "独占全屏" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:126 msgid "Fullscreen Window" msgstr "全屏窗口" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:127 msgid "Maximized Window" msgstr "最大化窗口" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:128 msgid "Windowed" msgstr "窗口化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:129 msgid "Enabled (Deprecated)" msgstr "已启用(已弃用)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:130 msgid "Hidden by Default (Deprecated)" msgstr "默认隐藏(已弃用)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:131 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:133 msgid "Allow Fullscreen Switch*" msgstr "允许全屏开关*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:134 msgid "Use DXGI flip model swapchain for D3D11" msgstr "对于 D3D11,使用 DXGI 翻转模型交换链" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:134 msgid "Disable this option to fallback to Windows 7-style BitBlt model. Using flip model (leaving this option enabled) ensures the best performance. This setting affects only D3D11 graphics API." msgstr "禁用该选项以回退到 Windows 7 风格的 BitBlt 模型。使用翻转模型(使该选项保持启用)可确保最佳性能。该设置仅影响 D3D11 图形 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:135 msgid "Disabling DXGI flip model swapchain will result in Unity falling back to the slower and less efficient BitBlt model. See documentation for more information." msgstr "禁用 DXGI 翻转模型交换链将导致 Unity 回退到更慢、效率更低的 BitBlt 模型。请参阅文档,了解更多信息。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:136 msgid "Use 32-bit Display Buffer*" msgstr "使用 32 位显示缓冲区*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:136 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:137 msgid "Disable Depth and Stencil*" msgstr "禁用深度和模板*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:138 msgid "Render Over Native UI*" msgstr "在原生 UI 上渲染*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:138 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:139 msgid "Show Loading Indicator" msgstr "显示加载指示器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:141 msgid "On .Net UnhandledException*" msgstr "在 Net UnhandledException*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:142 msgid "Log Obj-C Uncaught Exceptions*" msgstr "记录 Obj-C 未捕获的异常*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:143 msgid "Enable CrashReport API*" msgstr "启用 CrashReport API*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:144 msgid "Color Space*" msgstr "颜色空间*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:145 msgid "Color Gamut*" msgstr "色域*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:146 msgid "Color Gamut For Mac*" msgstr "适用于 Mac* 的色域" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:147 msgid "Force hard shadows on Metal*" msgstr "在“金属”上强制硬阴影*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:148 msgid "Metal API Validation*" msgstr "金属 API 验证*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:148 msgid "When enabled, additional binding state validation is applied." msgstr "启用后将应用其他绑定状态验证。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:149 msgid "Metal Write-Only Backbuffer" msgstr "金属只写 Backbuffer" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:149 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:150 msgid "Memoryless Depth" msgstr "无记忆深度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:150 msgid "Memoryless mode of framebuffer depth" msgstr "帧缓冲深度的无记忆模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:151 msgid "Unused" msgstr "未使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:151 msgid "Forced" msgstr "强制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:152 msgid "SRGB Write Mode*" msgstr "SRGB 写模式*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:152 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:153 msgid "Number of swapchain buffers*" msgstr "交换链缓冲区数量*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:154 msgid "Acquire swapchain image late as possible*" msgstr "尽可能晚获取交换链图像*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:154 msgid "If set, renders to a staging image to delay acquiring the swapchain buffer." msgstr "如果设置此项,则渲染到暂存图像以延迟获取交换链缓冲区。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:155 msgid "Recycle command buffers*" msgstr "回收命令缓冲区*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:155 msgid "When enabled, command buffers are recycled after they have been executed as opposed to being freed." msgstr "启用后,命令缓冲区在执行后会被回收,而不是被释放。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:156 msgid "Multithreaded Rendering*" msgstr "多线程渲染*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:159 msgid "Sprite Batching Threshold" msgstr "精灵批处理阈值" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:159 msgid "Dynamic Batching is always enabled for Sprites and this controls max vertex threshold for batching. " msgstr "始终为精灵启用“动态批处理”,这将控制批处理的最大顶点阈值。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:161 msgid "Graphics Jobs (Experimental)" msgstr "图形作业(实验功能)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:162 msgid "Graphics Jobs Mode" msgstr "图形作业模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:163 msgid "Invalid characters have been removed from the Application Identifier." msgstr "已从应用程序标识符中移除无效字符。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:164 msgid "The Application Identifier must follow the convention 'com.YourCompanyName.YourProductName' and must contain only alphanumeric and hyphen characters." msgstr "“应用程序标识符”必须遵循 'com.YourCompanyName.YourProductName' 命名约定,并且只能包含字母数字字符和连字符。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:165 msgid "The Package Name must follow the convention 'com.YourCompanyName.YourProductName' and must contain only alphanumeric and underscore characters. Each segment must start with an alphabetical character." msgstr "“包名”必须遵循 'com.YourCompanyName.YourProductName' 命名约定,并且只能包含字母数字字符和下滑线字符。每个分段必须以字母字符开头。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:167 msgid "iOS Developer Team ID" msgstr "iOS 开发者团队 ID" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:167 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:168 msgid "Use on-demand resources*" msgstr "使用按需资源*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:169 msgid "Use incremental GC" msgstr "使用增量 GC" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:169 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:170 msgid "Accelerometer Frequency*" msgstr "加速计频率*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:171 msgid "Camera Usage Description*" msgstr "摄像机使用说明*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:171 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:172 msgid "Location Usage Description*" msgstr "位置使用率描述*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:172 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:173 msgid "Microphone Usage Description*" msgstr "麦克风使用率描述*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:173 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:174 msgid "Bluetooth Usage Description*" msgstr "蓝牙使用说明*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:174 msgid "String shown to the user when requesting to use the device bluetooth. Written to the NSBluetoothAlwaysUsageDescription field in Xcode project's info.plist file" msgstr "请求使用设备蓝牙时向用户显示的字符串。写入到 Xcode 项目 info.plist 文件中的 NSBluetoothAlwaysUsageDescription 字段" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:175 msgid "Mute Other Audio Sources*" msgstr "静音其他音频源*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:176 msgid "Prepare iOS for Recording" msgstr "准备 iOS 进行录制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:177 msgid "Force iOS Speakers when Recording" msgstr "录制时强制 iOS 扬声器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:178 msgid "Requires Persistent WiFi*" msgstr "需要持续的 WiFi*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:179 msgid "Allow downloads over HTTP*" msgstr "允许通过 HTTP 下载*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:180 msgid "Plain text HTTP connections are not secure and can make your application vulnerable to attacks." msgstr "纯文本 HTTP 连接不安全,可能会导致您的应用程序容易受到攻击。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:183 msgid "Not allowed" msgstr "不允许" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:184 msgid "Allowed in development builds" msgstr "在开发构建中允许" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:185 msgid "Always allowed" msgstr "始终允许" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:188 msgid "Audio input from Bluetooth microphones is not supported when Mute Other Audio Sources and Prepare iOS for Recording are both off." msgstr "当“静音其他音频源”和“准备 iOS 录音”均为关闭时,不支持从蓝牙麦克风输入音频。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:189 msgid "AOT Compilation Options*" msgstr "AOT 编译选项*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:190 msgid "Require ES3.1" msgstr "要求 ES3.1" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:191 msgid "Require ES3.1+AEP" msgstr "要求 ES3.1+AEP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:192 msgid "Require ES3.2" msgstr "要求 ES3.2" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:193 msgid "GPU Compute Skinning*" msgstr "GPU 计算蒙皮*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:193 msgid "Calculate mesh skinning and blend shapes on the GPU via compute shaders" msgstr "通过计算着色器在 GPU 上计算网格蒙皮和混合形状" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:194 msgid "Scripting Define Symbols" msgstr "脚本定义符号" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:194 msgid "Preprocessor defines passed to the C# script compiler." msgstr "传递给 C# 脚本编译器的预处理器定义。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:195 msgid "Additional Compiler Arguments" msgstr "其他编译器参数" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:195 msgid "Additional arguments passed to the C# script compiler." msgstr "传递给 C# 脚本编译器的其他参数。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:196 msgid "Apply" msgstr "应用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:198 msgid "Copy Defines" msgstr "复制定义" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:198 msgid "Copy applied defines" msgstr "复制应用的定义" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:199 msgid "Suppresses C# warnings CS0169, CS0649, and CS0282." msgstr "禁止 C# 警告 CS0169、CS0649 和 CS0282。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:201 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:202 msgid "C++ Compiler Configuration" msgstr "C++ 编译器配置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:203 msgid "IL2CPP Code Generation" msgstr "IL2CPP 代码生成" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:203 msgid "Determines whether IL2CPP should generate code optimized for runtime performance or build size/iteration." msgstr "确定 IL2CPP 是否应生成针对运行时性能或生成大小/迭代进行了优化的代码。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:204 msgid "Faster runtime" msgstr "更快运行时" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:204 msgid "Faster (smaller) builds" msgstr "更快(更小)生成" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:205 msgid "Mono" msgstr "Mono" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:206 msgid "IL2CPP" msgstr "IL2CPP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:207 msgid "CoreCLR" msgstr "CoreCLR" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:210 msgid "Minimal" msgstr "最小" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:212 msgid "Medium" msgstr "中等" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:214 msgid "Api Compatibility Level*" msgstr "Api 兼容级别*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:215 msgid ".NET 2.0" msgstr ".NET 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:216 msgid ".NET 2.0 Subset" msgstr ".NET 2.0 子集" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:217 msgid ".NET 4.x" msgstr ".NET 4.x" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:218 msgid ".NET Standard 2.0" msgstr ".NET Standard 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:219 msgid ".NET Framework" msgstr ".NET Framework" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:220 msgid ".NET Standard 2.1" msgstr ".NET Standard 2.1" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:221 msgid "Script Compilation" msgstr "脚本编译" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:222 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:223 msgid "Compile with -deterministic compilation flag" msgstr "使用 -deterministic 编译标志进行编译" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:224 msgid "Active Input Handling*" msgstr "活动输入处理*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:225 msgid "Input Manager (Old)" msgstr "输入管理器(旧)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:225 msgid "Input System Package (New)" msgstr "输入系统包(新)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:226 msgid "Normal Map Encoding" msgstr "法线贴图编码" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:227 msgid "XYZ" msgstr "XYZ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:227 msgid "DXT5nm-style" msgstr "DXT5nm 样式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:228 msgid "Lightmap Encoding" msgstr "光照贴图编码" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:228 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:230 msgid "HDR Cubemap Encoding" msgstr "HDR 立方体贴图编码" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:230 msgid "Determines which encoding scheme Unity uses to encode HDR cubemaps." msgstr "确定 Unity 用于编码 HDR 立方体贴图的编码方案。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:232 msgid "Lightmap Streaming" msgstr "光照贴图串流" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:232 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式加载。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:233 msgid "Streaming Priority" msgstr "流优先级" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:233 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:234 msgid "The Lightmap Encoding scheme you have selected requires OpenGL ES 3.0 or Vulkan. Navigate to 'Android Player Settings' > 'Rendering' and disable the OpenGL ES 2 API." msgstr "选定的光照贴图编码方案要求使用 OpenGL ES 3.0 或 Vulkan。请导航到 'Android 播放器设置' > '渲染',然后禁用 OpenGL ES 2 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:235 msgid "The HDR Cubemap Encoding scheme you have selected requires OpenGL ES 3.0 or Vulkan. Navigate to 'Android Player Settings' > 'Rendering' and disable the OpenGL ES 2 API." msgstr "选定的 HDR 立方体贴图编码方案要求使用 OpenGL ES 3.0 或 Vulkan。请导航到 'Android 播放器设置' > '渲染',然后禁用 OpenGL ES 2 API。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:236 msgid "Clamp BlendShapes (Deprecated)*" msgstr "钳制 BlendShapes(已弃用)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:236 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:237 msgid "Virtual Texturing (Experimental)*" msgstr "虚拟纹理(实验功能)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:237 msgid "Enable Virtual Texturing. This feature is experimental and not ready for production use. Changing this value requires an Editor restart." msgstr "启用虚拟纹理。此功能属于实验性质,未准备好投入生产。更改此值需要重新启动编辑器。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:238 msgid "The current target platform does not support Virtual Texturing. To build for this platform, uncheck Enable Virtual Texturing." msgstr "当前目标平台不支持虚拟纹理。要针对此平台生成,请取消选中“启用虚拟纹理”。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:239 msgid "The target graphics API does not support Virtual Texturing. To target compatible graphics APIs, uncheck 'Auto Graphics API', and remove OpenGL ES 2/3 and OpenGLCore." msgstr "目标图形 API 不支持虚拟纹理。要面向兼容的图形 API,请取消选中 '自动图形 API',然后移除 OpenGL ES 2/3 和 OpenGLCore。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:240 msgid "The target Windows graphics API does not support Virtual Texturing. To target compatible graphics APIs, uncheck 'Auto Graphics API for Windows', and remove OpenGL ES 2/3 and OpenGLCore." msgstr "目标 Windows 图形 API 不支持虚拟纹理。要面向兼容的图形 API,请取消选中 '适用于 Windows 的自动图形 API',然后移除 OpenGL ES 2/3 和 OpenGLCore。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:241 msgid "The target Mac graphics API does not support Virtual Texturing. To target compatible graphics APIs, uncheck 'Auto Graphics API for Mac', and remove OpenGLCore." msgstr "目标 Mac 图形 API 不支持虚拟纹理。要面向兼容的图形 API,请取消选中 '适用于 Mac 的自动图形 API',然后移除 OpenGLCore。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:242 msgid "The target Linux graphics API does not support Virtual Texturing. To target compatible graphics APIs, uncheck 'Auto Graphics API for Linux', and remove OpenGLCore." msgstr "目标 Linux 图形 API 不支持虚拟纹理。要面向兼容的图形 API,请取消选中 '适用于 Linux 的自动图形 API',然后移除 OpenGLCore。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:243 msgid "Shader precision model*" msgstr "着色器精度模型*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:243 msgid "Mobile targets prefer lower precision by default to improve performance, but your rendering pipeline may prefer full precision by default and to optimize against lower precision cases explicitly." msgstr "移动端目标默认情况下更倾向于使用较低的精度以提高性能,但渲染管线默认情况下可能更倾向于使用完整精度并针对较低精度的情况进行显式优化。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:244 msgid "Use platform defaults for sampler precision" msgstr "对采样器精度使用平台默认值" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:244 msgid "Use full sampler precision by default, lower precision explicitly declared" msgstr "默认情况下使用完整采样器精度,显式声明较低精度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:245 msgid "360 Stereo Capture*" msgstr "360 立体捕捉*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:246 msgid "Force SRGB blit" msgstr "强制 SRGB blit" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:246 msgid "Force SRGB blit for Linear color space." msgstr "对线性颜色空间强制执行 SRGB blit。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:247 msgid "Not applicable for this platform." msgstr "不适用于此平台。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:248 msgid "Load/Store Action Debug Mode" msgstr "加载/存储操作调试模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:248 msgid "Initializes Framebuffer such that errors in the load/store actions will be visually apparent. (Removed in Release Builds)" msgstr "初始化帧缓冲区,以使加载/存储操作中的错误明显可见。(发布版本中已删除)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:249 msgid "Editor Only" msgstr "仅编辑器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:249 msgid "Load/Store Action Debug Mode will only affect the Editor" msgstr "加载/存储操作调试模式将仅影响编辑器" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:250 msgid "Allow HDR Display Output*" msgstr "允许 HDR 显示屏输出*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:250 msgid "Checks if the display supports HDR and if it does, switches to HDR output at the start of the application." msgstr "检查显示屏是否支持 HDR,如果支持,请在应用程序开始时切换到 HDR 输出。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:251 msgid "The active Render Pipeline does not have HDR enabled. Enable HDR in the Render Pipeline Asset to see the changes." msgstr "当前使用的渲染管线未启用 HDR。在“渲染管线资源”中启用 HDR 以查看变更。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:253 msgid "Changed Batching Settings" msgstr "变更的批处理设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:254 msgid "Changed Graphics API Settings" msgstr "变更的图形 API 设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:255 msgid "Changed Scripting Define Settings" msgstr "变更的脚本定义设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:256 msgid "Changed Graphics Jobs Setting" msgstr "变更的图形作业设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:257 msgid "Changed Graphics Job Mode Setting" msgstr "变更的图形作业模式设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:258 msgid "Changing the color space may take a significant amount of time." msgstr "更改颜色空间可能需要大量时间。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:259 msgid "Changed Shader Chunk Size Platform Setting" msgstr "变更的着色器块大小平台设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:260 msgid "Changed Shader Chunk Count Platform Setting" msgstr "变更的着色器块数平台设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:261 msgid "Changed Shader Chunk Size Default Setting" msgstr "变更的着色器块大小默认设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:262 msgid "Changed Shader Chunk Count Default Setting" msgstr "变更的着色器块数默认设置" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:267 msgid "Scripting define symbols setting modified" msgstr "脚本定义符号设置已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:268 msgid "Suppress common warnings setting modified" msgstr "禁止常见警告设置已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:269 msgid "Allow 'unsafe' code setting modified" msgstr "允许‘不安全’代码设置已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:270 msgid "API Compatibility level modified" msgstr "API 兼容级别已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:271 msgid "Use deterministic compilation modified" msgstr "使用确定性编译已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:272 msgid "Additional compiler arguments modified" msgstr "其他编译器参数已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:273 msgid "Active build target group modified" msgstr "活动生成目标组已修改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:275 msgid "Preset changed" msgstr "预设已更改" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:301 msgid "Native" msgstr "本地" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:940 msgid "Application Bundle Version" msgstr "应用程序 Bundle 版本" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1077 msgid "Use OS Auto Rotation" msgstr "使用 OS 自动旋转" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1094 msgid "Allowed Auto Rotate To Portrait" msgstr "允许自动旋转为纵向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1095 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:1096 msgid "Allowed Auto Rotate To Landscape Right" msgstr "允许自动旋转为右横向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1097 msgid "Allowed Auto Rotate To Landscape Left" msgstr "允许自动旋转为左横向" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1148 msgid "Use 32 Bit Display Buffer" msgstr "使用 32 位显示缓冲区" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1390 msgid "Require ES31" msgstr "要求 ES31" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1391 msgid "Require ES31AEP" msgstr "要求 ES31AEP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1392 msgid "Require ES32" msgstr "要求 ES32" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1429 msgid "Auto Graphics API {0}" msgstr "自动图形 API {0}" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1531 msgid " (not supported on this platform)" msgstr "(在此平台上不受支持)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1655 msgid "Log Obj C Uncaught Exceptions" msgstr "记录 Obj C 未捕获的异常" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1674 msgid "Enable Crash Report API" msgstr "启用崩溃报告 API" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1865 msgid "Force SRGB Blit" msgstr "强制 SRGB Blit" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1888 msgid "Metal Force Hard Shadows" msgstr "Metal Force 硬阴影" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1984 msgid "Skin On GPU" msgstr "GPU 上的蒙皮" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2260 msgid "Swap Chain Bit Depth" msgstr "交换链位深度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2260 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:2261 msgid "Bit Depth 10" msgstr "位深度 10" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2261 msgid "Bit Depth 16" msgstr "位深度 16" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2401 msgid "Override Default Bundle Identifier" msgstr "覆盖默认资源包标识符" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2731 msgid "GC Incremental" msgstr "GC 增量" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2840 msgid "Mac URL Schemes" msgstr "Mac URL 方案" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3269 msgid "Enable 360 Stereo Capture" msgstr "启用 360 立体捕捉" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3389 msgid "Not selected." msgstr "没有选定。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:16 msgid "Default Icon" msgstr "默认图标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:17 msgid "Prerendered Icon" msgstr "预渲染的图标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:18 msgid "Changed Icon" msgstr "变更的图标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:429 msgid "Override for {0}" msgstr "{0} 覆盖" #: Editor/Mono/Inspector/PlayerSettingsEditor/WebTemplateManagerBase.cs:181 msgid "No templates found." msgstr "沒有找到模板。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:79 msgid "Animation" msgstr "动画" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:80 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:81 msgid "Background Image" msgstr "背景图片" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:81 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:82 msgid "Alternate Portrait Image*" msgstr "替代肖像*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:82 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:83 msgid "Background*" msgstr "背景*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:84 msgid "Background Zoom" msgstr "背景缩放" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:85 msgid "Blur Background Image" msgstr "模糊背景图像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:86 msgid "Cancel Preview" msgstr "取消预览" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:87 msgid "Application Config Dialog Banner" msgstr "应用程序配置对话框横幅" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:88 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:90 msgid "Logo Duration" msgstr "徽标持续时间" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:90 msgid "The time the logo will be shown for." msgstr "徽标的显示时间。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:91 msgid "Logos*" msgstr "徽标*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:92 msgid "Logo Zoom" msgstr "徽标缩放" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:93 msgid "Overlay Opacity" msgstr "覆盖不透明度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:93 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:94 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:95 msgid "Show Unity Logo" msgstr "显示 Unity 徽标" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:96 msgid "Show Splash Screen" msgstr "显示启动画面" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:97 msgid "Splash Style" msgstr "启动风格" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:98 msgid "Splash Screen" msgstr "启动画面" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:99 msgid "Splash Image" msgstr "启动图像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:100 msgid "Virtual Reality Splash Image" msgstr "虚拟现实启动图像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:373 msgid "Splash Screen Logo Style" msgstr "启动画面徽标样式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:383 msgid "Splash Screen Animation" msgstr "启动画面动画" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:418 msgid "Splash Screen Draw Mode" msgstr "启动画面绘制模式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:446 msgid "Splash Screen Blur Background" msgstr "启动画面模糊背景" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:14 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:15 msgid "Prefab has missing SerializeReference Types. Open Prefab to fix the issue. Changing the Prefab directly will cause those types to be lost." msgstr "预制件存在缺失的 SerializeReference 类型。请打开预制件以修复该问题。直接更改预制件会导致这些类型丢失。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:16 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:17 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:18 msgid "Variant Parent" msgstr "变体父级" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:19 msgid "Prefab Assets" msgstr "预制件资产" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:20 msgid "Prefab Asset" msgstr "预制件资产" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:161 msgid "Saving Failed" msgstr "保存失败" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:162 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产需要修复的问题。\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/PrefabFamilyPopup.cs:83 msgid "The root of the Prefab Variant hierarchy" msgstr "预制件变体层级的根" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:84 msgid "Current" msgstr "当前" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:84 msgid "The currently selected Prefab" msgstr "当前选定的预制件" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:85 msgid "Variant Family of" msgstr "变体系列" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:86 msgid "Ancestors" msgstr "上级" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:89 msgid "No results" msgstr "无结果" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:90 msgid "This Prefab doesn't have any children.\nPrefab Variants created from this Prefab\nwill be listed here." msgstr "此预制件没有任何子对象。\n基于此预制件创建的预制件变体\n将列在此处。" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:72 msgid "Replace and Keep Overrides" msgstr "替换并保持覆盖" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:73 msgid "Reconnect Prefab" msgstr "重新连接预制件" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:74 msgid "Replace and Reconnect Prefab" msgstr "替换并重新连接预制件" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:191 msgid "Add as Child" msgstr "作为子对象添加" #: Editor/Mono/Prefabs/PrefabUtility.cs:381 msgid "Overriden properties cannot be applied or reverted when in Animation Mode.\n\nDisable Animation Mode and try again." msgstr "在动画模式下无法应用或恢复已覆盖的属性。\n\n请禁用动画模式并再试一次。" #: Editor/Mono/Prefabs/PrefabUtility.cs:386 msgid "Cannot apply property override to Prefab" msgstr "无法将属性覆盖应用于预制件" #: Editor/Mono/Prefabs/PrefabUtility.cs:392 msgid "Cannot revert property override" msgstr "无法恢复属性覆盖" #: Editor/Mono/Prefabs/PrefabUtility.cs:731 msgid "Cannot apply default-override property" msgstr "无法应用默认覆盖属性" #: Editor/Mono/Prefabs/PrefabUtility.cs:732 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:803 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:804 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:906 msgid "Mismatching Objects" msgstr "对象不匹配" #: Editor/Mono/Prefabs/PrefabUtility.cs:907 msgid "Cannot apply SerializeReference field since the Prefab instance is referencing a new object compared to the Prefab Asset.\n\nThis means that the changes from the Prefab Asset cannot be merged back to the Prefab instance.\n\nYou can apply the root of the field or the entire component" msgstr "无法应用 SerializeReference 字段,因为与预制件资产相比,预制件实例引用的是新对象。\n\n这意味着,预制件资产中的更改无法合并回预制件实例。\n\n您可以应用字段的根或整个组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:925 msgid "Mismatching Types" msgstr "类型不匹配" #: Editor/Mono/Prefabs/PrefabUtility.cs:926 msgid "Cannot apply a SerializeReference sub field when the type from the Prefab instance is different from the Prefab Asset.\n\nYou can apply the root of the field or the entire component" msgstr "当预制件实例中的类型与预制件资产不同时,无法应用 SerializeReference 子字段。\n\n您可以应用字段的根或整个组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:961 msgid "Cannot revert a single SerializeReference field since the Prefab instance is referencing a new object compared to the Prefab Asset.\n\nThis means that the entire object is considered an override, cannot revert parts of it.\n\nYou can revert the root of the serialized reference or the entire component." msgstr "无法恢复单个 SerializeReference 字段,因为与预制件资产相比,预制件实例引用的是新对象。\n\n这意味着,整个对象被视为覆盖,无法恢复其中一部分。\n\n您可以恢复序列化引用的根或整个组件。" #: Editor/Mono/Prefabs/PrefabUtility.cs:968 msgid "Cannot revert a parts of a SerializeReference property since the Prefab instance is referencing a different type compared to the Prefab Asset.\n\nYou can revert the root of the serialized reference or the entire component." msgstr "无法恢复部分 SerializeReference 属性,因为与预制件资产相比,预制件实例引用的是不同类型。\n\n您可以恢复序列化引用的根或整个组件。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1088 msgid "Can't apply added component {0} because it depends on {1}." msgstr "无法应用已添加的组件 {0},因为它依赖于 {1}。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1091 msgid "Can't apply added component" msgstr "无法应用已添加的组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1116 msgid "Notice!" msgstr "通知!" #: Editor/Mono/Prefabs/PrefabUtility.cs:1116 msgid "Some component(s) changed position because of other added components in the variant/nesting chain." msgstr "由于变体/嵌套链中添加了其他组件,一些组件更改了位置。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1164 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:1167 msgid "Can't revert added component" msgstr "无法恢复已添加的组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1256 msgid "Can't apply removed component {0} because {1} component in the Prefab Asset depends on it." msgstr "无法应用已移除的组件 {0},因为预制件资产中的 {1} 组件依赖于该组件。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1259 msgid "Can't apply removed component" msgstr "无法应用已移除的组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1356 msgid "Can't revert removed component {0} because it depends on {1}." msgstr "无法恢复已移除的组件 {0},因为它依赖于 {1}。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1361 msgid "Can't revert removed component" msgstr "无法恢复已移除的组件" #: Editor/Mono/Prefabs/PrefabUtility.cs:1722 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:1724 msgid "Apply to Prefab '{0}'" msgstr "应用到预制件 '{0}'" #: Editor/Mono/Prefabs/PrefabUtility.cs:2538 msgid "Prefabs" msgstr "预制件" #: Editor/Mono/Prefabs/PrefabUtility.cs:2543 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:2544 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:2553 msgid "Could not save {0}" msgstr "无法保存 {0}" #: Editor/Mono/Prefabs/PrefabUtility.cs:2554 msgid "Could not apply to {0}" msgstr "无法应用于 {0}" #: Editor/Mono/Prefabs/PrefabUtility.cs:2558 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:2559 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/PrefabUtility.cs:3102 msgid "{0} depends on {1}" msgstr "{0} 依赖于 {1}" #: Editor/Mono/Prefabs/PrefabUtility.cs:3102 msgid "{0} is depended on by {1}" msgstr "{1} 依赖于 {0}" #: Editor/Mono/Prefabs/PrefabUtility.cs:3112 msgid "Can't apply selected overrides" msgstr "无法应用选定的覆盖" #: Editor/Mono/Prefabs/PrefabUtility.cs:3113 msgid "Can't apply selected overrides due to dependencies with non-selected overrides:" msgstr "无法应用选定的覆盖,因为存在与非选定覆盖的依赖关系:" #: Editor/Mono/Prefabs/PrefabUtility.cs:3117 msgid "Can't revert selected overrides" msgstr "无法恢复选定的覆盖" #: Editor/Mono/Prefabs/PrefabUtility.cs:3118 msgid "Can't revert selected overrides due to dependencies with non-selected overrides." msgstr "无法恢复选定的覆盖,因为存在与未选定覆盖的依赖关系。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3328 msgid "Check for unused overrides" msgstr "检查未使用的覆盖" #: Editor/Mono/Prefabs/PrefabUtility.cs:3329 msgid "No unused overrides were found." msgstr "未找到未使用的覆盖。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3342 msgid "Remove unused overrides?" msgstr "移除未使用的覆盖?" #: Editor/Mono/Prefabs/PrefabUtility.cs:3343 msgid "Details will be written to the Editor log." msgstr "详细信息将写入到编辑器日志。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3344 msgid "Used overrides count" msgstr "未使用的覆盖数量" #: Editor/Mono/Prefabs/PrefabUtility.cs:3346 msgid "Do you want to remove {0} unused overrides from {1} Prefab instances?" msgstr "是否要从 {1} 个预制件实例移除 {0} 个未使用的覆盖?" #: Editor/Mono/Prefabs/PrefabUtility.cs:3347 msgid "Do you want to remove 1 unused override from {0} Prefab instances?" msgstr "是否要从 {0} 个预制件实例移除 1 个未使用的覆盖?" #: Editor/Mono/Prefabs/PrefabUtility.cs:3348 msgid "Do you want to remove {0} unused overrides from '{1}'?" msgstr "是否要从 '{1}' 移除 {0} 个未使用的覆盖?" #: Editor/Mono/Prefabs/PrefabUtility.cs:3349 msgid "Do you want to remove 1 unused override from '{0}'?" msgstr "是否要从 '{0}' 移除 1 个未使用的覆盖?" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:50 msgid "Revert All" msgstr "全部恢复" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:50 msgid "Revert all overrides." msgstr "恢复所有覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:51 msgid "Revert Selected" msgstr "恢复选定项" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:51 msgid "Revert selected overrides." msgstr "恢复选定的覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:52 msgid "Apply All" msgstr "应用所有" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:52 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:53 msgid "Apply Selected" msgstr "应用选定项" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:53 msgid "Apply selected overrides to Prefab source '{0}'." msgstr "将选定的覆盖应用于预制件源 '{0}'。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:54 msgid "Apply All to Prefab Variant parent" msgstr "全部应用于预制件变体父级" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:54 msgid "Apply all overrides to Prefab Variant parent '{0}'." msgstr "将所有覆盖应用于预制件变体父级 '{0}'。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:55 msgid "Apply Selected to Prefab Variant parent" msgstr "将选定项应用于预制件变体父级" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:55 msgid "Apply selected overrides to Prefab Variant parent '{0}'." msgstr "将选定的覆盖应用于预制件变体父级 '{0}'。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:56 msgid "Review, Revert or Apply Overrides" msgstr "查看、恢复或应用覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:57 msgid "Review or Revert Overrides" msgstr "查看或恢复覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:58 msgid "No overrides" msgstr "无覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:59 msgid "on" msgstr "于" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:60 msgid "in" msgstr "在" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:61 msgid "Unused overrides" msgstr "未使用的覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:63 msgid "There are no overrides that can be applied to Prefab source '{0}'." msgstr "没有可应用于预制件源 '{0}' 的覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:64 msgid "There are no overrides that can be reverted." msgstr "没有可以恢复的覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:66 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:67 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:70 msgid "Applying to a Model Prefab is not possible." msgstr "无法应用于模型预制件。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:73 msgid "The Prefab file contains an invalid script. Applying is not possible. Enter Prefab Mode and either remove the script component or recover the script." msgstr "预制件文件包含无效脚本。无法应用。进入预制件模式,并移除脚本组件或恢复脚本。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:74 msgid "The Prefab file contains missing SerializeReference types. Applying is not possible. Enter Prefab Mode to see more details." msgstr "预制件文件包含缺失的 SerializeReference 类型。无法应用。请进入预制件模式以查看更多详细信息。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:75 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:76 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/PrefabOverridesWindow.cs:530 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:531 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产的多个实例。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:656 msgid "unused override" msgstr "未使用的覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:657 msgid "unused overrides" msgstr "未使用的覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:660 msgid "{0} unused overrides" msgstr "{0} 个未使用的覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:661 msgid "{0} has 1 unused removed component" msgstr "{0} 有 1 个未使用的已移除组件" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:662 msgid "{0} has {1} unused removed components" msgstr "{0} 有 {1} 个未使用的已移除组件" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:663 msgid "{0} has 1 unused removed GameObject" msgstr "{0} 有 1 个未使用的已移除 GameObject" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:664 msgid "{0} has {1} unused removed GameObjects" msgstr "{0} 有 {1} 个未使用的已移除 GameObject" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:665 msgid "1 unused override" msgstr "1 个未使用的覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:666 msgid "and {0} others" msgstr "以及 {0} 个其他" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:667 msgid "on {0} instances" msgstr "在 {0} 个实例上" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:629 msgid "Prefab Source" msgstr "预制件源" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:631 msgid "Removed" msgstr "已移除" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:632 msgid "Added" msgstr "已添加" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:633 msgid "No Overrides" msgstr "无覆盖" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:634 msgid "Apply overrides on this object." msgstr "在此对象上应用覆盖。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:635 msgid "Revert overrides on this object." msgstr "在此对象上恢复覆盖。" #: Editor/Mono/EditorHandles/BoundsHandle/PrimitiveBoundsHandle.cs:40 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:18 msgid "Create New Library" msgstr "创建新库" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:21 msgid "Preferences Folder" msgstr "首选项文件夹" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:21 msgid "Project Folder" msgstr "项目文件夹" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:35 msgid "Grid" msgstr "网格" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:36 msgid "List" msgstr "列表" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:43 msgid "Small Grid" msgstr "小网格" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:44 msgid "Large Grid" msgstr "大网格" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:45 msgid "Small List" msgstr "小列表" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:46 msgid "Large List" msgstr "大列表" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:78 msgid "Create New Library..." msgstr "创建新库…" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:82 msgid "Add Factory Presets To Current Library" msgstr "添加预设效果至当前库" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:85 msgid "Reveal Current Library Location" msgstr "显示当前库位置" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:73 msgid "Add new preset" msgstr "添加新预设" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:74 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:75 msgid "Presets" msgstr "预设" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:76 msgid "New" msgstr "新建" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:904 msgid "Move To First" msgstr "移动到首位" #: Editor/Mono/Overlays/OverlayPresetManager.cs:245 msgid "Overlay preset files must have the {0} extension to be valid." msgstr "覆盖预设文件必须具有 {0} 扩展名才有效。" #: Editor/Mono/Overlays/OverlayPresetManager.cs:308 msgid "Load Overlay Preset From Disk" msgstr "从磁盘加载覆盖预设" #: Editor/Mono/Overlays/OverlayPresetManager.cs:309 msgid "Failed to load the chosen preset, the file may not be a .{0} or was corrupted." msgstr "加载所选预设失败,文件可能不是 .{0} 或已损坏。" #: Editor/Mono/Overlays/OverlayPresetManager.cs:317 msgid "Trying to load an overlay preset with the name {0}. This preset targets the window type {0} which isn't valid for this window." msgstr "试图加载名为 {0} 的覆盖预设。此预设适用于窗口类型 {0},对此窗口无效。" #: Editor/Mono/Overlays/OverlayPresetManager.cs:326 msgid "Trying to load an overlay preset with the name {0}. This name is already in used in the window, do you want to overwrite it?" msgstr "试图加载名为 {0} 的覆盖预设。此名称已在窗口中使用,是否要覆盖它?" #: Editor/Mono/Overlays/OverlayPresetManager.cs:356 msgid "Revert All Saved Presets" msgstr "恢复所有保存的预设" #: Editor/Mono/Overlays/OverlayPresetManager.cs:357 msgid "Unity is about to delete all overlay presets that are not loaded from files in project and restore default settings." msgstr "Unity 即将删除所有未从项目中的文件加载的覆盖预设并恢复默认设置。" #: Editor/Mono/Overlays/Overlay.cs:656 msgid "Hide" msgstr "隐藏" #: Editor/Mono/Overlays/Overlay.cs:663 msgid "Expand" msgstr "展开" #: Editor/Mono/Overlays/Overlay.cs:670 msgid "Reset Size" msgstr "重置大小" #: Editor/Mono/Overlays/Overlay.cs:676 msgid "Panel" msgstr "面板" #: Editor/Mono/Overlays/Overlay.cs:678 msgid "Horizontal" msgstr "水平" #: Editor/Mono/Overlays/Overlay.cs:680 msgid "Vertical" msgstr "垂直" #: Editor/Mono/Overlays/OverlayMenu.cs:57 msgid "Window Preset" msgstr "窗口预设" #: Editor/Mono/Overlays/SaveOverlayPreset.cs:8 msgid "Save Window Preset" msgstr "保存窗口预设" #: Editor/Mono/Overlays/SaveOverlayPreset.cs:17 msgid "Invalid characters: {0}" msgstr "无效字符:{0}" #: [MenuItem]Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:66 msgid "Find References In Scene" msgstr "在场景中查找引用" #: [MenuItem]Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:223 msgid "GUI Skin" msgstr "GUI 蒙皮" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:965 msgid "Cannot Delete" msgstr "无法删除" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:965 msgid "Deleting the 'Assets' folder is not allowed" msgstr "不允许删除 'Assets' 文件夹" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:980 msgid "Delete selected assets?" msgstr "删除选定资产?" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:984 msgid "Delete selected asset?" msgstr "删除选定资产?" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1009 msgid "You cannot undo the delete assets action." msgstr "您无法撤消删除资产操作。" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1017 msgid "Delete and reparent children" msgstr "删除子对象并重新设置父子关系" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1017 msgid "Delete only" msgstr "仅删除" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1058 msgid "Some assets could not be deleted.\nMake sure you are connected to your Version Control server or \"Work Offline\" is enabled." msgstr "无法删除某些资产。\n确保您已连接到版本控制服务器或启用了 \"离线工作\"。" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1059 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/ConnectionDropDown.cs:20 msgid "Player Logging" msgstr "播放器日志记录" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:21 msgid "Full Log [Developer Mode Only]" msgstr "完整日志 [仅限开发者模式]" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:22 msgid "Logging" msgstr "日志记录" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:204 msgid "Direct Connection" msgstr "直接连接" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:43 msgid "Target Selection: Choose the target to connect to." msgstr "目标选择:选择要连接到的目标。" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:91 msgid "Play Mode" msgstr "运行模式" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:92 msgid "Edit Mode" msgstr "编辑模式" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:93 msgid "" msgstr "<输入 IP>" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:94 msgid "(Autoconnected Player)" msgstr "(自动连接的播放器)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:95 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:97 msgid " (Localhost prohibited)" msgstr "(禁止 localhost)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:98 msgid " (Version mismatch)" msgstr "(版本不匹配)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:404 msgid "Connect" msgstr "连接" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:405 msgid "Enter Player IP" msgstr "输入玩家 IP" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:31 msgid "Lighting Data Asset" msgstr "照明数据资源" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:31 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:438 msgid "Lightmap textures: N/A" msgstr "光照贴图纹理:不适用" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:438 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:445 msgid "GPU memory: N/A" msgstr "GPU 内存:不适用" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:69 msgid "Realtime Indirect" msgstr "实时间接" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:70 msgid "Realtime Directionality" msgstr "实时方向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:71 msgid "Realtime Albedo" msgstr "实时反照率" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:72 msgid "Realtime Emissive" msgstr "实时发光" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:73 msgid "UV Charts" msgstr "UV 图表" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:79 msgid "Baked Directionality" msgstr "烘焙方向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:80 msgid "Baked Shadowmask" msgstr "烘焙 Shadowmask" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:81 msgid "Baked Albedo" msgstr "烘焙反照率" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:82 msgid "Baked Emissive" msgstr "烘焙放射性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:83 msgid "Baked UV Charts" msgstr "烘焙 UV 图表" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:84 msgid "Baked Texel Validity" msgstr "烘焙纹素有效性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:85 msgid "Baked UV Overlap" msgstr "烘焙 UV 重叠" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:86 msgid "Baked Lightmap Culling" msgstr "烘焙光照贴图剔除" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:91 msgid "The texture is not available at the moment." msgstr "纹理暂时不可用。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:92 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:93 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:94 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:95 msgid "Loading..." msgstr "加载中…" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:96 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/LightingWindowLightingTab.cs:21 msgid "Create a new Lighting Settings Asset with default settings." msgstr "使用默认设置创建新照明设置资源。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:22 msgid "Clone" msgstr "克隆" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:22 msgid "Create a new Lighting Settings Asset based on the current settings." msgstr "根据当前设置创建新照明设置资源。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:25 msgid "Workflow Settings" msgstr "工作流设置" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:26 msgid "Light Probe Visualization" msgstr "光照探测器可视化" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:27 msgid "Display Weights" msgstr "显示权重" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:28 msgid "Display Occlusion" msgstr "显示遮挡" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:29 msgid "Highlight Invalid Cells" msgstr "高亮显示无效单元格" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:29 msgid "Highlight the invalid cells that cannot be used for probe interpolation." msgstr "高亮显示不能用于探测器插值的无效单元格。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:30 msgid "GPU Baking Device" msgstr "GPU 烘焙设备" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:30 msgid "Will list all available GPU devices." msgstr "将列出所有可用的 GPU 设备。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:31 msgid "Changing the compute device used by the Progressive GPU Lightmapper requires the editor to be relaunched. Do you want to change device and restart?" msgstr "更改渐进 GPU 光照贴图烘焙器使用的计算设备需要重新启动编辑器。是否要更改设备并重新启动?" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:32 msgid "Concurrent Jobs" msgstr "并发工作" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:32 msgid "The amount of simultaneously scheduled jobs." msgstr "同时安排的工作量。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:33 msgid "No devices found. Please start an initial bake to make this information available." msgstr "未找到设备。请开始进行初始烘焙以使此信息可用。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:34 msgid "Recalculate Environment Lighting" msgstr "重新计算环境光照" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:34 msgid "Whether to automatically generate environment lighting in cases where the Active Scene has not previously been baked. This affects the ambient Light Probe and default cubemap which are both generated from the sky." msgstr "如果之前未烘焙活动场景,是否自动生成环境光照。这会影响从天空生成的环境光照探测器和默认立方体贴图。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:39 msgid "Unknown" msgstr "未知" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:141 msgid "Lighting Settings Asset" msgstr "照明设置资源" #: Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:27 msgid "Light Explorer" msgstr "光照浏览器" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:13 msgid "Navigation (Obsolete)" msgstr "导航(过时)" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:65 msgid "The identifier for a set of values of the agent characteristics." msgstr "代理特征的一个值集的标识符。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:66 msgid "The minimum distance to the walls where the navigation mesh can exist." msgstr "与可以存在导航网格的墙壁之间的最小距离。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:67 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:68 msgid "Step Height" msgstr "步高" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:68 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:69 msgid "Max Slope" msgstr "最大坡度" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:69 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:72 msgid "Agent Radius" msgstr "代理半径" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:73 msgid "Agent Height" msgstr "代理高度" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:76 msgid "Drop Height" msgstr "掉落高度" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:76 msgid "Maximum agent drop height." msgstr "最大代理掉落高度。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:77 msgid "Jump Distance" msgstr "跳跃距离" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:77 msgid "Maximum agent jump distance." msgstr "最大代理跳跃距离。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:78 msgid "Manual Voxel Size" msgstr "手动体素尺寸" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:78 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:79 msgid "Voxel Size" msgstr "体素大小" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:79 msgid "Specifies the voxelization resolution at which the NavMesh is build." msgstr "指定生成导航网格的体素化分辨率。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:80 msgid "Min Region Area" msgstr "最小区域面积" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:80 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:81 msgid "Height Mesh" msgstr "高度网格" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:81 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:83 msgid "This window will be deprecated.\nGo in the menu Window -> AI -> Navigation in order to open the window provided by the AI Navigation package." msgstr "将弃用此窗口。\n访问菜单“窗口”->“AI”->“导航”,从而打开 AI 导航包提供的窗口。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:84 msgid "For details, visit the Unity manual" msgstr "如需了解详细信息,请访问 Unity 用户手册" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:86 msgid "Baked Agent Size" msgstr "烘焙代理大小" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:87 msgid "Generated Off Mesh Links" msgstr "生成分离网格链接" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:89 msgid "Agent Types" msgstr "代理类型" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:92 msgid "Cost" msgstr "成本" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:96 msgid "Agents" msgstr "代理" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:96 msgid "Navmesh agent settings." msgstr "导航网格代理设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:97 msgid "Areas" msgstr "区域" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:97 msgid "Navmesh area settings." msgstr "导航网格区域设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:98 msgid "Navmesh bake settings." msgstr "导航网格烘焙设置。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:99 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:434 msgid "Reset Legacy Bake Settings" msgstr "重置旧版烘焙设置" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:795 msgid "Name Prop" msgstr "名称属性" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:796 msgid "Radius Prop" msgstr "半径属性" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:797 msgid "Height Prop" msgstr "高度属性" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:798 msgid "Step Height Prop" msgstr "步高 Prop" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:35 msgid "Visualization" msgstr "可视化" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:38 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:39 msgid "Select a Camera from the scene." msgstr "从现场中选择一个摄像机。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:40 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:41 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:42 msgid "No occlusion data has been baked." msgstr "没有烘焙任何遮挡数据" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:43 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:44 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:45 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:46 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:47 msgid "Default Parameters" msgstr "默认参数" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:47 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/DefaultLightingExplorerExtension.cs:14 msgid "Infinite" msgstr "无穷大" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:30 msgid "Far Plane" msgstr "远平面" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:36 msgid "Falloff" msgstr "衰减" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:37 msgid "Falloff Strength" msgstr "衰减强度" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:38 msgid "Target Sorting Layer" msgstr "目标排序层" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:41 msgid "Mixed..." msgstr "混合..." #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:42 Editor-Missing:Missing detected at runtime. msgid "Shadow" msgstr "阴影" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:43 msgid "Shadow Strength" msgstr "阴影强度" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:44 msgid "Parametric" msgstr "参数化" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:44 msgid "Parametric Lights have been deprecated. To continue, upgrade your Parametric Lights to Freeform Lights to enjoy similar light functionality." msgstr "参数化光源已弃用。如要继续,请将参数化光源升级为自由形式光源,以便获得类似的光源功能。" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:55 msgid "Freeform" msgstr "自由形式" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:55 msgid "Global" msgstr "全局" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:20 msgid "Environment" msgstr "环境" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:21 msgid "Realtime Lightmaps" msgstr "实时光照贴图" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:22 msgid "Baked Lightmaps" msgstr "烘焙光照贴图" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:27 msgid "Generate lighting data in the Scene when there are changes that affect Scene lighting, such as modifications to lights, materials, or geometry. This option is only available when there is a Lighting Settings Asset assigned in the Lighting Window." msgstr "当发生影响场景光照的更改(例如,对光源、材质或几何体|的修改)时,在场景中生成光照数据。仅当在“光照”窗口中分配了“光照设置资产”时,此选项才可用。" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:28 msgid "Generate Lighting" msgstr "生成照明" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:28 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/Animation/AnimationWindow/AnimationWindowStyles.cs:11 msgid "Play the animation clip." msgstr "播放动画剪辑。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:12 msgid "Enable/disable keyframe recording mode." msgstr "启用/禁用关键帧记录模式。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:13 msgid "Enable/disable scene preview mode." msgstr "启用/禁用场景预览模式。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:14 msgid "Go to previous keyframe." msgstr "转到上一个 keyframe。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:15 msgid "Go to next keyframe." msgstr "转到下一个 keyframe。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:16 msgid "Go to the beginning of the animation clip." msgstr "转到动画剪辑开头。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:17 msgid "Go to the end of the animation clip." msgstr "转到动画剪辑末尾。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:18 msgid "Add keyframe." msgstr "添加关键帧。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:19 msgid "Add event." msgstr "添加事件。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:20 msgid "Filter by selection." msgstr "按选择过滤。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:21 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/AnimationWindowStyles.cs:23 msgid "No animatable object selected." msgstr "没有选定可动画对象。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:24 msgid "To begin animating {0}, create {1}." msgstr "要开始动画{0},请创建{1}。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:25 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:26 msgid "an Animation Clip" msgstr "一个动画剪辑" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:28 msgid "Dopesheet" msgstr "简报" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:30 msgid "Samples" msgstr "样本" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:31 msgid "Create New Clip..." msgstr "创建新剪辑..." #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:33 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:34 msgid "Animation Clip is Read-Only" msgstr "动画剪辑为只读" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:35 msgid "Show Read-Only Properties" msgstr "显示只读属性" #: Editor/Mono/Animation/AnimationWindow/AddCurvesPopupHierarchyGUI.cs:16 msgid "Add Properties" msgstr "添加属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:14 msgid "Add Property" msgstr "添加属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:45 msgid " (Default Value)" msgstr "(默认值)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:46 msgid "Transform position, rotation and scale can't be partially animated. This value will be animated to the default value" msgstr "变换位置、旋转和缩放不能部分动画化。此值将动画化为默认值" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:47 msgid " (Missing!)" msgstr "(缺失!)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:48 msgid "The GameObject or Component is missing ({0})" msgstr "游戏对象或组件缺失 ({0})" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:49 msgid " (Duplicate GameObject name!)" msgstr "(重复的游戏对象名称!)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:50 msgid "Target for curve is ambiguous since there are multiple GameObjects with same name ({0})" msgstr "曲线的目标不明确,因为有多个同名的游戏对象 ({0})" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:51 msgid "Remove Properties" msgstr "移除属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:52 msgid "Remove Property" msgstr "移除属性" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:53 msgid "Add Key" msgstr "添加密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:54 msgid "Delete Key" msgstr "删除关键帧" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:55 msgid "Remove Curve" msgstr "移除曲线" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:585 msgid "Interpolation/Euler Angles (Quaternion)" msgstr "插值/欧拉角(四元数)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:586 msgid "Interpolation/Quaternion" msgstr "插值/四元数" #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:216 msgid "Delete Keys" msgstr "删除关键帧" #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:218 msgid "Edit Keys..." msgstr "编辑关键帧..." #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:219 msgid "Edit Key..." msgstr "编辑关键帧..." #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:220 msgid "Edit Curve" msgstr "编辑曲线" #: Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:1201 msgid "Drop Key" msgstr "放置关键帧" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:118 msgid "Clamped Auto" msgstr "自动钳制" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:120 msgid "Free Smooth" msgstr "自由平滑" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:121 msgid "Flat" msgstr "平" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:122 msgid "Broken" msgstr "断开" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:124 msgid "Left Tangent/Free" msgstr "左切线/自由" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:125 msgid "Left Tangent/Linear" msgstr "左切线/线性" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:126 msgid "Left Tangent/Constant" msgstr "左切线/恒定" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:127 msgid "Left Tangent/Weighted" msgstr "左切线/加权" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:128 msgid "Right Tangent/Free" msgstr "右切线/自由曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:129 msgid "Right Tangent/Linear" msgstr "右切线/线性" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:130 msgid "Right Tangent/Constant" msgstr "右切线/恒定曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:131 msgid "Right Tangent/Weighted" msgstr "右切线//加权" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:132 msgid "Both Tangents/Free" msgstr "双切线/自由曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:133 msgid "Both Tangents/Linear" msgstr "双切线/线性曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:134 msgid "Both Tangents/Constant" msgstr "双切线/恒定曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:135 msgid "Both Tangents/Weighted" msgstr "双切线/加权曲线" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:139 msgid "Weighted" msgstr "加权" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:17 msgid "Update Key" msgstr "更新密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:18 msgid "Remove Key" msgstr "移除密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:19 msgid "Remove All Keys" msgstr "移除所有密钥" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:20 msgid "Go to Previous Key" msgstr "转到“上个键”" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:21 msgid "Go to Next Key" msgstr "转到“下个键”" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:22 msgid "Key All Modified" msgstr "密钥全部修改" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:23 msgid "Key All Animated" msgstr "密钥全部动画" #: Editor/Mono/Animation/AnimationWindow/MinMaxCurveEditorWindow.cs:264 msgid "Curve Editor" msgstr "曲线编辑器" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:15 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:16 msgid "Some functions have the same name across several Monobehaviour components and may not work as intended if used with Animation Events!" msgstr "某些函数的名称在Monobehaviour组件中相同,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:153 msgid "Function" msgstr "函数" #: [MenuItem]Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:581 msgid "AnimationWindowEvent" msgstr "AnimationWindowEvent" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:53 msgid "time" msgstr "时间" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:54 msgid "value" msgstr "值" #: Editor/Mono/Animation/AnimationWindow/RotationCurveInterpolation.cs:224 msgid "Rotation Interpolation" msgstr "旋转插值" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:749 msgid "Material Reference" msgstr "材质引用" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:1054 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/Animation/AnimationWindow/AnimationWindowUtility.cs:1064 msgid "Create New Animation" msgstr "创建新动画" #: Editor/Mono/Annotation/LayerVisibilityWindow.cs:22 msgid "Edit Layers..." msgstr "编辑图层..." #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:11 msgid "Copy Placement" msgstr "复制布局" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:12 msgid "Paste Placement" msgstr "粘贴布局" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:13 msgid "Copy Settings" msgstr "复制设置" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:14 msgid "Paste Settings" msgstr "粘贴设置" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:15 msgid "Reset Settings" msgstr "重置设置" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:38 msgid "Scene Camera" msgstr "场景摄像机" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:39 msgid "Navigation" msgstr "导航" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:41 msgid "Using extreme values between the near and far planes may cause rendering issues. In general, to get better precision move the Near plane as far as possible." msgstr "在近平面和远平面之间使用极值可能会导致渲染问题。一般而言,为了获得更高的精度,请将近平面移动到尽可能远的位置。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:68 msgid "Camera Speed" msgstr "摄像机速度" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:68 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:69 msgid "Camera Acceleration" msgstr "摄像机加速" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:69 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:70 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:71 msgid "Dynamic Clipping" msgstr "动态剪裁" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:71 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:73 msgid "Camera Easing" msgstr "摄像机缓入缓出" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:73 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/SceneRenderModeWindow.cs:98 msgid "Show Lightmap Resolution" msgstr "显示光照贴图分辨率" #: Editor/Mono/Annotation/AnnotationWindow.cs:76 msgid "Show/Hide Gizmo" msgstr "显示/隐藏小工具" #: Editor/Mono/Annotation/AnnotationWindow.cs:77 msgid "Show/Hide Icon" msgstr "显示/隐藏图标" #: Editor/Mono/Annotation/AnnotationWindow.cs:78 msgid "Select Icon" msgstr "选择图标" #: Editor/Mono/Annotation/AnnotationWindow.cs:79 msgid "3D Icons" msgstr "3D 图标" #: Editor/Mono/Annotation/AnnotationWindow.cs:80 msgid "Terrain Debug Warnings" msgstr "地形调试警告" #: Editor/Mono/Annotation/AnnotationWindow.cs:81 msgid "Selection Outline" msgstr "选择轮廓" #: Editor/Mono/Annotation/AnnotationWindow.cs:82 msgid "Selection Wire" msgstr "选择线" #: Editor/Mono/Annotation/AnnotationWindow.cs:83 msgid "Fade out and stop rendering gizmos that are small on screen" msgstr "淡出并停止渲染屏幕上很小的小工具" #: Editor/Mono/Annotation/AnnotationWindow.cs:401 msgid "Built-in Components" msgstr "内置组件" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:41 msgid "Enter Windows Store Certificate Password" msgstr "输入 Windows 应用商店证书密码" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:73 msgid "Certificate password." msgstr "证书密码。" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:98 msgid "Invalid password." msgstr "密码无效。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:75 msgid "Current file will be overwritten." msgstr "当前文件将被覆盖。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:88 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:120 msgid "Publisher" msgstr "发布者" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:120 msgid "Publisher of the package." msgstr "包的发布者。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:138 msgid "Confirm password" msgstr "确认密码" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:138 msgid "Re-enter certificate password." msgstr "重新输入证书密码。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:157 msgid "Publisher must be specified." msgstr "必须指定发布者。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:162 msgid "Invalid publisher." msgstr "无效的发布者。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:169 msgid "Confirm the password." msgstr "确认密码。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:174 msgid "Passwords do not match." msgstr "密码不匹配。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:23 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:24 msgid "Sun Source" msgstr "太阳源" #: Editor/Mono/SettingsWindow/LightingEditor.cs:24 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:25 msgid "Environment Lighting" msgstr "环境照明" #: Editor/Mono/SettingsWindow/LightingEditor.cs:26 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:27 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:28 msgid "Environment Reflections" msgstr "环境反射" #: Editor/Mono/SettingsWindow/LightingEditor.cs:29 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:30 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:31 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:32 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:33 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:34 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:35 msgid "Create Light" msgstr "创建光照" #: Editor/Mono/SettingsWindow/LightingEditor.cs:36 msgid "Sky Color" msgstr "天空颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:36 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:37 msgid "Equator Color" msgstr "赤道颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:37 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:38 msgid "Ground Color" msgstr "地面颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:38 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:39 msgid "Ambient Color" msgstr "环境颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:39 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:40 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:41 msgid "Realtime Shadow Color" msgstr "实时阴影颜色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:41 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/SettingsWindow/FogEditor.cs:10 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/FogEditor.cs:11 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:12 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:13 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:14 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:15 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:16 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/GraphicsSettingsEditors.cs:60 msgid "Shader used for Deferred Shading." msgstr "用于延迟着色的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:61 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:62 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:63 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:64 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:65 msgid "Default Shader used for light halos." msgstr "用于光环的默认着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:66 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:118 msgid "Video" msgstr "视频" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:118 msgid "Shaders used by the VideoPlayer decoding and compositing." msgstr "在 VideoPlayer 解码和合成中使用的着色器。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:130 msgid "Video Shaders Include Mode" msgstr "视频着色器包含模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:213 msgid "Lightmap Stripping" msgstr "光照贴图剥离" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:237 msgid "Fog Stripping" msgstr "雾剥离" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:243 msgid "Fog Keep Exp 2" msgstr "雾保持指数 2" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:257 msgid "Instancing Stripping" msgstr "实例化剥离" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:258 msgid "Brg Stripping" msgstr "Brg 剥离" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:271 msgid "Platform shader settings" msgstr "平台着色器设置" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:272 msgid "Built-in shader settings" msgstr "内置着色器设置" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:273 msgid "Shader preloading" msgstr "着色器预加载" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:275 msgid "Lightmap Modes" msgstr "光照贴图模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:276 msgid "Baked Non-Directional" msgstr "非定向烘焙" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:276 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:277 msgid "Baked Directional" msgstr "烘焙方向" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:277 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:278 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:279 msgid "Baked Subtractive" msgstr "减性烘焙" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:279 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:280 msgid "Realtime Non-Directional" msgstr "实时非定向" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:280 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:281 msgid "Realtime Directional" msgstr "实时方向" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:281 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:282 msgid "Import From Current Scene" msgstr "从当前场景导入" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:282 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:284 msgid "Fog Modes" msgstr "雾模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:285 msgid "Linear" msgstr "线性" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:285 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:286 msgid "Exponential" msgstr "指数的" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:286 msgid "Include support for Exponential fog." msgstr "指数|包括对指数雾的支持。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:287 msgid "Exponential Squared" msgstr "指数平方" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:287 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:288 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:290 msgid "Instancing Variants" msgstr "实例化变体" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:291 msgid "BatchRendererGroup Variants" msgstr "BatchRendererGroup 变体" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:293 msgid "Save to asset..." msgstr "保存到资产..." #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:293 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:294 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:448 msgid "FP16" msgstr "FP16" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:448 msgid "R11G11B10" msgstr "R11G11B10" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:453 msgid "Unlimited" msgstr "无限制" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:626 msgid "Low (Tier 1)" msgstr "低(第 1 层)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:626 msgid "Medium (Tier 2)" msgstr "中等(第 2 层)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:626 msgid "High (Tier 3)" msgstr "高(第 3 层)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:629 msgid "Use Defaults" msgstr "使用默认" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:631 msgid "Standard Shader" msgstr "标准着色器" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:634 msgid "Standard Shader Quality" msgstr "标准着色器质量" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:635 msgid "Reflection Probes Box Projection" msgstr "反射探测器盒投影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:635 msgid "Enable projection for reflection UV mappings on Reflection Probes." msgstr "为反射探测器上的反射 UV 映射启用投影。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:636 msgid "Reflection Probes Blending" msgstr "反射探测器混合" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:636 msgid "Gradually fade out one probe's cubemap while fading in the other's as the reflective object passes from one zone to the other." msgstr "当反射对象从一个区域移至另一个区域时,会逐渐淡出一个探测器的立方体贴图,并淡入另一个探测器的立方体贴图。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:637 msgid "Detail Normal Map" msgstr "细节法线贴图" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:637 msgid "Enable Detail (secondary) Normal Map sampling for up-close viewing, if assigned." msgstr "如果已分配,为近距离查看启用细节(辅助)法线贴图采样。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:638 msgid "Cascaded Shadows" msgstr "级联阴影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:639 msgid "Prefer 32-bit shadow maps" msgstr "首选 32 位阴影贴图" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:640 msgid "Enable Semitransparent Shadows" msgstr "启用半透明阴影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:641 msgid "Enable Light Probe Proxy Volume" msgstr "启用光线探测器代理卷" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:641 msgid "Enable rendering a 3D grid of interpolated Light Probes inside a Bounding Volume." msgstr "启用在边界体积内渲染内插光照探测器的 3D 网格。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:642 msgid "Choose how Unity should render graphics. Different rendering paths affect the performance of your game, and how lighting and shading are calculated." msgstr "选择 Unity 应如何渲染图形。不同的渲染路径会影响游戏性能,以及光照和着色的计算方式。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:643 msgid "Use HDR" msgstr "使用 HDR" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:643 msgid "Enable High Dynamic Range rendering for this tier." msgstr "为该层启用高动态范围渲染。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:644 msgid "HDR Mode" msgstr "HDR 模式" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:644 msgid "Color render texture format for the HDR buffer to use when HDR is enabled." msgstr "启用 HDR 时要使用的 HDR 缓冲区的颜色渲染纹理格式。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:645 msgid "Realtime Global Illumination CPU Usage" msgstr "实时全局照明 CPU 使用情况" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:645 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/OtherRenderingEditor.cs:10 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:11 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:12 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:13 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:14 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。" #: [MenuItem]Editor/Mono/Undo/UndoHistoryWindow.cs:38 msgid "Undo History" msgstr "撤消历史记录" #: Editor/Mono/Undo/UndoHistoryWindow.cs:230 msgid "Show Latest Action First" msgstr "最先显示最新操作" #: Editor/Mono/Undo/UndoHistoryWindow.cs:231 msgid "Show Latest Action Last" msgstr "最后显示最新操作" #: [MenuItem]Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgid "Internal" msgstr "内部" #: [MenuItem]Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgid "Undo Serialization" msgstr "撤消序列化" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:65 msgid "Enable" msgstr "启用" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:66 msgid "Disable" msgstr "禁用" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:67 msgid "Go back one frame" msgstr "退回一帧" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:68 msgid "Go one frame forwards" msgstr "前进一帧" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:69 msgid "Levels" msgstr "级别" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:69 msgid "Render target display black/white intensity levels" msgstr "渲染目标显示黑/白强度等级" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:109 msgid "Show depth buffer" msgstr "显示深度缓冲区" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:110 msgid "Which render target color channels to show" msgstr "颜色通道显示的渲染目标" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:119 msgid "RT 0" msgstr "RT 0" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:119 msgid "Show render target #0" msgstr "显示渲染目标 #0" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:120 msgid "RT 1" msgstr "RT 1" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:120 msgid "Show render target #1" msgstr "显示渲染目标 #1" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:121 msgid "RT 2" msgstr "RT 2" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:121 msgid "Show render target #2" msgstr "显示渲染目标 #2" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:122 msgid "RT 3" msgstr "RT 3" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:122 msgid "Show render target #3" msgstr "显示渲染目标 #3" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:123 msgid "RT 4" msgstr "RT 4" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:123 msgid "Show render target #4" msgstr "显示渲染目标 #4" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:124 msgid "RT 5" msgstr "RT 5" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:124 msgid "Show render target #5" msgstr "显示渲染目标 #5" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:125 msgid "RT 6" msgstr "RT 6" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:125 msgid "Show render target #6" msgstr "显示渲染目标 #6" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:126 msgid "RT 7" msgstr "RT 7" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:126 msgid "Show render target #7" msgstr "显示渲染目标 #7" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:225 msgid "RenderTarget" msgstr "RenderTarget" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:226 msgid "Copy Event Info" msgstr "复制事件信息" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:227 msgid "Copy Property" msgstr "复制属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:230 msgid "Copy Output" msgstr "复制输出" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:231 msgid "Copy All Details" msgstr "复制所有细节" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:232 msgid "Copy All Keyword Properties" msgstr "复制所有关键字属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:233 msgid "Copy All Texture Properties" msgstr "复制所有纹理属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:234 msgid "Copy All Integer Properties" msgstr "复制所有整数属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:235 msgid "Copy All Float Properties" msgstr "复制所有浮点数属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:236 msgid "Copy All Vector Properties" msgstr "复制所有矢量属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:237 msgid "Copy All Matrix Properties" msgstr "复制所有矩阵属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:238 msgid "Copy All Buffer Properties" msgstr "复制所有缓冲区属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:239 msgid "Copy All Constant Buffer Properties" msgstr "复制所有常量缓冲区属性" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:241 msgid "Used Shader" msgstr "使用的着色器" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:241 msgid "The shader used in this draw call." msgstr "在此绘制调用中使用的着色器。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:242 msgid "Original Shader" msgstr "原始着色器" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:242 msgid "The shader originally set to be used in this draw call." msgstr "最初设置为在此绘制调用中使用的着色器。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:243 Editor-Missing:Missing detected at runtime. msgid "Ray Tracing Shader" msgstr "光线追踪着色器" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:244 msgid "Ray Generation Shader" msgstr "光线生成着色器" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:245 Editor-Extra:Create/Shader msgid "Compute Shader" msgstr "计算着色器" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:246 msgid "Batch cause" msgstr "批量原因" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:247 msgid "Pass\nLightMode" msgstr "通道\n光照模式" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:249 msgid "Output / Mesh" msgstr "输出/网格" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:250 msgid "Details" msgstr "细节" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:255 msgid "Vectors" msgstr "矢量" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:256 msgid "Matrices" msgstr "矩阵" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:257 msgid "Buffers" msgstr "缓冲区" #: [MenuItem]Editor/Mono/PerformanceTools/FrameDebugger.cs:59 msgid "Frame Debugger" msgstr "帧调试器" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:34 msgid "Browse..." msgstr "浏览..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:45 msgid "Load Previous Project on Startup" msgstr "启动时加载上次的项目" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:46 msgid "Disable Editor Analytics" msgstr "禁用编辑器分析" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:47 msgid "Auto-save scenes before building" msgstr "在生成前自动保存场景" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:48 msgid "Script Changes While Playing" msgstr "播放时脚本更改" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:49 msgid "Editor Font" msgstr "编辑器字体" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:50 msgid "Editor Theme" msgstr "编辑器主题" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:51 msgid "Light" msgstr "灯光" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:51 msgid "Dark" msgstr "深色" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:52 msgid "Hierarchy window" msgstr "层级窗口" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:53 msgid "Enable Alphanumeric Sorting" msgstr "启用字母数字排序" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:53 msgid "If enabled then you can choose between Transform sorting and Alphabetical sorting in the Hierarchy." msgstr "如果启用,则可以在层级中选择变换排序或字母数字排序。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:54 msgid "Default Prefab Mode" msgstr "默认预制件模式" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:54 msgid "This mode will be used when opening Prefab Mode from a Prefab instance in the Hierarchy." msgstr "从层级中的预制件实例打开预制件模式时,将使用该模式。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:55 msgid "Frame Throttling (milliseconds)" msgstr "帧限制(毫秒)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:55 msgid "The number of milliseconds the Editor can idle between frames." msgstr "编辑器可以在帧之间处于空闲状态的毫秒数。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:56 msgid "Input Throttling (milliseconds)" msgstr "输入限制(毫秒)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:56 msgid "The maximum number of milliseconds the Editor will take to process user inputs." msgstr "编辑器处理用户输入所用的最大毫秒数。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:57 msgid "Interaction Mode" msgstr "交互模式" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:57 msgid "Specifies how long the Editor can idle before it updates." msgstr "指定编辑器在最长空闲多长时间之后更新。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:58 msgid "Create Game View On Play" msgstr "播放时创建游戏视图" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:58 msgid "If enabled, a Game View window will be created when entering play mode if none exists" msgstr "如果启用,则在进入运行模式时将创建一个游戏视图窗口(如果游戏视图不存在的话)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:59 msgid "Enable extended Dynamic Hints" msgstr "启用扩展动态提示" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:59 msgid "Check this to enable extended Dynamic Hints. If available, extended Dynamic Hints will display more information when a property, object or tool is hovered for enough time, or when a Dynamic Hint is displayed" msgstr "选中此项可启用扩展动态提示。在属性、对象或工具上悬停足够长的时间或显示动态提示时,扩展动态提示(如果可用)将显示更多信息" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:62 msgid "The Editor can idle up to 4 ms per frame." msgstr "编辑器每帧最多可以空闲 4 毫秒。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:63 msgid "No Throttling" msgstr "无限制" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:63 msgid "The Editor does not idle. It runs as fast as possible." msgstr "编辑器不会闲置。编辑器会尽可能快速运行。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:64 msgid "Monitor Refresh Rate" msgstr "显示器刷新率" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:64 msgid "The Editor can idle up to whatever the monitor's refresh rate is, in milliseconds." msgstr "编辑器可以空闲的最长时间为显示器的刷新率(以毫秒为单位)。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:65 msgid "You specify how many milliseconds per frame the Editor can idle." msgstr "您可以指定编辑器每帧可以空闲多少毫秒。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:67 msgid "Busy Progress Delay" msgstr "繁忙进度延迟" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:67 msgid "Delay in seconds before 'Unity is busy' progress bar shows up." msgstr "显示“Unity 繁忙”进度条之前的延迟时间(以秒为单位)。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:68 msgid "Graph Snapping" msgstr "图形吸附" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:68 msgid "If enabled, GraphElements in Graph Views (such as Shader Graph) align with one another when you move them. If disabled, GraphElements move freely." msgstr "如果启用此项,则图形视图中的 GraphElement(例如 Shader Graph)在移动时会彼此对齐。如果禁用此项,则 GraphElement 可以自由移动。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:70 msgid "Package Manager Log Level" msgstr "包管理器日志级别" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:79 msgid "Package Manager Log Level currently overridden by -enablePackageManagerTraces command-line argument." msgstr "当前被 -enablePackageManagerTraces 命令行参数覆盖的包管理器日志级别。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:81 msgid "Perform Bump Map Check" msgstr "执行凹凸贴图检查" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:81 msgid "Enables Bump Map Checks upon import of Materials. This checks that textures used in a normal map material slot are actually defined as normal maps." msgstr "在导入材质时启用凹凸贴图检查。这将检查法线贴图材质字段中使用的纹理是否确实定义为法线贴图。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:82 msgid "Timestamp Editor log entries" msgstr "时间戳编辑器日志条目" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:82 msgid "Adds timestamp and thread Id to Editor.log messages." msgstr "将时间戳和线程 ID 添加到 Editor.log 消息。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:83 msgid "Enable PlayMode Tooltips" msgstr "启用 PlayMode 工具提示" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:83 msgid "Enables tooltips in the editor while in play mode." msgstr "在游戏模式时启用编辑器中的工具提示。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:88 msgid "Code Optimization On Startup" msgstr "启动时的代码优化" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:89 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:90 msgid "Revision Control Diff/Merge" msgstr "修订控制区别/合并" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:91 msgid "External Script Editor" msgstr "外部脚本编辑器" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:92 msgid "Image application" msgstr "图像应用程序" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:97 msgid "Editor icons and text scaling" msgstr "编辑器图标和文本缩放" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:98 msgid "Use default desktop setting" msgstr "使用默认桌面设置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:99 msgid "Current scaling" msgstr "当前缩放" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:100 msgid "Use custom scaling value" msgstr "使用自定义缩放值" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:110 msgid "Maximum Cache Size (GB)" msgstr "最大缓存大小(GB)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:110 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:111 msgid "Custom cache location" msgstr "自定义缓存位置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:111 msgid "Specify the GI Cache folder location." msgstr "指定“ GI 缓存”文件夹的位置。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:112 msgid "Cache Folder Location" msgstr "缓存文件夹位置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:112 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:113 msgid "Cache compression" msgstr "缓存压缩" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:113 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:114 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:115 msgid "Clean Cache" msgstr "清理缓存" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:116 msgid "Browse for GI Cache location" msgstr "浏览 GI 缓存位置" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:117 msgid "Cache size is" msgstr "缓存大小是" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:118 msgid "Please wait..." msgstr "请稍候..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:123 msgid "Enable filtering while searching" msgstr "搜索时启用过滤" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:123 msgid "If enabled, searching will cause non-matching items in the scene view to be greyed out" msgstr "如果启用,搜索将使场景视图中的非匹配项变灰" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:124 msgid "Enable filtering while editing LOD groups" msgstr "编辑 LOD 组时启用过滤" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:124 msgid "If enabled, editing LOD groups will cause other objects in the scene view to be greyed out" msgstr "如果启用,编辑 LOD 组时将使场景视图中的其他对象变灰" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:125 msgid "Line Thickness" msgstr "线粗" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:125 msgid "Thickness of manipulator tool handle lines" msgstr "操控器工具手柄线条的粗度" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:126 msgid "Create Objects at Origin" msgstr "在原点创建对象" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:126 msgid "Enable this preference to instantiate new 3D objects at World coordinates 0,0,0. Disable it to instantiate them at the Scene pivot (in front of the Scene view Camera)." msgstr "启用此首选项可在世界坐标 0,0,0 处实例化新的 3D 对象。禁用此首选项则会在场景轴心(场景视图摄像机前面)实例化这些对象。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:127 msgid "Create Objects with Constrained Proportions scale on" msgstr "创建对象并启用“约束比例”缩放" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:127 msgid "If enabled, scale in the transform component will be set to constrain proportions for new GameObjects by default" msgstr "如果启用,默认情况下将设置变换组件中的缩放以约束新游戏对象的比例" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:128 msgid "Auto-hide gizmos" msgstr "自动隐藏小工具" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:128 msgid "Automatically hide gizmos of Components collapsed in the Inspector" msgstr "自动隐藏检查器中折叠的组件的小工具" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:129 msgid "Refresh the Scene view only when the Editor is in focus." msgstr "仅当编辑器聚焦时刷新场景视图。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:129 msgid "If enabled, ignore the \"Always Refresh\" flag on the Scene view when the Editor is not the foregrounded application." msgstr "如果已启用,当编辑器不是前景应用程序时,请忽略场景视图中的 \"Always Refresh\" 标志。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:134 msgid "Editor Language (Experimental)" msgstr "编辑器语言(实验功能)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:135 msgid "Editor language" msgstr "编辑器语言" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:136 msgid "Localize compiler messages" msgstr "本地化编译器消息" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:141 msgid "Developer Mode" msgstr "开发者模式" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:141 msgid "Enable or disable developer mode features." msgstr "启用或禁用开发者模式功能。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:142 msgid "Generate OnPostprocessAllAssets Dependency Diagram" msgstr "生成 OnPostprocessAllAssets 依赖关系图" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:142 msgid "Generates a graphviz diagram to show OnPostprocessAllAssets dependencies." msgstr "生成一个 graphviz 图以显示 OnPostprocessAllAssets 依赖关系。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:143 msgid "Show Repaint Dots" msgstr "显示重绘点" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:143 msgid "Enable or disable the colored dots that flash when an EditorWindow repaints." msgstr "启用或禁用在 EditorWindow 重绘时闪烁的有色点。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:144 msgid "Documentation Server" msgstr "文档服务器" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:144 msgid "Select the documentation redirection server." msgstr "选择文档重定向服务器。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1159 msgid "Open by file extension" msgstr "按文件扩展名打开" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:20 msgid "Auto Refresh" msgstr "自动刷新" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:20 msgid "Automatically import changed assets." msgstr "自动导入更改的资产。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:21 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/AssetPipelinePreferences.cs:22 msgid "Import Worker Count %" msgstr "导入工作进程数量百分比" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:22 msgid "Desired asset import worker count for new projects in percentage of available logical CPU cores." msgstr "新项目所需的资产导入工作进程数量,以可用逻辑 CPU 内核数量的百分比表示。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:24 msgid "Directory Monitoring" msgstr "目录监视" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:24 msgid "Monitor directories instead of scanning all project files to detect asset changes." msgstr "对目录进行监控,而不是扫描所有项目文件以检测资产更改。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:25 msgid "Compress Textures on Import" msgstr "导入时压缩纹理" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:25 msgid "Disable to skip texture compression during import process (textures will be imported into uncompressed formats, and compressed when making a build)." msgstr "禁用此项可在导入过程中跳过纹理压缩(纹理将导入为未压缩格式,在生成时再进行压缩)。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:26 msgid "Verify Saving Assets" msgstr "验证保存资产" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:26 msgid "Show confirmation dialog whenever Unity saves any assets." msgstr "在 Unity 保存任何资产时显示确认对话框。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:27 msgid "Show Enter Safe Mode Dialog" msgstr "显示“进入安全模式”对话框" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:27 msgid "Show confirmation dialog when Unity would enter Safe Mode due to script compilation errors." msgstr "当 Unity 由于脚本编译错误而进入安全模式时显示确认对话框。" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:213 msgid "Isolate Selection" msgstr "隔离选定项" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:213 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:214 msgid "Show Inactive Objects" msgstr "显示非活动对象" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:214 msgid "Show objects that are not active in the hierarchy but contains the component." msgstr "显示在层级视图中未激活但包含组件的对象。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:69 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:70 msgid "Mutes this group" msgstr "静音此组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:71 msgid "Bypasses the effects on this group" msgstr "绕过此组的效果" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:72 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:73 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:74 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:75 msgid "Connect a Send to this Receive" msgstr "将“发送”连接到该“接收”" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:76 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:77 msgid "Ducking Fader" msgstr "闪避推子" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:78 msgid "Attenuation fader" msgstr "衰减音量控制器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:79 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:80 msgid "Referenced groups" msgstr "已引用组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:80 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:384 msgid "Toggle bypass on this effect" msgstr "开关忽略此效果" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1015 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:1319 msgid "Add..." msgstr "添加..." #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:26 msgid "Edit in Playmode" msgstr "在“播放模式”中编辑" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:28 msgid "Add Effect" msgstr "添加特效" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:30 msgid "Send level" msgstr "发送级别" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:31 msgid "Receive" msgstr "接收" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:33 msgid "Wet" msgstr "湿" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:33 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:310 msgid "No Send sources connected." msgstr "未连接发送源" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:380 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:392 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:410 msgid "Remove this effect" msgstr "移除此效果" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:430 msgid "No valid Receive targets found" msgstr "没有有效的接收目标" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParameterView.cs:70 msgid "Unexpose" msgstr "取消暴露" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:20 msgid "Views" msgstr "视图" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:20 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:22 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:12 msgid "Audio Mixer" msgstr "音频混合器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:111 msgid "Edit in Play Mode" msgstr "在播放模式中编辑" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:111 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/AudioMixerWindow.cs:700 msgid "Sort groups alphabetically" msgstr "按字母顺序进行组排序" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:701 msgid "Show referenced groups" msgstr "显示已引用组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:702 msgid "Show group connections" msgstr "显示组连接" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:704 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:706 msgid "Vertical layout" msgstr "垂直布局" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:707 msgid "Horizontal layout" msgstr "水平布局" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:709 msgid "Use RMS metering for display" msgstr "使用 RMS 测量显示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:710 msgid "Use peak metering for display" msgstr "使用峰值测量显示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:714 msgid "DEVELOPER/Groups Rendered Above" msgstr "DEVELOPER/Groups 上述渲染" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:715 msgid "DEVELOPER/Build 10 groups" msgstr "DEVELOPER/Build 10 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:716 msgid "DEVELOPER/Build 20 groups" msgstr "DEVELOPER/Build 20 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:717 msgid "DEVELOPER/Build 40 groups" msgstr "DEVELOPER/Build 40 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:718 msgid "DEVELOPER/Build 80 groups" msgstr "DEVELOPER/Build 80 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:719 msgid "DEVELOPER/Build 160 groups" msgstr "DEVELOPER/Build 160 组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:720 msgid "DEVELOPER/Build chain of 10 groups" msgstr "DEVELOPER/Build 10 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:721 msgid "DEVELOPER/Build chain of 20 groups " msgstr "DEVELOPER/Build 20 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:722 msgid "DEVELOPER/Build chain of 40 groups" msgstr "DEVELOPER/Build 40 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:723 msgid "DEVELOPER/Build chain of 80 groups" msgstr "DEVELOPER/Build 80 组链" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:724 msgid "DEVELOPER/Show overlays" msgstr "DEVELOPER/显示覆盖" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:748 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/AudioMixerSnapshotView.cs:20 msgid "Start snapshot" msgstr "启动快照" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:21 msgid "Snapshots" msgstr "快照" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:21 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:287 msgid "Set as start Snapshot" msgstr "设置为起始快照" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:63 msgid "Linear Snapshot Transition" msgstr "线性快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:64 msgid "Smoothstep Snapshot Transition" msgstr "平滑插值快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:65 msgid "Squared Snapshot Transition" msgstr "平方快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:66 msgid "SquareRoot Snapshot Transition" msgstr "SquareRoot 快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:67 msgid "BrickwallStart Snapshot Transition" msgstr "BrickwallStart 快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:68 msgid "BrickwallEnd Snapshot Transition" msgstr "BrickwallEnd 快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:69 msgid "Attenuation Snapshot Transition" msgstr "衰减快照过渡" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:526 msgid "Mixers" msgstr "混合器" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:526 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:527 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 "添加混合器资产。资产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“资产”文件夹中。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:573 msgid "Delete AudioMixer" msgstr "删除 AudioMixer" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:683 msgid "Select Output Audio Mixer Group" msgstr "选择输出音频混合器组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:293 msgid "Groups" msgstr "组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:293 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:294 msgid "Add child group" msgstr "添加子组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:469 msgid "Add sibling group" msgstr "添加同级组" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:481 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:37 msgid "Describe your changes here" msgstr "在此处描述您的更改" #: Editor/Mono/Collab/CollabDialogs.cs:38 msgid "Changed assets:" msgstr "变更的资产:" #: Editor/Mono/Collab/CollabDialogs.cs:39 msgid "Publish" msgstr "发布" #: Editor/Mono/Collab/CollabDialogs.cs:109 msgid "Issues:" msgstr "问题:" #: Editor/Mono/Collab/CollabDialogs.cs:110 msgid "Accept" msgstr "接受" #: Editor/Mono/SceneManagement/StageManager/Stage.cs:60 msgid "Are you sure you want to discard the changes to:\n\n {0}\n\nYour changes will be lost." msgstr "您确定要放弃对以下项的更改吗:\n\n {0}\n\n您所做的更改将会丢失。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:236 msgid "Risk of unwanted modifications" msgstr "意外修改风险" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:238 msgid "The following scripts on the Prefab open in Prefab Mode use the [ExecuteInEditMode] attribute which means they may accidentally affect or be affected by Play Mode:\n\n{0}\n\nSee the documentation for [ExecuteInEditMode] and [ExecuteAlways] for info on how to make scripts compatible with Prefab Mode during Play Mode." msgstr "在预制件模式下打开的预制件上的以下脚本使用 [ExecuteInEditMode] 属性,这意味着这些脚本可能会意外影响播放模式或受其影响:\n\n{0}\n\n请参见 [ExecuteInEditMode] 和 [ExecuteAlways] 的文档以了解如何在播放模式下使脚本与预制件模式兼容。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:240 msgid "Exit Prefab Mode" msgstr "退出预制件模式" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:21 msgid "Auto Save" msgstr "自动保存" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:21 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/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:24 msgid "Auto Saving..." msgstr "正在自动保存..." #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:25 msgid "Immutable Prefab" msgstr "不可变的预制件" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:31 msgid "Context:" msgstr "上下文:" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:32 msgid "Gray" msgstr "灰色" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:32 msgid "Hidden" msgstr "已隐藏" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:34 msgid "Show Overrides" msgstr "显示覆盖" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:34 msgid "Visualize overrides from the Prefab instance on the Prefab Asset. Overrides on the root Transform are always visualized." msgstr "可视化预制件资产上的预制件实例的覆盖。根变换上的覆盖始终可见。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:35 msgid "Show Overrides are disabled because there are too many overrides to visualize. Overrides on the root Transform are always visualized though." msgstr "“显示覆盖”已禁用,因为有太多覆盖无法可视化。但根变换上的覆盖始终可见。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1164 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:1167 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:1190 msgid "Prefab Asset has been deleted." msgstr "已删除预制件资产。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1332 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:1333 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:1334 msgid "Keep Changes" msgstr "保持更改" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1356 msgid "Saving Variant Failed" msgstr "保存变体失败" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1357 msgid "Can't save the Prefab Variant when its parent Prefab is missing. You have to unpack the root GameObject or recover the missing parent Prefab in order to save the Prefab Variant" msgstr "当父级预制件缺失时,无法保存预制件变体。您必须解压缩根 GameObject 或恢复缺失的父级预制件,才能保存预制件变体" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1359 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:1433 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:1501 msgid "Save Prefab has failed" msgstr "保存预制件失败" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1501 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:1579 msgid "Rename Prefab File Not Possible" msgstr "无法重命名预制件文件" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1580 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:1584 msgid "Cancel Save" msgstr "取消保存" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1600 msgid "Rename Prefab File?" msgstr "重命名预制件文件?" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1601 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:1605 msgid "Rename File" msgstr "重命名文件" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1605 msgid "Use Old Name" msgstr "使用旧名称" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1667 msgid "The Prefab was changed in Prefab Mode but is in a read-only folder so the changes cannot be saved." msgstr "在预制件模式下更改了预制件,但该预制件位于只读文件夹中,因此无法保存更改。" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:13 msgid "Version Control" msgstr "版本控制" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:20 msgid "CONNECTING..." msgstr "正在连接..." #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:21 msgid "OFFLINE" msgstr "离线" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:22 msgid "WORK OFFLINE is enabled in Version Control Settings. Unity will behave as if version control is disabled." msgstr "在“版本控制设置”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:24 msgid "Version Control Settings" msgstr "版本控制设置" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:610 msgid "Apply All Incoming Changes" msgstr "应用所有传入的变更" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:724 msgid "Incoming (xx)" msgstr "传入 (xx)" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:725 msgid "Outgoing" msgstr "传出" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:728 msgid "Delete Empty Changesets" msgstr "删除空变更集" #: Editor/Mono/GUI/PackageImportTreeView.cs:305 msgid "This is a new asset." msgstr "这是一个新的资产。" #: Editor/Mono/GUI/PackageImportTreeView.cs:306 msgid "This project setting will be overridden!" msgstr "此项目设置将被覆盖!" #: Editor/Mono/GUI/PackageImportTreeView.cs:307 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产。" #: Editor/Mono/GUI/PackageImportTreeView.cs:308 msgid "This asset is new or has changed." msgstr "此资产是新资产或已经更改。" #: Editor/Mono/GUI/CacheServerWindow.cs:21 msgid "No cache server connected" msgstr "未连接缓存服务器" #: Editor/Mono/GUI/CacheServerWindow.cs:22 msgid "Connected" msgstr "已连接" #: Editor/Mono/GUI/CacheServerWindow.cs:23 msgid "Attempting to reconnect" msgstr "正在尝试重新连接" #: Editor/Mono/GUI/CacheServerWindow.cs:24 msgid "Open Project Settings..." msgstr "打开项目设置..." #: Editor/Mono/GUI/CacheServerWindow.cs:26 msgid "Refresh connection" msgstr "刷新连接" #: Editor/Mono/GUI/PackageImport.cs:245 msgid "Back" msgstr "背部" #: Editor/Mono/GUI/ObjectField.cs:11 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:12 msgid "Type mismatch" msgstr "类型不匹配" #: Editor/Mono/GUI/CacheServerToggle.cs:20 msgid "Cache Server disabled" msgstr "已禁用缓存服务器" #: Editor/Mono/GUI/CacheServerToggle.cs:21 msgid "Cache Server disconnected" msgstr "已断开缓存服务器" #: Editor/Mono/GUI/CacheServerToggle.cs:22 msgid "Cache Server connected" msgstr "已连接缓存服务器" #: Editor/Mono/GUI/AboutWindow.cs:135 msgid "Developer Mode {0}" msgstr "开发者模式 {0}" #: Editor/Mono/GUI/AboutWindow.cs:135 msgid "On" msgstr "开启" #: Editor/Mono/GUI/AboutWindow.cs:135 msgid "Off" msgstr "关闭" #: Editor/Mono/GUI/AssetSaveDialog.cs:18 msgid "Save Selected" msgstr "保存选定项" #: Editor/Mono/GUI/AssetSaveDialog.cs:77 msgid "Save Assets" msgstr "保存资源" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:13 msgid "Screenshot" msgstr "屏幕截图" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:13 msgid "Set Window Size %" msgstr "设置窗口尺寸 %" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:20 msgid "Set Window Size Small" msgstr "设置小尺寸窗口" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:27 msgid "Snap View %" msgstr "对齐视图 %" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:41 msgid "Snap View Toolbar" msgstr "捕捉视图工具栏" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:56 msgid "Snap View Extended Right %" msgstr "捕捉视图向右延伸 %" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:72 msgid "Snap Component" msgstr "捕捉组件" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:87 msgid "Snap Game View Content" msgstr "捕捉游戏视图内容" #: Editor/Mono/GUI/WindowLayout.cs:1550 msgid "Save Layout" msgstr "保存层" #: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1660 msgid "Game" msgstr "游戏" #: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1690 msgid "Audio" msgstr "音频" #: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1703 msgid "Console %" msgstr "控制台 %" #: Editor/Mono/GUI/FoldoutHeader.cs:55 msgid "You can't nest Foldout Headers, end it with EndFoldoutHeaderGroup." msgstr "您不能嵌套折叠标头,请以 EndFoldoutHeaderGroup 结束它。" #: Editor/Mono/GUI/ColorPicker.cs:477 msgid "Pick a color from the screen." msgstr "从屏幕中选择一种颜色。" #: Editor/Mono/GUI/ColorPicker.cs:478 msgid "Number of stops to over- or under-expose the color. The intensity calculates each time based on the predefined max color component of 191 (0.749) when Color Picker opens." msgstr "色彩曝光过度或曝光不足的档数。打开拾色器后,根据预定义的最大颜色分量 191(0.749)计算强度。" #: Editor/Mono/GUI/ColorPicker.cs:479 msgid "Hexadecimal" msgstr "十六进制" #: Editor/Mono/GUI/ColorPicker.cs:480 msgid "Swatches" msgstr "样本" #: Editor/Mono/GUI/ColorPicker.cs:492 msgid "RGB 0-255" msgstr "RGB 0-255" #: Editor/Mono/GUI/ColorPicker.cs:493 msgid "RGB 0-1.0" msgstr "RGB 0-1.0" #: Editor/Mono/GUI/ColorPicker.cs:494 msgid "RGB 0-Inf" msgstr "RGB 0-Inf" #: Editor/Mono/GUI/ColorPicker.cs:495 msgid "HSV" msgstr "HSV" #: Editor/Mono/GUI/ColorPicker.cs:1160 msgid "HDR Color" msgstr "HDR 颜色" #: Editor/Mono/GUI/PackageExport.cs:28 msgid "Include dependencies" msgstr "包括依赖项" #: Editor/Mono/GUI/PackageExport.cs:29 msgid "Items to Export" msgstr "导出项" #: Editor/Mono/GUI/PackageExport.cs:187 msgid "Export..." msgstr "导出..." #: Editor/Mono/GUI/PackageExport.cs:191 msgid "Cross platform incompatibility" msgstr "跨平台不兼容" #: Editor/Mono/GUI/PackageExport.cs:191 msgid "I understand" msgstr "我了解" #: Editor/Mono/GUI/ReorderableList.cs:155 msgid "Add to the list" msgstr "添加到列表" #: Editor/Mono/GUI/ReorderableList.cs:156 msgid "Choose to add to the list" msgstr "选择添加到列表" #: Editor/Mono/GUI/ReorderableList.cs:157 msgid "Remove selection from the list" msgstr "从列表移除选择" #: Editor/Mono/GUI/ReorderableList.cs:173 msgid "List is Empty" msgstr "空列表" #: Editor/Mono/GUI/FallbackEditorWindow.cs:16 msgid "Failed to load" msgstr "加载失败" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:20 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:30 msgid "NormalMap settings" msgstr "NormalMap 设置" #: Editor/Mono/GUI/AppStatusBar.cs:32 msgid "Show progress details" msgstr "显示进度详细信息" #: Editor/Mono/GUI/AppStatusBar.cs:33 msgid "Hide progress details" msgstr "隐藏进度详细信息" #: Editor/Mono/GUI/AppStatusBar.cs:34 msgid "Auto Generate Lighting On" msgstr "自动生成光照贴图开启" #: Editor/Mono/GUI/AppStatusBar.cs:35 msgid "Auto Generate Lighting Off" msgstr "自动生成光照贴图关闭" #: Editor/Mono/GUI/ManagedDebuggerToggle.cs:16 msgid "Debugger Attached" msgstr "已连接调试器" #: Editor/Mono/GUI/ManagedDebuggerToggle.cs:17 msgid "Debugger Disabled" msgstr "已禁用调试器" #: Editor/Mono/GUI/ManagedDebuggerToggle.cs:18 msgid "Debugger Enabled" msgstr "已启用调试器" #: Editor/Mono/GUI/EditorUpdateWindow.cs:72 msgid "Unity Editor Update Check" msgstr "Unity 编辑器检查更新" #: Editor/Mono/GUI/EditorUpdateWindow.cs:75 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:76 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:78 msgid "Check for Updates" msgstr "检查更新" #: Editor/Mono/GUI/EditorGUIInternal.cs:19 msgid "Controls the number of stops to over or under expose the texture." msgstr "控制纹理过度曝光或曝光不足的停止次数。" #: Editor/Mono/GUI/DockArea.cs:669 msgid "Maximize" msgstr "最大化" #: Editor/Mono/GUI/DockArea.cs:676 msgid "Close Tab" msgstr "关闭选项卡" #: Editor/Mono/GUI/DockArea.cs:682 msgid "Add Tab" msgstr "添加选项卡" #: Editor/Mono/GUI/GradientEditor.cs:30 msgid "Blend (Classic)" msgstr "混合(典型)" #: Editor/Mono/GUI/GradientEditor.cs:31 msgid "Blend (Perceptual)" msgstr "混合(感知)" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:36 msgid "Mode: Debug" msgstr "模式:调试" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:37 msgid "Switch to release mode" msgstr "切换到发布模式" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:39 msgid "Release mode disables C# debugging but improves C# performance.\nSwitching to release mode will recompile and reload all scripts." msgstr "发布模式会禁用 C# 调试,但会提高 C# 性能。\n切换到发布模式将重新编译并重新加载所有脚本。" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:40 msgid "All compiler errors must be fixed before switching to release mode." msgstr "在切换到发布模式之前,必须修复所有编译器错误。" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:44 msgid "Mode: Release" msgstr "模式:发布" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:45 msgid "Switch to debug mode" msgstr "切换到调试模式" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:47 msgid "Debug mode enables C# debugging but reduces C# performance.\nSwitching to debug mode will recompile and reload all scripts." msgstr "调试模式会启用 C# 调试,但会降低 C# 性能。\n切换到调试模式将重新编译并重新加载所有脚本。" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:48 msgid "All compiler errors must be fixed before switching to debug mode." msgstr "在切换到调试模式之前,必须修复所有编译器错误。" #: Editor/Mono/GUI/AssetPopupBackend.cs:127 msgid "Create New..." msgstr "创建新..." #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:158 msgid "No custom tools available" msgstr "无可用的自定义工具" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:164 msgid "Transform Tool" msgstr "变换组件工具" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:266 msgid "Move Tool" msgstr "移动工具" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:314 msgid "Rotate Tool" msgstr "旋转工具" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:381 msgid "Scale Tool" msgstr "缩放工具" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:435 msgid "Rect Tool" msgstr "矩形工具" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:11 msgid "Add New Item" msgstr "添加新项" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:303 msgid "Edit..." msgstr "编辑…" #: Editor/Mono/GUI/TreeView/MultiColumnHeader.cs:523 msgid "Resize to Fit" msgstr "重设大小以适应" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:17 msgid "Toggle All" msgstr "全部切换" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:18 msgid "Expand All" msgstr "全部展开" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:79 msgid "The root of the hierarchy." msgstr "层级视图的根。" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:80 msgid "The currently selected Material." msgstr "当前选定的材质。" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:85 msgid "Locks" msgstr "锁定" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:88 msgid "This Material doesn't have any children.\nMaterial Variants created from this Material\nwill be listed here." msgstr "此材质没有任何子对象。\n基于此材质创建的材质变体\n将列在此处。" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:91 msgid "Converting to Material Variant" msgstr "转换为材质变体" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:92 msgid "To convert, select a Parent Material" msgstr "要进行转换,请选择一个父材质" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:365 msgid "Unity Connect" msgstr "Unity Connect" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:365 msgid "Clear Access Token" msgstr "清除访问令牌" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:371 msgid "Computer GoesToSleep" msgstr "计算机 GoesToSleep" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:377 msgid "Computer DidWakeUp" msgstr "计算机 DidWakeUp" #: Editor/Mono/GameView/GameView.cs:93 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:94 msgid "VSync" msgstr "VSync" #: Editor/Mono/GameView/GameView.cs:95 msgid "Mute Audio" msgstr "音频静音" #: Editor/Mono/GameView/GameView.cs:97 msgid "Unity Shortcuts" msgstr "Unity 快捷方式" #: Editor/Mono/GameView/GameView.cs:99 msgid "Stats" msgstr "状态" #: Editor/Mono/GameView/GameView.cs:100 msgid "Frame Debugger On" msgstr "帧调试器已开启" #: Editor/Mono/GameView/GameView.cs:101 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:102 msgid "Clear Every Frame in Edit Mode" msgstr "在“编辑模式”下清除每一帧" #: Editor/Mono/GameView/GameView.cs:103 msgid "Low Resolution Aspect Ratios" msgstr "低分辨率纵横比" #: Editor/Mono/GameView/GameView.cs:105 msgid "Opens the Frame Debugger" msgstr "打开帧调试器" #: Editor/Mono/GameView/GameViewSizeMenu.cs:11 msgid "VSync (Game view only)" msgstr "VSync(仅游戏视图)" #: Editor/Mono/GameView/GameViewSizeMenu.cs:11 msgid "Enable VSync only for the game view while in playmode." msgstr "在播放模式下,仅对游戏视图启用 VSync。" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:13 msgid "Width & Height" msgstr "宽度和高度" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:14 msgid "Label" msgstr "标签" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:17 msgid "Fixed Resolution" msgstr "固定分辨率" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:79 msgid "Create Empty %" msgstr "创建空的 %" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:86 msgid "Create Empty Child &" msgstr "创建空的子对象" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:108 msgid "Create Empty Parent %" msgstr "创建空父对象 %" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:294 msgid "Capsule" msgstr "胶囊" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:312 msgid "Quad" msgstr "四边形" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:318 msgid "Directional Light" msgstr "定向光" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:330 msgid "Point Light" msgstr "点光源" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:353 msgid "Area Light" msgstr "区域光" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:366 msgid "Reflection Probe" msgstr "反射探测器" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:373 msgid "Light Probe Group" msgstr "光照探测器组" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:380 msgid "Audio Source" msgstr "音频源" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:387 msgid "Audio Reverb Zone" msgstr "音频混响区域" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:394 msgid "Video Player" msgstr "视频播放器" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:401 msgid "Effects" msgstr "效果" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:401 msgid "Particle System" msgstr "粒子系统" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:414 msgid "Particle System Force Field" msgstr "粒子系统力场" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:421 msgid "Trail" msgstr "拖尾" #: Editor/Mono/Sprites/SpriteUtility.cs:22 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:23 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:24 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:23 msgid "Sprite Editor Window" msgstr "Sprite 编辑器窗口" #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:24 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。" #: [MenuItem]Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:370 msgid "Test" msgstr "测试" #: [MenuItem]Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:370 msgid "GenerateRegisterInternalCalls" msgstr "GenerateRegisterInternalCalls" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:10 msgid "Target Platform" msgstr "目标平台" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:10 msgid "Destination platform for standalone build" msgstr "单机版目标平台" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:11 msgid "Architecture" msgstr "架构" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:11 msgid "Build m_Architecture for standalone" msgstr "为 standalone 生成 m_Architecture" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:91 msgid "Intel 64-bit" msgstr "Intel 64 位" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:96 msgid "Intel 32-bit" msgstr "Intel 32 位" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:20 msgid "Max Size" msgstr "最大尺寸" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:20 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:21 msgid "Max texture size is overriden to {0} in Build Settings window." msgstr "在“生成设置”窗口中,最大纹理大小被覆盖为 {0}。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:25 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:27 msgid "How will this texture be compressed?" msgstr "如何压缩这种纹理?" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:28 msgid "Split Alpha Channel" msgstr "拆分 Alpha 通道" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:28 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/Modules/DefaultTextureImportSettingsExtension.cs:29 msgid "Use Crunch Compression" msgstr "使用 Crunch 压缩" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:29 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/Modules/DefaultTextureImportSettingsExtension.cs:30 msgid "Compressor Quality" msgstr "压缩器质量" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:31 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/Modules/DefaultTextureImportSettingsExtension.cs:41 msgid "Texture is not compressed." msgstr "纹理未压缩。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:42 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:43 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:44 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:162 msgid "The selected format value {0} is not compatible on this platform for the selected texture type, please change it to a valid one from the dropdown." msgstr "对于选定的纹理类型,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:9 msgid "Scripts Only Build" msgstr "仅脚本生成" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:9 msgid "Scripts Only Build re-compiles only scripts in the current Project, skipping processing other assets. When you Build, it will create 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,会跳过其他资产的处理。在构建时,它将基于之前的成功生成结果来创建新的播放器生成。" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:10 msgid "Run Last Build" msgstr "运行上一个版本" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:10 msgid "Run the most recent build" msgstr "运行最新版本" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:11 msgid "Patch" msgstr "修补" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:11 msgid "Compiles only the scripts and patches the previous build with the updated code." msgstr "仅编译脚本,并使用更新的代码修补上一个版本。" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:12 msgid "Patch And Run" msgstr "修补和运行" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:12 msgid "Compiles only the scripts, patches the previous build with the updated code, then runs the build." msgstr "仅编译脚本,使用更新的代码修补上一个版本,然后运行该版本。" #: Editor/Mono/PlatformSupport/ReorderableTextureList.cs:53 msgid "Layer {0}" msgstr "图层{0}" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:19 msgid "Profile ID:" msgstr "配置文件 ID:" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:47 msgid "Profile Type:" msgstr "配置文件类型:" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:12 msgid "Maximum size of the packed texture." msgstr "包装纹理的最大尺寸。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:45 msgid "Variant" msgstr "变体" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:46 msgid "Packing" msgstr "正在打包" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:49 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/SpriteAtlasImporterInspector.cs:50 msgid "Include in Build" msgstr "包括在构建中" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:50 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/SpriteAtlasImporterInspector.cs:51 msgid "Allow Rotation" msgstr "允许旋转" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:51 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/SpriteAtlasImporterInspector.cs:52 msgid "Tight Packing" msgstr "紧密包装" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:52 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/SpriteAtlasImporterInspector.cs:53 msgid "Alpha Dilation" msgstr "Alpha 扩张" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:53 msgid "Enable Alpha Dilation for SpriteAtlas padding pixels." msgstr "为 SpriteAtlas 填充像素启用 Alpha 扩张。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:54 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/SpriteAtlasImporterInspector.cs:57 msgid "Pack Preview" msgstr "打包预览" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:57 msgid "Save and preview packed Sprite Atlas textures." msgstr "保存并预览已打包的精灵图集纹理。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:58 msgid "sRGB" msgstr "sRGB" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:58 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/SpriteAtlasImporterInspector.cs:60 msgid "Down scale ratio." msgstr "降低比例。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:61 msgid "Copy Master's Settings" msgstr "复制 Master 设置" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:61 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/SpriteAtlasImporterInspector.cs:63 msgid "Sprite Atlas packing is disabled. Enable it in Edit > Project Settings > Editor." msgstr "已禁用“ Sprite 图集打包”。可以在“编辑”>“项目设置”>“编辑器”中启用该选项。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:64 msgid "Objects for Packing" msgstr "包装对象" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:64 msgid "Only accepts Folders, Sprite Sheet (Texture) and Sprite." msgstr "仅接受“文件夹”、“精灵图集(纹理)”和“精灵”。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:66 msgid "This scale will produce a Variant Sprite Atlas with a packed Texture that is NPOT (non - power of two). This may cause visual artifacts in certain compression/Texture formats." msgstr "该缩放将产生一个打包纹理是 NPOT(非二次幂)的变体精灵图集。这可能在特定的压缩/纹理格式中产生视觉瑕疵。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:67 msgid "Secondary Texture Name" msgstr "辅助纹理名称" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:67 msgid "The name of the Secondary Texture to apply the following settings to." msgstr "要应用以下设置的辅助纹理的名称。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:68 msgid "Show Platform Settings For" msgstr "显示以下的平台设置:" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:74 msgid "Delete currently selected settings." msgstr "删除当前选定的设置。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:79 msgid "Swap Packable" msgstr "交换可打包" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:81 msgid "(Matches the names of the Secondary Textures in your Sprites.)" msgstr "(匹配精灵中的辅助纹理的名称。)" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:82 msgid "Secondary Texture names must be unique within a Sprite or Sprite Atlas." msgstr "辅助纹理名称必须在精灵或精灵图集中保持唯一。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:87 msgid "Master" msgstr "Master" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:320 msgid "Main Texture" msgstr "主纹理" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:320 msgid "New Secondary Texture settings." msgstr "新的辅助纹理设置。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:559 msgid "Variant Scale" msgstr "变体缩放" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:59 msgid "Pack this atlas." msgstr "打包该图集。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:62 msgid "Only accepts Folder, Sprite Sheet (Texture) and Sprite." msgstr "仅接受“文件夹”、“精灵表(纹理)”和“精灵”。" #: Editor/Mono/AssetStore/AssetStoreWindow.cs:9 msgid "Asset Store" msgstr "资源商店" #: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:11 msgid "Deselect All" msgstr "取消全选" #: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:23 msgid "Select Prefab Root %" msgstr "选择预制件根 %" #: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:29 msgid "Invert Selection" msgstr "反向选择" #: Editor/Mono/UIElements/Controls/LayerField.cs:69 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:86 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:22 Editor-Missing:Missing detected at runtime. msgid "Everything" msgstr "所有" #: Editor/Mono/UIElements/Controls/MaskField.cs:23 Editor-Missing:Missing detected at runtime. msgid "Nothing" msgstr "无内容" #: Editor/Mono/UIElements/Controls/PropertyField.cs:405 msgid "Serialized Property" msgstr "序列化属性" #: Editor/Mono/UIElements/Controls/TagField.cs:71 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:88 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:46 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:63 msgid "LayerMaskField doesn't support the formatting of the list items." msgstr "LayerMaskField 不支持列表项的格式化。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:5 msgid "Internal import error: {0}" msgstr "内部导入错误:{0}" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:6 msgid "Internal import error: {0}\n{1}" msgstr "内部导入错误:{0}\n{1}" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:10 msgid "warning" msgstr "警告" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:11 msgid "line" msgstr "线" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:14 msgid "Unsupported unit: '{0}'" msgstr "不支持的单位:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:15 msgid "USS parsing error: {0}" msgstr "USS 解析错误:{0}" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:16 msgid "Unsupported USS term: {0}" msgstr "不支持的 USS 条款:{0}" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:17 msgid "Missing function argument: '{0}'" msgstr "缺少函数参数:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:18 msgid "Missing variable name" msgstr "缺少变量名称" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:19 msgid "Empty variable name" msgstr "空变量名称" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:20 msgid "Too many function arguments" msgstr "太多函数参数" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:21 msgid "Empty function argument" msgstr "空函数参数" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:22 msgid "Expected ',', got '{0}'" msgstr "期望获得 ',',实际获得 '{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:23 msgid "Variable '{0}' is missing '--' prefix" msgstr "变量 '{0}' 缺少 '--' 前缀" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:24 msgid "Unsupported type {0} for asset at path '{1}' ; only Texture2D is supported for variants with @2x suffix\nSuggestion: verify the import settings of this asset." msgstr "位于路径 '{1}' 的资产不支持类型 {0};带有 @2x 后缀的变体仅支持 Texture2D\n建议:验证该资产的导入设置。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:26 msgid "Invalid selector list delimiter: '{0}'" msgstr "无效的选择器列表分隔符:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:27 msgid "Invalid complex selector delimiter: '{0}'" msgstr "无效的复杂选择器分隔符:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:28 msgid "Unsupported selector format: '{0}'" msgstr "不支持的选择器格式:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:31 msgid "Unknown function '{0}' in declaration '{1}: {0}'" msgstr "声明 '{1}: {0}' 中的未知函数 '{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:32 msgid "Circular @import dependencies detected. All @import directives will be ignored for this StyleSheet." msgstr "检测到循环 @import 依赖项。对于该样式表,将忽略所有 @import 指令。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:33 msgid "Invalid URI location: '{0}'" msgstr "无效的 URI 位置:'{0}’" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:34 msgid "Invalid URI scheme: '{0}'" msgstr "无效的 URI 方案:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:35 msgid "Invalid asset path: '{0}'" msgstr "无效的资产路径:'{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:36 msgid "Unsupported type {0} for asset at path '{1}' ; only the following types are supported: {2}\nSuggestion: verify the import settings of this asset." msgstr "位于路径 '{1}' 的资产不支持类型 {0};仅支持以下类型:{2}\n建议:验证该资产的导入设置。" #: Editor/Mono/UIElements/StyleSheets/URIHelpers.cs:240 msgid "Invalid asset path hint \"{0}\" for referenced asset GUID \"{1}\"" msgstr "引用资产 GUID \"{1}\"的资产路径提示 \"{0}\" 无效" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImporter.cs:103 msgid "Disable Validation" msgstr "禁用验证" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:191 msgid "Copy Euler Angles" msgstr "复制欧拉角" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:192 msgid "Copy Quaternion" msgstr "复制四元数" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:193 msgid "Copy Path" msgstr "复制路径" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:194 msgid "Copy GUID" msgstr "复制 GUID" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:195 msgid "Paste Min Color" msgstr "粘贴最小颜色" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:196 msgid "Paste Max Color" msgstr "粘贴最大颜色" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:197 msgid "Paste Min Gradient" msgstr "粘贴最小渐变" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:198 msgid "Paste Max Gradient" msgstr "粘贴最大渐变" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:199 msgid "Paste Min Scalar" msgstr "粘贴最小标量" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:200 msgid "Paste Max Scalar" msgstr "粘贴最大标量" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:201 msgid "Paste Min Curve" msgstr "粘贴最小曲线" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:202 msgid "Paste Max Curve" msgstr "粘贴最大曲线" #: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:717 msgid "World Transform" msgstr "世界变换" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:49 msgid "Add Motion" msgstr "添加运动" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:50 msgid "Add Blend Tree" msgstr "添加混合树" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:43 msgid "Make Transition" msgstr "创建过渡" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:44 msgid "Set StateMachine Default State" msgstr "设置 StateMachine 默认状态" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:861 msgid "Create State/Empty" msgstr "创建状态/空" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:863 msgid "Create State/From Selected Clip" msgstr "创建状态/从选定剪辑" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:866 msgid "Create State/From New Blend Tree" msgstr "创建状态/从新混合树" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:867 msgid "Create Sub-State Machine" msgstr "创建子状态机" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:875 msgid "Copy current StateMachine" msgstr "复制当前 StateMachine" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:62 msgid "Set as Layer Default State" msgstr "设置为图层默认状态" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:67 msgid "Create new BlendTree in State" msgstr "在“状态”中创建一个新 BlendTree" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:74 msgid "Jump To State" msgstr "跳转至状态" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgid "StateMachineBehaviour" msgstr "StateMachineBehaviour" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:87 msgid "Move Up" msgstr "向上移动" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:141 msgid "Move Down" msgstr "向下移动" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:256 msgid "InvalidStateMachineBehaviour" msgstr "InvalidStateMachineBehaviour" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:286 msgid "Add Behaviour" msgstr "添加行为" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:34 msgid "Add to list" msgstr "添加至列表" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:35 msgid "Remove selection from list" msgstr "从列表移除选择" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:50 msgid "Copy Transition Parameters" msgstr "复制转换参数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:52 msgid "Paste Conditions" msgstr "粘贴条件" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:53 msgid "Paste Both" msgstr "粘贴两者" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:212 msgid "Not Found" msgstr "未找到" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:15 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:16 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:17 msgid "Fixed Duration " msgstr "固定持续时间" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:17 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:18 msgid "Interruption Source" msgstr "中断源" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:18 msgid "Can be interrupted by transitions from" msgstr "可以通过转换中断" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:19 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:20 msgid "Transition Duration (s) " msgstr "过渡持续时间(s)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:20 msgid "Transition duration in seconds" msgstr "过渡持续时间(秒)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:21 msgid "Transition Duration (%) " msgstr "过渡持续时间(%)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:21 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:22 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:191 msgid "Multiplier" msgstr "乘数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:191 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:197 msgid "Parameter" msgstr "参数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:197 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:235 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:270 msgid "Foot IK" msgstr "脚部 IK" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:18 msgid "Change layer default weight." msgstr "更改图层默认权重。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:19 msgid "Blending" msgstr "正在混合" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:19 msgid "Choose between Override and Additive layer." msgstr "选择“覆盖”或“添加”图层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:20 msgid "Sync" msgstr "同步" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:20 msgid "Synchronize this layer with another layer." msgstr "将该层与另一层同步。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:21 msgid "Timing" msgstr "定时" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:21 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:22 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:23 msgid "Source Layer" msgstr "源层" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:23 msgid "Specifies the source of the Synced Layer." msgstr "指定“同步层”的源。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:24 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:33 msgid "Animator" msgstr "动画器" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:605 msgid "Click to edit controller's layers." msgstr "单击编辑控制器图层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:606 msgid "Click to edit controller's parameters." msgstr "单击编辑控制器参数。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1248 msgid "Create New Layer" msgstr "创建新层" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1276 msgid "Auto Live Link" msgstr "自动实时链接" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1276 msgid "When enabled, auto focus on the current active state." msgstr "启用后,自动聚焦当前活动状态。" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerEditor.cs:19 msgid "Animator Parameter" msgstr "动画器参数" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:43 msgid "Click to change layer settings." msgstr "单击更改图层设置。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:50 msgid "S" msgstr "S" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:50 msgid "Layer is a Synchronized layer." msgstr "图层是“同步”图层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:51 msgid "S+T" msgstr "S+T" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:51 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:53 msgid "Additive Layer." msgstr "叠加层。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:54 msgid "M" msgstr "M" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:54 msgid "Layer has an AvatarMask." msgstr "图层有一个 AvatarMask。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:57 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/UnityConnectEditor/ServicesEditorWindow.cs:341 msgid "ON" msgstr "开启" #: Modules/UnityConnectEditor/ServicesEditorWindow.cs:341 msgid "OFF" msgstr "关闭" #: [MenuItem]Modules/UnityConnectEditor/ServicesExploreMenu.cs:8 msgid "Services" msgstr "服务" #: [MenuItem]Modules/UnityConnectEditor/ServicesExploreMenu.cs:8 msgid "Explore" msgstr "了解" #: Modules/UnityConnectEditor/ProjectSettings/AdsProjectSettings.cs:137 msgid "N/A" msgstr "不适用" #: [MenuItem]Modules/UnityConnectEditor/ProjectSettings/GeneralProjectSettings.cs:69 msgid "General Settings" msgstr "常规设置" #: Modules/UnityConnectEditor/Common/SimpleStateMachine.cs:157 msgid "Attempting to change to an undefined state. Contact Unity Support." msgstr "试图更改为未定义状态。请联系 Unity 支持。" #: Modules/UnityConnectEditor/Services/PurchasingService.cs:92 msgid "In-App Purchasing" msgstr "应用内购" #: Modules/UnityConnectEditor/Services/PurchasingService.cs:93 msgid "Simplify cross-platform IAP" msgstr "简化跨平台 IAP" #: Modules/UnityConnectEditor/Services/PurchasingService.cs:170 msgid "Failed to download IAP package. Please check connectivity and retry. Web request Error: " msgstr "下载 IAP 包失败。请检查连接并重试。Web 请求错误:" #: Modules/UnityConnectEditor/Services/BuildService.cs:41 msgid "Cloud Build" msgstr "云构建" #: Modules/UnityConnectEditor/Services/BuildService.cs:42 msgid "Build games faster" msgstr "更快地构建游戏" #: Modules/UnityConnectEditor/Services/CollabService.cs:57 msgid "Collaborate" msgstr "Collaborate" #: Modules/UnityConnectEditor/Services/CollabService.cs:58 msgid "Create together seamlessly" msgstr "无缝创建在一起" #: Modules/UnityConnectEditor/Services/CrashService.cs:40 msgid "Cloud Diagnostics" msgstr "云诊断" #: Modules/UnityConnectEditor/Services/CrashService.cs:41 msgid "Discover app errors and collect user feedback" msgstr "发现应用程序错误并收集用户反馈" #: Modules/UnityConnectEditor/Services/UDPServices.cs:32 msgid "Unity Distribution Portal" msgstr "Unity 分发平台" #: Modules/UnityConnectEditor/Services/UDPServices.cs:33 msgid "Distribute to multiple app stores through a single hub." msgstr "通过单个中心分发到多个应用商店。" #: Modules/UnityConnectEditor/Services/AnalyticsService.cs:46 msgid "Discover player insights" msgstr "发现玩家见解" #: Modules/UnityConnectEditor/Services/AdsService.cs:55 msgid "Ads" msgstr "广告" #: Modules/UnityConnectEditor/Services/AdsService.cs:56 msgid "Monetize your games" msgstr "游戏变现" #: Modules/EditorToolbar/ToolbarElements/CloudButton.cs:18 msgid "Manage services" msgstr "管理服务" #: Modules/EditorToolbar/ToolbarElements/LayoutDropdown.cs:16 msgid "Select editor layout" msgstr "选择编辑器布局" #: Modules/EditorToolbar/ToolbarElements/LayersDropdown.cs:11 msgid "Which layers are visible in the Scene views" msgstr "在“场景”视图中可以看到哪些层" #: Modules/EditorToolbar/ToolbarElements/SnapSettings.cs:15 msgid "Toggle Grid Snapping on and off. Available when you set tool handle rotation to Global." msgstr "打开和关闭网格吸附。将工具手柄旋转设置为“全局”时可用。" #: Modules/EditorToolbar/ToolbarElements/BuiltinToolSettings.cs:68 msgid "Local" msgstr "局部" #: Modules/EditorToolbar/ToolbarElements/PreviewPackagesInUseDropdown.cs:40 msgid "Experimental Packages In Use" msgstr "正在使用的实验包" #: Modules/EditorToolbar/ToolbarElements/PreviewPackagesInUseDropdown.cs:122 msgid "Dismiss" msgstr "关闭" #: Modules/EditorToolbar/ToolbarElements/PreviewPackagesInUseDropdown.cs:130 msgid "Show Experimental Packages..." msgstr "显示实验包..." #: Modules/EditorToolbar/ToolbarElements/PreviewPackagesInUseDropdown.cs:136 msgid "Why am I seeing this?" msgstr "我为什么会看到这个?" #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:26 msgid "Sign in" msgstr "登录" #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:114 msgid "My account" msgstr "我的帐户" #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:121 msgid "Sign out" msgstr "注销..." #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:128 msgid "Upgrade to Unity Plus or Pro" msgstr "升级至 Unity Plus 或 Pro" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:19 msgid "No frame data available. Select a frame from the charts above to see its details here." msgstr "没有可用的帧数据。从上图中选择一个帧即可在此处查看其详细信息。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:20 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:21 msgid "CPU:{0}ms GPU:{1}ms" msgstr "CPU:{0}毫秒 GPU:{1}毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:36 msgid "Copy to Clipboard" msgstr "复制到剪贴板" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:38 msgid "Show" msgstr "显示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:39 msgid "Full details for Call Stacks" msgstr "调用堆栈的完整详细信息" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:40 msgid "Selected Sample Stack ..." msgstr "选定的样本堆栈..." #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:44 msgid "Live" msgstr "实时" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:44 msgid "Display the current or selected frame while recording Playmode or Editor. This increases the overhead in the EditorLoop when the Profiler Window is repainted." msgstr "在录制播放模式或编辑器时显示当前或选定的帧。重绘性能分析器窗口时,此设置会增加 EditorLoop 中的开销。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:48 msgid "Selection Info: " msgstr "选择信息:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:49 msgid "Sample \"{0}\" {1} {2} deeper not found in this frame within the selected Sample Stack." msgstr "在选定样本堆栈内的此帧内找不到更深的样本 \"{0}\" {1} {2}。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:50 msgid "scope" msgstr "范围" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:51 msgid "scopes" msgstr "范围" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:52 msgid "Selected Sample Stack: {0}" msgstr "选定的样本堆栈:{0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:53 msgid "\nClosest match:\n" msgstr "\n最接近的匹配:\n" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:55 msgid "Call Stack:" msgstr "调用堆栈:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:103 msgid "Timeline" msgstr "时间轴" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:105 msgid "Raw Hierarchy" msgstr "原始层次结构" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:429 msgid "Sample Stack" msgstr "样本堆栈" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:430 msgid "Selected Sample Stack" msgstr "选定的样本堆栈" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:431 msgid "Actual Sample Stack" msgstr "实际样本堆栈" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameDataTreeView.cs:55 msgid "Press 'F' to frame selection" msgstr "按'F'进行帧选择" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:19 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/ProfilerChart.cs:56 msgid "A chart showing performance counters related to '{0}'." msgstr "一个图表,显示与 '{0}' 相关的性能计数器。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:16 msgid "{0} instances of {1} sample:" msgstr "{1} 个样本的 {0} 个实例:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:17 msgid "Total count of samples which represent the selected item in the Hierarchy View." msgstr "表示层级视图中的选定项的样本总数。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:18 msgid "Metadata:" msgstr "元数据:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:20 msgid "No metadata or call stack is available for the selected sample." msgstr "没有元数据或调用堆栈可用于选定的样本。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:23 msgid "Profiler" msgstr "分析器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:28 msgid "Profiler Modules" msgstr "性能分析器模块" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:28 msgid "Add and remove profiler modules" msgstr "添加和移除性能分析器模块" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:29 msgid "Deep Profile" msgstr "深度分析" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:29 msgid "Instrument all scripting method calls to investigate scripts" msgstr "检测所有的脚本方法调用来调查脚本" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:30 msgid "Build a Player with Deep Profiling Support to be able to enable instrumentation of all scripting methods in a Player." msgstr "构建播放器并启用深度分析支持以便能够对播放器中的所有脚本方法进行检测。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:31 msgid "No frame data available" msgstr "没有可用的帧数据" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:32 msgid "No Profiler Modules are active. Activate modules from the top left-hand drop-down." msgstr "无性能分析器模块处于活动状态。从左上角的下拉列表中激活模块。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:34 msgid "Enable deep script profiling" msgstr "启用脚本深度分析" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:35 msgid "Enabling deep profiling requires reloading scripts." msgstr "启用深度分析需要重新加载脚本。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:36 msgid "Disable deep script profiling" msgstr "禁用脚本深度分析" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:37 msgid "Disabling deep profiling requires reloading all scripts." msgstr "禁用深度分析需要重新加载所有脚本。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:41 msgid "Call Stacks" msgstr "调用堆栈" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:46 msgid "GC.Alloc" msgstr "GC.Alloc" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:46 msgid "UnsafeUtility.Malloc(Persistent)" msgstr "UnsafeUtility.Malloc(Persistent)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:46 msgid "JobHandle.Complete" msgstr "JobHandle.Complete" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:50 msgid "Native Allocations (Editor Only)" msgstr "本地分配(仅编辑器)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:57 msgid "Record profiling information" msgstr "记录分析信息" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:62 msgid "Previous frame" msgstr "上一帧" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:63 msgid "Next frame" msgstr "下一帧" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:64 msgid "Current frame" msgstr "当前帧" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:65 msgid "Frame: " msgstr "帧:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:65 msgid "Selected frame / Total number of frames" msgstr "选定的帧/总帧数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:66 msgid "Clear the captured data on entering Play Mode, or connecting to a new Player" msgstr "进入播放模式或连接到新播放器时清除捕获的数据" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:67 msgid "Clear the captured data" msgstr "清除捕获的数据" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:68 msgid "Save Window" msgstr "保存窗口" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:69 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:70 msgid "Load Window" msgstr "加载窗口" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:71 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:72 msgid "Profiler files" msgstr "分析器文件" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:72 msgid "All files" msgstr "所有文件" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:74 msgid "Additional Options" msgstr "更多选项" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:75 msgid "Open Manual (in a web browser)" msgstr "打开用户手册(在 Web 浏览器中)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:76 msgid "Preferences" msgstr "首选项" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:76 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:78 msgid "Color Blind Mode" msgstr "色盲模式" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:78 msgid "Switch the color scheme to color blind safe colors" msgstr "将配色方案切换为色盲安全色" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:79 msgid "Show Stats for 'current frame'" msgstr "显示 '当前帧' 的统计数据" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:79 msgid "Show stats labels when the 'current frame' toggle is on." msgstr "在开启 '当前帧' 时显示统计标签。" #: [MenuItem]Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:789 msgid "Profiler (Standalone Process)" msgstr "分析器(独立程序)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:27 msgid "No Details" msgstr "无细节" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:28 msgid "Related Data" msgstr "相关数据" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:29 msgid "Calls" msgstr "调用" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:396 msgid "Overview" msgstr "概述" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:398 msgid "Total" msgstr "总计" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:400 msgid "Self" msgstr "自己" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:404 msgid "GC Alloc" msgstr "GC 分配" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:406 msgid "Time ms" msgstr "时间毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:408 msgid "Self ms" msgstr "自己 毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:410 msgid "DrawCalls" msgstr "DrawCalls" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:412 msgid "GPU ms" msgstr "GPU 毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:420 msgid "|Warnings" msgstr "|警告" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:422 msgid "Unity Object Name" msgstr "Unity 对象名称" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:424 msgid "Start ms" msgstr "起始毫秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModulesDropdownWindow.cs:92 msgid "Restore Defaults" msgstr "还原默认值" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModulesDropdownWindow.cs:126 msgid "Do you want to restore the default Profiler Window modules? All custom modules will be deleted and the order of modules will be reset." msgstr "是否要还原默认的性能分析器窗口模块?所有自定义模块将被删除且模块的顺序将被重置。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:159 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:383 msgid "Called From" msgstr "调用于" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:383 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:384 msgid "Calls To" msgstr "调用至" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:384 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:385 msgid "Total number of calls in a selected frame" msgstr "所选帧中的调用总数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:387 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:388 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:389 msgid "Time %" msgstr "时间 %" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:389 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:390 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:15 msgid "Select Line for the detailed information" msgstr "选择行以获取详细信息" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleEditorWindow.cs:65 msgid "Profiler Module Editor" msgstr "性能分析器模块编辑器" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleEditorWindow.cs:119 msgid "Do you want to save the changes you made before closing?" msgstr "是否要在关闭之前保存所做的更改?" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:73 msgid "Counters" msgstr "计数器" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:74 msgid "Add counters to be displayed by the module." msgstr "添加要由模块显示的计数器。" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:75 msgid "Remove Selected" msgstr "移除选定项" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:87 msgid "Delete Module" msgstr "删除模块" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:90 msgid "Available Counters" msgstr "可用的计数器" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:91 msgid "Select counters in the list below to add them to the selected module's counters. This list includes all built-in Unity counters, as well as any User-defined counters present upon load in the Profiler's data stream." msgstr "在下面的列表中选择计数器以将它们添加到选定模块的计数器。该列表包括所有内置的 Unity 计数器,以及在性能分析器的数据流中加载时出现的任何由用户定义的计数器。" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:99 msgid "Add Selected" msgstr "添加选定项" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:102 msgid "Save Changes" msgstr "保存更改" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:105 msgid "Select a custom module from the list or add a new custom module." msgstr "从列表中选择一个自定义模块或添加一个新的自定义模块。" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:362 msgid "Are you sure you want to delete the module '{0}'?" msgstr "您确定要删除模块 '{0}' 吗?" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:157 msgid "Collapse EditorOnly Samples" msgstr "折叠 EditorOnly 样本" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:157 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/ProfilerModules/CPUorGPUProfilerModule.cs:158 msgid "Show Full Scripting Method Names" msgstr "显示完整脚本方法名称" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:158 msgid "Display fully qualified method names including assembly name and namespace." msgstr "显示完整的方法名称,包括程序集名和命名空间。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:159 msgid "Show Flow Events" msgstr "显示流事件" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:159 msgid "Visualize job scheduling and execution." msgstr "可视化作业调度和执行。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UIProfilerModule.cs:14 msgid "Data is only available when profiling Play Mode in the Editor." msgstr "仅在编辑器中分析运行模式时数据才可用。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfilerTreeView.cs:154 msgid "Find matching objects in scene" msgstr "在场景中查找匹配对象" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:266 msgid "Self Batch Count" msgstr "自批量数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:267 msgid "Cumulative Batch Count" msgstr "累积批次数目" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:268 msgid "Self Vertex Count" msgstr "自顶点数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:269 msgid "Cumulative Vertex Count" msgstr "累积顶点数目" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:272 msgid "Batch Breaking Reason" msgstr "批量破坏原因" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:277 msgid "GameObject Count" msgstr "游戏对象数目" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:278 msgid "GameObjects" msgstr "游戏对象" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:387 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:389 msgid "Detach" msgstr "拆离" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:391 msgid "Checkerboard" msgstr "棋盘" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:391 msgid "Black" msgstr "黑色" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:391 msgid "White" msgstr "白色" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:401 msgid "Standard" msgstr "标准" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:401 msgid "Overdraw" msgstr "过度绘制" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:401 msgid "Composite overdraw" msgstr "复合透支" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:21 msgid "GPU Profiling was not enabled so no data was gathered." msgstr "未启用 GPU 分析,因此未收集任何数据。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:23 msgid "GPU Profiling was not supported when profiling the Editor before 2021.2." msgstr "Unity 2021.2 版本之前的编辑器不支持 GPU 分析。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:24 msgid "GPU Profiling is currently not supported when using Graphics Jobs." msgstr "使用图形作业时,当前不支持 GPU 分析。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:26 msgid "GPU Profiling is currently not supported by this device." msgstr "此设备当前不支持 GPU 分析。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:27 msgid "GPU Profiling is currently not supported by the used graphics API." msgstr "使用的图形 API 当前不支持 GPU 分析。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:28 msgid "GPU Profiling is currently not supported on this device when PlayerSettings.enableFrameTimingStats is enabled. (Click here to edit)" msgstr "启用 PlayerSettings.enableFrameTimingStats 时,此设备当前不支持 GPU 分析。(单击此处进行编辑)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:29 msgid "GPU Profiling is currently not supported when using Vulkan." msgstr "使用 Vulkan 时,当前不支持 GPU 分析。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:30 msgid "GPU Profiling is currently not supported when using Metal." msgstr "使用 Metal 时,当前不支持 GPU 分析。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:31 msgid "GPU Profiling is currently not supported in OpenGL when PlayerSettings.\nenableOpenGLProfilerGPURecorders is enabled. (Click here to edit)" msgstr "启用 PlayerSettings.\nenableOpenGLProfilerGPURecorders 时,OpenGL 当前不支持 GPU 分析。(单击此处进行编辑)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:53 msgid "Animation Clips" msgstr "动画剪辑" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:56 msgid "Scene Objects" msgstr "场景对象" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:57 msgid "GC allocated in frame" msgstr "在帧中分配的 GC" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:459 msgid "Gather object references" msgstr "收集对象引用" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:459 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:460 msgid "Take Sample {0}" msgstr "采样 {0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:460 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:461 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/Memory/MemoryProfilerModule.cs:463 msgid "See more details with the experimental Memory Profiler Package." msgstr "查看实验性内存性能分析器包的更多详细信息。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:464 msgid "Install Memory Profiler Package{0}" msgstr "安装内存性能分析器包 {0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:465 msgid " (Version {0})" msgstr " (版本 {0})" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/FileIO/AssetLoadingProfilerModule.cs:56 msgid "A chart showing performance counters related to '{0}'. These only include bytes read through the AsyncReadManager." msgstr "一个图表,显示与 '{0}' 相关的性能计数器。这些仅包括通过 AsyncReadManager 读取的字节。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:33 msgid "Selected: {0}" msgstr "选定:{0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:34 msgid "Selected: {0} (Thread: {1})" msgstr "选定:{0}(线程:{1})" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:34 msgid "Selected Sample Stack: {0} (Thread: {1})" msgstr "选定的样本堆栈:{0}(线程:{1})" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:213 msgid "\n{0} total over {1} frames on thread '{2}'" msgstr "\n总计 {0},通过 {1} 帧,在线程 '{2}' 上" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:214 msgid "\n\nCurrent frame accumulated time:" msgstr "\n\n当前帧累计时间:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:215 msgid "\n{0} for {1} instances on thread '{2}'" msgstr "\n{0},{1} 个实例,在线程 '{2}' 上" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:216 msgid "\n{0} for {1} instances over {2} threads" msgstr "\n{0},{1} 个实例,通过 '{2}' 个线程" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:218 msgid "" msgstr "" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GlobalIllumination/GlobalIlluminationProfilerModule.cs:14 msgid "Realtime GI was not supported." msgstr "不支持实时 GI。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GlobalIllumination/GlobalIlluminationProfilerModule.cs:15 msgid "Realtime GI was not enabled." msgstr "未启用实时 GI。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:19 msgid "Open Frame Debugger" msgstr "打开帧调试器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:19 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:20 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/ProfilerWindow/ProfilerModules/VirtualTexturing/VirtualTexturingProfilerView.cs:44 msgid " Cache Format" msgstr " 缓存格式" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/VirtualTexturing/VirtualTexturingProfilerView.cs:45 msgid "Demand" msgstr "需求" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:22 msgid "\nSelected: {0}\n({1:0.0}% of {2})" msgstr "\n选定:{0}\n({2} 的 {1:0.0}%)" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:23 msgid "Reserved" msgstr "保留" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:24 msgid " Used: {0}\n({1:0.0}% of {2})" msgstr "已用:{0}\n({2} 的 {1:0.0}%)" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:25 msgid "{0}: {1}\n({2:0.0}% of {3})" msgstr "{0}:{1}\n({3} 的 {2:0.0}%)" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:26 msgid "\nReserved" msgstr "\n保留" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:32 msgid "Total: {0}" msgstr "总计:{0}" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:33 msgid "The Total memory usage." msgstr "总内存使用量。" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:34 msgid "Total: {0} | Max: {1}" msgstr "总计:{0} | 最大:{1}" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:35 msgid "The bar is scaled in relation to the frame with the highest total memory usage (Max)." msgstr "该条相对于具有最高总内存使用量(最大值)的帧进行缩放。" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:36 msgid "This is one of the frames with the highest total memory usage (Max)." msgstr "这是具有最高总内存使用量(最大值)的帧之一。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:11 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:12 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/ProfilerEditor/Public/ProfilerSettingsProvider.cs:13 msgid "Default recording state" msgstr "默认记录状态" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:13 msgid "Recording state in which the profiler should start the first time, or when not remembering state." msgstr "在分析器第一次启动或不记得状态时记录状态数据。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:14 msgid "Default editor target mode on start" msgstr "启动时的默认编辑器目标模式" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:14 msgid "Default profiler recording target mode, which is set on editor start." msgstr "在编辑器启动时设置的默认分析器记录目标模式。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:18 msgid "Remember" msgstr "记住" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:18 msgid "The profiler will remember the previous recording state." msgstr "分析器将记住上一记录状态。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:19 msgid "The profiler starts with recording enabled." msgstr "分析器在启动时启用记录。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:20 msgid "The profiler starts with recording disabled." msgstr "分析器在启动时禁用记录。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:25 msgid "The editor starts with play mode as a recording target." msgstr "编辑器启动时以运行模式作为记录目标。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:26 msgid "The editor starts with the editor as a recording target." msgstr "编辑器启动时以编辑器作为记录目标。" #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:21 msgid "Install Adaptive Performance" msgstr "安装 Adaptive Performance" #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:22 msgid "Downloading Adaptive Performance ..." msgstr "正在下载 Adaptive Performance..." #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:23 msgid "Installing Adaptive Performance ..." msgstr "正在安装 Adaptive Performance..." #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:68 msgid "Read more" msgstr "阅读更多" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:81 msgid "Binding Conflict" msgstr "绑定冲突" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:82 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/ShortcutManager/ShortcutManagerWindowView.cs:83 msgid "Reassign" msgstr "重新分配" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:83 msgid "Create Conflict" msgstr "创建冲突" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:283 msgid "Command" msgstr "命令" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:287 msgid "Shortcut" msgstr "快捷方式" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:351 msgid "Create profile" msgstr "创建配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:352 msgid "Create a shortcut profile" msgstr "创建快捷方式配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:353 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/ShortcutManager/ShortcutManagerWindowView.cs:354 msgid "Profile Name:" msgstr "配置文件名称:" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:355 msgid "New profile" msgstr "新建配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:363 msgid "Rename profile" msgstr "重命名配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:364 msgid "Rename a shortcut profile" msgstr "重命名快捷方式配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:365 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/ShortcutManager/ShortcutManagerWindowView.cs:400 msgid "Create new profile..." msgstr "创建新配置文件..." #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:403 msgid "Rename profile..." msgstr "重命名配置文件..." #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:408 msgid "Delete profile..." msgstr "删除配置文件..." #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:417 msgid "Import Profile" msgstr "导入配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:428 msgid "No Profile" msgstr "无配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:434 msgid "Export Profile" msgstr "导出配置文件" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:445 msgid "Unassigned Key" msgstr "未分配的密钥" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:445 msgid "Assigned Key" msgstr "分配的密钥" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:445 msgid "Global Key" msgstr "全局键" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:445 msgid "Mixed Key" msgstr "混合键" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:587 msgid "Context" msgstr "上下文" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:610 msgid "Reset to default" msgstr "重置为默认值" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:613 msgid "Remove shortcut" msgstr "移除快捷方式" #: Modules/SceneView/SceneViewLightingOverlays.cs:186 msgid "Hue Tolerance:" msgstr "色调容差:" #: Modules/SceneView/SceneViewLightingOverlays.cs:188 msgid "Saturation Tolerance:" msgstr "饱和度容差:" #: Modules/SceneView/SceneViewToolbarElements.cs:53 msgid "The Draw Mode used to display the Scene." msgstr "用来显示“场景”的绘制模式。" #: Modules/PresetsUIEditor/PresetEditor.cs:19 msgid "Preset Type" msgstr "预设类型" #: Modules/PresetsUIEditor/PresetEditor.cs:19 msgid "The Object type this Preset can be applied to." msgstr "可以应用此“预设”的“对象”类型。" #: Modules/PresetsUIEditor/PresetEditor.cs:22 msgid "Add to {0} default" msgstr "添加到 {0} 默认值" #: Modules/PresetsUIEditor/PresetEditor.cs:22 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/PresetsUIEditor/PresetEditor.cs:23 msgid "Remove from {0} default" msgstr "从 {0} 默认值中移除" #: Modules/PresetsUIEditor/PresetEditor.cs:23 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。" #: [MenuItem]Modules/PresetsUIEditor/PresetEditor.cs:739 msgid "Preset" msgstr "预设" #: [MenuItem]Modules/PresetsUIEditor/PresetEditor.cs:739 msgid "Exclude all properties" msgstr "排除所有属性" #: [MenuItem]Modules/PresetsUIEditor/PresetEditor.cs:755 msgid "Include all properties" msgstr "包含所有属性" #: Modules/GridEditor/Managed/GridEditor.cs:26 msgid "Cell Size" msgstr "单元格大小" #: Modules/GridEditor/Managed/GridEditor.cs:28 msgid "Cell Gap" msgstr "单元格间隙" #: Modules/GridEditor/Managed/GridEditor.cs:29 msgid "Cell Layout" msgstr "单元格布局" #: Modules/GridEditor/Managed/GridEditor.cs:30 msgid "Cell Swizzle" msgstr "单元格重排" #: Modules/DeviceSimulatorEditor/SimulatorWindow.cs:12 msgid "Simulator" msgstr "模拟器" #: [MenuItem]Modules/DeviceSimulatorEditor/SimulatorWindow.cs:58 msgid "Device Simulator" msgstr "设备模拟器" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:204 msgid "Select the SketchUp nodes to import" msgstr "选择要导入的 SketchUp 节点" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:204 msgid "Nodes in the file hierarchy" msgstr "文件层次结构中的节点" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:205 msgid "SketchUp Node Selection Dialog" msgstr "SketchUp 节点选择对话框" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:100 msgid "Generate Back Face" msgstr "生成背面" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:101 msgid "Merge Coplanar Faces" msgstr "合并共面" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:125 msgid "Selected Nodes" msgstr "选定的节点" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:143 msgid "Import Cameras" msgstr "导入相机" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:182 msgid "SketchUp" msgstr "SketchUp" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:182 msgid "SketchUp import settings" msgstr "SketchUp 导入设置" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:183 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:184 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:185 msgid "Select Nodes..." msgstr "选择节点..." #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:185 msgid "Brings up the node selection dialog box" msgstr "打开节点选择对话框" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:186 msgid "Unit conversion" msgstr "单位转换" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:186 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:187 msgid "Longitude" msgstr "经度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:187 msgid "Longitude Geo-location" msgstr "经度地理位置" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:188 msgid "Latitude" msgstr "纬度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:188 msgid "Latitude Geo-location" msgstr "纬度地理位置" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:189 msgid "North Correction" msgstr "北方修正" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:189 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:192 msgid "Meters" msgstr "米" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:193 msgid "Centimeters" msgstr "厘米" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:194 msgid "Millimeters" msgstr "毫米" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:196 msgid "Inches" msgstr "英寸" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:20 msgid "Lock the current selected Particle System" msgstr "锁定当前选定的粒子系统" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:29 msgid "Particle Effect" msgstr "粒子效果" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:23 msgid "Optimize" msgstr "优化" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:23 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:24 msgid "Remove selected curve(s)" msgstr "移除选定的曲线" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:25 msgid "Open curve library" msgstr "打开曲线库" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:13 msgid "Particle System Curves" msgstr "粒子系统曲线" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:16 msgid "Hide Editor" msgstr "隐藏编辑器" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:17 msgid "Select Sub-Emitter Owner" msgstr "选择子发射器所有者" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:28 msgid "Show/Hide Modules" msgstr "显示/隐藏模块" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:539 msgid "Show All Modules" msgstr "显示所有模块" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:593 msgid "Copy Module" msgstr "复制模块" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:594 msgid "Paste Module" msgstr "粘贴模块" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:647 msgid "Show Location" msgstr "显示位置" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:650 msgid "Create Particle System" msgstr "创建粒子系统" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:652 msgid "Create new Particle System" msgstr "创建新粒子系统" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:701 msgid "Velocity over Lifetime" msgstr "生命周期内速度" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:702 msgid "Limit Velocity over Lifetime" msgstr "生命周期内速度限制" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:703 msgid "Inherit Velocity" msgstr "继承速度" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:704 msgid "Lifetime by Emitter Speed" msgstr "基于发射器速度的生存期" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:705 msgid "Force over Lifetime" msgstr "生命周期内受力" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:706 msgid "Color over Lifetime" msgstr "生命周期内颜色" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:707 msgid "Color by Speed" msgstr "速度颜色" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:708 msgid "Size over Lifetime" msgstr "生命周期内大小" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:709 msgid "Size by Speed" msgstr "速度决定大小" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:710 msgid "Rotation over Lifetime" msgstr "生命周期内旋转" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:711 msgid "Rotation by Speed" msgstr "按速度旋转" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:712 msgid "External Forces" msgstr "外力" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:713 msgid "Noise" msgstr "噪音" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:714 msgid "Collision" msgstr "碰撞" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:715 msgid "Triggers" msgstr "触发器" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:716 msgid "Sub Emitters" msgstr "子发射器" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:717 msgid "Texture Sheet Animation" msgstr "纹理表格动画" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:719 msgid "Trails" msgstr "拖尾" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:720 msgid "Custom Data" msgstr "自定义数据" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:50 msgid "Playback Speed" msgstr "回放速度" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:50 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:51 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:52 msgid "Playback Time" msgstr "回放时间" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:53 msgid "Particles" msgstr "粒子" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:54 msgid "Sub Emitter Particles" msgstr "子发射器粒子" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:55 msgid "Speed Range" msgstr "速度范围" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:63 msgid "Show Only Selected" msgstr "仅显示已选择" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:63 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:64 msgid "Resimulate" msgstr "重新模拟" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:64 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:65 msgid "Simulate Layers" msgstr "模拟层" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:65 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:448 msgid "Particle System " msgstr "粒子系统" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:24 msgid "Dampen" msgstr "抑制" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:24 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:25 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:26 msgid "Separate Axes" msgstr "分离轴" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:26 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:27 msgid "Space" msgstr "空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:27 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:29 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:23 msgid "Linear X" msgstr "线性 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:23 msgid "Apply linear velocity to particles." msgstr "将线速度应用于粒子。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:24 msgid "Orbital X" msgstr "轨道 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:24 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:25 msgid "Offset X" msgstr "偏移 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:25 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:29 msgid "Speed Modifier" msgstr "速度修改器" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:29 msgid "Multiply the particle speed by this value" msgstr "将粒子速度乘以该值" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:30 msgid "Radial" msgstr "射线" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:30 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:15 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:16 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:20 msgid "Initial" msgstr "初始" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorModuleUI.cs:10 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:10 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:11 msgid "Ratio" msgstr "比例" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:11 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:12 msgid "Lifetime" msgstr "生存期" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:12 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:13 msgid "Minimum Vertex Distance" msgstr "最小顶点距离" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:13 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:16 msgid "World Space" msgstr "世界空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:16 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:17 msgid "Die with Particles" msgstr "随粒子消失" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:17 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:18 msgid "Size affects Width" msgstr "大小会影响宽度" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:18 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:19 msgid "Size affects Lifetime" msgstr "大小会影响生命周期" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:19 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:20 msgid "Inherit Particle Color" msgstr "继承粒子颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:20 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:21 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:22 msgid "Width over Trail" msgstr "拖尾宽度" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:22 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:23 msgid "Color over Trail" msgstr "拖尾颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:23 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:26 msgid "Ribbon Count" msgstr "条带数" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:26 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:27 msgid "Split Sub Emitter Ribbons" msgstr "分割子发射器色带" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:27 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:28 msgid "Attach Ribbons to Transform" msgstr "将条带附加到变换组件" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:28 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:33 msgid "Ribbon" msgstr "条带" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:38 msgid "Stretch" msgstr "伸展" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:39 msgid "Tile" msgstr "平铺" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:40 msgid "DistributePerSegment" msgstr "DistributePerSegment" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:41 msgid "RepeatPerSegment" msgstr "RepeatPerSegment" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:27 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:28 msgid "Time Mode" msgstr "时间模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:28 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:29 msgid "FPS" msgstr "FPS" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:29 msgid "Specify the Frames Per Second of the animation." msgstr "指定动画的每秒帧数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:30 msgid "Frame over Time" msgstr "随时间推移的帧" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:30 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:31 msgid "Start Frame" msgstr "开始帧" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:31 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:32 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:33 msgid "Tiles" msgstr "瓦片" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:33 msgid "Defines the tiling of the texture." msgstr "定义纹理的平铺。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:36 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:37 msgid "Row Mode" msgstr "行模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:37 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:38 msgid "Row" msgstr "行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:38 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:39 msgid "The list of Sprites to be played." msgstr "要播放的 Sprites 列表。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:40 msgid "Frame" msgstr "帧" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:40 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:41 msgid "Cycles" msgstr "周期" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:41 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:42 msgid "Affected UV Channels" msgstr "受影响的 UV 通道" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:42 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:59 msgid "Whole Sheet" msgstr "整张工作表" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:60 msgid "Single Row" msgstr "单行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:66 msgid "Random" msgstr "随机" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:67 msgid "Mesh Index" msgstr "网格索引" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:10 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:11 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:23 msgid "Colliders" msgstr "碰撞器" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:23 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:24 msgid "Create a GameObject containing a sphere collider and assign it to the list." msgstr "创建一个包含球体碰撞体的游戏对象并将其分配给列表。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:25 msgid "Inside" msgstr "内部" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:25 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:26 msgid "Outside" msgstr "外部" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:26 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:27 msgid "Enter" msgstr "进入" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:27 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:28 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:29 msgid "Collider Query Mode" msgstr "碰撞体查询模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:29 msgid "Required in order to get collider information when using the ParticleSystem.GetTriggerParticles script API. Disabled by default because it has a performance cost.\nWhen set to One, the script can retrieve the first collider in the list that the particle interacts with.\nSetting to All will return all colliders that the particle interacts with." msgstr "在使用 ParticleSystem.GetTriggerParticles 脚本 API 时,为了获取碰撞体信息,这是必要条件。默认情况下已禁用,因为它会降低性能。\n设置为“一”时,脚本可以检索列表中与粒子交互的第一个碰撞体。\n设置为“全部”将返回与粒子交互的所有碰撞体。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:30 msgid "Radius Scale" msgstr "半径缩放" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:30 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:31 msgid "Visualize Bounds" msgstr "可视化边界" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:31 msgid "Render the collision bounds of the particles." msgstr "渲染粒子的碰撞边界。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:36 msgid "Kill" msgstr "杀掉" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:37 msgid "Callback" msgstr "回调" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:43 msgid "One" msgstr "一个" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:15 msgid "Angular Velocity" msgstr "角速率" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:15 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:16 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:15 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:1248 msgid "Constant Color" msgstr "常量颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:36 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:37 msgid "How strong the overall noise effect is. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "整体噪声效果有多强。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:38 msgid "Frequency" msgstr "频率" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:38 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:39 msgid "Damping" msgstr "阻尼" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:39 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:40 msgid "Octaves" msgstr "倍率" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:40 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:41 msgid "Octave Multiplier" msgstr "倍率乘数" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:41 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:42 msgid "Octave Scale" msgstr "倍率缩放" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:42 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:43 msgid "Generate 1D, 2D or 3D noise." msgstr "生成 1D、2D 或 3D 噪音。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:44 msgid "Scroll Speed" msgstr "滚动速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:44 msgid "Scroll the noise map over the particle system. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "在粒子系统上滚动噪声贴图。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:45 msgid "Remap" msgstr "重新映射" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:45 msgid "Remap the final noise values into a new range. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "将最终噪声值重新映射到一个新范围。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:46 msgid "Remap Curve" msgstr "重新映射曲线" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:47 msgid "Position Amount" msgstr "位置数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:47 msgid "What proportion of the noise is applied to the particle positions. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "将多大比例的噪声施加到粒子位置。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:48 msgid "Rotation Amount" msgstr "旋转量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:48 msgid "What proportion of the noise is applied to the particle rotations, in degrees per second. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "将多大比例的噪声施加到粒子旋转(以度/秒为单位)。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:49 msgid "Size Amount" msgstr "尺寸量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:49 msgid "Multiply the size of the particle by a proportion of the noise. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "将粒子大小乘以噪声比例。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:53 msgid "Preview the noise as a texture." msgstr "将噪音作为纹理预览。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:54 msgid "Preview (Disabled)" msgstr "预览(已禁用)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:54 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:58 msgid "Low (1D)" msgstr "低(1D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:59 msgid "Medium (2D)" msgstr "中等 (2D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:60 msgid "High (3D)" msgstr "高(3D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:21 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:22 msgid "Number of Components" msgstr "组件数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:22 msgid "How many of the components (XYZW) to fill." msgstr "要填充多少个组件(XYZW)。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:146 msgid "Shape module gizmo editing mode." msgstr "形状模块小工具编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:165 msgid "Shape module transform editing mode." msgstr "形状模块变换编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:203 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:204 msgid "Radius of the shape." msgstr "半径形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:205 msgid "Radius Thickness" msgstr "半径厚度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:205 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:206 msgid "Angle" msgstr "角度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:206 msgid "Angle of the cone." msgstr "锥体角度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:207 msgid "Length of the cone." msgstr "锥的长度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:208 msgid "Box Thickness" msgstr "盒厚度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:208 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:209 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:210 msgid "Mesh that the particle system will emit from." msgstr "发射粒子系统的网格。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:211 msgid "MeshRenderer that the particle system will emit from." msgstr "发射粒子系统的 MeshRenderer。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:212 msgid "SkinnedMeshRenderer that the particle system will emit from." msgstr "发射粒子系统的 SkinnedMeshRenderer。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:213 msgid "Sprite that the particle system will emit from." msgstr "发射粒子系统的 Sprite。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:214 msgid "SpriteRenderer that the particle system will emit from." msgstr "发射粒子系统的 SpriteRenderer。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:215 msgid "Single Material" msgstr "单一材质" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:215 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:216 msgid "Use Mesh Colors" msgstr "使用网格颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:216 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:217 msgid "Normal Offset" msgstr "法线偏移" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:217 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:218 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:219 msgid "Clip Channel" msgstr "剪辑频道" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:219 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:220 msgid "Clip Threshold" msgstr "剪辑阈值" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:220 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:221 msgid "Color affects Particles" msgstr "颜色会影响粒子" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:221 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:222 msgid "Alpha affects Particles" msgstr "Alpha 影响粒子" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:222 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:223 msgid "Bilinear Filtering" msgstr "双线性过滤" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:223 msgid "Blend between pixels on the texture." msgstr "在纹理上的像素之间混合。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:224 msgid "UV Channel" msgstr "UV 通道" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:224 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:225 msgid "Align To Direction" msgstr "方向对齐" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:225 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:226 msgid "Randomize Direction" msgstr "随机化方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:226 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:227 msgid "Spherize Direction" msgstr "球面化方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:227 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:228 msgid "Randomize Position" msgstr "随机化位置" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:228 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:229 msgid "Emit from:" msgstr "发射于:" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:229 msgid "Specifies from where particles are emitted." msgstr "指定粒子的发射位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:230 msgid "Donut Radius" msgstr "甜甜圈半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:230 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:231 msgid "Translate the emission shape." msgstr "转换发射形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:232 msgid "Rotate the emission shape." msgstr "旋转发射形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:233 msgid "Scale the emission shape." msgstr "缩放发射形状。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:236 msgid "Sphere Thickness Handle Change" msgstr "球体厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:237 msgid "Sphere Handle Change" msgstr "球体手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:238 msgid "Circle Thickness Handle Change" msgstr "圆形厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:239 msgid "Circle Handle Change" msgstr "圆形手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:240 msgid "Hemisphere Thickness Handle Change" msgstr "半球厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:241 msgid "Hemisphere Handle Change" msgstr "半球手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:242 msgid "Cone Thickness Handle Change" msgstr "锥体厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:243 msgid "Cone Handle Change" msgstr "锥体手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:244 msgid "Cone Volume Thickness Handle Change" msgstr "锥体体积厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:245 msgid "Cone Volume Handle Change" msgstr "锥体体积手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:246 msgid "Box Handle Change" msgstr "盒体手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:247 msgid "Donut Handle Change" msgstr "圆环手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:248 msgid "Donut Radius Thickness Handle Change" msgstr "圆环半径厚度手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:249 msgid "Donut Radius Handle Change" msgstr "圆环半径手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:250 msgid "Edge Handle Change" msgstr "边缘手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:251 msgid "Rectangle Handle Change" msgstr "矩形手柄更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:252 msgid "Shape Transform Change" msgstr "形状变换更改" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:258 msgid "Cone" msgstr "锥体" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:259 msgid "Donut" msgstr "甜甜圈" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:262 msgid "Mesh Renderer" msgstr "网格渲染器" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:263 msgid "Skinned Mesh Renderer" msgstr "蒙皮网格渲染器" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:266 msgid "Circle" msgstr "圆形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:267 msgid "Edge" msgstr "边缘" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:274 msgid "Shell" msgstr "Shell" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:280 msgid "Base" msgstr "基础" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:288 msgid "Triangle" msgstr "三角形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:295 msgid "Ping-Pong" msgstr "乒乓" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:296 msgid "Burst Spread" msgstr "突发扩张" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:309 msgid "Green" msgstr "绿色" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:310 msgid "Blue" msgstr "蓝色" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:548 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/SizeByVelocityModuleUI.cs:10 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:11 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:46 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:47 msgid "Looping" msgstr "循环播放" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:47 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:48 msgid "Prewarm" msgstr "预热" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:48 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:49 msgid "Start Delay" msgstr "启动延迟" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:49 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:50 msgid "Max Particles" msgstr "最大粒子" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:50 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:51 msgid "Start Lifetime" msgstr "起始生命周期" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:51 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:52 msgid "Start Speed" msgstr "起始速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:52 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:53 msgid "The start color of particles." msgstr "粒子的起始颜色。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:54 msgid "3D Start Size" msgstr "3D 开始大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:54 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:55 msgid "Start Size" msgstr "起始大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:55 msgid "The start size of particles." msgstr "粒子的起始大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:56 msgid "3D Start Rotation" msgstr "3D 开始旋转" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:56 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:57 msgid "Start Rotation" msgstr "开始旋转" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:57 msgid "The start rotation of particles in degrees." msgstr "粒子的起始旋转度数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:58 msgid "Flip Rotation" msgstr "翻转旋转" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:58 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:59 msgid "Play On Awake*" msgstr "唤醒时播放*" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:59 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:60 msgid "Gravity Source" msgstr "重力源" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:60 msgid "Use 2D or 3D physics gravity" msgstr "使用 2D 或 3D 物理重力" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:61 msgid "Gravity Modifier" msgstr "重力修改器" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:61 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:62 msgid "Scaling Mode" msgstr "缩放模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:62 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:63 msgid "Simulation Space" msgstr "模拟空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:63 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:64 msgid "Custom Simulation Space" msgstr "自定义模拟空间" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:64 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:65 msgid "Simulation Speed" msgstr "模拟速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:65 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:66 msgid "Delta Time" msgstr "时间差" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:66 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:67 msgid "Auto Random Seed" msgstr "自动随机种子" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:67 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:68 msgid "Random Seed" msgstr "随机种子" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:68 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:69 msgid "Custom Velocity" msgstr "自定义速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:69 msgid "An extra velocity value added to emitted particles when the Emitter Velocity Mode is Custom." msgstr "当“发射器速度模式”为“自定义”时会向发射的粒子添加一个额外的速度值。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:70 msgid "Emitter Velocity Mode" msgstr "发射器速度模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:70 msgid "How to determine the extra velocity imparted to particles by the Particle System. Use the Transform option to add the velocity calculated from the system's Transform. Use Rigidbody to add the velocity of the system's Rigidbody. Use Custom to add the velocity specified in the Custom Velocity property." msgstr "如何确定粒子系统赋予粒子的额外速度。使用“变换”选项可添加根据系统的“变换”计算出的速度。使用“刚体”可添加系统刚体的速度。使用“自定义”可添加在“自定义速度”属性中指定的速度。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:71 msgid "Stop Action" msgstr "停止行动" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:71 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:72 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:73 msgid "Ring Buffer Mode" msgstr "环状缓冲模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:73 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:74 msgid "Loop Range" msgstr "循环范围" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:74 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:75 msgid "Pre-warming a sub-emitter it not necessary and wastes resources. You only need to pre-warm the root Particle System component." msgstr "预热子发射器没有必要并且浪费资源。只需要预热根粒子系统组件。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:83 msgid "World" msgstr "世界" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:98 msgid "Destroy" msgstr "销毁" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:105 msgid "Pause and Catch-up" msgstr "暂停和追赶" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:107 msgid "Always Simulate" msgstr "始终模拟" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:113 msgid "Pause Until Replaced" msgstr "暂停直到替换" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:114 msgid "Loop Until Replaced" msgstr "循环直到替换" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:120 msgid "Rigidbody" msgstr "刚体" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:126 msgid "3D Physics" msgstr "3D 物理" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:127 msgid "2D Physics" msgstr "2D 物理" #: Modules/ParticleSystemEditor/ParticleSystemModules/LifetimeByEmitterSpeedModuleUI.cs:13 msgid "Controls the initial lifetime of particles based on the speed of the emitter." msgstr "根据发射器速度控制粒子的初始生存期。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LifetimeByEmitterSpeedModuleUI.cs:14 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/RendererModuleUI.cs:81 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:82 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:83 msgid "Trail Material" msgstr "拖尾材质" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:83 msgid "Defines the material used to render particle trails." msgstr "定义用于渲染粒子轨迹的材质。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:84 msgid "Specifies the Meshes to render for each particle. When using a non-uniform distribution, you can also specify the weightings for each Mesh." msgstr "指定要为每个粒子渲染的网格。使用非均匀分布时,还可以为每个网格指定权重。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:85 msgid "Mesh Distribution" msgstr "网格分布" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:85 msgid "Specifies the method Unity uses to randomly assign Meshes to particles." msgstr "指定 Unity 用于将网格随机分配给粒子的方法。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:86 msgid "Min Particle Size" msgstr "最小粒子大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:86 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:87 msgid "Max Particle Size" msgstr "最大粒子大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:87 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:88 msgid "Camera Scale" msgstr "摄像机缩放" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:88 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:89 msgid "Speed Scale" msgstr "速度比例" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:89 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:90 msgid "Length Scale" msgstr "长度比例" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:90 msgid "Defines the length of the particle compared to its width. This determines the base length of particles when they don't move. A value of 1 is neutral, causing no stretching or squashing." msgstr "定义粒子与其宽度相比较的长度。这确定了粒子不移动时的基本长度。值为 1 表示中性,不产生拉伸和挤压。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:91 msgid "Freeform Stretching" msgstr "自由拉伸" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:91 msgid "Enables alternative stretching behavior where particles don't get thin when viewed head-on and where particle rotation can be independent from stretching direction." msgstr "启用交替拉伸行为,这种情况下,正面观察的粒子不会变薄,并且粒子旋转可以独立于拉伸方向。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:92 msgid "Rotate With Stretch" msgstr "旋转并拉伸" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:92 msgid "Rotate the particles based on the direction they are stretched in. This is added on top of other particle rotation." msgstr "根据粒子的拉伸方向旋转粒子。这是在其他粒子旋转的基础上附加的行为。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:93 msgid "Sorting Fudge" msgstr "排序校正" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:93 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:94 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:95 msgid "Sort Mode" msgstr "排序模式" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:95 msgid "Draw order of the particles. They can be sorted by:\n- Distance (from the camera position)\n- Oldest particles in front\n- Youngest prticles in front\n- Depth (distance from the camera plane)" msgstr "粒子的绘制顺序。粒子可以按以下方式排序:\n- 距离(与摄像机位置的距离)\n- 最旧的粒子在前面\n- 最新的粒子在前面\n- 深度(与摄像机平面的距离)" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:96 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:97 msgid "Only opaque materials cast shadows" msgstr "只有不透明材质投射阴影" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:98 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:99 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:100 msgid " When enabled, Unity considers this renderer as being static for the sake of shadow rendering. If the SRP implements cached shadow maps, this field indicates to the render pipeline what renderers are considered static and what renderers are considered dynamic." msgstr "启用后,为了进行阴影渲染,Unity 将此渲染器视为静态。如果 SRP 实现了缓存的阴影贴图,此字段向渲染管线指示哪些渲染器被视为静态,而哪些渲染器被视为动态。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:101 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:102 msgid "Normal Direction" msgstr "法线方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:102 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:103 msgid "Allow Roll" msgstr "允许滚动" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:103 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:105 msgid "Name of the Renderer's sorting layer." msgstr "渲染器排序层的名称。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:107 msgid "Render Alignment" msgstr "渲染对齐" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:107 msgid "Specifies if the particles face the camera, align to world axes, or stay local to the system's transform." msgstr "指定粒子面向相机、与世界轴对齐还是将系统变换保持在本地。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:108 msgid "Specifies if the particles face the camera, align to world axes, or stay local to the system's transform. When using Align to Direction in the Shape module, Particle Systems only support Local and World Render Alignments." msgstr "指定粒子面向相机、与世界轴对齐还是将系统变换保持在本地。在形状模块中使用“方向对齐”时,粒子系统仅支持本地和世界渲染对齐。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:109 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:110 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:111 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:112 msgid "Visualize Pivot" msgstr "可视化枢轴" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:112 msgid "Render the pivot positions of the particles." msgstr "渲染粒子的枢轴位置。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:113 msgid "Custom Vertex Streams" msgstr "自定义顶点流" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:113 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:114 msgid "Enable Mesh GPU Instancing" msgstr "启用网格 GPU 实例化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:114 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:115 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:117 msgid "GPU Instancing does not support using the same shader for the Trails. Please use a different shader, or disable the GPU Instancing checkbox." msgstr "GPU 实例化不支持为拖尾使用相同的着色器。请改用其他着色器,或禁用“GPU 实例化”复选框。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:123 msgid "Stretched Billboard" msgstr "伸展 Billboard" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:124 msgid "Horizontal Billboard" msgstr "水平广告牌" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:125 msgid "Vertical Billboard" msgstr "垂直 Billboard" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:133 msgid "By Distance" msgstr "通过距离" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:134 msgid "Oldest in Front" msgstr "最旧的放前面" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:135 msgid "Youngest in Front" msgstr "最新的放在最前面" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:136 msgid "By Depth" msgstr "按深度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:141 msgid "View" msgstr "视图" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:144 msgid "Facing" msgstr "面对" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:145 msgid "Velocity" msgstr "速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:161 msgid "Camera Motion Only" msgstr "仅摄像机运动" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:162 msgid "Per Object Motion" msgstr "每对象运动" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:163 msgid "Force No Motion" msgstr "强制无动作" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:166 msgid "Masking" msgstr "遮罩" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:166 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:169 msgid "No Masking" msgstr "无遮罩" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:170 msgid "Visible Inside Mask" msgstr "遮罩中可见" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:171 msgid "Visible Outside Mask" msgstr "遮罩外可见" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:176 msgid "Uniform Random" msgstr "均匀随机" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:177 msgid "Non-uniform Random" msgstr "非均匀随机" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:41 msgid "Modified Collision Plane Transform" msgstr "已修改的碰撞平面变换" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:45 msgid "Lifetime Loss" msgstr "生存期损失" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:45 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:46 msgid "Planes" msgstr "平面" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:46 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:47 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:48 msgid "Min Kill Speed" msgstr "最小消亡速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:48 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:49 msgid "Max Kill Speed" msgstr "最大消失速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:49 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:50 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:51 msgid "Bounce" msgstr "反弹" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:51 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:53 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:54 msgid "Scale Plane" msgstr "缩放平面" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:54 msgid "Resizes the visualization planes." msgstr "调整可视化平面的大小。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:56 msgid "Collides With" msgstr "碰撞对象" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:56 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:57 msgid "Enable Dynamic Colliders" msgstr "启用动态碰撞器" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:57 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:58 msgid "Max Collision Shapes" msgstr "最大碰撞形状" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:58 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:59 msgid "Collision Quality" msgstr "碰撞质量" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:59 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:60 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:61 msgid "Send Collision Messages" msgstr "发送碰撞消息" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:61 msgid "Send collision callback messages." msgstr "发送碰撞回调消息。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:62 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:63 msgid "Use 3D Physics or 2D Physics." msgstr "使用 3D 物理或 2D 物理。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:64 msgid "Collider Force" msgstr "碰撞器力度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:64 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:65 msgid "Multiply by Collision Angle" msgstr "乘以碰撞角" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:65 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:66 msgid "Multiply by Particle Speed" msgstr "乘以粒子速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:66 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:67 msgid "Multiply by Particle Size" msgstr "乘以粒子大小" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:67 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:85 msgid "Medium (Static Colliders)" msgstr "中等(静态碰撞器)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:86 msgid "Low (Static Colliders)" msgstr "低(静态碰撞体)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:92 msgid "Solid" msgstr "实体" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:105 msgid "Collision module plane editing mode." msgstr "碰撞模块平面编辑模式。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:11 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:29 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:30 msgid "Inherit" msgstr "继承" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:30 msgid "Determines what properties to inherit from the Parent System." msgstr "决定要从父系统继承的属性。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:31 msgid "Emit Probability" msgstr "发射概率" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:31 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:32 msgid "The following sub-emitters are not descendents of their owning Particle System. Reparent the sub-emitters so that they are children of their owning system:" msgstr "以下子发射器不是拥有这些子发射器的粒子系统的后代。重新设置子发射器的父子关系,使这些子发射器成为拥有这些子发射器的系统的子对象:" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:36 msgid "Birth" msgstr "出生" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:38 msgid "Death" msgstr "死亡" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:39 msgid "Trigger" msgstr "触发器" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:40 msgid "Manual" msgstr "用户手册" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:62 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/ExternalForcesModuleUI.cs:18 msgid "Used to scale the force applied to this Particle System. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "用于缩放作用于此粒子系统的力。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:19 msgid "Influence Filter" msgstr "影响过滤器" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:19 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:20 msgid "Influence Mask" msgstr "影响遮罩" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:20 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:21 msgid "Create a GameObject containing a Particle System Force Field and assign it to the list." msgstr "创建一个包含粒子系统力场的游戏对象并将其分配给列表。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:27 msgid "Layer Mask and List" msgstr "层遮罩和列表" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:23 msgid "Rate over Time" msgstr "随单位时间产生的粒子数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:23 msgid "The number of particles emitted per second." msgstr "每秒发射的粒子数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:24 msgid "Rate over Distance" msgstr "随移动距离产生的粒子数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:24 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:25 msgid "Bursts" msgstr "突发" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:25 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:26 msgid "When the burst will trigger." msgstr "突发触发的时间。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:27 msgid "Count" msgstr "数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:27 msgid "The number of particles to emit." msgstr "要发射的粒子数。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:28 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:30 msgid "Interval" msgstr "间隔" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:30 msgid "Repeat the burst every N seconds." msgstr "每 N 秒重复一次突发。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:31 msgid "Probability" msgstr "概率" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:31 msgid "0-1 Chance that the burst will trigger." msgstr "0-1 突发触发的几率。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:20 msgid "Randomize" msgstr "随机化" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:20 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:21 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:10 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:11 msgid "Random Distribution" msgstr "随机分布" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:11 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:12 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:13 msgid "Use Particle Color" msgstr "使用粒子颜色" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:13 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:14 msgid "Size Affects Range" msgstr "大小影响范围" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:14 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:15 msgid "Alpha Affects Intensity" msgstr "Alpha 影响强度" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:15 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:16 msgid "Range Multiplier" msgstr "范围乘数" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:16 msgid "Apply a custom multiplier to the range of the lights. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "将自定义乘数应用于光照范围上。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:17 msgid "Apply a custom multiplier to the intensity of the lights. If you use a curve to set this value, the Particle System applies the curve over the lifetime of each particle." msgstr "将自定义乘数应用于光强度。如果使用曲线来设置此值,粒子系统会在每个粒子的生存期内应用该曲线。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:18 msgid "Maximum Lights" msgstr "最大灯光数量" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:18 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:75 msgid "Only point and spot lights are supported on particles." msgstr "粒子上仅支持点光源和聚光灯。" #: [MenuItem]Modules/Progress/ProgressWindow.cs:41 msgid "Progress" msgstr "进度" #: Modules/Progress/ProgressWindow.cs:94 Editor-Missing:Missing detected at runtime. msgid "Background Tasks" msgstr "后台任务" #: Modules/Progress/ProgressWindow.cs:106 Editor-Missing:Missing detected at runtime. msgid "Clear inactive" msgstr "清除非活动对象" #: Modules/SafeMode/SafeModeToolbarWindow.cs:33 msgid "Unity is in Safe Mode because we detected scripts with compilation errors upon opening this project. Use this mode to fix script errors listed in the Console before exiting, which will import any remaining assets." msgstr "Unity 处于安全模式,因为我们在打开该项目时检测到了包含编译错误的脚本。使用此模式可修复退出之前在控制台中列出的脚本错误,这样就可以导入所有剩余资产。" #: Modules/SafeMode/SafeModeToolbarWindow.cs:35 msgid "Experimental Packages in Use" msgstr "正在使用的实验包" #: Modules/SafeMode/SafeModeToolbarWindow.cs:37 msgid "Learn More" msgstr "了解详情" #: Modules/SafeMode/SafeModeToolbarWindow.cs:38 msgid "Exit Safe Mode" msgstr "退出安全模式" #: Modules/SafeMode/SafeModeToolbarWindow.cs:60 msgid "Exit Safe Mode blocked" msgstr "已阻止退出安全模式" #: Modules/SafeMode/SafeModeToolbarWindow.cs:60 msgid "Cannot exit Safe Mode while compiling scripts" msgstr "编译脚本时不能退出安全模式" #: Modules/SafeMode/SafeModeToolbarWindow.cs:64 msgid "Exiting Safe Mode" msgstr "退出安全模式" #: Modules/SafeMode/SafeModeToolbarWindow.cs:68 msgid "Exit Anyway" msgstr "仍然退出" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:36 msgid "Git" msgstr "Git" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:41 msgid "Pre" msgstr "预先" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:42 msgid "Pre-release" msgstr "预发布版本" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:48 msgid "Release" msgstr "释放" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:53 msgid "Exp" msgstr "实验" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:54 msgid "Experimental" msgstr "试验" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:59 msgid "RC" msgstr "RC" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel.cs:60 msgid "Release Candidate" msgstr "候选发布版本" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:93 msgid "Installing {0}" msgstr "正在安装 {0}" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:95 msgid "Enabling {0}" msgstr "正在启用 {0}" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:97 msgid "Downloading {0}" msgstr "正在下载 {0}" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:108 msgid "{0} items" msgstr "{0} 项" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:108 msgid "{0} item" msgstr "{0} 项" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:16 msgid "This package is not accessible anymore." msgstr "此包不再可供访问。" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:17 msgid "Multi-object editing not supported." msgstr "不支持多对象编辑。" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:25 msgid "{0} '{1}' Manifest" msgstr "{0} '{1}' 清单" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:33 msgid "Information" msgstr "信息" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:35 msgid "Display name" msgstr "显示名称" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:39 msgid "Package name" msgstr "包名" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:41 msgid "View in Package Manager" msgstr "在包管理器中查看" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:169 msgid "{0} Packages" msgstr "{0} 个包" #: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:186 msgid "One package shown" msgstr "已显示一个包" #: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:186 msgid "All {0} packages shown" msgstr "已显示所有 {0} 个包" #: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:204 msgid "{0} of {1}" msgstr "{0} / {1}" #: Modules/PackageManagerUI/Editor/UI/PackageManagerWindowRoot.cs:133 msgid "[Package Manager Window] UPM server is not running. Please check that your Editor was not launched with '-noUpm' command line option." msgstr "[包管理器窗口] UPM 服务器未运行。请确认你的编辑器不是使用 '-noUpm' 命令行选项启动的。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerWindowRoot.cs:135 msgid "UPM server is not running" msgstr "UPM 服务器未运行" #: Modules/PackageManagerUI/Editor/UI/InProgressView.cs:30 msgid "Please wait, installing a package..." msgstr "请稍候,正在安装一个包..." #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:45 msgid "Pre-release packages are in the process of becoming stable and will be available as production-ready by the end of this LTS release. We recommend using these only for testing purposes and to give us direct feedback until then." msgstr "预发布包正在变得稳定,并且在此 LTS 发行版结束时将可用于实际生产。我们建议仅将这些包用于测试,届时请直接给我们提供反馈。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:46 msgid "Experimental packages are new packages or experiments on mature packages in the early stages of development. Experimental packages are not supported by Unity." msgstr "实验包是新的包,或者是在开发的早期阶段对成熟的包进行的实验。Unity 不支持实验包。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:47 msgid "Release Candidate (RC) versions of a package will transition to Released with the current editor release. RCs are supported by Unity" msgstr "包的候选发布版本 (RC) 将通过当前编辑器发行版转换为“已发布”。Unity 支持 RC" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:48 msgid "This package is hosted on a Scoped Registry." msgstr "此包托管在作用域注册表上。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:143 msgid "QuickStart" msgstr "快速入门" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:151 msgid "quick start documentation" msgstr "快速入门文档" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:169 msgid "This package is locked because it's part of a feature set. Click unlock button to be able to make changes" msgstr "此包已被锁定,因为它是功能集的一部分。单击解锁按钮可以进行更改" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:175 msgid "This package is unlocked. You can now change its version." msgstr "已解锁此包。现在可以更改其版本。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:211 msgid "is installed as part of the " msgstr "作为" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:233 msgid " and " msgstr "和" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:239 msgid "features." msgstr "功能的一部分安装。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:243 msgid "feature." msgstr "功能。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:257 msgid "This package is part of the {0} features, therefore we recommend keeping the version {1} installed. Changing to a different version may affect the features' performance." msgstr "此包是 {0} 功能的一部分,因此我们建议保留安装的版本 {1}。更改为其他版本可能会影响功能的运行性能。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:258 msgid "This package is part of the {0} feature, therefore we recommend keeping the version {1} installed. Changing to a different version may affect the feature's performance." msgstr "此包是 {0} 功能的一部分,因此我们建议保留安装的版本 {1}。更改为其他版本可能会影响功能的运行性能。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:319 msgid "This is an Entitlement package." msgstr "这是一个“权利”包。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:333 msgid "{0} · {1}" msgstr "{0} · {1}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:349 msgid "Unity installed version {0} because another package depends on it (version {0} overrides version {1})." msgstr "Unity 安装了版本 {0},因为另一个包依赖于它(版本 {0} 覆盖版本 {1})。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:360 msgid "This package is not officially supported for Unity {0}." msgstr "此包未获得 Unity {0} 的正式支持。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:377 msgid "This version is not the recommended for Unity {0}. The recommended version is {1}." msgstr "对于 Unity {0},不推荐此版本。推荐的版本是 {1}。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:402 msgid "From {0} by {1}" msgstr "从 {0} 到 {1}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:404 msgid "From {0}" msgstr "从 {0} " #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:406 msgid "By {0}" msgstr "按 {0}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:408 msgid "Author unknown" msgstr "作者不详" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:11 msgid "You seem to be offline" msgstr "您好像是离线状态" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:59 msgid "Refresh list" msgstr "刷新列表" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:109 msgid "packages" msgstr "包" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:113 msgid "Refreshing {0}..." msgstr "正在刷新 {0}..." #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:119 msgid "Checking for updates..." msgstr "正在检查更新..." #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:132 msgid "Error refreshing {0}, see console" msgstr "刷新 {0} 时出错,请参阅控制台" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:133 msgid "Error refreshing {0}" msgstr "刷新 {0} 时出错" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:168 msgid "Last update {0}" msgstr "上次更新:{0}" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:185 msgid "Check for updates" msgstr "检查更新" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:152 msgid "{0} packages" msgstr "{0} 个包" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:230 msgid "This feature has been manually customized" msgstr "已手动自定义此功能" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:340 msgid "This {0} is installed." msgstr "已安装此 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:343 msgid "This {0} is available for download." msgstr "此 {0} 可供下载。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:344 msgid "This {0} is available for import." msgstr "此 {0} 可供导入。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:345 msgid "This {0} is in development." msgstr "此 {0} 在开发中。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:346 msgid "A newer version of this {0} is available." msgstr "此 {0} 的更新版本现已可用。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:348 msgid "There are errors with this {0}. Please read the {0} details for further guidance." msgstr "此 {0} 有错误。请阅读 {0} 详细信息以获取进一步指导。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:349 msgid "There are warnings with this {0}. Please read the {0} details for further guidance." msgstr "此 {0} 有警告。请阅读 {0} 详细信息以获取进一步指导。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:360 msgid "{0} refreshing in progress." msgstr "正在刷新 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:361 msgid "{0} downloading in progress." msgstr "正在下载 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:362 msgid "{0} pausing in progress." msgstr "正在暂停 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:363 msgid "{0} resuming in progress." msgstr "正在恢复 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:364 msgid "{0} installing in progress." msgstr "正在安装 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:365 msgid "{0} resetting in progress." msgstr "正在重置 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:366 msgid "{0} removing in progress." msgstr "正在移除 {0}。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:10 msgid "New Scoped Registry" msgstr "新建作用域注册表" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:15 msgid "Edit Registry Name" msgstr "编辑注册表名称" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:16 msgid "Edit Registry URL" msgstr "编辑注册表 URL" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:17 msgid "Edit Registry Scopes" msgstr "编辑注册表作用域" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:18 msgid "Add New Registry Draft" msgstr "添加新的注册表草稿" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:19 msgid "Remove registry" msgstr "移除注册表" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:20 msgid "Registry Selection Change" msgstr "注册表选择更改" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:151 msgid "There are packages in your project that are from this scoped registry, please remove them before removing the scoped registry." msgstr "你的项目中有一些包来自此作用域注册表,请在移除作用域注册表之前将这些包移除。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:152 msgid "Cannot delete scoped registry" msgstr "无法删除作用域注册表" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:156 msgid "You are about to delete a scoped registry, are you sure you want to continue?" msgstr "你即将删除一个作用域注册表,确定要继续吗?" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:157 msgid "Deleting a scoped registry" msgstr "删除作用域注册表" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:203 msgid "Updating a scoped registry" msgstr "更新作用域注册表" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:204 msgid "There are packages in your project that are from this scoped registry, updating the URL or the scopes could result in errors in your project. Are you sure you want to continue?" msgstr "你的项目中有一些包来自此作用域注册表,更新 URL 或范围可能会导致你的项目中出现错误。你确定要继续吗?" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:312 msgid "Discard unsaved changes" msgstr "放弃未保存的更改" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:313 msgid "You have unsaved changes which would be lost if you continue this operation. Do you want to continue and discard unsaved changes?" msgstr "你有未保存的更改,如果继续执行此操作,这些更改将会丢失。你要继续并丢弃未保存的更改吗?" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:370 msgid "Unable to display a scoped registry named {0} defined in a UPM configuration file: an existing scoped registry has the same name in your project manifest. Rename one of the conflicting scoped registries if you want to see them all in the Scoped Registry list." msgstr "无法显示在 UPM 配置文件中定义的名为 {0} 的作用域注册表:您的项目清单中的一个现有作用域注册表具有相同名称。如果您想要在作用域注册表列表中看到所有这些作用域注册表,请为其中一个冲突的作用域注册表重命名。" #: Modules/PackageManagerUI/Editor/UI/PackageReleaseDetailsItem.cs:33 msgid "MMMM dd, yyyy" msgstr "MMMM dd, yyyy" #: Modules/PackageManagerUI/Editor/UI/PackageReleaseDetailsItem.cs:34 msgid "released on {0}" msgstr "发布日期 {0}" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:173 msgid "Unity Registry" msgstr "Unity 注册表" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:175 msgid "My Registries" msgstr "我的注册表" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:177 msgid "In Project" msgstr "在项目中" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:179 msgid "Built-in" msgstr "内置" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:181 msgid "My Assets" msgstr "我的资产" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:189 msgid "Packages: {0}" msgstr "包:{0}" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:217 msgid "Status" msgstr "状态" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:223 msgid "Filters" msgstr "过滤器" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:238 msgid "Click to see progress details" msgstr "单击可查看进度详细信息" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:255 msgid "Project Settings" msgstr "项目设置" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:277 msgid "Manual resolve" msgstr "手动解决" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:288 msgid "Reset Packages to defaults" msgstr "将包重置为默认值" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:300 msgid "Internal/Reset Package Database" msgstr "内部/重置包数据库" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:313 msgid "Add package from disk..." msgstr "添加来自磁盘的包..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:317 msgid "Select package on disk" msgstr "选择磁盘上的包" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:325 msgid "[Package Manager Window] Please select a valid package.json file in a package folder." msgstr "[包管理器窗口] 请在包文件夹中选择一个有效的 package.json 文件。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:350 msgid "Add package from tarball..." msgstr "添加来自 tarball 的包..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:370 msgid "Add package from git URL..." msgstr "添加来自 git URL 的包..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:376 msgid "Add package from git URL" msgstr "添加来自 git URL 的包" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:378 msgid "URL" msgstr "URL" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:401 msgid "Add package by name..." msgstr "按名称添加包..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:488 msgid "Sort: " msgstr "排序:" #: [MenuItem]Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:17 msgid "Package Manager" msgstr "包管理器" #: Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:133 msgid "[Package Manager Window] Unable to load resource, window can't be displayed.)" msgstr "[包管理器窗口] 无法加载资源,无法显示窗口。)" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:170 msgid "Fetching {0}..." msgstr "正在获取 {0}..." #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:176 msgid "Checking for updates {0}%..." msgstr "正在检查更新 {0}%..." #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:186 msgid "There are no {0}." msgstr "无任何 {0}。" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:194 msgid "No results for \"{0}\"" msgstr "\"{0}\" 无结果" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:205 msgid "Sign in to access your assets" msgstr "登录访问您的资产" #: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:118 msgid "Accepting Terms of Service and EULA" msgstr "接受服务条款和 EULA" #: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:119 msgid "You need to accept Asset Store Terms of Service and EULA before you can download/update any package." msgstr "需要先接受资产商店服务条款和 EULA,然后才能下载/更新任何的包。" #: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:120 msgid "Read and accept" msgstr "阅读并接受" #: Modules/PackageManagerUI/Editor/UI/PackageDetails.cs:210 msgid "{0} is already up-to-date." msgstr "{0} 已经是最新版本。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:10 msgid "Documentation" msgstr "文档" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:11 msgid "Changelog" msgstr "变更日志" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:12 msgid "Licenses" msgstr "许可" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:13 msgid "Use Cases" msgstr "用例" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:14 msgid "Go to Dashboard" msgstr "转到控制面板" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:16 msgid "Install to view documentation" msgstr "安装以查看文档" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:17 msgid "Install to view changelog" msgstr "安装以查看变更日志" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:18 msgid "Install to view licenses" msgstr "安装以查看许可" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:157 msgid "documentation" msgstr "文档" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:163 msgid "changelog" msgstr "变更日志" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:169 msgid "license documentation" msgstr "许可证文档" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:175 msgid "use cases" msgstr "用例" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsLinks.cs:180 Editor-Missing:Missing detected at runtime. msgid "dashboard" msgstr "控制面板" #: Modules/PackageManagerUI/Editor/UI/PackagePlatformList.cs:40 msgid "Supported Platforms:" msgstr "支持的平台:" #: Modules/PackageManagerUI/Editor/UI/PackagePlatformList.cs:40 msgid "Supported Platform:" msgstr "支持的平台:" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:25 msgid "{0} Package Manifests" msgstr "{0} 包清单" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:26 msgid "Invalid Package Manifest" msgstr "无效的包清单" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:108 msgid "Must be lowercase" msgstr "必须小写" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:109 msgid "Organization name" msgstr "组织名称" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:109 msgid "Must be lowercase and not include dots '.'" msgstr "必须为小写字母,且不包含点 '.'" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:110 msgid "Display name used in UI." msgstr "UI 中使用的显示名称。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:111 msgid "Must follow SemVer (ex: 1.0.0-preview.1)." msgstr "必须遵循 SemVer(如:1.0.0-preview.1)。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:112 msgid "Type (optional)." msgstr "类型(可选)。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:116 msgid "Visibility in Editor" msgstr "编辑器中的可见性" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:118 msgid "Minimal Unity Version" msgstr "最低 Unity 版本" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:119 msgid "Major" msgstr "主要" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:119 msgid "Major version of Unity" msgstr "Unity 的主要版本" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:120 msgid "Minor" msgstr "次要" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:120 msgid "Minor version of Unity" msgstr "Unity 的次要版本" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:121 msgid "Specific release (ex: 0a9)" msgstr "特定版本(如:0a9)" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:123 msgid "Brief Description" msgstr "简要描述" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:318 msgid "Unity Version Enabled" msgstr "已启用 Unity 版本" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:442 msgid "Visibility" msgstr "可视性" #: Modules/PackageManagerUI/Editor/UI/AddPackageByNameDropdown.cs:56 msgid "Version (optional)" msgstr "版本(可选)" #: Modules/PackageManagerUI/Editor/UI/AddPackageByNameDropdown.cs:189 msgid "Unable to find the package with the specified version.\nPlease check the version and try again." msgstr "无法找到指定版本的包。\n请检查版本,然后再试一次。" #: Modules/PackageManagerUI/Editor/UI/AddPackageByNameDropdown.cs:200 msgid "Unable to find the package with the specified name.\nPlease check the name and try again." msgstr "无法找到指定名称的包。\n请检查名称,然后再试一次。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerExtensions.cs:39 msgid "[Package Manager Window] Package manager extension failed with error: {0}" msgstr "[包管理器窗口] 包管理器扩展失败,并出现以下错误:{0}" #: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:115 msgid "Show all" msgstr "显示全部" #: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:163 msgid "Categories" msgstr "类别" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveCustomButton.cs:24 msgid "Removing package in development" msgstr "移除开发中的包" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveCustomButton.cs:24 msgid "You will lose all your changes (if any) if you delete a package in development. Are you sure?" msgstr "如果删除开发中的包,您将丢失所有更改(如果有)。您确定吗?" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveCustomButton.cs:48 msgid "Click to remove this {0} from your project." msgstr "单击可从项目中移除此 {0}。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveCustomButton.cs:53 msgid "Removing" msgstr "正在移除" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResumeDownloadButton.cs:39 msgid "The resume request has been sent. Please wait for the download to resume." msgstr "已发送继续请求。请等待下载继续。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResumeDownloadButton.cs:40 msgid "Click to resume the download of this {0}." msgstr "单击可继续下载此 {0}。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResumeDownloadButton.cs:43 msgid "Resume" msgstr "继续" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageImportButton.cs:35 msgid "Click to import assets from the {0} into your project." msgstr "单击可将资产从 {0} 导入项目。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageImportButton.cs:48 msgid "This package is no longer available and can not be imported anymore." msgstr "此包不再可用,无法再导入。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDeselectButton.cs:35 msgid "Click to deselect these items from the list." msgstr "单击可从列表中取消选择这些项。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDeselectButton.cs:40 msgid "Deselect" msgstr "取消选择" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDownloadButton.cs:50 msgid "The download request has been sent. Please wait for the download to start." msgstr "已发送下载请求。请等待下载开始。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDownloadButton.cs:51 msgid "Click to download this {0} for later use." msgstr "单击可下载此 {0} 以供稍后使用。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDownloadButton.cs:69 msgid "This package is no longer available and cannot be downloaded anymore." msgstr "此包不再可用,无法再下载。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:8 msgid "Update to {0}" msgstr "更新到 {0}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:9 msgid "Updating to {0}" msgstr "正在更新到 {0}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:10 msgid "Update" msgstr "更新" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:11 msgid "Updating" msgstr "正在更新" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:48 msgid "Updating {0}" msgstr "正在更新 {0}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:51 msgid "Changing a {0} that is part of a feature can lead to errors. Are you sure you want to proceed?" msgstr "更改作为功能一部分的 {0} 可能会导致错误。您确定要继续吗?" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:57 msgid "This version of the package is being used by other packages. Upgrading a different version might break your project. Are you sure you want to continue?" msgstr "其他包正在使用此版本的包。升级其他版本可能会破坏您的项目。您确定要继续吗?" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:75 msgid "This {0} includes a package version that is different from what's already installed. Would you like to reset the following package to the required version?\n\\u2022 {1}" msgstr "此 {0} 包含的一个包版本与已安装的版本不同。需要将以下包重置为所需的版本吗?\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:78 msgid "This {0} includes package versions that are different from what are already installed. Would you like to reset the following packages to the required versions?\n\\u2022 {1}" msgstr "此 {0} 包含的一些包版本与已安装的版本不同。需要将以下包重置为所需的版本吗?\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:81 msgid "Install and Reset" msgstr "安装并重置" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:81 msgid "Install Only" msgstr "仅安装" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:124 msgid "Click to update this {0} to the specified version." msgstr "单击可将此 {0} 更新到指定的版本。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUpdateButton.cs:141 msgid "You need to sign in with a licensed account to perform this action." msgstr "您需要使用许可帐户登录才能执行此操作。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackagePauseDownloadButton.cs:42 msgid "The pause request has been sent. Please wait for the download to pause." msgstr "已发送暂停请求。请等待下载暂停。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackagePauseDownloadButton.cs:43 msgid "Click to pause the download of this {0}." msgstr "单击可暂停下载此 {0}。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageGitUpdateButton.cs:28 msgid "Click to check for updates and update to latest version" msgstr "单击可检查更新并更新到最新版本" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDownloadUpdateButton.cs:53 msgid "Click to download the latest version of this {0}." msgstr "单击可下载此 {0} 的最新版本。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageDownloadUpdateButton.cs:72 msgid "This package is no longer available and cannot be updated anymore." msgstr "此包不再可用,无法再更新。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageUnlockButton.cs:32 msgid "Unlock to make changes" msgstr "解锁后可进行更改" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageSignInButton.cs:27 msgid "Sign In" msgstr "登录" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResetButton.cs:29 msgid "Resetting {0}" msgstr "正在重置 {0}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResetButton.cs:32 msgid "Are you sure you want to reset this {0}?\nThe following included package will reset to the required version:\n\\u2022 {1}" msgstr "您确定要重置此 {0} 吗?\n以下包含的一个包将重置为所需的版本:\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResetButton.cs:35 msgid "Are you sure you want to reset this {0}?\nThe following included packages will reset to their required versions:\n\\u2022 {1}" msgstr "您确定要重置此 {0} 吗?\n以下包含的一些包将重置为它们所需的版本:\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResetButton.cs:61 msgid "Click to reset this {0} dependencies to their default versions." msgstr "单击可将此 {0} 依赖关系重置为其默认版本。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResetButton.cs:76 msgid "You cannot reset this {0} because one of its included packages is customized. You must remove them manually. See the list of packages in the {0} for more information." msgstr "不能重置此 {0},因为其包含的包之一是自定义包。必须手动移除它们。请参阅 {0} 中的包列表以了解更多信息。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageResetButton.cs:81 msgid "You cannot reset this {0} because one of its included packages has changed version. See the list of packages in the {0} for more information." msgstr "不能重置此 {0},因为其包含的包之一已更改版本。请参阅 {0} 中的包列表以了解更多信息。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:34 msgid "Never ask" msgstr "从不询问" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:60 msgid "Disable Built-In Package" msgstr "禁用内置包" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:61 msgid "Are you sure you want to disable this built-in package?" msgstr "您确定要禁用此内置包吗?" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:71 msgid "Removing {0}" msgstr "正在移除 {0}" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:74 msgid "Are you sure you want to remove this {0} that is used by at least one installed feature?" msgstr "此 {0} 由至少一项已安装的功能使用,您确定要移除它吗?" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:80 msgid "Are you sure you want to remove this {0}?" msgstr "您确定要移除此 {0} 吗?" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:124 msgid "Disable the use of this {0} in your project." msgstr "在项目中禁用此 {0}。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:131 msgid "Disabling" msgstr "正在禁用" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRemoveButton.cs:145 msgid "You cannot remove this {0} because another installed package or feature depends on it. See dependencies for more details." msgstr "不能移除此 {0},因为另一个已安装的包或功能依赖于它。请查看“依赖关系”以了解更多详细信息。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageCancelDownloadButton.cs:51 msgid "A resume request has been sent. You cannot cancel this download until it is resumed." msgstr "已发送继续请求。在恢复下载之前,无法取消此下载。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageCancelDownloadButton.cs:56 msgid "Click to cancel the download of this {0}." msgstr "单击可取消下载此 {0}。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageAddButton.cs:9 msgid "Installing" msgstr "正在安装" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageAddButton.cs:12 msgid "Enabling" msgstr "正在启用" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageAddButton.cs:90 msgid "Click to enable this {0} in your project." msgstr "单击可在项目中启用此 {0}。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageAddButton.cs:92 msgid "Click to install this {0} into your project." msgstr "单击可将此 {0} 安装到项目中。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageToolBar.cs:100 msgid "You need to wait until the compilation is finished to perform this action." msgstr "您需要等到编译完成后才能执行此操作。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageToolBar.cs:102 msgid "You need to wait until other install or uninstall operations are finished to perform this action." msgstr "您需要等到其他安装或卸载操作完成后才能执行此操作。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageToolBar.cs:104 msgid "You need to restore your network connection to perform this action." msgstr "您需要还原网络连接才能执行此操作。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRedownloadButton.cs:40 msgid "The re-download request has been sent. Please wait for the re-download to start." msgstr "已发送重新下载请求。请等待重新下载开始。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRedownloadButton.cs:42 msgid "Click to re-download this {0} to get the current editor's version." msgstr "单击可重新下载此 {0} 以获取最新的编辑器版本。" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageRedownloadButton.cs:47 msgid "Re-Download" msgstr "重新下载" #: Modules/PackageManagerUI/Editor/UI/ToolBar/PackageToolBarButton.cs:67 msgid "This action is currently in progress." msgstr "此操作目前正在进行中。" #: Modules/PackageManagerUI/Editor/UI/Common/PageManager.cs:193 msgid "assets" msgstr "资源" #: Modules/PackageManagerUI/Editor/UI/Common/PageManager.cs:781 msgid "Features" msgstr "功能" #: Modules/PackageManagerUI/Editor/UI/Common/PageManager.cs:782 msgid "Packages" msgstr "数据包" #: Modules/PackageManagerUI/Editor/UI/Common/PageManager.cs:788 msgid "Packages - {0}" msgstr "包 - {0}" #: Modules/PackageManagerUI/Editor/UI/Common/PageManager.cs:791 msgid "packages and features" msgstr "包和功能" #: Modules/PackageManagerUI/Editor/UI/Common/Alert.cs:48 msgid "{0} See console for more details." msgstr "{0} 请查看控制台以了解更多详细信息。" #: Modules/PackageManagerUI/Editor/UI/Common/Alert.cs:80 msgid "View in Asset Store" msgstr "在资产商店中查看" #: Modules/PackageManagerUI/Editor/UI/Common/ProgressBar.cs:56 msgid "Paused" msgstr "已暂停" #: Modules/PackageManagerUI/Editor/UI/Common/ProgressBar.cs:58 msgid "Downloading" msgstr "正在下载" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionsTab.cs:39 msgid "Version History" msgstr "版本历史记录" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionsTab.cs:63 msgid "See other versions" msgstr "查看其他版本" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsTabView.cs:31 msgid "Information is unavailable because the package license isn't registered to your user account." msgstr "信息不可用,因为包许可证未注册到您的用户帐户。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsReleasesTab.cs:20 msgid "Releases" msgstr "发布版本" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDescriptionTab.cs:47 msgid "There is no description for this package." msgstr "此包没有相关描述。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:110 msgid "(custom)" msgstr "(自定义)" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:113 msgid "(local)" msgstr "(本地)" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:116 msgid "enabled" msgstr "已启用" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:116 msgid "installed" msgstr "已安装" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsImagesTab.cs:28 msgid "Images" msgstr "图像" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:34 msgid "Assigned Labels" msgstr "分配的标签" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:34 msgid "Assigned Label" msgstr "分配的标签" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:44 msgid "{0} or higher" msgstr "{0} 或更高" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:51 msgid "{0} and {1} to improve compatibility with the range of these versions of Unity" msgstr "{0} 和 {1},可改善与所有这些 Unity 版本的兼容性" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:53 msgid "Package has been submitted using Unity {0}" msgstr "已使用 Unity {0} 提交包" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:64 msgid "Size: {0} (Number of files: {1})" msgstr "大小:{0}(文件数:{1})" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:112 msgid "Recommended" msgstr "推荐" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:114 msgid "Latest" msgstr "最新的" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:117 msgid "Requested" msgstr "已请求" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:178 msgid "See full changelog" msgstr "查看完整变更日志" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:178 msgid "See changelog" msgstr "查看变更日志" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:201 msgid "No dependencies" msgstr "无依赖关系" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:206 msgid "Is using" msgstr "正在使用" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:261 msgid "Title" msgstr "标题" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:264 msgid "Author" msgstr "作者" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:32 msgid "This package has been manually customized" msgstr "已手动自定义此包" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:81 msgid "Packages Included" msgstr "已包含包" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:190 msgid "This package will be automatically installed with this feature." msgstr "此包将通过这个功能自动安装。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:196 msgid "Version {0} (Installed {1})" msgstr "版本 {0}(已安装 {1})" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:196 msgid "Version {0}" msgstr "版本 {0}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:203 msgid "Using version {0} because at least one other package or feature depends on it" msgstr "正在使用版本 {0},因为至少有另一个包或功能依赖于它" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:215 msgid "This package has been customized." msgstr "已自定义此包。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:220 msgid "This package has been manually changed." msgstr "已手动更改此包。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:45 msgid "Different versions of the sample are already imported at" msgstr "样本的不同版本已导入到" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:46 msgid "They will be deleted when you update." msgstr "更新时将删除它们。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:52 msgid "The sample is already imported at" msgstr "样本已导入到" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:53 msgid "Importing again will override all changes you have made to it." msgstr "再次导入将覆盖您对其所做的所有更改。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:57 msgid "A different version of the sample is already imported at" msgstr "样本的另一个版本已导入到" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:58 msgid "It will be deleted when you update." msgstr "更新时将删除它。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:64 msgid "Importing package sample" msgstr "正在导入包样本" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:65 msgid " Are you sure you want to continue?" msgstr "您确定要继续吗?" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveFoldoutGroup.cs:18 msgid "Disable {0}" msgstr "禁用 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveFoldoutGroup.cs:20 msgid "Remove {0}" msgstr "移除 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveFoldoutGroup.cs:23 msgid "Disabling {0}" msgstr "正在禁用 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/InstallFoldoutGroup.cs:15 msgid "Enable {0}" msgstr "启用 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/InstallFoldoutGroup.cs:17 msgid "Install {0}" msgstr "安装 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UpdateFoldout.cs:5 msgid "Version {0} available" msgstr "版本 {0} 可用" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/CheckUpdateFoldout.cs:14 msgid "Checking update for {0}..." msgstr "正在检查 {0} 的更新…" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/NoActionsFoldout.cs:8 msgid "No common action available for {0}" msgstr "{0} 没有可用的通用操作" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UpdateFoldoutGroup.cs:10 msgid "Update {0}" msgstr "更新 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UpdateFoldoutGroup.cs:11 msgid "Updating {0}..." msgstr "正在更新 {0}..." #: Modules/PackageManagerUI/Editor/UI/MultiSelect/MultiSelectDetails.cs:151 msgid "{0} {1} selected" msgstr "选定 {0} {1}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/MultiSelectDetails.cs:151 msgid "items" msgstr "项" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/MultiSelectDetails.cs:151 msgid "item" msgstr "项" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UnlockFoldout.cs:7 msgid "Unlock {0}" msgstr "解锁 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadFoldoutGroup.cs:11 msgid "Download {0}" msgstr "下载 {0}" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadFoldoutGroup.cs:12 msgid "Downloading {0}..." msgstr "正在下载 {0}..." #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadUpdateFoldoutGroup.cs:12 msgid "Downloading updates for {0}..." msgstr "正在下载 {0} 的更新..." #: Modules/PackageManagerUI/Editor/Extensions/ExtensionManager.cs:163 msgid "Extensions" msgstr "扩展" #: Modules/PackageManagerUI/Editor/External/EditorGameServiceExtension.cs:127 msgid "Configure" msgstr "配置" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:95 msgid "Show pre-release packages" msgstr "显示预发布包" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:133 msgid "enable" msgstr "启用" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:134 msgid "preview" msgstr "预览" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:135 msgid "package" msgstr "包" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:136 msgid "scoped" msgstr "作用域" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:137 msgid "registries" msgstr "注册表" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:138 msgid "registry" msgstr "注册表" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:139 msgid "dependencies" msgstr "依赖关系" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/RegistryInfoDraft.cs:161 msgid "Registry name cannot be null, empty or whitespace" msgstr "注册表名称不能为 null、空或空格" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/RegistryInfoDraft.cs:163 msgid "Scope(s) cannot be empty" msgstr "作用域不能为空" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/RegistryInfoDraft.cs:165 msgid "\"URL\" must be a valid uri with a scheme matching the http|https pattern" msgstr "\"URL\" 必须是有效的 uri,且其模式必须与 http|https 模式匹配" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:155 msgid "[Package Manager Window] Unsupported progress state {0}." msgstr "[包管理器窗口] 不支持的进度状态 {0}。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:175 msgid "An error occurred, likely on the server. Please try again later." msgstr "出现错误,可能发生在服务器上。请稍后重试。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:179 msgid "[Package Manager Window] {0}" msgstr "[包管理器窗口] {0}" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmAddOperation.cs:28 msgid "Error adding package: {0}." msgstr "添加包时出错:{0}。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackage.cs:26 msgid "feature" msgstr "功能" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackage.cs:28 msgid "built-in package" msgstr "内置包" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmListOperation.cs:11 msgid "Error fetching package list offline." msgstr "离线获取包列表时出错。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmListOperation.cs:11 msgid "Error fetching package list." msgstr "获取包列表时出错。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageDocs.cs:36 msgid "This built in package controls the presence of the {0} module." msgstr "此内置包可以控制 {0} 模块是否存在。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageDocs.cs:66 msgid "[Package Manager Window] Unable to find valid {0} for this {1}." msgstr "[包管理器窗口] 无法为此 {1} 找到有效的 {0}。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:442 msgid "Product Id mismatch between product details and package details." msgstr "产品详细信息和包详细信息之间的产品 ID 不匹配。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmRemoveOperation.cs:11 msgid "Error removing package: {0}." msgstr "移除包时出错:{0}。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmRegistryClient.cs:100 msgid "[Package Manager Window] There are packages installed from the registry {0}. Please remove the packages before removing the registry." msgstr "[包管理器窗口] 从注册表 {0} 安装了一些包。在移除注册表之前,请先移除包。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmAddAndRemoveOperation.cs:19 msgid "Error adding/removing packages: {0}." msgstr "添加/移除包时出错:{0}。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmSearchOperation.cs:12 msgid "Error searching for packages offline." msgstr "离线搜索包时出错。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmSearchOperation.cs:12 msgid "Error searching for packages." msgstr "搜索包时出错。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmRemoveRegistryOperation.cs:16 msgid "Error removing registry: {0}." msgstr "移除注册表时出错:{0}。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmEmbedOperation.cs:11 msgid "Error embedding package: {0}." msgstr "嵌入包时出错:{0}。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:22 msgid "Show in Explorer" msgstr "在资源管理器中显示" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:24 msgid "Reveal in Finder" msgstr "在查找器中显示" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:26 msgid "Open Containing Folder" msgstr "打开包含的文件夹" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:28 msgid "Change Location" msgstr "更改位置" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:29 msgid "Reset to Default Location" msgstr "重置为默认位置" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:125 msgid "Select Packages Cache Location" msgstr "选择包缓存位置" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:157 msgid "Cannot get the Packages Cache location, UPM server is not running." msgstr "无法获取包缓存位置,UPM 服务器未运行。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:164 msgid "Your assets will be stored in {0} subfolder." msgstr "您的资产将存储在 {0} 子文件夹中。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:174 msgid "Select Assets Cache Location" msgstr "选择资产缓存位置" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:215 msgid "Cannot reset the Assets Cache location to default." msgstr "无法将资产缓存位置重置为默认值。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:229 msgid "Changing Assets Cache location" msgstr "更改资产缓存位置" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:230 msgid "Changing the Assets Cache location will abort all downloads in progress." msgstr "更改资产缓存位置将中止所有正在进行的下载。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:253 msgid "The Assets Cache location set by environment variable ASSETSTORE_CACHE_PATH is read only. Download or update of assets won't be possible." msgstr "由环境变量 ASSETSTORE_CACHE_PATH 设置的资产缓存位置为只读。无法下载或更新资产。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:258 msgid "The Assets Cache location set by environment variable ASSETSTORE_CACHE_PATH is invalid or inaccessible." msgstr "由环境变量 ASSETSTORE_CACHE_PATH 设置的资产缓存位置无效或无法访问。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:261 msgid "The Assets Cache location is set by environment variable ASSETSTORE_CACHE_PATH, you cannot change it." msgstr "资产缓存位置由环境变量 ASSETSTORE_CACHE_PATH 设置,无法更改。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:266 msgid "The Assets Cache location is read only. Download or update of assets won't be possible." msgstr "资产缓存位置为只读。无法下载或更新资产。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:268 msgid "The Assets Cache location is invalid or inaccessible. Change location or reset it to default location." msgstr "资产缓存位置无效或无法访问。请更改位置或重置为默认位置。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:283 msgid "The Packages Cache location is set by environment variable UPM_CACHE_ROOT, you cannot change it." msgstr "包缓存位置由环境变量 UPM_CACHE_ROOT 设置,无法更改。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:319 msgid "Cannot get the Packages Cache location, reason: {0}." msgstr "无法获取包缓存位置,原因:{0}。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:324 msgid "Cannot set the Packages Cache location to '{0}', reason: {1}." msgstr "无法将包缓存位置设置为 '{0}',原因:{1}。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:329 msgid "Cannot reset the Packages Cache location to default, reason: {0}." msgstr "无法将包缓存位置重置为默认值,原因:{0}。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:344 msgid "cache" msgstr "缓存" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:345 msgid "assetstore" msgstr "assetstore" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:347 msgid "UPM_CACHE_ROOT" msgstr "UPM_CACHE_ROOT" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:348 msgid "ASSETSTORE_CACHE_PATH" msgstr "ASSETSTORE_CACHE_PATH" #: Modules/PackageManagerUI/Editor/Services/Common/UIError.cs:10 msgid "An error occurred: This package isn't available because its license isn't registered to your user account. If you're licensed to use this package, go to Unity Hub > Preferences > Licenses and click Refresh. Otherwise, contact your administrator." msgstr "出现错误:此包不可用,因为其许可未注册到您的用户帐户。如果您已获得使用此包的许可,转到 Unity Hub >“首选项”>“许可”,并单击“刷新”。或者,联系您的管理员。" #: Modules/PackageManagerUI/Editor/Services/Common/UIError.cs:11 msgid "This package version doesn't have a valid signature. For your security, install a different version or report a bug to Unity." msgstr "此包版本没有有效签名。为了安全起见,请安装其他版本或向 Unity 报告错误。" #: Modules/PackageManagerUI/Editor/Services/Common/UIError.cs:12 msgid "This package version has no signature. For your security, install a different version or review your scoped registry and load the package from the Unity registry." msgstr "此包版本没有签名。为了安全起见,请安装其他版本或查看您的作用域注册表并从 Unity 注册表加载此包。" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:16 msgid "Got it" msgstr "已完成" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:36 msgid "Package download in progress" msgstr "正在下载包" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:37 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:65 msgid "Play Mode in progress" msgstr "正处于播放模式" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:66 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/PackageSample.cs:16 msgid "Copying samples files" msgstr "复制样本文件" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageSample.cs:198 msgid "Cleaning previous import..." msgstr "清理上一次导入..." #: Modules/PackageManagerUI/Editor/Services/Packages/PackageDatabase.cs:402 msgid "Download aborted" msgstr "已中止下载" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageDatabase.cs:614 msgid "Adding a new package" msgstr "添加新的包" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:68 msgid "[Package Manager Window] Error while fetching categories: {0}" msgstr "[包管理器窗口] 获取类别时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:83 msgid "[Package Manager Window] Error while fetching labels: {0}" msgstr "[包管理器窗口] 获取标签时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:181 msgid "Error parsing product details." msgstr "解析产品详细信息时出错。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClient.cs:238 msgid "[Package Manager Window] Error while getting product update details: {0}" msgstr "[包管理器窗口] 获取产品更新详细信息时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreProductInfo.cs:59 msgid "Unknown publisher" msgstr "未知的发布者" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreProductInfo.cs:229 msgid "Publisher Website" msgstr "发布者网站" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreProductInfo.cs:233 msgid "Publisher Support" msgstr "发布者支持" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreCache.cs:257 msgid "Multiple versions of the same package found on disk and we could not determine which one to take. Please remove one of the following files:\n" msgstr "在磁盘上发现了同一个包的多个版本,我们无法确定要使用哪个版本。请移除以下其中一个文件:\n" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:281 msgid "Assets Cache location changed" msgstr "资产缓存位置已更改" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:282 msgid "The Assets Cache location has been changed, all current downloads will be aborted." msgstr "资产缓存位置已更改,所有当前下载都将中止。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreUtils.cs:12 msgid "Server response is not a valid JSON" msgstr "服务器响应不是有效的 JSON" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreUtils.cs:13 msgid "Server response is" msgstr "服务器响应是" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:12 msgid "The download could not be completed. See details in console." msgstr "无法完成下载。请查看控制台中的详细信息。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:13 msgid "The download could not be aborted. Please try again." msgstr "无法中止下载。请重试。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:15 msgid "The Asset Store package you are trying to download is not available to the current Unity account. If you purchased this asset from the Asset Store using a different account, use that Unity account to sign into the Editor." msgstr "尝试下载的资产商店包不可供当前 Unity 帐户使用。如果您使用了其他帐户从资产商店购买此资产,请使用那个 Unity 帐户登录编辑器。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:16 msgid "[Package Manager Window]" msgstr "[包管理器窗口]" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:127 msgid "Download aborted." msgstr "已中止下载。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:255 msgid "Error while getting auth code: {0}" msgstr "获取验证码时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:297 msgid "Error while getting access token: invalid configuration from Unity Connect" msgstr "获取访问令牌时出错:来自 Unity Connect 的配置无效" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:321 msgid "Error while getting access token: {0}" msgstr "获取访问令牌时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:333 msgid "Access token invalid" msgstr "访问令牌无效" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:365 msgid "Error while getting token info: {0}" msgstr "获取令牌信息时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:377 msgid "Token info invalid" msgstr "令牌信息无效" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:412 msgid "Error while getting user info: {0}" msgstr "获取用户信息时出错:{0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:427 msgid "User info invalid" msgstr "用户信息无效" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreListOperation.cs:13 msgid "User not logged in." msgstr "用户未登录。" #: Modules/TreeEditor/TreeEditor.cs:41 msgid "Plane|" msgstr "平面|" #: Modules/TreeEditor/TreeEditor.cs:42 msgid "Cross|" msgstr "交叉|" #: Modules/TreeEditor/TreeEditor.cs:43 msgid "TriCross|" msgstr "TriCross|" #: Modules/TreeEditor/TreeEditor.cs:44 msgid "Billboard|" msgstr "Billboard|" #: Modules/TreeEditor/TreeEditor.cs:45 msgid "Mesh|" msgstr "网格|" #: Modules/TreeEditor/TreeEditor.cs:48 msgid "Create New Tree" msgstr "创建新树" #: Modules/TreeEditor/TreeEditor.cs:50 msgid "Create Wind Zone" msgstr "创建风区" #: Modules/TreeEditor/TreeEditor.cs:61 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:62 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:63 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:74 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:75 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:80 msgid "Random|" msgstr "随机|" #: Modules/TreeEditor/TreeEditor.cs:81 msgid "Alternate|" msgstr "替代|" #: Modules/TreeEditor/TreeEditor.cs:82 msgid "Opposite|" msgstr "相反|" #: Modules/TreeEditor/TreeEditor.cs:83 msgid "Whorled|" msgstr "螺旋|" #: Modules/TreeEditor/TreeEditor.cs:86 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:88 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:90 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:92 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:94 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:96 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:98 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:100 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:102 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:104 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:106 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:110 msgid "Full Res|" msgstr "全部分辨率|" #: Modules/TreeEditor/TreeEditor.cs:111 msgid "Half Res|" msgstr "半分辨率|" #: Modules/TreeEditor/TreeEditor.cs:112 msgid "Quarter Res|" msgstr "四分之一分辨率|" #: Modules/TreeEditor/TreeEditor.cs:113 msgid "One-8th Res|" msgstr "八分之一分辨率|" #: Modules/TreeEditor/TreeEditor.cs:114 msgid "One-16th Res|" msgstr "十六分之一分辨率|" #: Modules/TreeEditor/TreeEditor.cs:117 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:119 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:123 msgid "Branch Only|" msgstr "仅枝|" #: Modules/TreeEditor/TreeEditor.cs:124 msgid "Branch + Fronds|" msgstr "树枝 + 叶状体" #: Modules/TreeEditor/TreeEditor.cs:125 msgid "Fronds Only|" msgstr "仅叶状体|" #: Modules/TreeEditor/TreeEditor.cs:128 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:129 msgid "Branch Material|The primary material for the branches." msgstr "枝的材质|枝的主要材质。" #: Modules/TreeEditor/TreeEditor.cs:131 msgid "Break Material|Material for capping broken branches." msgstr "折断材质|封盖断枝的材质。" #: Modules/TreeEditor/TreeEditor.cs:133 msgid "Frond Material|Material for the fronds." msgstr "叶状体材质|叶状体材质。" #: Modules/TreeEditor/TreeEditor.cs:135 msgid "Length|Adjusts the length of the branches." msgstr "长度|调节树枝长度。" #: Modules/TreeEditor/TreeEditor.cs:137 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:139 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:141 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:143 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:145 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:147 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:149 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:151 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:153 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:155 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:157 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:159 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:161 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:163 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:165 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:167 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:169 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:171 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:173 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:175 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:177 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:179 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:181 msgid "Material|Material used for the leaves." msgstr "材质|用于树叶的材质。" #: Modules/TreeEditor/TreeEditor.cs:183 msgid "Mesh|Mesh used for the leaves." msgstr "网格|用于树叶的网格。" #: Modules/TreeEditor/TreeEditor.cs:185 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:187 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:189 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。" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:266 msgid "Profile" msgstr "配置文件" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:266 msgid "TreeEditor.PreviewMesh" msgstr "TreeEditor.PreviewMesh" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:281 msgid "TreeEditor.UpdateMesh" msgstr "TreeEditor.UpdateMesh" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:298 msgid "Tree" msgstr "树" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:475 msgid "Wind Zone" msgstr "风区" #: Modules/TreeEditor/TreeEditor.cs:2022 msgid "Distribution|" msgstr "分布|" #: Modules/TreeEditor/TreeEditor.cs:2023 msgid "Geometry|" msgstr "几何体|" #: Modules/TreeEditor/TreeEditor.cs:2024 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:2102 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:2103 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:2104 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:2105 msgid "Fronds|" msgstr "叶状体|" #: Modules/TreeEditor/TreeEditor.cs:2106 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:2438 msgid "Add Leaf Group" msgstr "添加叶组" #: Modules/TreeEditor/TreeEditor.cs:2439 msgid "Add Branch Group" msgstr "添加分支组" #: Modules/TreeEditor/TreeEditor.cs:2440 msgid "Delete Selected Group" msgstr "删除选定组" #: Modules/TreeEditor/TreeEditor.cs:2441 msgid "Duplicate Selected Group" msgstr "复制选定组" #: Modules/TreeEditor/TreeEditor.cs:2442 msgid "Recompute Tree" msgstr "重新计算树" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:25 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:26 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:27 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:28 msgid "Twirl|Twirl around the parent branch." msgstr "旋转|围绕父分支选装。" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:29 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:30 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:31 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:32 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:33 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:34 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:25 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:26 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:27 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:32 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:33 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:34 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/GridAndSnap/SnapSettingsWindow.cs:48 msgid "Grid Snapping" msgstr "网格吸附" #: Modules/GridAndSnap/SnapSettingsWindow.cs:50 msgid "Grid Size" msgstr "网格大小" #: Modules/GridAndSnap/SnapSettingsWindow.cs:61 msgid "Align Selected" msgstr "对齐选定项" #: Modules/GridAndSnap/SnapSettingsWindow.cs:63 msgid "All Axes" msgstr "所有轴" #: Modules/GridAndSnap/SnapSettingsWindow.cs:114 msgid "Snap to Grid" msgstr "捕捉到网格" #: Modules/GridAndSnap/SnapSettingsWindow.cs:129 msgid "Increment Snapping" msgstr "增量吸附" #: Modules/GridAndSnap/SnapSettingsWindow.cs:132 msgid "Move" msgstr "移动" #: Modules/GridAndSnap/GridSettingsWindow.cs:28 msgid "Grid Visual" msgstr "网格可视化" #: Modules/GridAndSnap/GridSettingsWindow.cs:36 msgid "Grid Plane" msgstr "网格平面" #: Modules/GridAndSnap/GridSettingsWindow.cs:44 msgid "Opacity" msgstr "不透明度" #: Modules/GridAndSnap/GridSettingsWindow.cs:53 msgid "To Handle" msgstr "至手柄" #: Modules/GridAndSnap/GridSettingsWindow.cs:62 msgid "To Origin" msgstr "至原点" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:22 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:24 msgid "The clock source to use to derive the current time." msgstr "用于推导当前时间的时钟源。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:26 msgid "Video Clip" msgstr "视频剪辑" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:26 msgid "VideoClips can be imported using the asset pipeline." msgstr "可以使用资产管道导入 VideoClips。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:28 msgid "URLs" msgstr "URL" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:31 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:33 msgid "Wait For First Frame" msgstr "等待第一帧" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:33 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:35 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:37 msgid "Skip On Drop" msgstr "放下时跳过" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:37 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:39 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:41 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:43 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:45 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“资产”文件夹下创建 RenderTextures,然后用于其他对象。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:47 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:49 msgid "3D Layout" msgstr "3D 布局" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:49 msgid "Layout of 3D content in the source video. Only meaningful when stereoscopic render is used." msgstr "源视频中 3D 内容的布局。仅在使用立体渲染时才有意义。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:51 msgid "Audio Output Mode" msgstr "音频输出模式" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:51 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:53 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:92 msgid "Movie files" msgstr "影片文件" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:231 msgid "Data Source" msgstr "数据源" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:233 msgid "Time Update Mode" msgstr "时间更新模式" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:271 msgid "Url" msgstr "Url" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:438 msgid "Target Camera" msgstr "目标相机" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:440 msgid "Target Camera 3D Layout" msgstr "目标相机 3D 布局" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:449 msgid "Target Material Renderer" msgstr "目标材质渲染器" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:748 msgid "Controlled Audio Track Count" msgstr "受控音轨数目" #: [MenuItem]Modules/TextRenderingEditor/TextRenderingCommands.cs:7 msgid "TextMesh" msgstr "TextMesh" #: [MenuItem]Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:9 msgid "Help" msgstr "帮助" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:12 msgid "Unity Package Manager" msgstr "Unity 包管理器" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:13 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/SceneTemplateEditor/SceneTemplateService.cs:243 msgid "Create new Scene Template Pipeline" msgstr "创建新的场景模板管线" #: Modules/SceneTemplateEditor/SceneTemplateService.cs:245 msgid "Please enter a file name for the new Scene Template Pipeline." msgstr "请输入新场景模板管线的文件名。" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateService.cs:558 msgid "Save As Scene Template..." msgstr "另存为场景模板..." #: Modules/SceneTemplateEditor/SceneTemplateService.cs:564 msgid "Save scene" msgstr "保存场景" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateService.cs:622 msgid "Scene Template From Scene" msgstr "来自场景的场景模板" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAsset.cs:180 msgid "Scene Template" msgstr "场景模板" #: Modules/SceneTemplateEditor/ScenePicker.cs:31 msgid "Templates" msgstr "模板" #: Modules/SceneTemplateEditor/ScenePicker.cs:199 msgid "Take scene preview screenshot" msgstr "创建场景预览截屏" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:41 msgid "Just an empty scene - no Game Objects." msgstr "只是一个空场景 - 没有游戏对象。" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:50 msgid "Contains an orthographic camera setup for 2D games. Works with built-in renderer." msgstr "包含用于 2D 游戏的正交摄像机设置。适用于内置渲染器。" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:59 msgid "Contains a camera and directional light. Works with built-in renderer." msgstr "包含摄像机和定向光。适用于内置渲染器。" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:68 msgid "Contains a camera and directional light, works with built-in renderer." msgstr "包含摄像机和定向光,适用于内置渲染器。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:24 msgid "Scene Template Pipeline must be a Mono Script whose main class derives from ISceneTemplatePipeline or SceneTemplatePipelineAdapter. The main class and the script must have the same name." msgstr "场景模板管线必须是包含的 main 类派生自 ISceneTemplatePipeline 或 SceneTemplatePipelineAdapter 的 Mono 脚本。main 类和脚本必须同名。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:30 msgid "Take a snapshot based on the selected target then assign it as thumbnail." msgstr "根据选定目标创建快照,然后将其指定为缩略图。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:31 msgid "Take Snapshot" msgstr "创建快照" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:33 msgid "Create a new Scene Template Pipeline." msgstr "创建一个新的场景模板管线。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:34 msgid "Create New Scene Template Pipeline" msgstr "创建新的场景模板管线" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:93 msgid "Template Scene" msgstr "模板场景" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:94 msgid "Scene to instantiate." msgstr "要实例化的场景。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:105 msgid "Scene template display name. Shown in New Scene Dialog." msgstr "场景模板显示名称。在新建场景对话框中显示。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:125 msgid "Scene template description. Shown in New Scene Dialog." msgstr "场景模板描述。在新建场景对话框中显示。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:147 msgid "Pin in New Scene Dialog" msgstr "在新建场景对话框中固定" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:148 msgid "Pin in New Scene Dialog. Ensuring this template is shown before unpinned template in the list." msgstr "在新建场景对话框中固定。确保此模板显示在列表中未固定的模板之前。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:158 msgid "Thumbnail" msgstr "缩略图" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:164 msgid "Scene Template Pipeline" msgstr "场景模板管线" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:322 msgid "Badge" msgstr "标示" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:323 msgid "Scene template badge. Shown in New Scene Dialog." msgstr "场景模板标示。在新建场景对话框中显示。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:332 msgid "Scene template thumbnail. Shown in New Scene Dialog." msgstr "场景模板缩略图。在新建场景对话框中显示。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:350 msgid "Snapshot" msgstr "快照" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:351 msgid "Generate a Scene template thumbnail from a snapshot in Scene or Game view." msgstr "从场景或游戏视图中的快照生成场景模板缩略图。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:358 msgid "Game View" msgstr "游戏视图" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:360 msgid "View or Camera to use as the source of the snapshot." msgstr "要用作快照源的视图或摄像机。" #: Modules/SceneTemplateEditor/SceneTemplateProjectSettings.cs:418 msgid "Clear Scene Template Preferences" msgstr "清除场景模板首选项" #: Modules/SceneTemplateEditor/SceneTemplateProjectSettings.cs:435 msgid "Default types" msgstr "默认类型" #: Modules/SceneTemplateEditor/SceneTemplateProjectSettings.cs:498 msgid "Reset Defaults" msgstr "重置默认值" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAnalytics.cs:265 msgid "Spam SceneTemplateCreation Event" msgstr "滥发 SceneTemplateCreation 事件" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAnalytics.cs:283 msgid "Spam SceneTemplateInstantiation Event" msgstr "滥发 SceneTemplateInstantiation 事件" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:66 msgid "Load the scene alongside the current one." msgstr "在当前场景旁边加载场景。" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:67 msgid "Cannot load the scene additively. You can only have one unsaved untitled scene at a time." msgstr "无法以附加方式加载场景。在同一时间只能有一个未保存的未命名场景。" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:220 msgid "Load additively" msgstr "以附加方式加载" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:240 msgid "Instantiate a new scene from a template" msgstr "从模板实例化新场景" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:242 msgid "Close scene template dialog without instantiating a new scene." msgstr "关闭场景模板对话框而不实例化新场景。" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:329 msgid "Scene Templates in Project" msgstr "项目中的场景模板" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:357 msgid "To begin using a template, create a template from an existing scene in your project. Click to see Scene template documentation." msgstr "要开始使用模板,请从项目中的现有场景创建模板。单击可查看场景模板文档。" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:393 msgid "No preview thumbnail available" msgstr "没有可用的预览缩略图" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:419 msgid "Locate" msgstr "查找" #: Modules/SceneTemplateEditor/DependencyListView.cs:210 msgid "Scene dependencies" msgstr "场景依赖关系" #: Modules/SceneTemplateEditor/DependencyListView.cs:214 msgid "Dependency type" msgstr "依赖关系类型" #: Modules/SceneTemplateEditor/DependencyListView.cs:222 msgid "Is the dependency cloned on scene template instantiation or is it referenced?" msgstr "依赖关系是在场景模板实例化时克隆的还是引用的?" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:103 msgid "Animation Type" msgstr "动画类型" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:103 msgid "The type of animation to support / import." msgstr "支持/导入的动画类型。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:106 msgid "No animation present." msgstr "无动画存在。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:107 msgid "Legacy animation system." msgstr "旧版动画系统。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:108 msgid "Generic" msgstr "泛型" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:108 msgid "Generic Mecanim animation." msgstr "一般 Mecanim 动画。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:109 msgid "Humanoid Mecanim animation system." msgstr "人形动画 Mecanim 动画系统。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:112 msgid "Save Avatar" msgstr "保存 Avatar" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:112 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:114 msgid "Generation" msgstr "生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:114 msgid "Controls how animations are imported." msgstr "控制动画的导入方式。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:117 msgid "Don't Import" msgstr "不导入" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:117 msgid "No animation or skinning is imported." msgstr "未导入动画或蒙皮。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:118 msgid "Store in Original Roots (Deprecated)" msgstr "存储在“原始根”中(已弃用)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:118 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:119 msgid "Store in Nodes (Deprecated)" msgstr "存储在“节点”中(已弃用)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:119 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:120 msgid "Store in Root (Deprecated)" msgstr "存储在“根”中(已弃用)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:120 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:121 msgid "Store in Root (New)" msgstr "存储在“根”中(新)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:125 msgid "Configure..." msgstr "配置..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:126 msgid "\\u2713" msgstr "\\u2713" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:127 msgid "\\u2715" msgstr "\\u2715" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:131 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:132 msgid "Root node" msgstr "根节点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:132 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:134 msgid "Avatar Definition" msgstr "Avatar 定义" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:134 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:136 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:139 msgid "Standard (4 Bones)" msgstr "标准(4 个骨骼)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:139 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:140 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:142 msgid "Max Bones/Vertex" msgstr "最大骨骼数/顶点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:142 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:143 msgid "Min Bone Weight" msgstr "最小骨骼权重" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:143 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:144 msgid "Strip Bones" msgstr "剥离骨骼" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:144 msgid "Only adds bones to SkinnedMeshRenderers that have skin weights assigned to them." msgstr "仅将骨骼添加到已为其分配蒙皮权重的 SkinnedMeshRenderer。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:146 msgid "Update reference clips" msgstr "更新参考剪辑" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:146 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:148 msgid "Import Messages" msgstr "导入消息" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:149 msgid "Extra Transforms to Expose" msgstr "要暴露的额外变换" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:149 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:630 msgid "Optimize Bones" msgstr "优化骨骼" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:638 msgid "Optimize Game Objects" msgstr "优化游戏对象" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:21 msgid "Load Type" msgstr "加载类型" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:22 msgid "Preload Audio Data*" msgstr "预加载音频数据*" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:23 msgid "Compression Format" msgstr "压缩格式" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:25 msgid "Sample Rate Setting" msgstr "采样率设置" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:323 msgid "Preload Property" msgstr "预加载属性" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:432 msgid "Force To Mono" msgstr "强制变为单声道" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:436 msgid "Normalize" msgstr "归一化" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:439 msgid "Load In Background" msgstr "后台加载" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:440 msgid "Ambisonic" msgstr "全景声" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:34 msgid "Source Info" msgstr "源信息" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:405 msgid "Custom Width Property" msgstr "自定义宽度属性" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:408 msgid "Custom Height Property" msgstr "自定义高度属性" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:493 msgid "Enable Transcoding Property" msgstr "启用转码属性" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:502 msgid "Encode Alpha" msgstr "编码 Alpha" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:505 msgid "Deinterlace" msgstr "取消隔行扫描" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:506 msgid "Flip Horizontal" msgstr "水平翻转" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:507 msgid "Flip Vertical" msgstr "垂直翻转" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:511 msgid "Import Audio" msgstr "导入音频" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:112 msgid "FBX Scene import settings" msgstr "FBX 场景导入设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:113 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:114 msgid "Convert Units" msgstr "转换单位" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:114 msgid "Convert file units to Unity ones." msgstr "将文件单位转换为 Unity 单位。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:116 msgid "Import BlendShapes" msgstr "导入 BlendShapes" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:116 msgid "Should Unity import BlendShapes." msgstr "Unity 是否应该导入 BlendShapes。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:117 msgid "Import Deform Percent" msgstr "导入变形百分比" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:117 msgid "Import BlendShapes deform percent. If disabled, all values will be set to 0." msgstr "导入混合形状变形百分比。如果禁用,所有值都将设置为 0。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:118 msgid "Import Visibility" msgstr "导入可见性" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:118 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:120 msgid "Import Lights" msgstr "导入灯光" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:121 msgid "Preserve Hierarchy" msgstr "保持层次结构" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:121 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:122 msgid "Sort Hierarchy By Name" msgstr "按名称对层级视图排序" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:122 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:123 msgid "Strict Vertex Data Checks" msgstr "严格的顶点数据检查" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:123 msgid "Enables strict checks on Vertex data. If enabled, checks discard invalid data, this may result in missing vertex data but ensures that import results are consistent and can prevent crashes." msgstr "启用对顶点数据的严格检查。如果启用,检查过程会丢弃无效数据,这可能会导致丢失顶点数据,但可以确保导入结果一致并且可以防止崩溃。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:125 msgid "Global settings for generated meshes" msgstr "所生成网格的全局设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:126 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:127 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:128 msgid "Optimize Mesh" msgstr "优化网格" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:128 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:130 msgid "Generate Colliders" msgstr "生成碰撞器" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:130 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:132 msgid "Detailed mesh data" msgstr "详细网格数据" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:133 msgid "Keep Quads" msgstr "保留四边形" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:133 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:134 msgid "Weld Vertices" msgstr "焊接顶点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:134 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:135 msgid "Index Format" msgstr "索引格式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:135 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:137 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:138 msgid "Normals Mode" msgstr "法线模式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:138 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:139 msgid "Smoothing Angle" msgstr "平滑角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:139 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:141 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:143 msgid "Blend Shape Normals" msgstr "混合形状法线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:143 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:144 msgid "Smoothness Source" msgstr "平滑度源" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:144 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:146 msgid "Swap UVs" msgstr "交换 UVs" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:146 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:147 msgid "Generate Lightmap UVs" msgstr "生成光照贴图 UVs" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:147 msgid "Generate lightmap UVs into UV2." msgstr "将光照贴图 Uvs 生成为 UV2。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:148 msgid "Lightmap UVs settings" msgstr "光照贴图 UV 设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:148 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:150 msgid "Angle Error" msgstr "角度错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:150 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:151 msgid "Area Error" msgstr "区域误差" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:152 msgid "Hard Angle" msgstr "硬角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:152 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:153 msgid "Margin Method" msgstr "边距方法" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:153 msgid "Method to handle margins between UV charts." msgstr "UV 图表之间的边距的处理方法。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:154 msgid "Pack Margin" msgstr "打包边距" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:154 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:155 msgid "Min Lightmap Resolution" msgstr "最小光照贴图分辨率" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:155 msgid "The minimum lightmap resolution at which this object will be used. Used to determine a packing which ensures no texel bleeding." msgstr "使用此对象时采用的最小光照贴图分辨率。用于确定可以确保没有纹素渗漏的打包方式。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:156 msgid "Min Object Scale" msgstr "最小对象缩放" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:156 msgid "The smallest scale at which this mesh will be used. Used to determine a packing which ensures no texel bleeding." msgstr "使用此网格时采用的最小缩放。用于确定可以确保没有纹素渗漏的打包方式。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:158 msgid "The active scene's Lightmap Resolution is less than the specified Min Lightmap Resolution." msgstr "活动场景的光照贴图分辨率小于指定的最小光照贴图分辨率。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:160 msgid "Legacy Blend Shape Normals" msgstr "旧版混合形状法线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:160 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:161 msgid "Bake Axis Conversion" msgstr "烘焙轴转换" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:161 msgid "Perform axis conversion on all content for models defined in an axis system that differs from Unity's (left handed, Z forward, Y-up)." msgstr "针对不同于 Unity 轴坐标系(左手,Z 轴向前,Y 轴向上)的轴坐标系中定义的模型,执行其所有内容的轴转换。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:191 msgid "Add Colliders" msgstr "添加碰撞器" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:197 msgid "Global Scale" msgstr "全局缩放" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:223 msgid "1{0} (File) to {1}m (Unity)" msgstr "1{0} (文件) to {1}m (Unity)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:230 msgid "1 unit (File) to {0}m (Unity)" msgstr "1 单位(文件)至 {0}m (Unity)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:238 msgid "Import Blend Shapes" msgstr "导入混合形状" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:241 msgid "Import Blend Shape Deform Percent" msgstr "导入混合形状变形百分比" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:403 msgid "Swap UV Channels" msgstr "交换 UV 通道" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:404 msgid "Generate Secondary UV" msgstr "生成二次 UV" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:432 msgid "Secondary UV Min Lightmap Resolution" msgstr "第二套 UV 最小光照贴图分辨率" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:438 msgid "Secondary UV Min Object Scale" msgstr "第二套 UV 最小对象缩放" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:107 msgid "{0} Import Settings" msgstr "{0} 导入设置" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:773 msgid "Importer" msgstr "导入器" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:774 msgid "{0} (Default)" msgstr "{0}(默认值)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:13 msgid "Model Import Settings" msgstr "模型导入设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:15 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:144 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:145 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:146 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:147 msgid "Import Animation" msgstr "导入动画" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:147 msgid "Controls if animations are imported." msgstr "控制是否导入动画。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:151 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:155 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:156 msgid "Once" msgstr "一次" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:156 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:157 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:158 msgid "PingPong" msgstr "PingPong" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:158 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:159 msgid "ClampForever" msgstr "ClampForever" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:159 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:162 msgid "Bake Animations" msgstr "烘焙动画" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:162 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:163 msgid "Resample Curves " msgstr "重采样曲线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:163 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:164 msgid "Anim. Compression" msgstr "动漫。压缩" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:164 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:167 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:168 msgid "Keyframe Reduction" msgstr "关键帧减少" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:168 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:169 msgid "Keyframe Reduction and Compression" msgstr "关键帧减少和压缩" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:169 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:175 msgid "Optimal" msgstr "最佳" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:175 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:178 msgid "Rotation Error" msgstr "旋转错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:178 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:179 msgid "Position Error" msgstr "位置错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:179 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:180 msgid "Scale Error" msgstr "缩放错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:180 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:181 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:182 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:186 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:187 msgid "Root Motion Node" msgstr "根运动节点" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:187 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:190 msgid "Generate Retargeting Quality Report" msgstr "生成重定向质量报告" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:191 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:192 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:193 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:194 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:195 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:196 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:197 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:198 msgid "Clips" msgstr "剪辑" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:201 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:202 msgid "Update Mask" msgstr "更新遮罩" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:203 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:204 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:206 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:208 msgid "Animated Custom Properties" msgstr "动画自定义属性" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:208 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:209 msgid "Import Constraints" msgstr "导入约束" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:209 msgid "Controls if the constraints are imported." msgstr "控制是否导入约束。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:210 msgid "Remove Constant Scale Curves" msgstr "移除常量缩放曲线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:210 msgid "Removes constant animation curves with values identical to the object initial scale value." msgstr "移除值与对象初始缩放值相同的常量动画曲线。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:256 msgid "" msgstr "<无>" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:258 msgid "" msgstr "<根变换>" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:415 msgid "Animation Do Retargeting Warnings" msgstr "动画正在重定向警告" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:493 msgid "Bake Simulation" msgstr "烘焙模拟" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:498 msgid "Resample Curves" msgstr "重采样曲线" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:526 msgid "Animation Rotation Error" msgstr "动画旋转错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:527 msgid "Animation Position Error" msgstr "动画位置错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:528 msgid "Animation Scale Error" msgstr "动画缩放错误" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:532 msgid "Import Animated Custom Properties" msgstr "导入动画自定义属性" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:33 msgid "Plugin load settings" msgstr "插件加载设置" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:34 msgid "Load on startup" msgstr "启动时加载" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:34 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:35 msgid "Select platforms for plugin" msgstr "选择插件平台" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:36 msgid "Platform settings" msgstr "平台设置" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:55 msgid "Naming" msgstr "正在命名" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:58 msgid "By Base Texture Name" msgstr "通过基础纹理名称" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:59 msgid "From Model's Material" msgstr "从模型材质" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:60 msgid "Model Name + Model's Material" msgstr "模型名称 + 模型材质" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:67 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:72 msgid "Local Materials Folder" msgstr "本地材质文件夹" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:73 msgid "Recursive-Up" msgstr "向上递归" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:74 msgid "Project-Wide" msgstr "项目范围" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:77 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:79 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:82 msgid "[BaseTextureName]" msgstr "[BaseTextureName]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:83 msgid "[MaterialName]" msgstr "[MaterialName]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:84 msgid "[ModelFileName]-[MaterialName]" msgstr "[ModelFileName]-[MaterialName]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:85 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:89 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:90 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:91 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:93 msgid "If it doesn't exist, a new one is created in the local Materials folder." msgstr "如果不存在,将在本地材质文件夹中创建一个新的。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:104 msgid "Extract Textures..." msgstr "提取纹理..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:104 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:110 msgid "Search and Remap" msgstr "搜索和重新映射" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:112 msgid "sRGB Albedo Colors" msgstr "sRGB 反照率颜色" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:112 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:114 msgid "Material Creation Mode" msgstr "材质创建模式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:114 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:367 msgid "Are you sure you want to re-extract the Materials?" msgstr "您确定要重新提取材质吗?" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:367 msgid "In order to re-extract the Materials we'll need to reimport the mesh, this might take a while. Do you want to continue?" msgstr "为了重新提取材质,我们需要重新导入网格,这可能需要一段时间。是否要继续?" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:502 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:530 msgid "Use SRGB Material Color" msgstr "使用 SRGB 材质颜色" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetImporter.cs:16 msgid "Text" msgstr "文本" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetImporter.cs:16 Editor-Missing:Missing detected at runtime. msgid "Sprite Importer" msgstr "精灵导入器" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextStyleAssetCreationMenu.cs:10 msgid "Text StyleSheet" msgstr "文本样式表" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:19 msgid "Select Material" msgstr "选择材质" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:98 msgid "Copy Atlas" msgstr "复制图集" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:108 msgid "Paste Atlas" msgstr "粘贴图集" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:151 msgid "Copy Material Properties" msgstr "复制材质属性" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:170 msgid "Paste Material Properties" msgstr "粘贴材质属性" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:295 Editor-Missing:Missing detected at runtime. msgid "Font Asset" msgstr "字体资产" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:295 msgid "Update Atlas Texture..." msgstr "更新图集纹理..." #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:337 msgid "Create Font Asset..." msgstr "创建字体资产..." #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:353 msgid "Extract Atlas" msgstr "提取图集" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreatorWindow.cs:24 Editor-Missing:Missing detected at runtime. msgid "Font Asset Creator" msgstr "字体资源创建工具" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreationMenu.cs:16 Editor-Missing:Missing detected at runtime. msgid "Font Asset Variant" msgstr "字体资产变体" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreationMenu.cs:54 Editor-Missing:Missing detected at runtime. msgid "TextMeshPro" msgstr "TextMeshPro" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreationMenu.cs:54 msgid "Font Asset Fallback" msgstr "字体资产回退" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:119 msgid "Point Size Property" msgstr "磅值属性" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:120 msgid "Scale Property" msgstr "缩放属性" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:122 msgid "Ascent Line Property" msgstr "高线属性" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:123 msgid "Baseline Property" msgstr "基准线属性" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:124 msgid "Descent Line Property" msgstr "低线属性" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:141 msgid "Sprite Atlas_prop" msgstr "精灵图集_prop" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:154 msgid "Material_prop" msgstr "材质_prop" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:255 msgid "Sprite Character Property" msgstr "精灵字符属性" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:477 msgid "Sprite Glyph Property" msgstr "精灵字形属性" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:318 msgid "Style Name" msgstr "样式名称" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:319 msgid "Point Size" msgstr "磅值" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:324 msgid "Line Height" msgstr "行高" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:326 msgid "Ascent Line" msgstr "高线" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:327 msgid "Cap Line" msgstr "大写字母线" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:328 msgid "Mean Line" msgstr "等分线" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:329 msgid "Baseline" msgstr "基准线" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:330 msgid "Descent Line" msgstr "低线" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:331 msgid "Underline Offset" msgstr "下划线偏移" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:332 msgid "Underline Thickness" msgstr "下划线粗细" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:333 msgid "Strikethrough Offset" msgstr "删除线偏移" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:335 msgid "Superscript Offset" msgstr "上标偏移" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:336 msgid "Superscript Size" msgstr "上标大小" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:337 msgid "Subscript Offset" msgstr "下标偏移" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:338 msgid "Subscript Size" msgstr "下标大小" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:339 msgid "Tab Width" msgstr "制表符宽度" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:383 msgid "Atlas Population Mode_prop" msgstr "图集填充模式_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:454 msgid "Atlas Render Mode_prop" msgstr "图集渲染模式_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:455 msgid "Sampling Point Size_prop" msgstr "采样点大小_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:463 msgid "Atlas Padding_prop" msgstr "图集填充_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:468 msgid "Is Multi Atlas Textures Enabled_prop" msgstr "已启用多个图集纹理_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:469 msgid "Clear Dynamic Data On Build_prop" msgstr "生成时清除动态数据_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:573 msgid "Font_atlas_prop" msgstr "Font_atlas_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:574 msgid "Font_material_prop" msgstr "Font_material_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:624 msgid "Font_normal Style_prop" msgstr "Font_normal Style_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:635 msgid "Font_bold Style_prop" msgstr "Font_bold Style_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:648 msgid "Font_normal Spacing_prop" msgstr "Font_normal Spacing_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:655 msgid "Font_bold Spacing_prop" msgstr "Font_bold Spacing_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:664 msgid "Font_italic Style_prop" msgstr "Font_italic Style_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:667 msgid "Font_tab Size_prop" msgstr "Font_tab Size_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:776 msgid "Character Property" msgstr "字符属性" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:978 msgid "Glyph Property" msgstr "字形属性" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1175 msgid "Ligature Property Record" msgstr "捆绑属性记录" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1351 msgid "Pair Adjustment Record Property" msgstr "配对调整记录属性" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1417 msgid "Empty Glyph Pair Adjustment Record_prop" msgstr "空的字形配对调整记录_prop" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1565 msgid "Mark To Base Property Record" msgstr "标记到基础属性记录" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1714 msgid "Mark To Mark Property Record" msgstr "标记到标记属性记录" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:207 msgid "Prop Font Asset" msgstr "属性“字体资产”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:208 msgid "Prop Default Font Asset Path" msgstr "属性“默认字体资产路径”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:228 msgid "Prop Match Material Preset" msgstr "属性“匹配材质预设”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:241 msgid "Prop Missing Glyph Character" msgstr "属性“缺失字形字符”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:242 msgid "Prop Clear Dynamic Data On Build" msgstr "属性“生成时清除动态数据”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:243 msgid "Prop Display Warnings" msgstr "属性“显示警告”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:258 msgid "Prop Default Text Mesh Pro Text Container Size" msgstr "属性“默认 Text Mesh Pro 文本容器大小”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:259 msgid "Prop Default Text Mesh Pro UI Text Container Size" msgstr "属性“默认 Text Mesh Pro UI 文本容器大小”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:260 msgid "Prop Enable Raycast Target" msgstr "属性“启用射线投射目标”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:261 msgid "Prop Auto Size Text Container" msgstr "属性“自动调整文本容器大小”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:268 msgid "Prop Default Font Size" msgstr "属性“默认字体大小”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:277 msgid "Prop Default Auto Size Min Ratio" msgstr "属性“默认自动调整大小最小比率”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:278 msgid "Prop Default Auto Size Max Ratio" msgstr "属性“默认自动调整大小最大比率”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:286 msgid "Prop Word Wrapping" msgstr "属性“自动换行”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:287 msgid "Prop Kerning" msgstr "属性“字距调整”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:289 msgid "Prop Extra Padding" msgstr "属性“额外填充”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:290 msgid "Prop Tint All Sprites" msgstr "属性“为所有精灵着色”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:292 msgid "Prop Parse Escape Characters" msgstr "属性“解析转义字符”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:304 msgid "Prop Sprite Asset" msgstr "属性“精灵资产”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:305 msgid "Prop Missing Sprite Character Unicode" msgstr "属性“缺失精灵字符 Unicode”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:308 msgid "Prop Sprite Asset Path" msgstr "属性“精灵资产路径”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:331 msgid "Prop Style Sheet" msgstr "属性“样式表”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:340 msgid "Prop Style Sheets Resource Path" msgstr "属性“样式表资源路径”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:352 msgid "Prop Color Gradient Presets Path" msgstr "属性“颜色渐变预设路径”" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:364 msgid "Prop Unicode Line Breaking Rules" msgstr "属性“Unicode 换行规则”" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextSettingsCreationMenu.cs:10 msgid "Text Settings" msgstr "文本设置" #: Modules/TextCoreTextEngineEditor/Managed/TextStyleSheetEditor.cs:145 msgid "Style Property" msgstr "样式属性" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:17 msgid "SpriteAsset" msgstr "SpriteAsset" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:17 msgid "Add Default Material" msgstr "添加默认材质" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:37 msgid "Update Sprite Asset" msgstr "更新精灵资产" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:182 msgid "Sprite Asset" msgstr "精灵资产" #: Modules/QuickSearch/Editor/SearchSettings.cs:430 msgid "Search Engines" msgstr "搜索引擎" #: Modules/QuickSearch/Editor/SearchSettings.cs:684 msgid "Ignored properties (Use line break or ; to separate tokens)" msgstr "已忽略属性(使用换行符或 ; 分隔标记)" #: Modules/QuickSearch/Editor/SearchSettings.cs:810 msgid "Provider Settings" msgstr "提供商设置" #: Modules/QuickSearch/Editor/SearchSettings.cs:1009 msgid "Enable or disable this provider. Disabled search provider will be completely ignored by the search service." msgstr "启用或禁用此提供商。搜索服务将完全忽略禁用的搜索提供商。" #: Modules/QuickSearch/Editor/SearchSettings.cs:1010 msgid "Reset Providers Settings" msgstr "重置提供商设置" #: Modules/QuickSearch/Editor/SearchSettings.cs:1010 msgid "All search providers will restore their initial preferences (priority, active, default action)" msgstr "所有搜索提供商都将恢复其初始首选项(优先级、活动状态、默认操作)" #: Modules/QuickSearch/Editor/SearchSettings.cs:1011 msgid "\\u2191" msgstr "\\u2191" #: Modules/QuickSearch/Editor/SearchSettings.cs:1011 msgid "Increase the provider's priority" msgstr "提高提供商的优先级" #: Modules/QuickSearch/Editor/SearchSettings.cs:1012 msgid "\\u2193" msgstr "\\u2193" #: Modules/QuickSearch/Editor/SearchSettings.cs:1012 msgid "Decrease the provider's priority" msgstr "降低提供商的优先级" #: Modules/QuickSearch/Editor/SearchSettings.cs:1022 msgid "Open Search as dockable window" msgstr "将“搜索”打开为可停靠窗口" #: Modules/QuickSearch/Editor/SearchSettings.cs:1023 msgid "[DEV] Display additional debugging information" msgstr "[DEV] 显示其他调试信息" #: Modules/QuickSearch/Editor/SearchSettings.cs:1024 msgid "Select the typing debounce threshold (ms)" msgstr "选择输入防抖的时间阈值 (ms)" #: Modules/QuickSearch/Editor/SearchSettings.cs:1027 msgid "Enable or disable this object selector. Disabled object selectors will be completely ignored." msgstr "启用或禁用此对象选择器。禁用的对象选择器将被完全忽略。" #: Modules/QuickSearch/Editor/SearchSettings.cs:1028 msgid "Reset Selector Settings" msgstr "重置选择器设置" #: Modules/QuickSearch/Editor/SearchSettings.cs:1028 msgid "All object selectors will restore their initial preferences (priority, active)" msgstr "所有对象选择器都将恢复其初始首选项(优先级、活动状态)" #: Modules/QuickSearch/Editor/SearchSettings.cs:1029 msgid "Increase the object selector's priority" msgstr "提高对象选择器的优先级" #: Modules/QuickSearch/Editor/SearchSettings.cs:1030 msgid "Decrease the object selector's priority" msgstr "降低对象选择器的优先级" #: [MenuItem]Modules/QuickSearch/Editor/SearchUtils.cs:129 msgid "Word Components" msgstr "Word 组件" #: Modules/QuickSearch/Editor/UI/QuickSearch.cs:1267 msgid "There is no activated search provider" msgstr "没有已激活的搜索提供商" #: Modules/QuickSearch/Editor/UI/QuickSearch.cs:1742 msgid "Search Tips" msgstr "搜索提示" #: [MenuItem]Modules/QuickSearch/Editor/UI/QuickSearch.cs:2616 msgid "Search All..." msgstr "搜索全部..." #: [MenuItem]Modules/QuickSearch/Editor/UI/QuickSearch.cs:2627 msgid "New Window" msgstr "新窗口" #: [MenuItem]Modules/QuickSearch/Editor/UI/QuickSearch.cs:2634 msgid "Transient Window" msgstr "临时窗口" #: Modules/QuickSearch/Editor/UI/Styles.cs:402 msgid "Open Inspector (F4)" msgstr "打开检查器 (F4)" #: Modules/QuickSearch/Editor/UI/Styles.cs:405 msgid "Searches" msgstr "搜索" #: Modules/QuickSearch/Editor/UI/Styles.cs:415 msgid "Type '?' for help" msgstr "输入 '?' 获取帮助" #: Modules/QuickSearch/Editor/UI/Styles.cs:417 msgid "Drag from search results to Scene, Hierarchy or Inspector" msgstr "从搜索结果拖到场景、层级视图或检查器中" #: Modules/QuickSearch/Editor/UI/Styles.cs:418 msgid "Save Searches you use often" msgstr "保存常用的搜索" #: Modules/QuickSearch/Editor/UI/Styles.cs:419 msgid "Enable the Preview Inspector to edit search results in place" msgstr "启用预览检查器可直接编辑搜索结果" #: Modules/QuickSearch/Editor/UI/Styles.cs:420 msgid "Enable sync to keep other Editor search fields populated " msgstr "启用同步可保持其他编辑器搜索字段的填充状态" #: Modules/QuickSearch/Editor/UI/Styles.cs:459 msgid "Enable sync to keep other Editor search fields populated" msgstr "启用同步可保持其他编辑器搜索字段的填充状态" #: Modules/QuickSearch/Editor/UI/Styles.cs:639 msgid "Press Tab \\u21B9 to filter" msgstr "按 Tab \\u21B9 进行过滤" #: Modules/QuickSearch/Editor/UI/Styles.cs:720 msgid "Import Report..." msgstr "导入报告..." #: Modules/QuickSearch/Editor/UI/Styles.cs:722 msgid "Add column..." msgstr "添加列..." #: Modules/QuickSearch/Editor/UI/Styles.cs:723 msgid "Reset Columns Layout" msgstr "重置列布局" #: Modules/QuickSearch/Editor/UI/Styles.cs:730 msgid "Save current table configuration" msgstr "保存当前表配置" #: Modules/QuickSearch/Editor/UI/Styles.cs:731 msgid "Delete table configuration" msgstr "删除表配置" #: Modules/QuickSearch/Editor/UI/Styles.cs:733 msgid "L" msgstr "L" #: Modules/QuickSearch/Editor/UI/Styles.cs:733 msgid "List View" msgstr "列表视图" #: Modules/QuickSearch/Editor/UI/Styles.cs:735 msgid "T" msgstr "T" #: Modules/QuickSearch/Editor/UI/Styles.cs:735 msgid "Table View" msgstr "表视图" #: Modules/QuickSearch/Editor/SearchQuery/SearchQueryEditor.cs:111 msgid "Search Text" msgstr "搜索文本" #: Modules/QuickSearch/Editor/SearchQuery/SearchQueryEditor.cs:118 msgid "Description Property" msgstr "描述属性" #: Modules/QuickSearch/Editor/SearchQuery/SearchQueryEditor.cs:119 msgid "Is Search Template Property" msgstr "是搜索模板属性" #: Modules/QuickSearch/Editor/SearchQuery/SearchQueryTreeView.cs:13 msgid "Your saved searches available for all Unity projects on this machine." msgstr "您保存的可用于此计算机上所有 Unity 项目的搜索。" #: Modules/QuickSearch/Editor/SearchQuery/SearchQueryTreeView.cs:14 msgid "Shared searches available for all contributors on this project." msgstr "此项目所有参与者均可使用的共享搜索。" #: Modules/QuickSearch/Editor/QueryBuilder/QueryBlock.cs:96 msgid "Exclude" msgstr "排除" #: [MenuItem]Modules/QuickSearch/Editor/Providers/FindProvider.cs:416 msgid "Find Files" msgstr "查找文件" #: [MenuItem]Modules/QuickSearch/Editor/Providers/AdbProvider.cs:150 msgid "Asset Database" msgstr "资产数据库" #: [MenuItem]Modules/QuickSearch/Editor/Providers/BasePerformanceProvider.cs:652 msgid "Performance Markers" msgstr "性能标记" #: [MenuItem]Modules/QuickSearch/Editor/QueryEngine/QueryGraphViewer.cs:68 msgid "Graph Viewer" msgstr "图形查看器" #: [MenuItem]Modules/QuickSearch/Editor/Transactions/TransactionViewer.cs:25 msgid "Transaction Viewer" msgstr "交易查看器" #: Modules/QuickSearch/Editor/Table/TableView.cs:66 msgid "No table configuration selected" msgstr "未选择表配置" #: Modules/QuickSearch/Editor/Table/TableView.cs:462 msgid "Export Report..." msgstr "导出报告..." #: Modules/QuickSearch/Editor/Table/TableView.cs:463 msgid "Export CSV..." msgstr "导出 CSV..." #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:8 msgid "Edit Search Column Settings" msgstr "编辑搜索栏设置" #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:60 msgid "Sortable" msgstr "可排序" #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:63 msgid "Selector" msgstr "选择器" #: Modules/QuickSearch/Editor/Table/PropertyTable.cs:174 msgid "Add Column..." msgstr "添加列..." #: Modules/QuickSearch/Editor/Table/PropertyTable.cs:190 msgid "Reset Columns" msgstr "重置列" #: [MenuItem]Modules/QuickSearch/Editor/Table/SearchReportWindow.cs:24 msgid "Open Report..." msgstr "打开报告..." #: [MenuItem]Modules/QuickSearch/Editor/Indexing/IndexManager.cs:15 msgid "Index Manager" msgstr "索引管理器" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:96 msgid "Search Index Manager" msgstr "搜索索引管理器" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:123 msgid "Show package indexes" msgstr "显示包索引" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:325 msgid "File Path" msgstr "文件路径" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:327 msgid "The path to this index in the Project" msgstr "此索引在项目中的路径" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:334 msgid "The name of this index (can be different than the file)" msgstr "此索引的名称(可与文件不同)" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:339 msgid "Score" msgstr "分数" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:342 msgid "When the Project has multiple indexes, those with higher scores take priority over those with lower scores" msgstr "当项目有多个索引时,分数高的索引优先于分数低的索引" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:351 msgid "If checked, all packages content will be indexed." msgstr "如果选中,所有包内容都将建立索引。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:361 msgid "Roots" msgstr "根" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:362 msgid "List of root folders to start indexing from." msgstr "索引起始根文件夹列表。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:368 msgid "Includes" msgstr "包含" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:369 msgid "A list of files, folders, and/or file types (by extension) that this index must include" msgstr "此索引必须包含的文件、文件夹和/或文件类型(按扩展名)的列表" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:374 msgid "Excludes" msgstr "排除" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:375 msgid "A list of files, folders, and/or file types (by extension) that this index must exclude" msgstr "此索引必须排除的文件、文件夹和/或文件类型(按扩展名)的列表" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:385 msgid "Loading the index..." msgstr "正在加载索引..." #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:471 msgid "Toggles this index off so search does not use it" msgstr "关闭此索引,以便搜索不使用它" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:479 msgid "Include object type information in this index" msgstr "在此索引中包含对象类型信息" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:482 msgid "Include objects' serialized properties in this index" msgstr "在此索引中包含对象的序列化属性" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:485 msgid "Sub objects" msgstr "子对象" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:486 msgid "Include all sub objects (all Scene objects for a Unity scene, and all sub-assets for an FBX)" msgstr "包含所有子对象(Unity 场景的所有场景对象,以及 FBX 的所有子资产)" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:489 msgid "Include information about objects' direct dependencies in this index" msgstr "在此索引中包含有关对象直接依赖关系的信息" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:653 msgid "Please enter a file name for the new Index Settings." msgstr "请输入新索引设置的文件名。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:654 msgid "Save Index Settings" msgstr "保存索引设置" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:891 msgid "Delete selected index?" msgstr "删除选定的索引?" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1053 msgid "Index settings not saved yet" msgstr "尚未保存索引设置" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1296 msgid "Choose folder" msgstr "选择文件夹" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1300 msgid "Choose file" msgstr "选择文件" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1494 msgid "List is empty" msgstr "空列表" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/SearchDatabaseImporter.cs:157 msgid "Assets Index" msgstr "资产索引" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/SearchDatabaseImporter.cs:169 msgid "Prefabs Index" msgstr "预制件索引" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/SearchDatabaseImporter.cs:181 msgid "Scenes Index" msgstr "场景索引" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:11 msgid "Multithreading" msgstr "多线程" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:11 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。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:12 msgid "Allows the configuration of 2D physics gizmos shown in the Editor." msgstr "允许配置编辑器中显示的 2D 物理小工具。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:13 msgid "Layer Collision Matrix" msgstr "图层碰撞矩阵" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:13 msgid "Allows the configuration of the layer-based collision detection." msgstr "允许配置基于层的碰撞检测。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:14 msgid "This option boosts performance when ON. With it OFF it can result in poor performance due to GC pressure. For this reason, it defaults to being ON." msgstr "此选项开启时可提升性能。关闭时,由于 GC 压力,会导致性能低下。因此,默认为开启。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:15 msgid "This option is for legacy support only. It can result in extremely poor performance when ON. For this reason, it defaults to being OFF." msgstr "此选项仅适用于旧版支持。开启时会导致性能非常低。因此,默认为关闭。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:18 msgid "Collision Settings" msgstr "碰撞设置" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:107 Editor-Missing:Missing detected at runtime. msgid "Reuse Collision Callbacks" msgstr "重用碰撞回调" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:115 Editor-Missing:Missing detected at runtime. msgid "Auto Sync Transforms" msgstr "自动同步转换" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:11 msgid "Awake Color (Outline)" msgstr "唤醒颜色(轮廓)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:12 msgid "Asleep Color (Outline)" msgstr "休眠颜色(轮廓)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:13 msgid "Awake Color (Filled)" msgstr "唤醒颜色(已填充)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:14 msgid "Asleep Color (Filled)" msgstr "休眠颜色(已填充)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:15 msgid "Bounds Color" msgstr "边界颜色" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:16 msgid "Contact Color" msgstr "接触颜色" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:17 msgid "Contact Arrow Scale" msgstr "接触箭头缩放" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:20 msgid "Contacts" msgstr "接触" #: Modules/Physics2DEditor/Managed/Joints/HingeJoint2DEditor.cs:16 msgid "Change Joint Angular Limits" msgstr "更改关节角限制" #: Modules/Physics2DEditor/Managed/Joints/HingeJoint2DEditor.cs:22 msgid "Edit joint angular limits." msgstr "编辑关节角度限制。" #: Modules/Physics2DEditor/Managed/Joints/Joint2DEditor.cs:37 msgid "Break Action" msgstr "断开操作" #: Modules/Physics2DEditor/Managed/Joints/Joint2DEditor.cs:38 msgid "Break Force" msgstr "断开力" #: Modules/Physics2DEditor/Managed/Joints/Joint2DEditor.cs:45 msgid "Break Torque" msgstr "断开力矩" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:49 msgid "Geometry Type" msgstr "几何体类型" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:54 msgid "Use Delaunay Mesh" msgstr "使用 Delaunay 网格" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:57 msgid "Generation Type" msgstr "生成类型" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:58 msgid "Vertex Distance" msgstr "顶点距离" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:59 msgid "Offset Distance" msgstr "偏移距离" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:78 msgid "Edge Radius" msgstr "边缘半径" #: Modules/Physics2DEditor/Managed/Colliders/PolygonCollider2DEditor.cs:47 msgid "Points" msgstr "点" #: Modules/Physics2DEditor/Managed/Colliders/CircleCollider2DEditor.cs:23 msgid "Edit Collider" msgstr "编辑碰撞器" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:13 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。" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:14 msgid "Auto Tiling " msgstr "自动拼接" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:14 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" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:111 msgid "Used By Effector" msgstr "由效果器使用" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:117 msgid "Used By Composite" msgstr "由复合使用" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:120 msgid "Auto Tiling" msgstr "自动拼接" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:154 msgid "Layer Override Priority" msgstr "层覆盖优先级" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:155 msgid "Include Layers" msgstr "包含层" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:156 msgid "Exclude Layers" msgstr "排除层" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:162 msgid "Force Send Layers" msgstr "强制发送层" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:163 msgid "Force Receive Layers" msgstr "强制接收层" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:167 msgid "Contact Capture Layers" msgstr "接触捕捉层" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:168 msgid "Callback Layers" msgstr "回调层" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DToolBase.cs:17 msgid "Edit the collider geometry." msgstr "编辑碰撞器几何体。" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:55 msgid "Use Adjacent Start Point" msgstr "使用相邻起点" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:58 msgid "Adjacent Start Point" msgstr "相邻起点" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:64 msgid "Use Adjacent End Point" msgstr "使用相邻终点" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:67 msgid "Adjacent End Point" msgstr "相邻终点" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:61 msgid "Use Global Angle" msgstr "使用全局角" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:62 msgid "Force Angle" msgstr "力角度" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:63 msgid "Force Magnitude" msgstr "力度" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:64 msgid "Force Variation" msgstr "力变化" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:65 msgid "Force Target" msgstr "力目标" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:75 msgid "Angular Drag" msgstr "角阻力" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:59 msgid "Rotational Offset" msgstr "旋转偏移" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:65 msgid "Use One Way" msgstr "使用单向" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:66 msgid "Use One Way Grouping" msgstr "使用单向群组" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:67 msgid "Surface Arc" msgstr "表面弧度" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:76 msgid "Use Side Friction" msgstr "使用侧向摩擦力" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:77 msgid "Use Side Bounce" msgstr "使用侧反弹" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:78 msgid "Side Arc" msgstr "边缘弧度" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:61 msgid "Speed Variation" msgstr "速度变化" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:62 msgid "Force Scale" msgstr "力比例" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:71 msgid "Use Contact Force" msgstr "使用恒力" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:72 msgid "Use Friction" msgstr "使用摩擦力" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:73 msgid "Use Bounce" msgstr "使用反弹" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:59 msgid "Surface Level" msgstr "表面位置" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:65 msgid "Linear Drag" msgstr "线性阻尼" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:75 msgid "Flow Angle" msgstr "流角度" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:76 msgid "Flow Magnitude" msgstr "流强度" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:77 msgid "Flow Variation" msgstr "流变化" #: Modules/Physics2DEditor/Managed/Effectors/Effector2DEditor.cs:42 msgid "Use Collider Mask" msgstr "使用碰撞器遮罩" #: Modules/Physics2DEditor/Managed/Effectors/Effector2DEditor.cs:44 msgid "Collider Mask" msgstr "碰撞器遮罩" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:65 msgid "Distance Scale" msgstr "距离比例" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:66 msgid "Force Source" msgstr "力来源" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:68 msgid "Force Mode" msgstr "力模式" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:36 msgid "Freeze Position" msgstr "冻结位置" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:37 msgid "Freeze Rotation" msgstr "冻结旋转" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:100 msgid "Body Type" msgstr "身体类型" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:104 msgid "Simulated" msgstr "模拟的" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:125 msgid "Use Auto Mass" msgstr "使用自动质量" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:138 msgid "Mass" msgstr "质量" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:145 msgid "Gravity Scale" msgstr "重力大小" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:150 msgid "Use Full Kinematic Contacts" msgstr "使用完全运动学联系" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:152 msgid "Collision Detection" msgstr "碰撞检测" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:153 msgid "Sleeping Mode" msgstr "休眠模式" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:154 msgid "Interpolate" msgstr "插值" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:22 msgid "The Sprite defining the mask" msgstr "定义遮罩的 Sprite" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:23 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:24 msgid "Custom Range" msgstr "自定义范围" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:24 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:25 msgid "Create Sprite Mask" msgstr "创建 Sprite 遮罩" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:26 msgid "New Sprite Mask" msgstr "新 Sprite 遮罩" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:27 msgid "Front" msgstr "前面" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:57 msgid "Is Custom Range Active" msgstr "是自定义范围活跃的" #: Modules/DiagnosticsEditor/DiagnosticsPreferences.cs:14 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。" #: Modules/TerrainEditor/TerrainWizards.cs:501 msgid "Noise Seed" msgstr "噪声种子" #: Modules/TerrainEditor/TerrainWizards.cs:501 msgid "Specifies the random seed value for detail object placement." msgstr "指定用于放置细节对象的随机种子值。" #: Modules/TerrainEditor/TerrainWizards.cs:502 msgid "Noise Spread" msgstr "噪声扩散" #: Modules/TerrainEditor/TerrainWizards.cs:502 msgid "Controls the spatial frequency of the noise pattern used to vary the scale and color of the detail objects." msgstr "控制用于改变细节对象缩放和颜色的噪声模式的空间频率。" #: Modules/TerrainEditor/TerrainWizards.cs:503 msgid "Detail density" msgstr "细节密度" #: Modules/TerrainEditor/TerrainWizards.cs:503 msgid "Controls detail density for this detail prototype, relative to it's size. Only enabled in \"Coverage\" detail scatter mode." msgstr "控制此细节原型相对于其尺寸的细节密度。仅在 \"覆盖\" 细节分散模式下启用。" #: Modules/TerrainEditor/TerrainWizards.cs:504 msgid "Hole Edge Padding (%)" msgstr "孔边缘填充 (%)" #: Modules/TerrainEditor/TerrainWizards.cs:504 msgid "Controls how far away detail objects are from the edge of the hole area.\n\nSpecify this value as a percentage of the detail width, which determines the radius of the circular area around the detail object used for hole testing." msgstr "控制细节对象与孔洞区域边缘的距离。\n\n以细节宽度百分比的形式指定此值,它决定了用于孔洞测试的细节对象周围圆形区域的半径。" #: Modules/TerrainEditor/TerrainWizards.cs:505 msgid "Affected by Density Scale" msgstr "受密度缩放的影响" #: Modules/TerrainEditor/TerrainWizards.cs:505 msgid "Toggles whether or not this detail prototype should be affected by the global density scaling setting in the Terrain settings." msgstr "切换此细节原型是否应该受到地形设置中的全局密度缩放设置的影响。" #: Modules/TerrainEditor/TerrainWizards.cs:506 msgid "Align To Ground (%)" msgstr "对齐地面 (%)" #: Modules/TerrainEditor/TerrainWizards.cs:506 msgid "Rotate detail axis to ground normal direction." msgstr "将细节轴旋转到地面法线方向。" #: Modules/TerrainEditor/TerrainWizards.cs:507 msgid "Position Jitter (%)" msgstr "位置抖动 (%)" #: Modules/TerrainEditor/TerrainWizards.cs:507 msgid "Controls the randomness of the detail distribution, from ordered to random. Only available when legacy distribution in Quality Settings is turned off." msgstr "从有序到随机,控制细节分布的随机性。仅当质量设置中的旧版分布关闭时可用。" #: Modules/TerrainEditor/TerrainInspector.cs:133 msgid "Create Neighbor Terrains" msgstr "创建相邻地形" #: Modules/TerrainEditor/TerrainInspector.cs:134 msgid "Paint Terrain" msgstr "绘制地形" #: Modules/TerrainEditor/TerrainInspector.cs:135 msgid "Paint Trees" msgstr "绘制树" #: Modules/TerrainEditor/TerrainInspector.cs:136 msgid "Paint Details" msgstr "绘制细节" #: Modules/TerrainEditor/TerrainInspector.cs:137 msgid "Terrain Settings" msgstr "地形设置" #: Modules/TerrainEditor/TerrainInspector.cs:142 msgid "Click the edges to create neighbor terrains" msgstr "单击边以创建相邻地形" #: Modules/TerrainEditor/TerrainInspector.cs:143 msgid "Select a tool from the drop-down list" msgstr "从下拉列表中选择工具" #: Modules/TerrainEditor/TerrainInspector.cs:144 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:145 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:149 msgid "Brush Size" msgstr "画笔大小" #: Modules/TerrainEditor/TerrainInspector.cs:149 msgid "Size of the brush used to paint." msgstr "用于绘制的画笔的大小。" #: Modules/TerrainEditor/TerrainInspector.cs:150 msgid "Strength of the applied effect." msgstr "应用效果的强度。" #: Modules/TerrainEditor/TerrainInspector.cs:156 msgid "Assign" msgstr "指定" #: Modules/TerrainEditor/TerrainInspector.cs:157 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:158 msgid "Activate this inspector" msgstr "激活此检查器" #: Modules/TerrainEditor/TerrainInspector.cs:159 msgid "Terrain editting is not supported in GLES2." msgstr "GLES2 不支持地形编辑。" #: Modules/TerrainEditor/TerrainInspector.cs:162 msgid "Texture Resolutions (On Terrain Data)" msgstr "纹理分辨率(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:163 msgid "Require resampling on change" msgstr "要求在更改时重新采样" #: Modules/TerrainEditor/TerrainInspector.cs:164 msgid "Import Raw..." msgstr "导入 Raw..." #: Modules/TerrainEditor/TerrainInspector.cs:164 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:165 msgid "Export Raw..." msgstr "导出原始..." #: Modules/TerrainEditor/TerrainInspector.cs:165 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:167 msgid "Bake Light Probes For Trees" msgstr "烘焙树木光照探测器" #: Modules/TerrainEditor/TerrainInspector.cs:167 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:168 msgid "Remove Light Probe Ringing" msgstr "移除光照探测器振铃" #: Modules/TerrainEditor/TerrainInspector.cs:169 msgid "Refresh" msgstr "刷新" #: Modules/TerrainEditor/TerrainInspector.cs:169 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产时,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:172 msgid "Basic Terrain" msgstr "基础地形" #: Modules/TerrainEditor/TerrainInspector.cs:173 msgid "Grouping ID" msgstr "分组 ID" #: Modules/TerrainEditor/TerrainInspector.cs:173 msgid "Grouping ID for auto connection" msgstr "用于自动连接的分组 ID" #: Modules/TerrainEditor/TerrainInspector.cs:174 msgid "Auto Connect" msgstr "自动连接" #: Modules/TerrainEditor/TerrainInspector.cs:174 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:175 msgid "Reconnect" msgstr "重新连接" #: Modules/TerrainEditor/TerrainInspector.cs:175 msgid "Will attempt to re-run auto connection" msgstr "将尝试重新运行自动连接" #: Modules/TerrainEditor/TerrainInspector.cs:176 msgid "Draw" msgstr "绘制" #: Modules/TerrainEditor/TerrainInspector.cs:176 msgid "Toggle the rendering of terrain" msgstr "切换地形渲染" #: Modules/TerrainEditor/TerrainInspector.cs:177 msgid "Enable Ray Tracing Support" msgstr "启用光线追踪支持" #: Modules/TerrainEditor/TerrainInspector.cs:177 msgid "When enabling this option, RayTracingAccelerationStructure.CullInstances function will populate the acceleration structure with terrain geometries." msgstr "启用此选项时,RayTracingAccelerationStructure.CullInstances 函数将使用地形几何体填充加速结构。" #: Modules/TerrainEditor/TerrainInspector.cs:178 msgid "Draw Instanced" msgstr "绘制实例化" #: Modules/TerrainEditor/TerrainInspector.cs:178 msgid "Toggle terrain instancing rendering" msgstr "切换地形实例化渲染" #: Modules/TerrainEditor/TerrainInspector.cs:180 msgid "Ignore Quality Settings" msgstr "忽略质量设置" #: Modules/TerrainEditor/TerrainInspector.cs:180 msgid "Toggle whether this terrain should ignore the current active quality settings' terrain overrides." msgstr "切换此地形是否应忽略当前活动质量设置的地形覆盖。" #: Modules/TerrainEditor/TerrainInspector.cs:181 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:182 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:183 msgid "Does the terrain cast shadows?" msgstr "地形会投下阴影吗?" #: Modules/TerrainEditor/TerrainInspector.cs:184 msgid "Create..." msgstr "创建..." #: Modules/TerrainEditor/TerrainInspector.cs:184 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:185 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质或者支持反射渲染的自定义材质时有效。" #: Modules/TerrainEditor/TerrainInspector.cs:187 msgid "Tree & Detail Objects" msgstr "树和细节对象" #: Modules/TerrainEditor/TerrainInspector.cs:188 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:189 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:190 msgid "Scaling factor applied to the density of all details. Only affects details with the \"Affected by Density Scale\" option enabled." msgstr "缩放因子应用于所有细节的密度。仅影响启用了 \"受密度缩放的影响\" 选项的细节。" #: Modules/TerrainEditor/TerrainInspector.cs:191 msgid "Detail Scatter Mode" msgstr "细节分散模式" #: Modules/TerrainEditor/TerrainInspector.cs:191 msgid "The scatter mode type to be used while painting details. Coverage paints areas detail should be populated in based on their density setting, Instance Count paints the amount per sample." msgstr "绘制细节时要使用的分散模式类型。覆盖绘制区域细节应根据其密度设置进行填充。实例数量绘制每个样本的数量。" #: Modules/TerrainEditor/TerrainInspector.cs:192 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:193 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:194 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:195 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:196 msgid "Wind Settings for Grass (On Terrain Data)" msgstr "草的风设置(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:197 msgid "The speed of the wind as it blows grass." msgstr "风吹草的速度。" #: Modules/TerrainEditor/TerrainInspector.cs:198 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:199 msgid "Bending" msgstr "弯曲" #: Modules/TerrainEditor/TerrainInspector.cs:199 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:200 msgid "Grass Tint" msgstr "草色彩" #: Modules/TerrainEditor/TerrainInspector.cs:200 msgid "Overall color tint applied to grass objects." msgstr "应用于草对象的整体着色。" #: Modules/TerrainEditor/TerrainInspector.cs:201 msgid "Mesh Resolution (On Terrain Data)" msgstr "网格分辨率(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:202 msgid "Holes Settings (On Terrain Data)" msgstr "孔洞设置(关于地形数据)" #: Modules/TerrainEditor/TerrainInspector.cs:203 msgid "Compress Holes Texture" msgstr "压缩孔洞纹理" #: Modules/TerrainEditor/TerrainInspector.cs:203 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:207 msgid "Heightmap Resolution" msgstr "高度贴图分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:207 msgid "Pixel resolution of the terrain's heightmap (should be a power of two plus one, eg, 513 = 512 + 1)" msgstr "地形高度贴图的像素分辨率(应该是 2 的幂加 1,例如,513 = 512 + 1)" #: Modules/TerrainEditor/TerrainInspector.cs:210 msgid "33 x 33" msgstr "33 x 33" #: Modules/TerrainEditor/TerrainInspector.cs:210 msgid "Pixels" msgstr "像素" #: Modules/TerrainEditor/TerrainInspector.cs:211 msgid "65 x 65" msgstr "65 x 65" #: Modules/TerrainEditor/TerrainInspector.cs:212 msgid "129 x 129" msgstr "129 x 129" #: Modules/TerrainEditor/TerrainInspector.cs:213 msgid "257 x 257" msgstr "257 x 257" #: Modules/TerrainEditor/TerrainInspector.cs:214 msgid "513 x 513" msgstr "513 x 513" #: Modules/TerrainEditor/TerrainInspector.cs:215 msgid "1025 x 1025" msgstr "1025 x 1025" #: Modules/TerrainEditor/TerrainInspector.cs:216 msgid "2049 x 2049" msgstr "2049 x 2049" #: Modules/TerrainEditor/TerrainInspector.cs:217 msgid "4097 x 4097" msgstr "4097 x 4097" #: Modules/TerrainEditor/TerrainInspector.cs:231 msgid "Control Texture Resolution" msgstr "控制纹理分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:231 msgid "Resolution of the \"splatmap\" that controls the blending of the different terrain materials." msgstr "用于控制不同地形材质混合的泼溅贴图 (\"splatmap\") 的分辨率。" #: Modules/TerrainEditor/TerrainInspector.cs:234 msgid "16 x 16" msgstr "16 x 16" #: Modules/TerrainEditor/TerrainInspector.cs:235 msgid "32 x 32" msgstr "32 x 32" #: Modules/TerrainEditor/TerrainInspector.cs:236 msgid "64 x 64" msgstr "64 x 64" #: Modules/TerrainEditor/TerrainInspector.cs:237 msgid "128 x 128" msgstr "128 x 128" #: Modules/TerrainEditor/TerrainInspector.cs:238 msgid "256 x 256" msgstr "256 x 256" #: Modules/TerrainEditor/TerrainInspector.cs:239 msgid "512 x 512" msgstr "512 x 512" #: Modules/TerrainEditor/TerrainInspector.cs:240 msgid "1024 x 1024" msgstr "1024 x 1024" #: Modules/TerrainEditor/TerrainInspector.cs:241 msgid "2048 x 2048" msgstr "2048 x 2048" #: Modules/TerrainEditor/TerrainInspector.cs:242 msgid "4096 x 4096" msgstr "4096 x 4096" #: Modules/TerrainEditor/TerrainInspector.cs:257 msgid "Base Texture Resolution" msgstr "基础纹理分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:257 msgid "Resolution of the composite texture used on the terrain when viewed from a distance greater than the Basemap Distance." msgstr "从大于“底图距离”的距离查看时,地形上使用的复合纹理的分辨率。" #: Modules/TerrainEditor/TerrainInspector.cs:1331 msgid "Change Detail Scatter Mode" msgstr "更改细节分散模式" #: Modules/TerrainEditor/TerrainInspector.cs:1332 msgid "Changing detail scatter mode to \"Instance count\" will erase existing detail placements. This action is undoable. Do you wish to continue?" msgstr "将细节分散模式更改为 \"实例数量\" 将删除现有的细节放置。此操作无法撤消。是否要继续?" #: Modules/TerrainEditor/TerrainInspector.cs:1675 msgid "Terrain Width" msgstr "地形宽度" #: Modules/TerrainEditor/TerrainInspector.cs:1679 msgid "Terrain Length" msgstr "地形长度" #: Modules/TerrainEditor/TerrainInspector.cs:1683 msgid "Terrain Height" msgstr "地形高度" #: Modules/TerrainEditor/TerrainInspector.cs:1689 msgid "Detail Resolution Per Patch" msgstr "每面片细节分辨率" #: Modules/TerrainEditor/TerrainInspector.cs:1694 msgid "Detail Resolution" msgstr "细节分辨率" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:9 msgid "Terrain" msgstr "地形" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:88 msgid "TerrainEngineDetails" msgstr "TerrainEngineDetails" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:88 msgid "Add Detail Mesh" msgstr "添加细节网格" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:94 msgid "Add Grass Texture" msgstr "添加草纹理" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:147 msgid "TerrainEngineTrees" msgstr "TerrainEngineTrees" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:147 msgid "Add Tree" msgstr "添加树" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:154 msgid "Edit Tree" msgstr "编辑树" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:167 msgid "Remove Tree" msgstr "移除树" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:10 msgid "Terrain Layer" msgstr "地形层" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:19 msgid "Diffuse" msgstr "漫反射" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:19 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:20 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:22 msgid "Mask Map" msgstr "遮罩贴图" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:22 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:23 msgid "Channel Remapping" msgstr "通道重新映射" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:28 msgid "The value when the texture channel is 0" msgstr "纹理通道为 0 时的值" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:29 msgid "The value when the texture channel is 1" msgstr "纹理通道为 1 时的值" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:191 msgid "Normal Scale" msgstr "正常比例" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:21 msgid "Terrain Layers" msgstr "地形层" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:22 msgid "Edit Terrain Layers..." msgstr "编辑地形层..." #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:22 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:23 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“资产/创建/地形层”菜单命令创建新的地形层。" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:24 msgid "Assign a tiling texture" msgstr "分配平铺纹理" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:25 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:26 msgid "Texture must have mip maps" msgstr "纹理必须具有 Mip 贴图" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:27 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:28 msgid "Tiling Settings" msgstr "平铺设置" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:135 msgid "Tile Size" msgstr "瓦片大小" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:136 msgid "Tile Offset" msgstr "瓦片偏移" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:252 msgid "TerrainLayers" msgstr "TerrainLayers" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:252 msgid "Create Layer..." msgstr "创建层..." #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:279 msgid "Replace Layer..." msgstr "替换层..." #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:295 msgid "Remove layer" msgstr "移除层" #: Modules/TerrainEditor/Brush/BrushEditor.cs:23 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:24 msgid "Mask Texture" msgstr "遮罩纹理" #: Modules/TerrainEditor/Brush/BrushEditor.cs:24 msgid "Texture Red channel controls the shape of the Brush" msgstr "纹理红色通道可以控制画笔的形状" #: Modules/TerrainEditor/Brush/BrushEditor.cs:25 msgid "Falloff Curve" msgstr "衰减曲线" #: Modules/TerrainEditor/Brush/BrushEditor.cs:25 msgid "Controls the Brush falloff curve, over the distance from the center of the Brush." msgstr "控制在距画笔中心的整个距离上的画笔衰减曲线。" #: Modules/TerrainEditor/Brush/BrushEditor.cs:26 msgid "Falloff Radius Scale" msgstr "衰减半径缩放" #: Modules/TerrainEditor/Brush/BrushEditor.cs:26 msgid "Controls the radius of the falloff curve." msgstr "控制衰减曲线的半径。" #: Modules/TerrainEditor/Brush/BrushEditor.cs:27 msgid "Brush Remap" msgstr "画笔重新映射" #: Modules/TerrainEditor/Brush/BrushEditor.cs:27 msgid "Remaps the grayscale values of the Brush" msgstr "重新映射画笔的灰度值" #: Modules/TerrainEditor/Brush/BrushEditor.cs:28 msgid "Brush Invert" msgstr "画笔反转" #: Modules/TerrainEditor/Brush/BrushEditor.cs:28 msgid "Inverts the Brush shape, swapping black and white" msgstr "反转画笔形状,并进行黑白互换" #: Modules/TerrainEditor/Brush/BrushEditor.cs:88 msgid "Invert Remap Range" msgstr "反转重新映射范围" #: [MenuItem]Modules/TerrainEditor/Brush/Brush.cs:10 msgid "Brush" msgstr "画笔" #: Modules/TerrainEditor/Brush/BrushList.cs:27 msgid "Brushes" msgstr "笔刷" #: Modules/TerrainEditor/Brush/BrushList.cs:154 msgid "Delete Brush" msgstr "删除画笔" #: Modules/TerrainEditor/Brush/BrushList.cs:154 msgid "Deleting this brush will delete the brush asset from disk. You cannot undo this operation. Do you wish to continue?" msgstr "删除此画笔将从磁盘中删除画笔资产。你无法撤消此操作。是否要继续?" #: Modules/TerrainEditor/Brush/BrushList.cs:176 msgid "No brushes defined." msgstr "未定义画笔。" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:31 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/SetHeightTool.cs:32 msgid "The heightmap space in which the painting operates." msgstr "绘制操作所在的高度贴图空间。" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:33 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:34 msgid "Flatten Tile" msgstr "展平瓦片" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:34 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/PaintTools/SetHeightTool.cs:35 msgid "Flatten All" msgstr "全部展平" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:35 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/SmoothHeightTool.cs:17 msgid "Click to smooth the terrain height." msgstr "单击以平滑地形高度。" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:18 msgid "Blur Direction" msgstr "模糊方向" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:18 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/StampTool.cs:28 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/StampTool.cs:29 msgid "Stamp Height" msgstr "标记高度" #: Modules/TerrainEditor/PaintTools/StampTool.cs:29 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:30 msgid "Subtract" msgstr "减去" #: Modules/TerrainEditor/PaintTools/StampTool.cs:30 msgid "Subtract the stamp from the terrain." msgstr "从地形中减去标记。" #: Modules/TerrainEditor/PaintTools/StampTool.cs:31 msgid "Max <--> Add" msgstr "最大值 <--> 添加" #: Modules/TerrainEditor/PaintTools/StampTool.cs:31 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/PaintTreesTool.cs:78 msgid "Trees" msgstr "树" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:79 msgid "Edit Trees..." msgstr "编辑树..." #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:79 msgid "Add/remove tree types." msgstr "添加/删除树类型。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:80 msgid "Tree Density" msgstr "树密度" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:80 msgid "How dense trees are you painting" msgstr "您绘制的树木有多茂密。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:81 msgid "Tree Height" msgstr "树高" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:81 msgid "The height scale of the planted trees" msgstr "种植树的高度比例" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:82 msgid "Random?" msgstr "随机?" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:82 msgid "Enable random variation in tree height (variation)" msgstr "启用树高随机变化(变体)" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:84 msgid "Lock Width to Height" msgstr "锁定宽度到高度" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:84 msgid "Let the tree width scale be equal to the tree height scale" msgstr "让树的宽度比例等于树的高度比例" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:85 msgid "Tree Width" msgstr "树宽度" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:85 msgid "The width scale of the planted trees" msgstr "种植树的宽度比例" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:86 msgid "Enable random variation in tree width (variation)" msgstr "启用树宽随机变化(变体)" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:88 msgid "Color Variation" msgstr "色差" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:88 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/PaintTools/PaintTreesTool.cs:89 msgid "Random Tree Rotation" msgstr "随机树旋转" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:89 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/PaintTools/PaintTreesTool.cs:90 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/PaintTools/PaintTreesTool.cs:91 msgid "The selected tree does not have an LOD group, but has a hierarchy of MeshRenderers, only MeshRenderer on root GameObject in the trees hierarchy will be used. Use a tree with LOD group if you want a tree with hierarchy of MeshRenderers." msgstr "选定的树没有 LOD 组,但是具有网格渲染器层级视图,仅会使用树层级视图中的根游戏对象上的网格渲染器。如果要使用具有网格渲染器层级视图的树,请使用具有 LOD 组的树。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:92 msgid "Mass Place Trees" msgstr "大量放置树" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:92 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/PaintTools/PaintTreesTool.cs:93 msgid "Tree Contribute Global Illumination" msgstr "树贡献全局照明" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:93 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,光照贴图烘焙器将无法看到此树。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/PaintTools/PaintTreesTool.cs:94 msgid "No trees defined." msgstr "未定义树。" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:16 msgid "Target Strength" msgstr "目标强度" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:16 msgid "Target amount" msgstr "目标量" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:17 msgid "The currently selected detail will not render at full strength. Either paint with low opacity, or lower the terrain detail density. Alternatively consider use instanced rendering by setting \"Use GPU Instancing\" to true." msgstr "当前选定的细节不会以最高强度渲染。以低不透明度绘制,或降低地形细节密度。或者考虑将 \"使用 GPU 实例化\" 设置为 true 以使用实例化渲染。" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:18 msgid "Edit Details..." msgstr "编辑细节..." #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:18 msgid "Add or remove detail meshes" msgstr "添加或移除细节网格" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:19 msgid "No Detail objects defined." msgstr "未定义细节对象。" #: Modules/TerrainEditor/PaintTools/PaintHeightTool.cs:22 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:15 msgid "Fill Heightmap Using Neighbors" msgstr "使用邻居填充高度贴图" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:15 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:16 msgid "Fill Heightmap Address Mode" msgstr "填充高度贴图地址模式" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:16 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:17 msgid "Terrain tool property change" msgstr "地形工具属性更改" #: Modules/PhysicsEditor/JointEditor.cs:55 msgid "Connected Body" msgstr "已连接实体" #: Modules/PhysicsEditor/JointEditor.cs:58 msgid "Connected Articulation Body" msgstr "已连接关节体" #: Modules/PhysicsEditor/JointEditor.cs:95 msgid "Edit Angular Limits" msgstr "编辑角度限制" #: Modules/PhysicsEditor/RigidbodyEditor.cs:37 msgid "Mass of this rigid body." msgstr "此刚体的质量。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:38 msgid "Use Gravity" msgstr "使用重力" #: Modules/PhysicsEditor/RigidbodyEditor.cs:38 msgid "Controls whether gravity affects this rigid body." msgstr "控制重力是否影响此刚体。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:40 msgid "Damping factor that affects how this body resists linear motion." msgstr "影响此关节体抵抗线性运动的阻尼系数。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:41 msgid "Damping factor that affects how this body resists rotations." msgstr "影响此关节体抵抗旋转的阻尼系数。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:42 msgid "Is Kinematic" msgstr "是运动学的" #: Modules/PhysicsEditor/RigidbodyEditor.cs:42 msgid "Controls whether physics affects the rigidbody." msgstr "控制物理是否影响刚体。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:43 msgid "Smooths out the effect of running physics at a fixed frame rate." msgstr "使固定帧率运行物理的效果更流畅。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:45 msgid "Automatic Center Of Mass" msgstr "自动质心" #: Modules/PhysicsEditor/RigidbodyEditor.cs:45 msgid "Use the calculated center of mass or set it directly." msgstr "使用计算的质心或直接设置。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:46 msgid "Automatic Tensor" msgstr "自动张量" #: Modules/PhysicsEditor/RigidbodyEditor.cs:46 msgid "Use the calculated tensor or set it directly." msgstr "使用计算的张量或直接设置。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:47 msgid "Center Of Mass" msgstr "质心" #: Modules/PhysicsEditor/RigidbodyEditor.cs:47 msgid "The local space coordinates of the center of mass." msgstr "质心的本地空间坐标。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:48 msgid "Inertia Tensor" msgstr "惯性张量" #: Modules/PhysicsEditor/RigidbodyEditor.cs:48 msgid "The diagonal inertia tensor of mass relative to the center of mass." msgstr "质量相对于质心的对角惯性张量。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:49 msgid "Inertia Tensor Rotation" msgstr "惯性张量旋转" #: Modules/PhysicsEditor/RigidbodyEditor.cs:49 msgid "The rotation of the inertia tensor." msgstr "惯性张量的旋转。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:51 msgid "The method to use to detect collisions for child colliders: discrete (default) or various modes of continuous collision detection that can help solving fast moving object issues." msgstr "用于检测子碰撞体碰撞的方法:离散(默认)或各种连续碰撞检测模式(可以帮助解决对象快速移动问题)。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:56 msgid "Layers to include when producing collisions" msgstr "产生碰撞时要包含的层" #: Modules/PhysicsEditor/RigidbodyEditor.cs:57 msgid "Layers to exclude when producing collisions" msgstr "产生碰撞时要排除的层" #: Modules/PhysicsEditor/RigidbodyEditor.cs:133 msgid "Implicit Com" msgstr "隐式通讯" #: Modules/PhysicsEditor/RigidbodyEditor.cs:136 msgid "Implicit Tensor" msgstr "隐式张量" #: Modules/PhysicsEditor/RigidbodyEditor.cs:140 msgid "Inertia Rotation" msgstr "惯性旋转" #: Modules/PhysicsEditor/ArticulationBodyJointLimitTool.cs:21 msgid "Edit the joint angular limits of this Articulation Body" msgstr "编辑此关节体的关节角度限制" #: Modules/PhysicsEditor/ArticulatonBodyAnchorTransformTool.cs:13 msgid "Edit the anchor transforms of this Articulation Body" msgstr "编辑此关节体的锚点变换" #: Modules/PhysicsEditor/PhysicsManagerInspector.cs:236 msgid "Cloth Inter-Collision" msgstr "布料相互碰撞" #: Modules/PhysicsEditor/PhysicsManagerInspector.cs:238 msgid "Stiffness" msgstr "硬度" #: Modules/PhysicsEditor/HingeJointEditor.cs:9 msgid "Min and max limits must be within the range " msgstr "最小和最大限制必须在范围内" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:21 msgid "Reference to the Physics Material that determines how this Collider interacts with others." msgstr "确定此“碰撞体”如何与其他碰撞体发生交互的参考“物理材质”。" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:22 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。" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:23 msgid "The position of the Collider in the GameObject's local space." msgstr "碰撞体在游戏对象局部空间中的位置。" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:24 msgid "Whether or not this collider provides contacts without any MonoBehaviour listeners" msgstr "此碰撞器是否在没有任何 MonoBehaviour 监听器的情况下提供接触" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:26 msgid "When 2 colliders have conflicting overrides, the settings of the collider with the higher priority are taken." msgstr "当 2 个碰撞器的覆盖冲突时,选择具有较高优先级碰撞器的设置。" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:59 msgid "Slope Limit" msgstr "斜度限制" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:60 msgid "Step Offset" msgstr "每步偏移量" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:61 msgid "Skin Width" msgstr "蒙皮宽度" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:62 msgid "Min Move Distance" msgstr "最小移动距离" #: Modules/PhysicsEditor/BoxColliderEditor.cs:37 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。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:31 msgid "Force App Point Distance" msgstr "力应用点距离" #: Modules/PhysicsEditor/WheelColliderEditor.cs:31 msgid "The point where the wheel forces are applied" msgstr "车轮上的受力点" #: Modules/PhysicsEditor/WheelColliderEditor.cs:33 msgid "Suspension Distance" msgstr "悬挂距离" #: Modules/PhysicsEditor/WheelColliderEditor.cs:33 msgid "Maximum extension distance of wheel suspension, measured in local space. Suspension always extends downwards through the local Y-axis." msgstr "车轮悬架的最大延伸距离(在局部空间中测量)。悬架始终向下延伸穿过局部 Y 轴。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:34 msgid "Suspension Spring" msgstr "悬挂弹簧" #: Modules/PhysicsEditor/WheelColliderEditor.cs:34 msgid "The suspension attempts to reach a Target Position by adding spring and damping forces." msgstr "悬架尝试通过增加弹簧力和阻尼力来到达目标位置。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:35 msgid "Forward Friction" msgstr "前向摩擦力" #: Modules/PhysicsEditor/WheelColliderEditor.cs:35 msgid "Tire friction properties when the wheel is rolling forward." msgstr "车轮向前滚动时的轮胎摩擦特性。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:36 msgid "Sideways Friction" msgstr "侧向摩擦力" #: Modules/PhysicsEditor/WheelColliderEditor.cs:36 msgid "Tire friction properties when the wheel is rolling sideways." msgstr "车轮侧向滚动时的轮胎摩擦特性。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:70 msgid "Wheel Damping Rate" msgstr "车轮阻尼率" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:70 msgid "Number of items per row:" msgstr "每行的项数:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:71 msgid "Clear locked objects" msgstr "清除锁定的对象" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:72 msgid "Draw Gizmos for:" msgstr "绘制以下项的小工具:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:73 msgid "GameObject:" msgstr "GameObject:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:82 msgid "Show Layers" msgstr "显示层" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:82 msgid "Show selected layers" msgstr "显示所选层" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:83 msgid "Show Physics Scene" msgstr "显示物理场景" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:83 msgid "Show selected physics scenes" msgstr "显示所选物理场景" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:84 msgid "Show Unity Scene" msgstr "显示 Unity 场景" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:84 msgid "Show selected Unity scenes" msgstr "显示选定的 Unity 场景" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:85 msgid "Show Static Colliders" msgstr "显示静态碰撞器" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:85 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:86 msgid "Show Triggers" msgstr "显示触发器" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:86 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:87 msgid "Show Rigidbodies" msgstr "显示刚体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:87 msgid "Show collision geometry from Rigidbodies" msgstr "显示刚体的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:88 msgid "Show Kinematic Bodies" msgstr "显示运动体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:88 msgid "Show collision geometry from Kinematic Rigidbodies" msgstr "显示运动刚体的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:89 msgid "Show Articulation Bodies" msgstr "显示关节体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:89 msgid "Show collision geometry from Articulation Bodies" msgstr "显示关节体的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:90 msgid "Show Sleeping Bodies" msgstr "显示休眠体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:90 msgid "Show collision geometry from Sleeping Rigidbodies" msgstr "显示休眠刚体的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:91 msgid "Collider Types" msgstr "碰撞器类型" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:92 msgid "Show BoxColliders" msgstr "显示 BoxColliders" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:92 msgid "Show collision geometry that is BoxCollider" msgstr "显示作为 BoxCollider 的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:93 msgid "Show SphereColliders" msgstr "显示 SphereColliders" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:93 msgid "Show collision geometry that is SphereCollider" msgstr "显示作为 SphereCollider 的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:94 msgid "Show CapsuleColliders" msgstr "显示 CapsuleColliders" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:94 msgid "Show collision geometry that is CapsuleCollider" msgstr "显示作为 CapsuleCollider 的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:95 msgid "Show MeshColliders (convex)" msgstr "显示 MeshColliders(凸面)" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:95 msgid "Show collision geometry that is Convex MeshCollider" msgstr "显示作为凸面 MeshCollider 的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:96 msgid "Show MeshColliders (concave)" msgstr "显示 MeshColliders(凹面)" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:96 msgid "Show collision geometry that is Concave MeshCollider" msgstr "显示作为凹面 MeshCollider 的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:97 msgid "Show TerrainColliders" msgstr "显示 TerrainColliders" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:97 msgid "Show collision geometry that is TerrainCollider" msgstr "显示作为 TerrainCollider 的碰撞几何体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:101 msgid "Static Colliders" msgstr "静态碰撞器" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:103 msgid "Rigidbodies" msgstr "刚体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:104 msgid "Kinematic Bodies" msgstr "Kinematic 机构" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:105 msgid "Articulation Bodies" msgstr "关节体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:106 msgid "Sleeping Bodies" msgstr "休眠体" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:107 msgid "Variation" msgstr "变化" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:107 msgid "Random color variation that is added on top of the base color" msgstr "在基础色之上添加的随机颜色变化" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:108 msgid "Constant screen size" msgstr "恒定的屏幕大小" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:108 msgid "Use constant screen size for the center of mass gizmos" msgstr "对质心小工具使用恒定的屏幕大小" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:109 msgid "Inertia Tensor scale" msgstr "惯性张量比例" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:109 msgid "Scale by which the original inertia tensor is multiplied before drawing" msgstr "在绘制前将原始惯性张量乘以此比例" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:110 msgid "Force Overdraw" msgstr "强制透支" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:110 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:111 msgid "Transparency" msgstr "透明度" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:112 msgid "View Distance" msgstr "查看距离" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:112 msgid "Lower bound on distance from camera to physics geometry." msgstr "相机到物理几何体的距离下界。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:113 msgid "Terrain Tiles Max" msgstr "地形 Tiles 最大" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:113 msgid "Number of mesh tiles to drawn." msgstr "要绘制的网格图块数。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:114 msgid "Gizmos settings:" msgstr "小工具设置:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:118 msgid "Contact colors" msgstr "接触颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:119 msgid "Contact color" msgstr "接触颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:120 msgid "Contact separation color" msgstr "接触分离颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:121 msgid "Contact impulse color" msgstr "接触脉冲颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:122 msgid "Show Contacts" msgstr "显示接触" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:122 msgid "Should contacts be shown? Enabling this at runtime won't have an effect" msgstr "是否应显示接触?在运行时启用此项不会有效果" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:123 msgid "Show All Contacts" msgstr "显示全部接触" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:123 msgid "Should all physics objects report contacts or only the ones that were requested by MonoBehaviour scripts" msgstr "应该所有物理对象都报告接触还是只报告 MonoBehaviour 脚本请求的接触" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:124 msgid "Show Impulse" msgstr "显示脉冲" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:124 msgid "Show per contact point impulse" msgstr "显示每个接触点脉冲" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:125 msgid "Show Separation" msgstr "显示分离" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:125 msgid "Show contact separation" msgstr "显示接触分离" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:126 msgid "Use Filtering settings" msgstr "使用过滤设置" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:126 msgid "Should Filtering settings be taken into account when displaying contacts?" msgstr "显示接触时是否应考虑过滤设置?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:127 msgid "Use varied colors" msgstr "使用多种颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:127 msgid "Uses collider instance ID to hash it into a color" msgstr "使用哈希算法将碰撞体实例 ID 散列映射为颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:131 msgid "Show queries" msgstr "显示查询" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:131 msgid "Should queries be visualized?" msgstr "查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:132 msgid "Query duration" msgstr "查询持续时间" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:132 msgid "How longs should the query be visible after it is performed?" msgstr "查询在执行后应该在多长时间内可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:133 msgid "Query color" msgstr "查询颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:133 msgid "Color used for query visualization" msgstr "用于显示查询的颜色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:134 msgid "Should sphere shaped queries be visualized?" msgstr "球体形状的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:135 msgid "Should box shaped queries be visualized?" msgstr "盒体形状的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:136 msgid "Should capsule shaped queries be visualized?" msgstr "胶囊体形状的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:137 msgid "Ray" msgstr "射线" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:137 msgid "Should ray shaped queries be visualized?" msgstr "射线形状的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:138 msgid "Overlap" msgstr "重叠" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:138 msgid "Should overlap type queries be visualized?" msgstr "重叠类型的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:139 msgid "Check" msgstr "棋盘格" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:139 msgid "Should check type queries be visualized?" msgstr "棋盘格类型的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:140 msgid "Cast" msgstr "投射" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:140 msgid "Should cast type queries be visualized?" msgstr "投射类型的查询是否应可见?" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:141 msgid "Show types:" msgstr "显示类型:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:142 msgid "Show shapes:" msgstr "显示形状:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:143 msgid "Max Queries" msgstr "最大查询数" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:143 msgid "Maximum number of queries that will be visualized" msgstr "要可视化的查询的最大数量" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:147 msgid "devOptions" msgstr "devOptions" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:148 msgid "Force Dot" msgstr "力点" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:149 msgid "DotAlpha" msgstr "DotAlpha" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:150 msgid "Hide tools" msgstr "隐藏工具" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:154 msgid "Collision Geometry" msgstr "碰撞几何" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:155 msgid "Mouse Select" msgstr "鼠标选择" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:156 msgid "Use Scene Cam" msgstr "使用场景摄像头" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:160 msgid "Show All" msgstr "显示全部" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:161 msgid "Show None" msgstr "不显示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:162 msgid "Reset visualization settings and locked objects" msgstr "重置可视化设置和锁定的对象" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:171 msgid "Local Center of Mass" msgstr "局部质心" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:172 msgid "World Center of Mass" msgstr "世界质心" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:173 msgid "Sleep State" msgstr "睡眠状态" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:174 Editor-Missing:Missing detected at runtime. msgid "Sleep Threshold" msgstr "休眠阈值" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:175 msgid "Max Linear Velocity" msgstr "最大线速度" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:176 msgid "Max Angular Velocity" msgstr "最大角速度" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:177 msgid "Solver Iterations" msgstr "解算器迭代" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:178 msgid "Solver Velocity Iterations" msgstr "解算器速度迭代" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:179 msgid "Asleep" msgstr "已休眠" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:180 msgid "Awake" msgstr "已唤醒" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:182 msgid "Body Index" msgstr "主体索引" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:183 msgid "Joint Info" msgstr "关节信息" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:186 msgid "Force" msgstr "力" #: [MenuItem]Modules/PhysicsEditor/PhysicsDebugWindow.cs:202 msgid "Physics Debugger" msgstr "物理调试器" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:14 msgid "Terrain Data" msgstr "地形数据" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:14 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。" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:15 msgid "Enable Tree Colliders" msgstr "启用树碰撞器" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:15 msgid "When selected, Tree Colliders will be enabled." msgstr "选中后,将启用“树木碰撞器”。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:54 msgid "Mass of this articulation body." msgstr "此关节体的质量。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:55 msgid "Immovable" msgstr "不可移动" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:55 msgid "Is this articulation body immovable by forces and torques? Only applies to the root body of the articulation." msgstr "此关节体是否无法被力和扭矩移动?仅适用于关节的根部。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:56 msgid "Controls whether gravity affects this articulation body." msgstr "控制重力是否影响此关节体。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:67 msgid "Linear Damping" msgstr "线性阻尼" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:68 msgid "Angular Damping" msgstr "角阻尼" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:69 msgid "Joint Friction" msgstr "关节摩擦" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:69 msgid "Amount of friction that is applied as a result of connected bodies moving relative to this body." msgstr "由于连接的关节体相对于该关节体移动而施加的摩擦量。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:71 msgid "Match Anchors" msgstr "匹配锚点" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:71 msgid "Controls whether to set the anchor relative to the parent to be the same as the anchor relative to this body." msgstr "控制是否将相对于父级的锚点设置为与相对于此关节体的锚点相同。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:72 msgid "Anchor Position" msgstr "锚点位置" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:72 msgid "Position of the anchor relative to this body." msgstr "相对于此关节体的锚点位置。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:73 msgid "Parent Anchor Position" msgstr "父锚点位置" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:73 msgid "Position of the anchor relative to the parent body." msgstr "相对于父关节体的锚点位置。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:74 msgid "Anchor Rotation" msgstr "锚点旋转" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:74 msgid "Rotation of the anchor relative to this body." msgstr "相对于此关节体的锚点旋转。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:75 msgid "Parent Anchor Rotation" msgstr "父锚点旋转" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:75 msgid "Rotation of the anchor relative to the parent body." msgstr "相对于父关节体的锚点旋转。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:77 msgid "The only axis the joint allows linear motion along." msgstr "关节允许进行直线运动所依循的唯一轴。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:78 msgid "Controls whether the motion is free or limited." msgstr "控制运动是自由的还是受限。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:80 msgid "Lower limit" msgstr "下限" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:80 msgid "Limit the minimum linear or angular coordinate this drive allows." msgstr "限制此驱动器允许的最小线性或角度坐标。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:81 msgid "Upper limit" msgstr "上限" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:81 msgid "Limit the maximum linear or angular coordinate this drive allows." msgstr "限制此驱动器允许的最大线性或角度坐标。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:83 msgid "The stiffness of the spring connected to this drive." msgstr "与此驱动器相连的弹簧的刚度。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:84 msgid "The damping of the spring attached to this drive." msgstr "与此驱动器连接的弹簧的阻尼。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:85 msgid "Force Limit" msgstr "力限制" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:85 msgid "The maximum force this drive can apply to a body." msgstr "此驱动器可以施加到关节体的最大力。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:86 msgid "The target value for the drive to try reaching." msgstr "驱动器尝试达到的目标值。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:87 msgid "Target Velocity" msgstr "目标速度" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:87 msgid "The target velocity for the drive to try reaching." msgstr "驱动器尝试达到的目标速度。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:92 msgid "Drive Type" msgstr "驱动器类型" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:92 msgid "The drive type" msgstr "驱动器类型" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:168 msgid "Edit Joints" msgstr "编辑关节" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:199 msgid "Collision Detection Mode" msgstr "碰撞检测模式" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:254 msgid "Articulation Joint Type" msgstr "铰接关节类型" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:394 msgid "Lower Limit" msgstr "下限" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:395 msgid "Upper Limit" msgstr "上限" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:433 msgid "Drive Type Property" msgstr "驱动器类型属性" #: Modules/PhysicsEditor/CapsuleColliderEditor.cs:112 msgid "The axis of the capsule’s lengthwise orientation in the GameObject’s local space." msgstr "胶囊体在游戏对象局部空间中纵向方向的轴。" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:25 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:26 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:47 msgid "Detect Chunk Culling Bounds" msgstr "检测块剔除边界" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:49 msgid "Chunk Culling Bounds" msgstr "区块剔除边界" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:24 msgid "Invalid Matrix" msgstr "无效的矩阵" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:24 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:25 msgid "Reset Matrix" msgstr "重置矩阵" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:26 msgid "Preview of tile with attributes set" msgstr "预览具有属性集的瓦片" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:28 msgid "Sprite Editor" msgstr "Sprite 编辑器" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:62 msgid "Collider Type" msgstr "碰撞器类型" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:35 msgid "Maximum Tile Change Count" msgstr "最大瓦片更改计数" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:37 msgid "Extrusion Factor" msgstr "挤出因子" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:27 msgid "Animation Frame Rate" msgstr "动画帧速率" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:27 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:28 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:29 msgid "Tile Anchor" msgstr "平铺锚" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:29 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:30 msgid "Orientation for tiles in the tilemap" msgstr "瓦片地图中瓦片的朝向" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:32 msgid "Tiles used in the Tilemap" msgstr "瓦片地图中使用的瓦片" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:33 msgid "Sprites used in the Tilemap" msgstr "瓦片地图中使用的精灵" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:61 msgid "Tilemap Color" msgstr "瓦片地图颜色" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:66 msgid "Orientation Matrix" msgstr "方向矩阵" #: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:165 msgid "Tilemap" msgstr "瓦片地图" #: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:165 msgid "Refresh All Tiles" msgstr "刷新所有瓦片" #: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:173 msgid "Compress Tilemap Bounds" msgstr "压缩瓦片地图边界" #: Modules/ShortcutManagerEditor/DeleteShortcutProfileWindow.cs:50 msgid "Delete Profile" msgstr "删除配置文件" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:62 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:64 msgid "Perform Selected" msgstr "执行选定项" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:65 msgid "Rebind Selected" msgstr "重新绑定选定项" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:71 msgid "Shortcut Conflict" msgstr "快捷方式冲突" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:72 msgid "Rebind to selected command" msgstr "重新绑定到选定命令" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:73 msgid "Select a command to perform:" msgstr "选择要执行的命令:" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:74 msgid "Resolve Conflict..." msgstr "解决冲突..." #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:201 msgid "The binding \"{0}\" conflicts with multiple commands." msgstr "绑定 \"{0}\" 与多个命令冲突。" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:11 msgid "All Unity Commands" msgstr "所有 Unity 命令" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:12 msgid "Binding Conflicts" msgstr "绑定冲突" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:13 msgid "Main Menu" msgstr "主菜单" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:15 msgid "Profile name is empty" msgstr "配置文件名称为空" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:16 msgid "Name contains unsupported characters" msgstr "名称包含不支持的字符" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:17 msgid "Profile already exists" msgstr "配置文件已存在" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:18 msgid "Default profile cannot be renamed" msgstr "默认配置文件无法重命名" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:19 msgid "Couldn't find active profile" msgstr "找不到活动配置文件" #: [MenuItem]Modules/AssetDatabase/Editor/V2/Managed/ImportActivityWindow.cs:30 msgid "View in Import Activity Window" msgstr "在导入活动窗口中查看" #: [MenuItem]Modules/AssetDatabase/Editor/V2/Managed/ImportActivityWindow.cs:37 msgid "Import Activity" msgstr "导入活动" #: Modules/AssetDatabase/Editor/V2/Managed/ImportActivityWindow.cs:2089 msgid "Show Overview" msgstr "显示概述" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:17 msgid "Fill Material" msgstr "填充材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:17 msgid "Fill Material to be used by SpriteShapeRenderer" msgstr "SpriteShapeRenderer 使用的填充材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:18 msgid "Edge Material" msgstr "边缘材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:18 msgid "Edge Material to be used by SpriteShapeRenderer" msgstr "SpriteShapeRenderer 使用的边缘材质" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:22 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:23 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/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:24 msgid "SpriteShape Sort Point" msgstr "精灵形状排序点" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:24 msgid "Determines which position of the SpriteShape is used for sorting." msgstr "确定精灵形状的哪个位置用于排序。" #: Modules/XREditor/XRManagementInstaller.cs:20 msgid "Install XR Plugin Management" msgstr "安装 XR 插件管理" #: Modules/VFXEditor/Public/VisualEffectEditorDefault.cs:13 msgid "The Visual Effect component requires the com.unity.visualeffectgraph package." msgstr "视觉效果组件需要 com.unity.visualeffectgraph 包。" #: Modules/ExampleEditor/ExampleComponentEditor.cs:27 msgid "Example Field" msgstr "示例字段" #: Modules/PresetsEditor/PresetManagerEditor.cs:12 msgid "Preset management" msgstr "预设管理" #: Modules/PresetsEditor/PresetManagerEditor.cs:20 msgid "Add Default Preset" msgstr "添加默认预设" #: Modules/PresetsEditor/PresetSelector.cs:181 msgid "Select Preset" msgstr "选择预设" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:22 msgid "Add Default Type" msgstr "添加默认类型" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:84 msgid "ScriptableObject" msgstr "ScriptableObject" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:28 msgid "Player Data path" msgstr "播放器数据路径" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:28 msgid "Path to store data files, default path (~/.config) might be not accessible on some targets." msgstr "存储数据文件的路径,在某些目标上可能无法访问默认路径 (~/.config)。" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:29 msgid "Texture compression format" msgstr "纹理压缩格式" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:29 msgid "Default format for compressed textures" msgstr "压缩纹理的默认格式" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:30 msgid "ETC" msgstr "ETC" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:30 msgid "ETC2" msgstr "ETC2" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:30 msgid "ASTC" msgstr "ASTC" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:30 msgid "DXT" msgstr "DXT" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:30 msgid "PVRTC" msgstr "PVRTC" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:31 msgid "Enable GameControllers" msgstr "启用 GameController" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:31 msgid "If game controllers are not required, they can be disabled to decrease player startup time" msgstr "如果不需要游戏控制器,可禁用它们以缩短播放器启动时间" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:32 msgid "CPU Configuration" msgstr "CPU 配置" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:32 msgid "Target CPU configuration to configure affinity" msgstr "用于配置相关性的目标 CPU 配置" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:33 msgid "# of Cores" msgstr "内核数量" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:35 msgid "Loading Image" msgstr "加载图像" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:35 msgid "An optional loading image, which is drawn as early as possible the initial scene is loaded" msgstr "可选的加载图像,加载初始场景时尽早调用该图像" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:36 msgid "The loading image will currently not be shown, because the Splash Screen is enabled" msgstr "目前不显示加载图像,因为启动画面已启用" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:36 msgid "Please disable the splash screen to use" msgstr "请禁用启动画面以使用加载图像" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:44 msgid "Log Startup Timings" msgstr "日志启动时间" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:44 msgid "The amount of wall and CPU time (in ms) at specific points in the application startup process will be written out to the player log." msgstr "在应用程序启动进程中,特定点的墙壁数量和 CPU 时间(以 ms 为单位)将写出到播放器日志。" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:121 msgid "Player Data Path" msgstr "播放器数据路径" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:123 msgid "Enable Gamepad Input" msgstr "启用游戏手柄输入" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/PlayerSettingsEditorExtension.cs:125 msgid "Log Startup Timing" msgstr "日志启动时间" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:16 msgid "Build architecture" msgstr "生成架构" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:18 msgid "Remote Device" msgstr "远程设备" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:20 msgid "Address" msgstr "地址" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:20 msgid "Destination address of the remote device. A port can be specified by appending it separated with a colon." msgstr "远程设备的目标地址。通过用冒号分隔来附加端口,可指定端口。" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:22 msgid "Username" msgstr "用户名" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:22 msgid "Username on remote device" msgstr "远程设备上的用户名" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:24 msgid "Exports" msgstr "导出" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:24 msgid "Additional exports required to launch application remotely" msgstr "远程启动应用程序需要额外导出" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:26 msgid "Install path" msgstr "安装路径" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:26 msgid "Path to install application, if not set default value (\"~/tmp/unity/test\") will be used" msgstr "应用程序安装路径,如果未设置,将使用默认值 (\"~/tmp/unity/test\")" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:75 msgid "Xcode Default Settings" msgstr "Xcode 默认设置" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:75 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:76 msgid "Automatically Sign" msgstr "自动签名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:76 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:77 msgid "Signing Team Id:" msgstr "签署团队 Id:" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:80 msgid "iOS Manual Provisioning Profile" msgstr "iOS 手动配置文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:88 msgid "tvOS Manual Provisioning Profile" msgstr "tvOS 手动配置文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSTextureImportSettings.cs:12 msgid "ASTC HDR formats are supported only on Metal on A13 GPU or newer.\nAt runtime on unsupported devices, depending on the presence of an alpha channel, Unity decompresses the texture to RGB9E5 or half precision floating-point RGBA." msgstr "仅 A13 GPU 或更高版本上的 Metal 支持 ASTC HDR 格式。\n在不支持的设备上运行时,Unity 会根据是否存在 Alpha 通道将纹理解压缩为 RGB9E5 或半精度浮点 RGBA。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:33 msgid "Add to Embedded Binaries" msgstr "添加至嵌入式二进制文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:33 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:35 msgid "Compile flags" msgstr "编译标志" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:28 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:29 msgid "Signing Team ID" msgstr "签署团队 ID" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:30 msgid "iOS Provisioning Profile" msgstr "iOS 配置文件" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:88 msgid "Fixed DPI" msgstr "固定 DPI" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:93 msgid "Resolution Scaling" msgstr "分辨率缩放" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:125 msgid "Version*" msgstr "版本*" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:125 msgid "'CFBundleShortVersionString'" msgstr "'CFBundleShortVersionString'" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:225 msgid "Requires ARKit support " msgstr "需要 ARKit 支持" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:225 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:226 msgid "Automatically add capabilities" msgstr "自动添加功能" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:228 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:229 msgid "Target SDK" msgstr "目标 SDK" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:230 msgid "Target minimum iOS Version" msgstr "目标最小 iOS 版本" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:231 msgid "Enable ProMotion Support" msgstr "启用 ProMotion 支持" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:232 msgid "Defer system gestures on edges " msgstr "延迟系统边缘手势" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:232 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:234 msgid "Reset resolution on window resize" msgstr "调整窗口大小时重置分辨率" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:234 msgid "If a custom resolution was set - it will be reset to the window size when window size changes." msgstr "如果设置了自定义分辨率,当窗口大小改变时,它将根据窗口大小重置。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:237 msgid "Configured variant names" msgstr "配置变体名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:238 msgid "Variant map for app slicing" msgstr "应用程序切片变体映射" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:239 msgid "Custom value" msgstr "自定义值" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:240 msgid "Custom XIB" msgstr "自定义 XIB" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:241 msgid "Custom Storyboard" msgstr "自定义故事板" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:288 msgid "Enable Pro Motion" msgstr "启用专业动作" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:289 msgid "Require AR Kit" msgstr "要求 AR 工具包" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:301 msgid "Automatically Detect And Add Capabilities" msgstr "自动检测并添加功能" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:305 msgid "Hide home button on iPhone X" msgstr "隐藏 iPhone X 上的 home 按钮" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:306 msgid "Render Extra Frame on Pause" msgstr "暂停时渲染额外帧" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:306 msgid "Render Extra Frame On Pause" msgstr "暂停时渲染额外帧" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:311 msgid "Enable Custom Background Behaviors" msgstr "启用自定义后台行为" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:311 msgid "Enabling Custom Background Behaviors will prevent Unity from pausing when the app is moved to the background." msgstr "启用自定义后台行为将防止 Unity 在应用程序移至后台时暂停。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:311 msgid "Use Custom App Background Behavior" msgstr "使用自定义应用程序后台行为" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:495 msgid "Variant settings" msgstr "变体设置" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:557 msgid "Add custom entry" msgstr "添加自定义条目" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:625 msgid "None (Deprecated)" msgstr "无(已弃用)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:626 msgid "Image and background (relative size)" msgstr "图像和背景(相对大小)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:627 msgid "Image and background (constant size)" msgstr "图像和背景(恒定大小)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:640 msgid "Launch screen type" msgstr "启动屏幕类型" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:661 msgid "Portrait Image " msgstr "纵向图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:661 msgid " Use only advanced type textures" msgstr "仅使用高级类型的纹理" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:668 msgid "Landscape Image " msgstr "横向图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:677 msgid "Image " msgstr "图像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:688 msgid "Size in points " msgstr "点大小" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:688 msgid " Vertical in both portrait and landscape" msgstr "直屏与横屏时均垂直" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:690 msgid " Horizontal in portrait, vertical in landscape" msgstr "直屏时水平,横屏时垂直" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:704 msgid "Fill percentage " msgstr "填充百分比" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:733 msgid "iPhone Launch Screen" msgstr "iPhone 启动屏幕" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:739 msgid "iPad Launch Screen" msgstr "iPad 启动屏幕" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:15 msgid "Directly reference .m, .mm, .c, .cpp, .swift, .h, .xib files and libraries from Unity project instead of copying them. Unity internal libraries - libil2cpp.a, libiphone-lib.a are symlinked." msgstr "直接从 Unity 项目引用 .m、.mm、.c、.cpp、.swift、.h、.xib 文件和库而不是复制它们。Unity 内部库(libil2cpp.a、libiphone-lib.a)是符号链接库。" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:134 msgid "(Custom)" msgstr "(自定义)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:145 msgid "(custom) " msgstr "(自定义)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:180 msgid "No requirements" msgstr "没有要求" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:32 msgid "ARM64" msgstr "ARM64" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:36 msgid "x86_64" msgstr "x86_64" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:55 msgid "Run in Xcode as" msgstr "在 Xcode 中运行,作为" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:150 msgid "Alias" msgstr "别名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:151 msgid "Select..." msgstr "选择..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:152 msgid "Enable Android Banner" msgstr "启用 Android 横幅" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:152 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:153 msgid "Keystore Manager..." msgstr "密钥库管理器..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:154 msgid "Custom Keystore" msgstr "自定义密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:155 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:156 msgid "Select Keystore..." msgstr "选择密钥库..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:160 msgid "Development Keystore" msgstr "开发密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:161 msgid "Bundle Version Code" msgstr "资源包版本代码" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:161 msgid "Must be greater than 0 and if using split APKs should be less than 100000 to generate valid version codes." msgstr "必须大于 0,如果使用拆分 APK,还应小于 100000,才能生成有效的版本代码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:162 msgid "Target Architectures" msgstr "目标架构" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:162 msgid "List supported CPU architectures" msgstr "列出支持的 CPU 架构" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:163 msgid "Enable Armv9 Security Features for Arm64 builds" msgstr "为 Arm64 构建启用 Armv9 安全功能" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:163 msgid "Enable Pointer Authentication (PAuth, PAC) and Branch Target Identification (BTI) for Arm64 builds" msgstr "为 Arm64 构建启用指针身份验证(PAuth、PAC)和分支目标识别 (BTI)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:164 msgid "ARMv7" msgstr "ARMv7" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:164 msgid "32-bit ARM architecture" msgstr "32 位 ARM 架构" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:165 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:166 msgid "x86 (Chrome OS)" msgstr "x86 (Chrome OS)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:166 msgid "32-bit x86 architecture (not supported on Mono)" msgstr "32 位 x86 架构(Mono 不支持)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:167 msgid "x86-64 (Chrome OS and Magic Leap 2)" msgstr "x86-64(Chrome OS 和 Magic Leap 2)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:167 msgid "64-bit x86-64 architecture (not supported on Mono)" msgstr "64 位 x86-64 架构(Mono 不支持)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:168 msgid "Split APKs by target architecture" msgstr "按目标架构拆分 APK" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:168 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:169 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:170 msgid "Target Devices" msgstr "目标设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:170 msgid "Select which devices are allowed to run the Android application." msgstr "选择允许哪些设备运行 Android 应用程序。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:171 msgid "Enter password." msgstr "输入密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:172 msgid "Android Game" msgstr "Android 游戏" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:172 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:174 msgid "Chrome OS Input Emulation" msgstr "Chrome OS 输入仿真" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:174 msgid "By default, Chrome OS converts mouse and touchpad events to touchscreen events. Un-check this setting to disable the default behavior." msgstr "默认情况下,Chrome OS 会将鼠标和触控板事件转换为触摸屏事件。取消选中此设置将禁用默认行为。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:175 msgid "Image" msgstr "图像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:176 msgid "App binary will be split using Asset Packs. To split using OBB, disable 'Export for App Bundle' in Build Settings" msgstr "应用程序二进制文件将用资产包进行拆分。要使用 OBB 进行拆分,请在“生成设置”中禁用 '导出用于应用程序资产包'" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:177 msgid "App binary will be split using OBB. To split using Asset Packs, enable 'Export for App Bundle' in Build Settings" msgstr "应用程序二进制文件将用 OBB 进行拆分。要使用资产包进行拆分,请在“生成设置”中启用 '导出用于应用程序资产包'" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:178 msgid "Install Location" msgstr "安装位置" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:179 msgid "Internet Access" msgstr "互联网访问" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:180 msgid "Project Key" msgstr "项目密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:181 msgid "Project Keystore" msgstr "项目密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:182 msgid "Minimum API Level" msgstr "最低 API 级别" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:183 msgid "Target API Level" msgstr "目标 API 级别" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:184 msgid "Getting API levels..." msgstr "正在获取 API 级别..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:185 msgid "Open existing keystore..." msgstr "打开现有的密钥库..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:187 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:188 msgid "Wrong password" msgstr "密码错误" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:189 msgid "Scaling" msgstr "缩放" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:190 msgid "Split Application Binary" msgstr "分割动画二进制" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:190 msgid "Split application binary creating OBB expansion file for APK or dynamic delivery Asset Pack for AAB publishing format" msgstr "拆分应用程序二进制文件会创建用于 APK 的 OBB 扩展文件或用于 AAB 发布格式的动态交付资产包" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:191 msgid "Static Splash Image" msgstr "静态启动图像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:191 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:192 msgid "Android TV Compatibility" msgstr "Android TV 兼容性" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:192 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:194 msgid "Write Permission" msgstr "写入权限" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:194 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:198 msgid "Letterboxed" msgstr "宽银幕式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:199 msgid "Minify" msgstr "缩小" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:199 msgid "Enable to minify your java code. NOTE: Minification can sometimes remove needed code and produce non-working binaries." msgstr "启用此项可以缩小 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:203 msgid "Custom Main Manifest" msgstr "自定义主要清单" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:203 msgid "Use if you need to tweak the main Android manifest file." msgstr "如果您需要调整主要的 Android 清单文件,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:204 msgid "Custom Launcher Manifest" msgstr "自定义启动器清单" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:204 msgid "Use if you need to tweak the launcher manifest file." msgstr "如果您需要调整启动器清单文件,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:205 msgid "Custom Main Gradle Template" msgstr "自定义主要 Gradle 模板" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:205 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the main gradle build file." msgstr "如果您需要提供自己对主要 Gradle 构建文件的变更来调整 Gradle 构建过程,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:206 msgid "Custom Launcher Gradle Template" msgstr "自定义启动器 Gradle 模板" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:206 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the launcher gradle build file." msgstr "如果您需要提供自己对启动器 Gradle 构建文件的变更来调整 Gradle 构建过程,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:207 msgid "Custom Base Gradle Template" msgstr "自定义基础 Gradle 模板" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:207 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the base gradle build file." msgstr "如果您需要提供自己对基础 Gradle 构建文件的变更来调整 Gradle 构建过程,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:208 msgid "Custom Gradle Properties Template" msgstr "自定义 Gradle 属性模板" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:208 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the gradle properties file." msgstr "如果您需要提供自己对 Gradle 属性文件的变更来调整 Gradle 构建过程,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:209 msgid "Custom Gradle Settings Template" msgstr "自定义 Gradle 设置模板" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:209 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the gradle settings file." msgstr "如果您需要提供自己对 Gradle 设置文件的变更来调整 Gradle 生成过程,请使用此选项。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:210 msgid "Custom Proguard File" msgstr "自定义 Proguard 文件" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:211 msgid "Package Name" msgstr "包名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:213 msgid "Blit Type" msgstr "Blit 类型" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:213 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:215 msgid "Supported Aspect Ratio" msgstr "支持的纵横比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:216 msgid "Aspect Ratio Mode" msgstr "宽高比模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:216 msgid "Allows to support super widescreen devices" msgstr "允许支持超宽屏设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:217 msgid "Up To" msgstr "取决于" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:219 msgid "Filter Touches When Obscured" msgstr "遮挡时过滤触摸" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:219 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:220 msgid "Sustained Performance Mode" msgstr "持续性能模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:220 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:221 msgid "Low Accuracy Location" msgstr "低精度定位" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:221 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:222 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:223 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:224 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:226 msgid "Hide Navigation Bar" msgstr "隐藏导航栏" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:226 msgid "If set, navigation bar will be hidden during splash screen or first scene loading." msgstr "如果进行此设置,则在启动画面时或第一次加载场景期间将隐藏导航栏。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:227 msgid "Render outside safe area" msgstr "渲染外部安全区域" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:227 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:228 msgid "Optimized Frame Pacing" msgstr "优化的帧节奏调整" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:228 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:231 msgid "Warn about App Bundle size" msgstr "警告应用程序资源包大小" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:231 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:232 msgid "App Bundle size threshold" msgstr "应用程序资源包大小阈值" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:232 msgid "Value in megabytes" msgstr "以兆字节 (MB) 为单位的值" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:233 msgid "Active only when building release AAB" msgstr "仅在生成发行版 AAB 时激活" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:234 msgid "Apply display rotation during rendering" msgstr "在渲染期间应用显示旋转" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:236 msgid "DXT + RGTC(BC4, BC5)" msgstr "" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:238 msgid "Fullscreen Mode" msgstr "全屏模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:238 msgid "Applications may start as a fixed size window or the full dimensions of the screen." msgstr "应用程序可能以固定大小窗口或全尺寸屏幕启动。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:241 msgid "Enable this option to allow the window to be resized by the user." msgstr "启用此选项可允许用户调整窗口大小。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:242 msgid "Default Window Width" msgstr "默认窗口宽度" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:242 msgid "The width in pixels to which the window will be created." msgstr "要创建的窗口的宽度(以像素为单位)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:243 msgid "Default Window Height" msgstr "默认窗口高度" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:243 msgid "The height in pixels to which the window will be created." msgstr "要创建的窗口的高度(以像素为单位)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:244 msgid "Minimum Window Width" msgstr "最小窗口宽度" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:244 msgid "The minimum width in pixels to which the window can be resized to." msgstr "窗口可重新调整到的最小宽度(以像素为单位)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:245 msgid "Minimum Window Height" msgstr "最小窗口高度" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:245 msgid "The height in pixels to which the window can be resized to." msgstr "窗口可重新调整到的高度(以像素为单位)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:246 msgid "The default window height/width must be larger than the minimum height/width. The window size will default to the minimum dimensions." msgstr "默认窗口高度/宽度必须大于最小高度/宽度。窗口大小将默认为最小尺寸。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:472 msgid "Max Aspect Ratio" msgstr "最大纵横比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:519 msgid "Use Custom Keystore" msgstr "使用自定义密钥库" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:839 msgid "Use Custom File" msgstr "使用自定义文件" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:897 msgid "Override Default Package Name" msgstr "覆盖默认包名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1095 msgid "Android Enable Armv 9 Security Features" msgstr "Android 启用 Armv 9 安全功能" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1136 msgid "Require" msgstr "要求" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1154 msgid "Enable Sustained Performance Mode" msgstr "启用持续性能模式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1155 msgid "Use Low Accuracy Location" msgstr "使用低精度位置" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1406 msgid "Vulkan Pre Transform" msgstr "Vulkan 预变换" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:23 msgid "Build System" msgstr "生成系统" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:24 msgid "Export Project" msgstr "导出项目" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:25 msgid "Build App Bundle (Google Play)" msgstr "生成应用程序资源包 (Google Play)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:26 msgid "Export for App Bundle" msgstr "导出用于应用程序资产包" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:28 msgid "ETC2 fallback" msgstr "ETC2 回退" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:29 msgid "Build Type" msgstr "生成类型" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:31 msgid "Run Device" msgstr "运行设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:32 msgid "Fetching connected devices..." msgstr "正在获取连接的设备..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:33 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:33 msgid "To set Android SDK and/or JDK directory go to Edit / Unity -> Preferences... -> External Tools -> Android SDK/JDK" msgstr "要设置 Android SDK 和/或 JDK 目录,请转到“编辑”/Unity >“首选项...”>“外部工具”> Android SDK/JDK" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:34 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:34 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:35 msgid "Default device" msgstr "默认设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:36 msgid "All compatible devices" msgstr "所有兼容设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:38 msgid "Create symbols.zip" msgstr "创建 symbols.zip" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:38 msgid "Create a symbols.zip file in the same location as the .apk or .aab file" msgstr "在与 .apk 或 .aab 文件相同的位置创建一个 symbol.zip 文件" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:39 msgid "Offline - " msgstr "离线 - " #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:49 msgid "Build to Device" msgstr "生成到设备" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:54 msgid "'Build And Run' and 'Build to Device' are disabled while querying for Android devices." msgstr "查询 Android 设备时,‘生成和运行’与‘生成到设备’禁用。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:57 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:71 msgid "Use Player Settings" msgstr "使用播放器设置" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:72 msgid "ETC (GLES 2.0)" msgstr "ETC (GLES 2.0)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:73 msgid "ETC2 (GLES 3.0)" msgstr "ETC2 (GLES 3.0)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:75 msgid "DXT (Tegra and Magic Leap 2)" msgstr "DXT(Tegra 和 Magic Leap 2)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:76 msgid "PVRTC (PowerVR)" msgstr "PVRTC (PowerVR)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:88 msgid "32-bit" msgstr "32 位" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:89 msgid "16-bit" msgstr "16 位" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:90 msgid "32-bit, half resolution" msgstr "32 位,半分辨率" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:10 msgid "Override ETC2 fallback" msgstr "覆盖 ETC2 回退" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:13 msgid "Use build settings" msgstr "使用 build 设置" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:16 msgid "32-bit (half resolution)" msgstr "32 位(半分辨率)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:19 msgid "ASTC HDR formats are supported only on GPUs with GL_KHR_texture_compression_astc_hdr.\nAt runtime on unsupported devices, depending on the presence of an alpha channel, Unity decompresses the texture to RGB9E5 or half precision floating-point RGBA." msgstr "仅具有 GL_KHR_texture_compression_astc_hdr 的 GPU 支持 ASTC HDR 格式。\n在不支持的设备上运行时,Unity 会根据是否存在 Alpha 通道将纹理解压缩为 RGB9E5 或半精度浮点 RGBA。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:30 msgid "Maximum JVM heap size, Mbytes" msgstr "最大 JVM 堆大小(兆字节)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:30 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:31 msgid "Stop Gradle daemons on exit" msgstr "退出时停止 Gradle 守护进程" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:31 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:32 msgid "Kill ADB server on exit" msgstr "退出时关闭 ADB 服务器" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:32 msgid "If checked, Unity will execute adb kill-server when closing the editor." msgstr "如果选中,Unity 将在关闭编辑器时执行 adb kill-server。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:196 msgid "Android" msgstr "Android" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:13 msgid "Keystore Manager" msgstr "密钥库管理器" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:15 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:27 msgid "New Key Values" msgstr "新密钥值" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:28 msgid "Existing Keys" msgstr "现有密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:29 msgid "Keystore..." msgstr "密钥库..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:30 msgid "Create New/Anywhere..." msgstr "创建新的/任何位置..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:31 msgid "Create New/In Dedicated Location..." msgstr "创建新的/在专用位置..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:38 msgid "Load Keys" msgstr "加载密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:39 msgid "Load Existing Keys" msgstr "加载现有密钥" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:40 msgid "Select keystore location." msgstr "选择密钥库位置。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:41 msgid "Enter alias for your new key." msgstr "为新密钥输入别名。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:42 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:43 msgid "Enter keystore password." msgstr "输入密钥库密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:44 msgid "Enter key password." msgstr "输入密钥密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:45 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:46 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:47 msgid "Confirm keystore password." msgstr "确认密钥库密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:48 msgid "Confirm key password." msgstr "确认密钥密码。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:49 msgid "Keystore passwords don't match." msgstr "密钥库密码不匹配。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:50 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:51 msgid "Key passwords don't match." msgstr "密钥密码不匹配。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:52 msgid "Enter key validity time." msgstr "输入密钥的有效时间。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:53 msgid "Maximum validity time is 1000 years." msgstr "最长有效时间为 1000 年。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:54 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:55 msgid "A 25 years validity time is recommended." msgstr "推荐有效期为 25 年。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidEnterIPWindow.cs:10 msgid "Enter IP" msgstr "输入 IP" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidNDKTools.cs:10 msgid "Android NDK not found or invalid. Please, fix it in Edit / Unity -> Preferences -> External Tools" msgstr "Android NDK 未找到或无效。请在“编辑”/Unity >“首选项”>“外部工具”中修复此问题" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:39 msgid "Android SDK is not found or is 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”中修复此问题" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:40 msgid "Android SDK command-line tools component is not found. Make sure \"Command-line Tools (latest)\" is installed in the SDK manager.\nIf command-line tools are installed, but this message is still shown, please restart the Unity editor. " msgstr "未找到 Android SDK 命令行工具组件。确保在 SDK 管理器中安装了 \"命令行工具(最新)\"。\n如果安装了命令行工具,但仍显示此消息,请重新启动 Unity 编辑器。" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:41 msgid "Android SDK Build-tools component is not found. Make sure all tools are installed in the SDK manager." msgstr "未找到 Android SDK 生成工具组件。确保所有工具都已安装在 SDK 管理器中。" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidJavaTools.cs:12 msgid "Java Development Kit (JDK) directory is not set or invalid. Please, fix it in Edit / Unity -> Preferences -> External Tools" msgstr "Java 开发工具包 (JDK) 目录未设置或无效。请在“编辑”/Unity >“首选项”>“外部工具”中修复此问题" #: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneLocalization.cs:124 msgid "Build\\u2215Rebuild Localization Project" msgstr "Build\\u2215重新构建本地化项目" #: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:14 msgid "Resources" msgstr "资源" #: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:20 msgid "Partner Center" msgstr "合作伙伴中心" #: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:26 msgid "XDP Analytics" msgstr "XDP 分析" #: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:32 msgid "Save Log File..." msgstr "保存日志文件..." #: [MenuItem]PlatformDependent/XboxOne/Editor/Managed/XboxOneQuickLinks.cs:42 msgid "Open Log File" msgstr "打开日志文件" #: [MenuItem]PlatformDependent/PS5/Editor/Managed/PS5Utils.cs:599 msgid "DeployAndLaunch to ps5" msgstr "部署并发布到 ps5" #: [MenuItem]PlatformDependent/GameCore/Editor/Managed/Scarlett/GameCoreScarlettLocalization.cs:8 msgid "Generate Localization Resources" msgstr "生成本地化资源" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:12 msgid "Code Optimization" msgstr "代码优化" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:12 msgid "Optimization focus that will be used when compiling WebAssembly code. N.b. please use Development builds for fastest build times." msgstr "编译 WebAssembly 代码时将使用的优化重点。注意,请使用开发版本以获得最快的生成时间。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:40 msgid "Shorter Build Time" msgstr "更短的生成时间" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:41 msgid "Runtime Speed" msgstr "运行时速度" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlBuildWindowExtension.cs:42 msgid "Disk Size" msgstr "磁盘大小" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:38 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:74 msgid "Enable Exceptions" msgstr "启用异常" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:74 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:74 msgid "Exception Support" msgstr "异常支持" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:77 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:78 msgid "Name Files As Hashes" msgstr "将文件命名为哈希" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:78 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:79 msgid "Data Caching" msgstr "数据缓存" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:79 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:80 msgid "Debug Symbols" msgstr "调试符号" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:80 msgid "Preserve debug symbols and perform demangling of the stack trace when an error occurs. For release builds all the debug information can be stored embedded into the main module or 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,所有调试信息可能嵌入于主模块中或存储在单独的文件中(在发生错误时可以根据需要从服务器下载该文件)。开发版本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:81 msgid "Show Diagnostics Overlay" msgstr "显示诊断覆盖" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:81 msgid "Enable the diagnostics overlay in WebGL builds." msgstr "在 WebGL 构建中启用诊断覆盖。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:81 msgid "Show Diagnostics" msgstr "显示诊断" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:82 msgid "Decompression Fallback" msgstr "解压缩回退" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:82 msgid "Include decompression fallback code for build files in the loader. Use this option if you are not able to cofigure server response headers according to the selected compression method." msgstr "在加载器中包含构建文件的解压缩回退代码。如果您无法根据选定的压缩方法配置服务器响应头,请使用此选项。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:83 msgid "Initial Memory Size" msgstr "初始内存大小" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:83 msgid "Initial size of WASM heap memory in MB (Recommended default: 32 MB). If memory growth mode is set to None this is also the maximum size of the heap." msgstr "WASM 堆内存的初始大小,以 MB 为单位(建议默认值:32 MB)。如果内存增长模式设置为“无”,此值也是堆的最大大小。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:84 msgid "Memory Growth Mode" msgstr "内存增长模式" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:84 msgid "The growth mode for the wasm heap (Recommended default: Geometric). Growth mode None results in a fixed heap size. Linear growth mode increases the size of the heap by a constant amount. Geometric growth mode increases heap size my given factor." msgstr "WASM 堆的增长模式(建议默认值:几何)。增长模式为“无”将产生固定的堆大小。“线性”增长模式将为堆的大小增加一个恒量。“几何”增长模式将按给定因子增大堆大小。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:85 msgid "Power Preference" msgstr "功率首选项" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:85 msgid "A hint for the WebGL implementation to help decide what GPU configuration to use in multi-GPU systems." msgstr "WebGL 实施提示,用于帮助确定在多 GPU 系统中使用的 GPU 配置。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:87 msgid "Maximum Memory Size" msgstr "最大内存大小" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:87 msgid "Maximum size of WASM heap memory in MB (Recommended default: 2048 MB). The heap memory can't grow beyond this limit." msgstr "WASM 堆内存的最大大小,以 MB 为单位(建议默认值:2048 MB)。堆内存不能超过这个限值。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:89 msgid "Linear Memory Growth Step" msgstr "线性内存增长步长" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:89 msgid "Advanced tuning option to control the growth step in MB (Recommended default: 16 MB). A growth step of 16MB means the heap is increased by 16MB each time it needs to grow." msgstr "用于控制增长步长的高级调整选项,以 MB 为单位(建议默认值:16 MB)。增长步长为 16MB 表示每次堆需要增长时,堆都会增加 16MB。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:89 msgid "Memory Linear Growth Step" msgstr "内存线性增长步长" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:92 msgid "Geometric Memory Growth Step" msgstr "几何内存增长步长" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:92 msgid "Advanced tuning option to control the memory geometric growth factor (Recommended default: 0.2). A growth factor of 0.2 means that the size of the heap is increased by 0.2 * currentHeapSize each time the heap needs to grow.." msgstr "用于控制内存几何增长因子的高级调整选项(建议默认值:0.2)。增长因子为 0.2 表示每次堆需要增长时,堆的大小都会增加 0.2 * currentHeapSize。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:92 msgid "Memory Geometric Growth Step" msgstr "内存几何增长步长" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:93 msgid "Geometric Memory Growth Cap" msgstr "几何内存增长上限" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:93 msgid "Advanced tuning option to control the upper limit for a heap growth step in MB if geometric memory growth is enabled (Recommended default: 96 MB). A growth cap of 96MB means that the size of the heap is increased by at most 96 MB." msgstr "用于控制堆增长步长上限的高级调整选项(如果启用了几何内存增长),以 MB 为单位(建议默认值:96 MB)。增长上限为 96MB 表示堆的大小最多增加 96 MB。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:93 msgid "Memory Geometric Growth Cap" msgstr "内存几何增长上限" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:123 msgid "Default Canvas Width*" msgstr "默认画布宽度*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:123 msgid "Default Canvas Width" msgstr "默认画布宽度" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:128 msgid "Default Canvas Height*" msgstr "默认画布高度*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:128 msgid "Default Canvas Height" msgstr "默认画布高度" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneSettingsEditorExtension.cs:27 msgid "Target minimum macOS Version" msgstr "目标最小 macOS 版本" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:21 msgid "Apple silicon" msgstr "Apple silicon" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:22 msgid "Intel 64-bit + Apple silicon" msgstr "Intel 64 位 + Apple silicon" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:25 msgid "Create Xcode Project" msgstr "创建 Xcode 项目" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:26 msgid "Target processor architecture for build" msgstr "用于生成的目标处理器架构" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:57 msgid "Default build config for the Run action (can be changed in Xcode any time)" msgstr "“运行”操作的默认生成配置(可随时在 Xcode 中更改)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:57 msgid "Placeholder" msgstr "占位符" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:57 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:124 msgid "SDK" msgstr "SDK" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:124 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:126 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:127 msgid "ScriptingBackend" msgstr "ScriptingBackend" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:127 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:128 msgid "Don't process" msgstr "不处理" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:128 msgid "Plugin will not be modified in any way. This prevents Unity from making sure that it will work on Windows." msgstr "插件不会以任何方式修改。这使得 Unity 无法确保插件在 Windows 上运行。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:15 msgid "Target SDK Version" msgstr "目标 SDK 版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:15 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:16 msgid "Minimum Platform Version" msgstr "最低平台版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:16 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:17 msgid "Visual Studio Version" msgstr "Visual Studio 版本" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:17 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:18 msgid "Build and Run on" msgstr "生成并运行于" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:18 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:19 msgid "Build configuration" msgstr "生成配置" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:19 msgid "Configuration to use when you click Build And Run button." msgstr "单击“生成和运行”按钮时使用的配置。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:20 msgid "Copy References" msgstr "复制引用" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:20 msgid "Copy Unity references next to the generated solution? If you don't copy them, the generated solution will reference them from Unity installation path, thus saving disk space." msgstr "复制生成的解决方案旁边的 Unity 引用?如果不复制,生成的解决方案将从 Unity 安装路径引用,从而节省磁盘空间。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:22 msgid "Device Portal Address" msgstr "设备门户地址" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:23 msgid "Device Portal Username" msgstr "设备门户用户名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:23 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:24 msgid "Device Portal Password" msgstr "设备门户密码" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:24 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:50 msgid "XAML Project" msgstr "XAML 项目" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:51 msgid "D3D Project" msgstr "D3D 项目" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:52 msgid "Executable Only" msgstr "仅可执行文件" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:79 msgid "Local Machine" msgstr "本地计算机" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:80 msgid "Remote Device (via Device Portal)" msgstr "远程设备(通过设备门户)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:97 msgid "Copy PDB files" msgstr "复制 PDB 文件" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:97 msgid "Copy PDB files containing debugging symbols to the final destination." msgstr "将包含调试符号的 PDB 文件复制到最终目标。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:108 msgid "Default Is Full Screen*" msgstr "默认全屏*" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:230 msgid "Transparent Swapchain" msgstr "透明交换链" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:230 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:238 msgid "Packaging" msgstr "封装" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:240 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:242 msgid "Package display name" msgstr "包显示名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:242 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:244 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:247 msgid "Publisher display name" msgstr "发布显示名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:247 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:249 msgid "Streaming Install" msgstr "流安装" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:249 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:289 msgid "Certificate" msgstr "证书" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:294 msgid "Issued by" msgstr "发行者" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:295 msgid "Expiration date" msgstr "截止日期" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:306 msgid "Browse for certificate." msgstr "浏览证书。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:342 msgid "Create test certificate." msgstr "创建测试证书。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:351 msgid "Application UI" msgstr "应用程序 UI" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:353 msgid "Specifies the full name of the app." msgstr "指定应用程序的全名。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:355 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:362 msgid "Metro FTA Name" msgstr "Metro FTA 名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:430 msgid "Default Language (.vcxproj)" msgstr "默认语言 (.vcxproj)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:430 msgid "Sets the XML value specified in the generated Visual Studio project file (.vcxproj). Applies only to the initial file generation, preexisting files will not be modified. When empty 'en-US' will be used." msgstr "设置在生成的 Visual Studio 项目文件 (.vcxproj) 中指定的 XML 值。仅适用于初始文件生成,不会修改预先存在的文件。当为空时将使用 'en-US'。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:437 msgid "Input Source" msgstr "输入源" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:751 msgid "Short name" msgstr "短名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:751 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:774 msgid "Show name on" msgstr "显示名称" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:774 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:775 msgid "Medium Tile" msgstr "中型磁贴" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:776 msgid "Large Tile" msgstr "大磁贴" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:777 msgid "Wide Tile" msgstr "宽磁贴" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:778 msgid "Foreground text" msgstr "前景文字" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:778 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:779 msgid "Background color" msgstr "背景色" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:779 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:780 msgid "Default Size" msgstr "默认大小" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:783 msgid "Tiles and Logos" msgstr "瓦片和标志" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:833 msgid "Windows Holographic" msgstr "Windows Holographic" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:836 msgid "Holographic Splash Image" msgstr "全息过场图像" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:838 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:840 msgid "Tracking Loss Image" msgstr "跟踪丢失图像" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:846 msgid "Overwrite background color" msgstr "覆盖背景颜色" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:846 msgid "Uses default background color otherwise." msgstr "否则使用默认背景色。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:853 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/CommonApple/Managed/EditorExtensionUtils.cs:46 msgid "String Property" msgstr "字符串属性" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:46 msgid "tvOS Provisioning Profile" msgstr "tvOS 配置文件" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:59 msgid "Small icon layers (1x)" msgstr "小图标层(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:64 msgid "Small icon layers (2x)" msgstr "小图标层 (2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:69 msgid "Large icon layers (1x)" msgstr "大图标层(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:74 msgid "Large icon layers (2x)" msgstr "大图标层(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:79 msgid "Top shelf image layers (1x)" msgstr "顶架图像层 (1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:84 msgid "Top shelf image layers (2x)" msgstr "顶架图像层 (2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:89 msgid "Top shelf image wide layers (1x)" msgstr "顶架图像宽层 (1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:94 msgid "Top shelf image wide layers (2x)" msgstr "顶架图像宽层 (2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:111 msgid "Target minimum tvOS Version" msgstr "目标最小 tvOS 版本" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:117 msgid "Tv OS Sdk Version" msgstr "Tv OS Sdk 版本" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:120 msgid "Require Extended Game Controller" msgstr "要求扩展游戏控制器" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:120 msgid "Tv OS Require Extended Game Controller" msgstr "Tv OS 需要扩展游戏控制器" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:168 msgid "Multithreaded Rendering" msgstr "多线程渲染" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:168 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/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:8 msgid "Create Visual Studio Solution" msgstr "创建 Visual Studio 解决方案" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:8 msgid "Generates Visual Studio solution files for the project, allowing to build the project from Visual Studio directly." msgstr "为项目生成 Visual Studio 解决方案文件,从而可以直接从 Visual Studio 生成项目。" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:45 msgid "Spacing" msgstr "间距" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:46 msgid "Child Alignment" msgstr "子级对齐" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:47 msgid "Reverse Arrangement" msgstr "反向排列" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:50 msgid "Control Child Size" msgstr "控制子对象大小" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:59 msgid "Use Child Scale" msgstr "使用子级缩放" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:68 msgid "Child Force Expand" msgstr "子力扩展" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:82 msgid "Text Component" msgstr "文本组件" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:96 msgid "Character Limit" msgstr "角色限制" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:108 msgid "Line Type" msgstr "直线类型" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:112 msgid "Input Type" msgstr "输入类型" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:113 msgid "Keyboard Type" msgstr "键盘类型" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:114 msgid "Character Validation" msgstr "角色验证" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:123 msgid "Caret Blink Rate" msgstr "光标闪烁频率" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:124 msgid "Caret Width" msgstr "光标宽度" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:126 msgid "Custom Caret Color" msgstr "自定义光标颜色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:132 msgid "Caret Color" msgstr "光标颜色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:136 msgid "Selection Color" msgstr "选择颜色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:137 msgid "Hide Mobile Input" msgstr "隐藏移动输入" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:138 msgid "Read Only" msgstr "只读" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:139 msgid "Should Activate On Select" msgstr "应在选择时激活" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:143 msgid "On Value Changed" msgstr "值改变时" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:144 msgid "On Submit" msgstr "提交时" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:145 msgid "On Did End Edit" msgstr "结束编辑时" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:43 msgid "Start Corner" msgstr "起始角落" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:44 msgid "Start Axis" msgstr "启动轴" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:46 msgid "Constraint" msgstr "约束" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:50 msgid "Constraint Count" msgstr "约束计数" #: Packages/com.unity.ugui/Editor/UI/RawImageEditor.cs:25 msgid "UV Rect" msgstr "UV 矩形" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:43 msgid "Template" msgstr "模板" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:44 msgid "Caption Text" msgstr "标题文本" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:45 msgid "Caption Image" msgstr "标题图像" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:46 msgid "Item Text" msgstr "项文本" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:47 msgid "Item Image" msgstr "项图像" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:49 msgid "Alpha Fade Speed" msgstr "Alpha 淡化速度" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:51 msgid "On Selection Changed" msgstr "选择发生更改时" #: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:80 msgid "Number Of Steps" msgstr "步骤数量" #: Packages/com.unity.ugui/Editor/UI/AspectRatioFitterEditor.cs:35 msgid "Aspect Mode" msgstr "纵横模式" #: Packages/com.unity.ugui/Editor/UI/AspectRatioFitterEditor.cs:64 msgid "You cannot use this Aspect Mode because this Component's GameObject does not have a parent object." msgstr "您不能使用此纵横模式,因为该组件的游戏对象没有父对象。" #: Packages/com.unity.ugui/Editor/UI/AspectRatioFitterEditor.cs:70 msgid "You cannot use this Aspect Mode because this Component is attached to a Canvas with a fixed width and height." msgstr "您不能使用此纵横模式,因为该组件连接到具有固定宽度和高度的画布。" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:106 msgid "Content" msgstr "内容" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:111 msgid "Movement Type" msgstr "运动类型" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:115 msgid "Elasticity" msgstr "弹性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:120 msgid "Inertia" msgstr "惯性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:124 msgid "Deceleration Rate" msgstr "减速率" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:129 msgid "Scroll Sensitivity" msgstr "滚动灵敏度" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:133 msgid "Viewport" msgstr "Viewport" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:135 msgid "Horizontal Scrollbar" msgstr "水平滚动条" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:139 msgid "Horizontal Scrollbar Visibility" msgstr "水平滚动条可见性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:146 msgid "Horizontal Scrollbar Spacing" msgstr "水平滚动条间距" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:152 msgid "Vertical Scrollbar" msgstr "垂直滚动条" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:156 msgid "Vertical Scrollbar Visibility" msgstr "垂直滚动条可见性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:163 msgid "Vertical Scrollbar Spacing" msgstr "垂直滚动条间距" #: Packages/com.unity.ugui/Editor/UI/TextEditor.cs:29 msgid "Font Data" msgstr "字体数据" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:39 msgid "Match" msgstr "匹配" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:42 msgid "UI Scale Mode" msgstr "UI 缩放模式" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:125 msgid "Ui Scale Mode" msgstr "Ui 缩放模式" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:137 msgid "Dynamic Pixels Per Unit" msgstr "每单位动态像素数" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:147 msgid "Reference Resolution" msgstr "参考分辨率" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:148 msgid "Screen Match Mode" msgstr "屏幕匹配模式" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:158 msgid "Physical Unit" msgstr "物理单元" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:159 msgid "Fallback Screen DPI" msgstr "备用屏幕 DPI" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:160 msgid "Default Sprite DPI" msgstr "默认 Sprite DPI" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:163 msgid "Reference Pixels Per Unit" msgstr "每单位参考像素" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:44 msgid "Fill Rect" msgstr "填充矩形" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:45 msgid "Handle Rect" msgstr "处理矩形" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:87 msgid "Whole Numbers" msgstr "整数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:42 msgid "Fill Origin" msgstr "填充原点" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:57 msgid "BottomLeft" msgstr "左下" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:58 msgid "TopLeft" msgstr "左上" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:59 msgid "TopRight" msgstr "右上" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:60 msgid "BottomRight" msgstr "右下" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:84 msgid "Source Image" msgstr "源图像" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:85 msgid "Image Type" msgstr "图像类型" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:86 msgid "Clockwise" msgstr "顺时针" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:153 msgid "Use Sprite Mesh" msgstr "使用 Sprite 网格" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:155 msgid "Preserve Aspect" msgstr "保持长宽比" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:223 msgid "Fill Center" msgstr "填充中心" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:224 msgid "Pixels Per Unit Multiplier" msgstr "每单位像素乘数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:245 msgid "Fill Method" msgstr "填充方法" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:274 msgid "Fill Amount" msgstr "填充总数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:279 msgid "Fill Clockwise" msgstr "顺时针填充" #: Packages/com.unity.ugui/Editor/UI/LayoutPropertiesPreview.cs:42 msgid "Layout Properties" msgstr "布局属性" #: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:26 msgid "Horizontal Fit" msgstr "水平匹配" #: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:27 msgid "Vertical Fit" msgstr "垂直适应" #: Packages/com.unity.ugui/Editor/UI/RectMask2DEditor.cs:42 msgid "Softness" msgstr "柔和度" #: Packages/com.unity.ugui/Editor/UI/ButtonEditor.cs:27 msgid "On Click Property" msgstr "鼠标单击属性" #: Packages/com.unity.ugui/Editor/UI/MaskEditor.cs:28 msgid "Show Mask Graphic" msgstr "显示遮罩图形" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:26 msgid "Visualize" msgstr "可视化" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:26 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:102 msgid "Interactable Property" msgstr "可交互属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:115 msgid "Transition Property" msgstr "过渡属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:121 msgid "Target Graphic Property" msgstr "目标图形属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:139 msgid "Color Block Property" msgstr "色块属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:145 msgid "Sprite State Property" msgstr "Sprite 状态属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:151 msgid "Anim Trigger Property" msgstr "动漫触发属性" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:176 msgid "Navigation Property" msgstr "导航属性" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:204 msgid "UI" msgstr "UI" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:213 msgid "Raw Image" msgstr "原始图像" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:240 msgid "Toggle" msgstr "切换" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:251 msgid "Slider" msgstr "滑动条" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:260 msgid "Scrollbar" msgstr "滚动条" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:269 msgid "Scroll View" msgstr "滚动视图" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:280 msgid "Canvas" msgstr "画布" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:307 msgid "Button" msgstr "按钮" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:316 msgid "Dropdown" msgstr "下拉列表框" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:325 msgid "Input Field" msgstr "文本输入框" #: [MenuItem]Packages/com.unity.ugui/Editor/UI/MenuOptions.cs:365 msgid "Event System" msgstr "事件系统" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:40 msgid "Is On Property" msgstr "属性是开启的" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:60 msgid "Graphic Property" msgstr "图形属性" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:62 msgid "Group Property" msgstr "组属性" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:75 msgid "On Value Changed Property" msgstr "值属性改变时" #: Packages/com.unity.ugui/Editor/UI/InterceptedEventsPreview.cs:79 msgid "Intercepted Events" msgstr "拦截的事件" #: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:41 msgid "Ignore Layout" msgstr "忽略布局" #: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:55 msgid "Layout Priority" msgstr "布局优先" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:43 msgid "Set Native Size" msgstr "设置原生大小" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:43 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:44 msgid "Raycast Padding" msgstr "射线投射填充" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:144 msgid "Maskable" msgstr "可遮盖" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:162 msgid "Raycast Target" msgstr "光线投射目标" #: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:36 msgid "Rich Text" msgstr "富文本" #: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:36 msgid "Use emoticons and colors" msgstr "使用表情符号和颜色" #: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:20 msgid "Add New Event Type" msgstr "添加新事件类型" #: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:50 msgid "Callbacks Property" msgstr "回调属性" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:12 msgid "Camera Anti-aliasing" msgstr "摄像机抗锯齿" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:12 msgid "The anti-alising mode that will be used in the scene view camera." msgstr "“场景”视图摄像机中将使用的抗锯齿模式。" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:13 msgid "Camera Stop NaNs" msgstr "摄像机停止 NaN" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:13 msgid "When enabled, any NaNs in the color buffer of the scene view camera will be suppressed." msgstr "启用后,“场景”视图摄像机的颜色缓冲区中的所有 NaN 都会被抑制。" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:14 msgid "Override Exposure" msgstr "覆盖曝光" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:14 msgid "When enabled, the scene exposure is overridden with the selected value." msgstr "启用后,场景曝光将被选定的值覆盖。" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:15 msgid "Scene Exposure" msgstr "场景曝光" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:15 msgid "The value for the overridden exposure." msgstr "覆盖的曝光的值。" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:37 msgid "Selection Enum" msgstr "选择枚举" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:39 msgid "Add Time Of Day" msgstr "添加时间" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:40 msgid "Info Text" msgstr "信息文本" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:43 msgid "Day Time" msgstr "白天" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:45 msgid "Scene Volume" msgstr "场景体积" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:46 msgid "Day Volume Profile" msgstr "白天体积配置文件" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:47 msgid "Night Volume Profile" msgstr "夜晚体积配置文件" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:49 msgid "Effect Prefabs" msgstr "效果预制件" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:5 msgid "HDAdditionalReflectionData" msgstr "HDAdditionalReflectionData" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:5 msgid "Remove Component" msgstr "移除组件" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:6 msgid "HDAdditionalCameraData" msgstr "HDAdditionalCameraData" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:7 msgid "HDAdditionalLightData" msgstr "HDAdditionalLightData" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs:29 msgid "Convert All Built-in Materials to HDRP" msgstr "将所有内置材质转换为 HDRP" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs:35 msgid "Convert Selected Built-in Materials to HDRP" msgstr "将选定的内置材质转换为 HDRP" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs:41 msgid "Convert Scene Terrains to HDRP Terrains" msgstr "将场景地形转换为 HDRP 地形" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/StaticLightingSkyEditor.cs:13 msgid "Go to LightingWindow for edition." msgstr "转到“光照”窗口以进行编辑。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:121 msgid "Sky type" msgstr "天空类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:121 msgid "Specifies the type of sky this Volume uses." msgstr "指定此体积使用的天空类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:127 msgid "Background clouds" msgstr "背景云" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:127 msgid "Specifies the type of background cloud this Volume uses." msgstr "指定此体积使用的背景云类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:133 msgid "Specifies how the global ambient probe is computed. Dynamic will use the currently displayed sky and static will use the sky setup in the environment lighting panel." msgstr "指定如何计算全局环境探针。“动态”将使用当前显示的天空,而“静态”将使用环境光照面板中的天空设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:148 msgid "Global Orientation" msgstr "全局方向" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:148 msgid "Controls the orientation of the wind relative to the X world vector." msgstr "控制风相对于 X 世界矢量的方向。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:149 msgid "Global Speed" msgstr "全局速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:149 msgid "Controls the global wind speed in kilometers per hour." msgstr "控制全局风速(以公里/小时为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:165 msgid "Environment (HDRP)" msgstr "环境 (HDRP)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:165 msgid "Sky lighting environment for active Scene" msgstr "活动场景的天空光照环境" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:193 msgid "Static Lighting Sky" msgstr "静态光照天空" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:193 msgid "Specify which kind of sky you want to use for static ambient in the referenced profile for active scene." msgstr "在活动场景的参考配置文件中指定要用于静态环境的天空类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:201 msgid "Static Lighting Background Clouds" msgstr "静态光照背景云" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:201 msgid "Specify which kind of background clouds you want to use for static ambient in the referenced profile for active scene." msgstr "在活动场景的参考配置文件中指定要用于静态环境的背景云类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:204 msgid "Static Lighting Volumetric Clouds" msgstr "静态光照体积云" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:204 msgid "Specify if volumetric clouds should be used for static ambient in the referenced profile for active scene." msgstr "在活动场景的引用配置文件中指定应该为静态环境使用体积云。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:17 msgid "Backplate" msgstr "背板" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:17 msgid "Enable the projection of the bottom of the CubeMap on a plane with a given shape ('Disc', 'Rectangle', 'Ellispe', 'Infinite')" msgstr "在平面上以给定形状('圆盘'、'矩形'、'椭圆'、'无限')启用立方体贴图底部的投影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:21 msgid "Texture Rotation" msgstr "纹理旋转" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:22 msgid "Texture Offset" msgstr "纹理偏移" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:23 msgid "Point/Spot Shadow" msgstr "点光源/聚光灯阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:24 msgid "Directional Shadow" msgstr "定向光阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:25 msgid "Area Shadow" msgstr "区域光阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:26 msgid "Reset Color" msgstr "重置颜色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:27 msgid "Procedural" msgstr "程序化" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:28 msgid "Flowmap" msgstr "流动贴图" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:12 msgid "Surface Type" msgstr "表面类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:12 msgid "Specifies the nature of the water body that the water system needs to simulate." msgstr "指定水系统需要模拟的水体性质。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:13 msgid "Specifies the type of geometry used to render the water surface." msgstr "指定渲染水面所用的几何体类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:15 msgid "Sets the geometry to use when rendering in quad and custom geometry type mode.The vertical position of the vertices will be overridden to keep the surface of water leveled." msgstr "设置在四边形和自定义几何体类型模式中渲染时要使用的几何体。将覆盖顶点的垂直位置,以使水面保持水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:18 msgid "Script Interactions" msgstr "脚本交互" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:18 msgid "When enabled, HDRP will evaluate the water simulation on the CPU for C# script height requests. Enabling this will significantly increase the CPU cost of the feature." msgstr "启用后,针对 C# 脚本高度请求,HDRP 将在 CPU 上评估水模拟。启用此项将使功能的 CPU 成本显著增加。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:19 msgid "Full Resolution" msgstr "全部分辨率" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:19 msgid "Specifies if the CPU simulation should be evaluated at full or half resolution. When in full resolution, the visual fidelity will be higher but the cost of the simulation will increase." msgstr "指定应该以全分辨率还是半分辨率评估 CPU 模拟。如果是以全分辨率,视觉保真度将更高,但模拟成本将增加。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:20 msgid "Evaluate Ripples" msgstr "评估波纹" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:20 msgid "When enabled, HDRP replicates the ripples on the CPU side when evaluating the water simulation for script interaction. Including ripples will allow a higher visual fidelity but the cost of the simulation will increase." msgstr "启用后,为脚本交互评估水模拟时,HDRP 会复制 CPU 端的波纹。包含波纹将实现更高的视觉保真度,但模拟成本将增加。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:23 msgid "Time Multiplier" msgstr "时间乘数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:23 msgid "Sets the speed of the water simulation. This allows to slow down the wave's speed or to accelerate it." msgstr "设置水模拟的速度。这允许减慢或加快波浪的速度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:24 msgid "Water Mask" msgstr "水遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:24 msgid "Sets the texture used to attenuate or supress swell (red channel) and ripples (green channel) water frequencies." msgstr "设置用来衰减或抑制涌浪(红色通道)和波纹(绿色通道)水频率的纹理。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:25 msgid "Sets the texture used to attenuate or supress agitation (red channel) and ripples (green channel) water frequencies." msgstr "设置用来衰减或抑制搅动(红色通道)和波纹(绿色通道)水频率的纹理。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:26 msgid "Sets the texture used to attenuate or supress ripples (red channel) water frequencies." msgstr "设置用来衰减或抑制波纹(红色通道)水频率的纹理。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:29 msgid "Repetition Size" msgstr "重复大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:29 msgid "Controls the size of the water patch in meters. Larger values results in less visible repetion across the water surface. This parameter also affects the maximum amplitude of the swell frequency bands." msgstr "控制水片的大小(以米为单位)。如果值较大,在水面产生的可见重复将减少。此参数也影响涌浪频带的最大振幅。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:30 msgid "Distant Wind Speed" msgstr "远处风速" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:30 msgid "Controls the speed of the distant wind in kilometers per hour that blowed over the water surface for a long period of time. This indirectly controls the maximum amplitude and shape of the swell in a non-linear way." msgstr "控制长时间吹过水面的远处风速(以公里/小时为单位)。这以非线性的方式间接控制涌浪的最大振幅和形状。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:31 msgid "Distant Wind Orientation" msgstr "远处风向" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:31 msgid "Sets the orientation of distant wind in degrees in a counterclockwise fashion relative to the X world vector. This parameter only affects the swell with a chaos value inferior to one. " msgstr "设置远处风相对于 X 世界矢量的方向(以逆时针度数为单位)。此参数仅影响混沌值小于 1 的涌浪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:32 msgid "Chaos" msgstr "混沌" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:32 msgid "Controls how directional the swell is. The lower the value, the more the swell waves are traveling in the Distant Wind Orientation." msgstr "控制涌浪的方向。值越低,涌浪沿远处风向行进的距离越长。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:33 msgid "Sets the properties of the current for the swell. This current translates the swell at a constant speed in a given direction." msgstr "为涌浪设置水流属性。此水流按既定方向以恒定速度转换涌浪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:34 msgid "Sets the speed of the current for the swell in kilometers per hour. This current translates the swell at a constant speed in a given direction." msgstr "为涌浪设置水流速度(以公里/小时为单位)。此水流按既定方向以恒定速度转换涌浪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:35 msgid "Orient" msgstr "方向" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:35 msgid "Sets the orientation of the current for the swell in degrees in a counterclockwise fashion relative to the X world vector." msgstr "设置浪涌水流相对于 X 世界矢量的方向(以逆时针度数为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:36 msgid "Total Amplitude" msgstr "总振幅" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:36 msgid "Displays the current maximum amplitude of the swell. This is the sum of the first and second frequency bands." msgstr "显示涌浪的当前最大振幅。这是第一个和第二个频带的总和。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:39 msgid "Amplitude Dimmer" msgstr "振幅调光器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:39 msgid "Controls the attenuation of amplitude on the first frequency band of the swell." msgstr "控制第一个涌浪频带上的振幅衰减。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:40 msgid "Controls the attenuation of amplitude on the second frequency band of the swell." msgstr "控制第二个涌浪频带上的振幅衰减。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:41 msgid "When enabled, HDRP starts fading the contribution of this frequency band over a given range. This helps reduce the aliasing artifacts at a distance." msgstr "启用后,HDRP 开始在既定范围内淡化此频带的贡献。这有助于减少远处的锯齿伪影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:42 msgid "Max Amplitude" msgstr "最大振幅" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:42 msgid "Displays the current maximum amplitude of this frequency band." msgstr "显示此频带的当前最大振幅。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:45 msgid "Controls the size of the water patch in meters. Larger values results in less visible repetion across the water surface. This parameter also affects the maximum amplitude of the agitation frequency bands." msgstr "控制水片的大小(以米为单位)。如果值较大,在水面产生的可见重复将减少。此参数也影响搅动频带的最大振幅。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:46 msgid "Controls the speed of the distant wind in kilometers per hour that blowed over the water surface for a long period of time. This indirectly controls the maximum amplitude and shape of the agitation in a non-linear way." msgstr "控制长时间吹过水面的远处风速(以公里/小时为单位)。这以非线性的方式间接控制搅动的最大振幅和形状。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:47 msgid "Sets the orientation of distant wind in degrees in a counterclockwise fashion relative to the X world vector. This parameter only affects the agitation with a chaos value inferior to one. " msgstr "设置远处风相对于 X 世界矢量的方向(以逆时针度数为单位)。此参数仅影响混沌值小于 1 的搅动。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:48 msgid "Controls how directional the agitation is. The lower the value, the more the agitation waves are traveling in the Distant Wind Orientation." msgstr "控制搅动的方向。值越低,搅动波浪沿远处风向行进的距离越长。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:52 msgid "Controls the attenuation of amplitude on the frequency band of the agitation." msgstr "控制搅动频带上的振幅衰减。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:53 msgid "Displays the current maximum amplitude of the agitaion." msgstr "显示搅动的当前最大振幅。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:56 msgid "Sets the distance in meters at which HDRP starts fading the contribution of this frequency band." msgstr "设置 HDRP 开始淡化此频带贡献的距离(以米为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:58 msgid "Sets the length in meters during which HDRP fades out the contribution of this frequency band." msgstr "设置 HDRP 淡出此频带贡献的长度(以米为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:61 msgid "Ripples" msgstr "波纹" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:61 msgid "When enabled, the Water System allows you to simulate and render ripples.\nThe frequency range is not affected by the swell/agitation parameters." msgstr "启用后,水系统允许模拟和渲染波纹。\n频率范围不受膨胀/搅拌参数的影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:62 msgid "Local Wind Speed" msgstr "本地风速" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:62 msgid "Controls the speed of the local wind in kilometers per hour that is blowing over the water surface. This indirectly controls the maximum amplitude and shape of the ripples in a non-linear way." msgstr "控制吹过水面的当地风速,单位为千米/小时。这以非线性方式间接控制纹波的最大振幅和形状。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:63 msgid "Local Wind Orientation" msgstr "本地风向" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:63 msgid "Specifies if the Local Wind Orientation is inherited from the swell's Distant Wind Orientation or set independently. Sets the orientation of local wind in degrees in a counterclockwise fashion relative to the X world vector. This parameter only affects the ripples with a chaos value inferior to one." msgstr "指定本地风向是继承自涌浪的远处风向,还是单独设置。设置本地风相对于 X 世界矢量的方向(以逆时针度数为单位)。此参数仅影响混沌值小于 1 的波纹。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:64 msgid "Specifies if the Local Wind Orientation is inherited from the agitation's Distant Wind Orientation or set independently. Sets the orientation of local wind in degrees in a counterclockwise fashion relative to the X world vector. This parameter only affects the ripples with a chaos value inferior to one." msgstr "指定本地风向是继承自搅动的远处风向,还是单独设置。设置本地风相对于 X 世界矢量的方向(以逆时针度数为单位)。此参数仅影响混沌值小于 1 的波纹。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:65 msgid "Sets the orientation of local wind in degrees in a counterclockwise fashion relative to the X world vector. This parameter only affects the ripples with a chaos value inferior to one." msgstr "设置本地风相对于 X 世界矢量的方向(以逆时针度数为单位)。此参数仅影响混沌值小于 1 的波纹。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:66 msgid "Controls how directional the ripples are. The lower the value, the more the ripples are traveling in the Local Wind Orientation." msgstr "控制波纹的方向。值越低,波纹沿本地风向行进的距离越长。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:68 msgid "Specifies if the ripples Current Orientation is inherited from the swell's Current Orientation or set independently." msgstr "指定波纹水流方向是继承自涌浪的水流方向,还是单独设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:69 msgid "Specifies if the ripples Current Orientation is inherited from the agitation's Current Orientation or set independently." msgstr "指定波纹水流方向是继承自搅动的水流方向,还是单独设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:70 msgid "Sets the properties of the current for the ripples. This current translates the swell at a constant speed in a given direction." msgstr "设置波纹水流属性。此水流按既定方向以恒定速度转换涌浪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:71 msgid "Sets the speed of the current for the ripples in kilometers per hour. This current translates the ripples at a constant speed in a given direction." msgstr "设置波纹水流速度(以公里/小时为单位)。此水流按既定方向以恒定速度转换波纹。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:72 msgid "Sets the orientation of the current for the ripples in degrees in a counterclockwise fashion relative to the X world vector." msgstr "设置波纹水流相对于 X 世界矢量的方向(以逆时针度数为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:79 msgid "Custom Material" msgstr "自定义材质" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:79 msgid "Sets a custom material that will be used to render the water surface. If set to None a default material is used." msgstr "设置将用来渲染水面的自定义材质。如果设置为“无”,则使用默认材质。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:80 msgid "Controls the smoothness when the water is closer than the smoothness Fade Start value." msgstr "控制当水更接近平滑度淡化起点值时的平滑度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:81 msgid "Distant" msgstr "遥远" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:81 msgid "Controls the smoothness when the water is further than the smoothness Fade Start + Fade Distance values." msgstr "控制当水比平滑度淡化起点值与淡化距离值之和更远时的平滑度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:82 msgid "Specifies the range over which the smoothness is interpolated from close to distant." msgstr "指定平滑度从近到远进行插值的范围。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:83 msgid "Sets the distance in meters at which HDRP starts interpolating the smoothness value for the water surface. " msgstr "设置 HDRP 开始为水面插入平滑度值的距离(以米为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:84 msgid "Sets the length in meters during which HDRP interpolates the smoothness value for the water surface. " msgstr "设置 HDRP 为水面插入平滑度值的长度(以米为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:86 msgid "Amplitude" msgstr "振幅" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:86 msgid "Sets the normalized (between 0.0 and 1.0) amplitude of each simulation band (from lower to higher frequencies)." msgstr "设置每个模拟频带(从较低频率到较高频率)的归一化(介于 0.0 到 1.0 之间)振幅。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:87 msgid "Choppiness" msgstr "波浪翻滚" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:87 msgid "Sets the choppiness factor the waves. Higher values combined with high wind speed may introduce visual artifacts." msgstr "设置波浪翻滚因子。如果值较高,再加上高风速,可能会产生视觉伪影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:90 msgid "Sets the color that is used to simulate the under-water refraction." msgstr "设置用来模拟水下折射的颜色。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:91 msgid "Maximum Distance" msgstr "最大距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:91 msgid "Controls the maximum distance in meters used to clamp the under water refraction depth. Higher value increases the distortion amount." msgstr "控制用来钳制水下折射深度的最大距离(以米为单位)。如果值较高,失真量会增加。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:92 msgid "Absorption Distance" msgstr "吸收距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:92 msgid "Controls the approximative distance in meters that the camera can perceive through a water surface. This distance can vary widely depending on the intensity of the light the object receives." msgstr "控制摄像机可通过水面感知的近似距离(以米为单位)。根据对象接收的光强度,此距离可能有很大的差异。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:96 msgid "Ambient Term" msgstr "环境项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:96 msgid "Controls the intensity of the ambient scattering term. This can be adjusted for artistic purposes." msgstr "控制环境散射项的强度。为了追求艺术效果,可调整此值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:97 msgid "Height Term" msgstr "高度项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:97 msgid "Controls the intensity of the height based scattering. The higher the vertical displacement, the more the water receives scattering. This can be adjusted for artistic purposes." msgstr "控制基于高度的散射强度。垂直位移越高,水接收到的散射越多。为了追求艺术效果,可调整此值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:98 msgid "Displacement Term" msgstr "位移项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:98 msgid "Controls the intensity of the displacement based scattering. The bigger horizontal displacement, the more the water receives scattering. This can be adjusted for artistic purposes." msgstr "控制基于位移的散射强度。水平位移越大,水接收到的散射越多。为了追求艺术效果,可调整此值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:99 msgid "Direct Light Tip Term" msgstr "直射光尖端项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:99 msgid "Controls the intensity of the direct light scattering on the tip of the waves. The effect is more perceivable at grazing angles." msgstr "控制波浪尖端的直射光散射强度。在掠射角度下效果会更明显。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:100 msgid "Direct Light Body Term" msgstr "直射光体项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:100 msgid "Controls the intensity of the direct light scattering on the body of the waves. The effect is more perceivable at grazing angles." msgstr "控制波浪体的直射光散射强度。在掠射角度下效果会更明显。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:102 msgid "Caustics" msgstr "焦散效果" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:102 msgid "When enabled, the water surface will render caustics." msgstr "启用后,水面将渲染焦散效果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:103 msgid "Virtual Plane Distance" msgstr "虚拟平面距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:103 msgid "Sets the distance at which the simulated caustics are projected. High values generate sharper caustics but can cause artefacts. The larger the waves are, the further the plane distance should be to obtain sharp caustics." msgstr "设置模拟焦散效果的投射距离。高值可生成更清晰的焦散效果,但会产生伪影。波浪越大,平面距离应该越远,从而获得清晰的焦散效果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:104 msgid "Simulation Band" msgstr "模拟频带" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:104 msgid "Controls which simulation band is used for the caustics evaluation. The first (index 0) and second band (index 1) come from the swell simulation and the third (index 2) one from the ripples." msgstr "控制使用哪个模拟频带来评估焦散效果。第一个(索引 0)和第二个频带(索引 1)来自涌浪模拟,第三个频带(索引 2)来自波纹。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:105 msgid "Controls which simulation band is used for the caustics evaluation. The first band (index 0) comes from the agitation simulation and the second one (index 1) from the ripples." msgstr "控制使用哪个模拟频带来评估焦散效果。第一个频带(索引 0)来自搅动模拟,第二个频带(索引 1)来自波纹。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:107 msgid "Simulation Foam Smoothness" msgstr "模拟泡沫平滑度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:107 msgid "Controls the simulation foam smoothness." msgstr "控制模拟泡沫平滑度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:108 msgid "Simulation Foam Drag" msgstr "模拟泡沫阻力" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:108 msgid "Controls the life span of the surface foam. A higher value will cause the foam to persist longer and leave a trail." msgstr "控制水面泡沫的寿命。值越高,泡沫将持续存在越长的时间,并留下拖尾。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:109 msgid "Simulation Foam Amount" msgstr "模拟泡沫量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:109 msgid "Controls the simulation foam amount. Higher values generate larger foam patches. Foam presence is highly dependent on the Distant Wind Speed." msgstr "控制模拟泡沫量。值越高,生成的泡沫片越大。泡沫的存在主要依赖于远处风速。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:110 msgid "Custom Texture" msgstr "自定义纹理" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:110 msgid "Set the texture used to define a visual appearance for the foam." msgstr "设置用来定义泡沫视觉外观的纹理。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:111 msgid "Texture Tiling" msgstr "纹理平铺" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:111 msgid "Set the per meter tiling for the foam texture." msgstr "设置泡沫纹理的每米平铺。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:112 msgid "Sets the texture used to attenuate or suppress the simulation foam. The red channel of the texture is used for the masking." msgstr "设置用来衰减或抑制模拟泡沫的纹理。纹理的红色通道用于遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:113 msgid "Wind Speed Dimmer" msgstr "风速调光器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:113 msgid "Controls the foam intensity depending on the normalized Distant Wind Speed. The X axis refers to the normalized Distant Wind Speed, the Y axis refers to the dimmer value." msgstr "根据归一化远处风速,控制泡沫强度。X 轴表示归一化远处风速,Y 轴表示调光器值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:117 msgid "Add a Box Collider" msgstr "添加盒型碰撞体" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.Tooltips.cs:118 msgid "Use an existing Box Collider" msgstr "使用现有盒状碰撞器" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:9 msgid "Water Surface" msgstr "水面" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:9 msgid "Ocean Sea or Lake" msgstr "海洋或湖泊" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:24 msgid "River" msgstr "河流" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:39 msgid "Pool" msgstr "池" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.cs:589 msgid "WaterSurface" msgstr "WaterSurface" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceEditor.cs:589 msgid "Show All Additional Properties..." msgstr "显示所有附加属性..." #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/TargetMidGrayParameterDrawer.cs:11 msgid "Grey 12.5%" msgstr "灰度 12.5%" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/TargetMidGrayParameterDrawer.cs:12 msgid "Grey 14.0%" msgstr "灰度 14.0%" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/TargetMidGrayParameterDrawer.cs:13 msgid "Grey 18.0%" msgstr "灰度 18.0%" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:15 msgid "Post-processing" msgstr "后处理效果" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:16 msgid "XR" msgstr "XR" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:17 msgid "Virtual Texturing" msgstr "虚拟纹理" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:17 msgid "Virtual Texturing Settings. These are only available when Virtual Texturing is enabled in the Player Settings." msgstr "虚拟纹理设置。仅当在“播放器设置”中启用了“虚拟纹理”时,这些设置才可用。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:19 msgid "Post-processing Quality Settings" msgstr "后处理效果质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:20 msgid "Lighting Quality Settings" msgstr "光照质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:22 msgid "Volumetrics" msgstr "体积效果" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:23 msgid "Volumetric Clouds" msgstr "体积云" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:24 msgid "Light Probe Lighting" msgstr "光照探测器光照" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:25 msgid "Cookies" msgstr "剪影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:27 msgid "Sky" msgstr "天空" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:28 msgid "Decals" msgstr "贴花" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:29 msgid "Decals Metal And AO" msgstr "贴花金属和 AO" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:33 msgid "Punctual Light Shadows" msgstr "精准光源阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:34 msgid "Directional Light Shadows" msgstr "定向光阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:35 msgid "Area Light Shadows" msgstr "区域光阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:37 msgid "Light Atlas" msgstr "光源图集" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:39 msgid "Resolution Tiers" msgstr "分辨率层级" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:41 msgid "Dynamic resolution" msgstr "动态分辨率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:42 msgid "Low res Transparency" msgstr "低分辨率透明度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:44 msgid "Motion Blur" msgstr "运动模糊" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:45 msgid "Bloom" msgstr "泛光" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:46 msgid "Chromatic Aberration" msgstr "色差" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:48 msgid "Depth Of Field" msgstr "景深" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:49 msgid "Far Blur" msgstr "远场模糊" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:50 msgid "Near Blur" msgstr "近场模糊" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:51 msgid "Max Radius" msgstr "最大半径" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:52 msgid "Sample Count" msgstr "样本数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:53 msgid "Enable High Resolution" msgstr "启用高分辨率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:55 msgid "High Quality Prefiltering" msgstr "高质量预过滤" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:56 msgid "High Quality Filtering" msgstr "高质量过滤" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:57 msgid "Physically Based" msgstr "基于物理" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:58 msgid "Limit Manual Range Near Blur" msgstr "限制手动范围近场模糊" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:59 msgid "Max Samples" msgstr "最大样本数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:62 msgid "Screen Space Ambient Occlusion" msgstr "屏幕空间环境光遮挡" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:63 msgid "Step Count" msgstr "步数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:65 msgid "Maximum Radius in Pixels" msgstr "最大半径(以像素为单位)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:66 msgid "Direction Count" msgstr "方向数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:67 msgid "Bilateral Upsample" msgstr "双边上采样" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:70 msgid "Ray Traced Ambient Occlusion" msgstr "光线追踪环境光遮挡" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:71 msgid "Max Ray Length" msgstr "最大射线长度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:74 msgid "Denoiser Radius" msgstr "降噪器半径" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:76 msgid "Contact Shadows" msgstr "接触阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:79 msgid "Screen Space Reflection" msgstr "屏幕空间反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:80 msgid "Max Ray Steps" msgstr "最大射线步数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:83 msgid "Ray Traced Reflections (Performance)" msgstr "光线追踪反射(性能)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:84 msgid "Minimum Smoothness" msgstr "最小平滑度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:85 msgid "Smoothness Fade Start" msgstr "平滑度淡化起点" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:87 msgid "Clamp Value" msgstr "钳制值" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:89 msgid "Ray Max Iterations" msgstr "射线最大迭代" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:92 msgid "Affect Smooth Surfaces" msgstr "影响平滑表面" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:95 msgid "Ray Traced Global Illumination (Performance)" msgstr "光线追踪全局照明(性能)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:99 msgid "Ray Steps" msgstr "射线步数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:101 msgid "Half Resolution Denoiser" msgstr "半分辨率降噪器" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:103 msgid "Second Denoiser Pass" msgstr "第二个降噪器通道" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:106 msgid "Screen Space Global Illumination" msgstr "屏幕空间全局照明" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:116 Editor-Missing:Missing detected at runtime. msgid "Water" msgstr "水" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:117 msgid "When enabled, HDRP allocates memory for the water surfaces simulation and rendering. This allows you to use water surfaces in your Unity Project." msgstr "启用后,HDRP 会为水面模拟和渲染分配内存。这样就能在 Unity 项目中使用水面。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:118 msgid "Simulation Resolution" msgstr "模拟分辨率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:118 msgid "Specifies the resolution of the water simulation. A higher resolution increases the visual quality, but increases the cost." msgstr "指定水模拟的分辨率。分辨率越高,视觉质量就越高,但成本也更高。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:119 msgid "When enabled, HDRP allocates memory for the water simulation on the CPU. This allows you to enable CPU simulation on water surfaces to query height information." msgstr "启用后,HDRP 会为 CPU 上的水模拟分配内存。这样就能在水面上启用 CPU 模拟,以查询高度信息。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:122 msgid "Volumetric Fog" msgstr "体积雾" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:123 msgid "Volumetric Fog Budget" msgstr "体积雾预算" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:124 msgid "Resolution Depth Ratio" msgstr "分辨率深度比" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:126 msgid "Default Material Quality Level" msgstr "默认材质质量级别" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:128 msgid "When enabled, HDRP allocates Shader variants and memory for processing shadow masks. This allows you to use shadow masks in your Unity Project." msgstr "启用后,HDRP 会分配着色器变体和内存以处理阴影遮罩。这样就能在 Unity 项目中使用阴影遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:129 msgid "When enabled, HDRP allocates memory for processing screen space reflection (SSR). This allows you to use SSR in your Unity Project." msgstr "启用后,HDRP 会分配内存以处理屏幕空间反射 (SSR)。这样就能在 Unity 项目中使用 SSR。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:130 msgid "Cube Reflection Resolution Tiers" msgstr "立方体反射分辨率层级" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:130 msgid "Resolution of a cube Reflection Probe rendered from a camera. Unity represents a cube Reflection Probe in its 2d atlas with a 2d octahedral projection texture." msgstr "从摄像机渲染的立方体反射探测器的分辨率。Unity 通过 2D 八面体投射纹理在 2D 图集中表示立方体反射探测器。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:131 msgid "Planar Reflection Resolution Tiers" msgstr "平面反射分辨率层级" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:131 msgid "Resolution of a planar Reflection Probe rendered from a camera." msgstr "从摄像机渲染的平面反射探测器的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:132 msgid "When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects. This feature requires both screen space reflections and transparent depth prepass to be enabled." msgstr "启用后,HDRP 将执行其他步骤以在透明对象上实现屏幕空间反射 (SSR)。此功能要求启用屏幕空间反射和透明深度预通道。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:133 msgid "When enabled, HDRP allocates memory for processing screen space ambient occlusion (SSAO). This allows you to use SSAO in your Unity Project." msgstr "启用后,HDRP 会分配内存以处理屏幕空间环境光遮挡 (SSAO)。这样就能在 Unity 项目中使用 SSAO。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:134 msgid "When enabled, HDRP allocates memory for processing screen space global illumination (SSGI). This allows you to use SSGI in your Unity Project." msgstr "启用后,HDRP 会分配内存以处理屏幕空间全局照明 (SSGI)。这样就能在 Unity 项目中使用 SSGI。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:135 msgid "Subsurface Scattering" msgstr "次表面散射" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:135 msgid "When enabled, HDRP allocates memory for processing subsurface scattering (SSS). This allows you to use SSS in your Unity Project." msgstr "启用后,HDRP 会分配内存以处理次表面散射 (SSS)。这样就能在 Unity 项目中使用 SSS。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:136 msgid "Sample Budget" msgstr "样本预算" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:136 msgid "Maximum number of samples the Subsurface Scattering algorithm is allowed to take." msgstr "允许次表面散射算法获取的最大样本数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:137 msgid "When enabled, HDRP allocates Shader variants and memory for volumetric effects. This allows you to use volumetric lighting and fog in your Unity Project." msgstr "启用后,HDRP 会为体积效果分配着色器变体和内存。这样就能在 Unity 项目中使用体积光照和雾效。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:138 msgid "When enabled, HDRP allocates memory for processing volumetric clouds. This allows you to use volumetric clouds in your Unity Project." msgstr "启用后,HDRP 会分配内存以处理体积云。这样就能在 Unity 项目中使用体积云。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:139 msgid "High Quality " msgstr "高质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:139 msgid "When enabled, HDRP increases the resolution of volumetric lighting buffers. Warning: There is a high performance cost, do not enable on consoles." msgstr "启用后,HDRP 将提高体积光照缓冲区的分辨率。警告:这会带来较高的性能成本,请不要针对游戏主机启用。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:140 msgid "Light Layers" msgstr "光源层" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:140 msgid "When enabled, HDRP allocates memory for processing Light Layers. This allows you to use Light Layers in your Unity Project. For deferred rendering, this allocation includes an extra render target in memory and extra cost." msgstr "启用后,HDRP 会分配内存以处理光源层。这样就能在 Unity 项目中使用光源层。对于延迟渲染,此分配包括内存内额外渲染目标以及额外成本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:141 msgid "Color Buffer Format" msgstr "颜色缓冲区格式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:141 msgid "Specifies the format used by the scene color render target. R11G11B10 is a faster option and should have sufficient precision." msgstr "指定场景颜色渲染目标使用的格式。R11G11B10 是一个更快的选项,应具有足够的精度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:142 msgid "Custom Pass" msgstr "自定义通道" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:142 msgid "When enabled, HDRP allocates a custom pass buffer. It also enable custom passes inside Custom Pass Volume components." msgstr "启用后,HDRP 会分配一个自定义通道缓冲区。还会在“自定义通道体积”组件中启用自定义通道。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:143 msgid "Custom Buffer Format" msgstr "自定义缓冲区格式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:143 msgid "Specifies the format used by the custom pass render target." msgstr "指定自定义通道渲染目标使用的格式。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:144 msgid "Lit Shader Mode" msgstr "光照着色器模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:144 msgid "Specifies the rendering modes HDRP supports for Lit Shaders. HDRP removes all allocated memory and Shader variants for modes you do not specify." msgstr "指定 HDRP 支持的光照着色器渲染模式。对于未指定的模式,HDRP 会移除所有分配的内存和着色器变体。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:145 msgid "Multisample Anti-aliasing Quality" msgstr "多重采样抗锯齿质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:145 msgid "Specifies the default quality for MSAA. Set Lit Shader Mode to Forward Only or Both to use this feature." msgstr "指定 MSAA 默认质量。要使用此功能,应将“光照着色器模式”设置为“仅正向”或“两个”。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:146 msgid "When enabled, HDRP allocates Shader variants and memory to the decals buffer and cluster decal. This allows you to use decals in your Unity Project." msgstr "启用后,HDRP 会为贴花缓冲区和集群贴花分配着色器变体和内存。这样就能在 Unity 项目中使用贴花。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:147 msgid "When enabled, HDRP allocates Shader variants and memory to the decals layers buffer. This allows you to use decal layers in your Unity Project." msgstr "启用后,HDRP 会为贴花层缓冲区分配着色器变体和内存。这样就能在 Unity 项目中使用贴花层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:148 msgid "Additive Normal Blending" msgstr "加法法线混合" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:148 msgid "When enabled, HDRP uses surface gradients to preserve the affected objects normal when applying decal normals." msgstr "启用后,HDRP 使用表面渐变在应用贴花法线时保留受影响对象法线。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:149 msgid "High Precision Normal Buffer" msgstr "高精度法线缓冲区" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:149 msgid "When enabled, HDRP uses a high precision format for the buffer storing decal normals." msgstr "启用后,HDRP 使用高精度格式在缓冲区中存储贴花法线。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:150 msgid "When enabled, HDRP allocates memory for processing motion vectors which it uses for Motion Blur, TAA, and temporal re-projection of various effect like SSR." msgstr "启用后,HDRP 会分配内存以处理运动矢量(用于运动模糊、TAA 以及各种效果(如 SSR)的时间重投影)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:151 msgid "Runtime AOV API" msgstr "运行时 AOV API" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:151 msgid "When disabled, HDRP removes all AOV API Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有 AOV API 着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:152 msgid "Dithering Cross-fade" msgstr "抖动交叉淡化" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:152 msgid "When disabled, HDRP removes all dithering cross fade Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有抖动交叉淡化着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:153 msgid "Terrain Hole" msgstr "地形孔洞" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:153 msgid "When disabled, HDRP removes all Terrain hole Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有地形孔洞着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:154 msgid "When disabled, HDRP removes all distortion Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有失真着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:155 msgid "Transparent Backface" msgstr "透明背面" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:155 msgid "When disabled, HDRP removes all transparent backface Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有透明背面着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:156 msgid "Transparent Depth Prepass" msgstr "透明深度预通道" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:156 msgid "When disabled, HDRP removes all transparent depth prepass Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有透明深度预通道着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:157 msgid "Transparent Depth Postpass" msgstr "透明深度后通道" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:157 msgid "When disabled, HDRP removes all transparent depth postpass Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,HDRP 会移除所有透明深度后通道着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:158 msgid "Realtime Raytracing (Preview)" msgstr "实时光线追踪(预览)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:159 msgid "Supported Ray Tracing Mode (Preview)" msgstr "支持的光线追踪模式(预览)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:160 msgid "Ray tracing is not supported on your device. Please refer to the documentation." msgstr "光线追踪在你的设备上不受支持。请参阅文档。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:162 msgid "When Ray tracing is enabled in asset, MSAA is not supported. Please refer to the documentation." msgstr "在资产中启用光线追踪后不支持 MSAA。请参阅文档。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:163 msgid "When Water is enabled in asset, MSAA is not supported. Please refer to the documentation." msgstr "在资源中启用水后不支持 MSAA。请参阅文档。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:166 msgid "Runtime Debug Shaders" msgstr "运行时调试着色器" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:166 msgid "When disabled, all debug display shader variants are removed when you build for the Unity Player. This decreases build time, but prevents the use of Rendering Debugger in Player builds." msgstr "禁用后,在针对 Unity 播放器进行生成时,所有调试显示着色器变体都会被移除。这样会减少生成时间,但会阻止在播放器生成中使用渲染调试器。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:167 msgid "Light Probe System" msgstr "光照探测器系统" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:167 msgid "What system to use for Light Probes." msgstr "用于光照探测器的系统。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:168 msgid "Determines the width and height of the textures used to store GI data from probes. Note that the textures also has a fixed depth dimension." msgstr "确定用来存储探测器中 GI 数据的纹理宽度和高度。注意,纹理也具有固定的深度尺寸。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:169 msgid "Scenario Blending Memory Budget" msgstr "场景混合内存预算" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:169 msgid "Determines the width and height of the textures used to blend between lighting scenarios. Note that the textures also has a fixed depth dimension." msgstr "确定用来在照明场景之间混合的纹理宽度和高度。注意,纹理也具有固定的深度尺寸。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:170 msgid "Enable Streaming" msgstr "启用流" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:170 msgid "Enable cell streaming for probe volume." msgstr "为探针体积启用单元流式处理。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:171 msgid "SH Bands" msgstr "SH 波段" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:171 msgid "Determines up to what SH bands the Probe Volume will use. Choosing L2 will lead to better quality, but also higher memory and runtime cost." msgstr "确定探针体积将使用什么 SH 波段。选择 L2 会带来更好的质量,但也会增加内存使用量和运行时间成本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:172 msgid "Max Local Fog On Screen" msgstr "屏幕上的最大局部雾" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:172 msgid "Sets the maximum number of Local Volumetric Fog can handle on screen at once. This settings will affect your memory consumption." msgstr "设置在屏幕上能够同时处理的局部体积雾的最大数量。此设置会影响内存消耗。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:178 msgid "Specifies the maximum size for the individual 2D cookies that HDRP uses for Directional and Spot Lights." msgstr "指定 HDRP 用于定向光和聚光灯的各个 2D 剪影的最大大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:179 msgid "Texture Array Size" msgstr "纹理数组大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:179 msgid "Sets the maximum Texture Array size for the 2D cookies HDRP uses for Directional and Spot Lights. Higher values allow HDRP to use more cookies concurrently on screen." msgstr "设置 HDRP 用于定向光和聚光灯的 2D 剪影的最大纹理数组大小。较高的值允许 HDRP 在屏幕上同时使用更多剪影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:182 msgid "Point Cookie Size" msgstr "点光源剪影大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:182 msgid "Specifies the maximum size for the Cube cookies HDRP uses for Point Lights." msgstr "指定 HDRP 用于点光源的立方体剪影的最大大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:184 msgid "Cubemap Array Size" msgstr "立方体贴图数组大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:184 msgid "Sets the maximum Texture Array size for the Cube cookies HDRP uses for Directional and Spot Lights. Higher values allow HDRP to use more cookies concurrently on screen." msgstr "设置 HDRP 用于定向光和聚光灯的立方体剪影的最大纹理数组大小。较高的值允许 HDRP 在屏幕上同时使用更多剪影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:185 msgid "2D Atlas Size" msgstr "2D 图集大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:185 msgid "Specifies the size of the atlas used for 2D cookies (Directional, Spot and Rectangle Lights)." msgstr "指定用于 2D 剪影(定向光、聚光灯和矩形光源)的图集的大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:186 msgid "Specifies the HDR format of the atlas used for 2D cookies. R16G16B16A16 can be use for EXR cookies (it provides more precision than R11G11B10)" msgstr "指定用于 2D 剪影的图集的 HDR 格式。R16G16B16A16 可用于 EXR 剪影(比 R11G11B10 提供更高的精度)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:187 msgid "2D Atlas Last Valid Mip" msgstr "2D 图集最后一个有效 Mip" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:187 msgid "Apply border when the cookie is copied into the atlas. It avoid the cookie border to be clamped when sampling mips but can introduce some blurriness." msgstr "将剪影复制到图集中时,应用边框。对 Mip 进行采样时,这可避免剪影边框被钳制,但会产生一些模糊现象。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:189 msgid "Compress Baked Reflection Probes" msgstr "压缩烘焙反射探测器" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:189 msgid "When enabled, HDRP compresses baked Reflection Probes to save disk space." msgstr "启用后,HDRP 会压缩烘焙反射探测器以节省磁盘空间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:190 msgid "Reflection Probe Format" msgstr "反射探测器格式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:190 msgid "Color format used for reflection and planar probes. Keep in mind that probes are not pre-exposed when selecting the format." msgstr "用于反射和平面探针的颜色格式。请记住,选择格式时不会预先暴露探针。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:191 msgid "Reflection 2D Atlas Size" msgstr "反射 2D 图集大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:191 msgid "Specifies the resolution of Reflection Probes Atlas." msgstr "指定反射探测器图集的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:192 msgid "Reflection 2D Atlas Last Valid Cube Mip" msgstr "反射 2D 图集最后一个有效立方体 Mip" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:192 msgid "Apply border when the cube Reflection Probe is copied into the atlas. This avoids the Reflection Probe border to be clamped when sampling mips but can introduce some blurriness." msgstr "将立方体反射探测器复制到图集中时,应用边框。对 Mip 进行采样时,这可避免反射探测器边框被钳制,但会产生一些模糊现象。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:193 msgid "Reflection 2D Atlas Last Valid Planar Mip" msgstr "反射 2D 图集最后一个有效平面 Mip" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:193 msgid "Apply border when the planar Reflection Probe is copied into the atlas. This avoids the Reflection Probe border to be clamped when sampling mips but can introduce some blurriness." msgstr "将平面反射探测器复制到图集中时,应用边框。对 Mip 进行采样时,这可避免反射探测器边框被钳制,但会产生一些模糊现象。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:194 msgid "Decrease Reflection Probe Resolution To Fit" msgstr "降低反射探测器分辨率以适应" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:194 msgid "When enabled, HDRP decreases a Reflection Probe resolution if the Reflection Probe doesn't fit in the cache." msgstr "启用后,如果反射探测器不适合缓存,HDRP 会降低反射探测器分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:196 msgid "Fabric BSDF Convolution" msgstr "织物 BSDF 卷积" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:196 msgid "When enabled, HDRP calculates a separate version of each Reflection Probe for the Fabric Shader, creating more accurate lighting effects. See the documentation for more information and limitations of this feature." msgstr "启用后,HDRP 会为织物着色器计算每个反射探针的单独版本,从而实现更准确的光照效果。请参阅文档以了解此功能的更多信息和限制。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:198 msgid "Reflection Size" msgstr "反射大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:198 msgid "Specifies the maximum resolution of the cube map HDRP uses to represent the sky." msgstr "指定 HDRP 用于表示天空的立方体贴图的最大分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:199 msgid "Lighting Override Mask" msgstr "光照覆盖遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:199 msgid "Specifies the layer mask HDRP uses to override sky lighting." msgstr "指定 HDRP 用于覆盖天空光照的层遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:202 msgid "Maximum Directional on Screen" msgstr "屏幕上的最大定向光数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:202 msgid "Sets the maximum number of Directional Lights HDRP can handle on screen at once." msgstr "设置 HDRP 在屏幕上能够同时处理的方向光的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:203 msgid "Maximum Punctual on Screen" msgstr "屏幕上的最大精准光源数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:203 msgid "Sets the maximum number of Point and Spot Lights HDRP can handle on screen at once." msgstr "设置 HDRP 在屏幕上能够同时处理的点光源和聚光灯的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:204 msgid "Maximum Area on Screen" msgstr "屏幕上的最大区域光数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:204 msgid "Sets the maximum number of area Lights HDRP can handle on screen at once." msgstr "设置 HDRP 在屏幕上能够同时处理的区域光的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:205 msgid "Maximum Cube Reflection Probes on Screen" msgstr "屏幕上的最大立方体反射探测器数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:205 msgid "Sets the maximum number of Cube Reflection Probes HDRP can handle on screen at once." msgstr "设置 HDRP 在屏幕上能够同时处理的立方体反射探测器的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:206 msgid "Maximum Planar Reflection Probes on Screen" msgstr "屏幕上的最大平面反射探测器数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:206 msgid "Sets the maximum number of Planar Reflection Probes HDRP can handle on screen at once." msgstr "设置 HDRP 在屏幕上能够同时处理的平面反射探测器的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:207 msgid "Maximum Clustered Decals on Screen" msgstr "屏幕上的最大集群贴花数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:207 msgid "Sets the maximum number of decals that can affect transparent GameObjects on screen." msgstr "设置可以影响屏幕上透明游戏对象的贴花的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:208 msgid "Maximum Lights per Cell (Ray Tracing)" msgstr "每个单元的最大光源数量(光线追踪)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:208 msgid "Sets the maximum number of lights HDRP can handle in each cell of the ray tracing light cluster." msgstr "设置 HDRP 在光线追踪光源集群的每个单元中可以处理的光源的最大数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:210 msgid "Specifies the resolution of the shadow Atlas." msgstr "指定阴影图集的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:211 msgid "Cached Resolution" msgstr "缓存的分辨率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:211 msgid "Specifies the resolution of the shadow Atlas that contains the cached shadow maps." msgstr "指定包含缓存阴影贴图的阴影图集的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:212 msgid "Precision" msgstr "精度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:212 msgid "Select the shadow map bit depth, this forces HDRP to use selected bit depth for shadow maps." msgstr "选择阴影贴图位深度,这将强制 HDRP 对阴影贴图使用选定的位深度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:214 msgid "Dynamic Rescale" msgstr "动态重新缩放" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:214 msgid "When enabled, scales the shadow map size using the screen size of the Light to leave more space for other shadows in the atlas." msgstr "启用后,使用光源的屏幕大小来缩放阴影贴图大小,从而为图集中的其他阴影留出更多空间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:215 msgid "Maximum Shadows on Screen" msgstr "屏幕上的最大阴影数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:215 msgid "Sets the maximum number of shadows HDRP can handle on screen at once. See the documentation for details on how many shadows each light type casts." msgstr "设置 HDRP 在屏幕上能够同时处理的阴影的最大数量。请参阅文档以了解每种光源类型投射的阴影数量的详细信息。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:216 msgid "Max Resolution" msgstr "最大分辨率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:216 msgid "Specifies the maximum resolution that each shadow map can have." msgstr "指定每个阴影贴图可具有的最大分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:217 msgid "Specifies the resolution of the shadows set to low quality." msgstr "指定设置为低质量的阴影的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:218 msgid "Specifies the resolution of the shadows set to medium quality." msgstr "指定设置为中等质量的阴影的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:219 msgid "Specifies the resolution of the shadows set to high quality." msgstr "指定设置为高质量的阴影的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:220 msgid "Very High" msgstr "极高" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:220 msgid "Specifies the resolution of the shadows set to very high quality." msgstr "指定设置为极高质量的阴影的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:221 msgid "Allow Mixed Cached Shadows" msgstr "允许混合缓存阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:221 msgid "Allow mixed cached shadows for directional lights, it will incurr in further memory cost." msgstr "允许定向光的混合缓存阴影,这将产生更高的内存成本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:223 msgid "Use Contact Shadows" msgstr "使用接触阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:223 msgid "Use contact shadows for lights." msgstr "为光源使用接触阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:224 msgid "Enables the support of screen space shadows in HDRP." msgstr "在 HDRP 中启用对屏幕空间阴影的支持。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:225 msgid "Maximum" msgstr "最大" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:225 msgid "Sets the maximum number of screen space shadows slots HDRP can handle on screen at once. Monochrome (Opaque/Transparent) shadows requires one slot, colored shadows requires three and area lights shadows require two." msgstr "设置 HDRP 在屏幕上能够同时处理的屏幕空间阴影字段的最大数量。单色(不透明/透明)阴影需要一个字段,有色阴影需要三个字段,区域光阴影需要两个字段。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:226 msgid "Buffer Format" msgstr "缓冲区格式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:226 msgid "Defines the format of the buffer used for screen space shadows. The buffer format can be R8G8B8A8 or R16G16B16A16." msgstr "定义用于屏幕空间阴影的缓冲区的格式。缓冲区格式可以是 R8G8B8A8 或 R16G16B16A16。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:227 msgid "Specifies the maximum resolution for any single shadow map." msgstr "指定任何单个阴影贴图的最大分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:229 msgid "Draw Distance" msgstr "绘制距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:229 msgid "Sets the maximum distance from the Camera at which HDRP draws Decals." msgstr "设置 HDRP 绘制贴花时与摄像机之间的最大距离。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:230 msgid "Atlas Width" msgstr "图集宽度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:230 msgid "Sets the width of the Decal Atlas." msgstr "设置贴花图集的宽度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:231 msgid "Atlas Height" msgstr "图集高度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:231 msgid "Sets the height of the Decal Atlas." msgstr "设置贴花图集的高度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:232 msgid "Metal and Ambient Occlusion Properties" msgstr "金属和环境光遮挡属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:232 msgid "When enabled, Decals affect metal and ambient occlusion properties." msgstr "启用后,贴花会影响金属和环境光遮挡属性。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:233 msgid "Shadow Filtering Quality" msgstr "阴影过滤质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:233 msgid "Specifies the quality of shadows. See the documentation for details on the algorithm HDRP uses for each preset." msgstr "指定阴影的质量。请参阅文档以了解 HDRP 用于每个预设的算法的详细信息。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:234 msgid "Area Shadow Filtering Quality" msgstr "区域光阴影过滤质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:234 msgid "Specifies the quality of area shadows. See the documentation for details on the algorithm HDRP uses for each preset." msgstr "指定区域光阴影的质量。请参阅文档以了解 HDRP 用于每个预设的算法的详细信息。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:236 msgid "When enabled, HDRP dynamically lowers the resolution of render targets to reduce the workload on the GPU." msgstr "启用后,HDRP 会动态降低渲染目标的分辨率,以减少 GPU 上的工作负载。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:237 msgid "Enable DLSS" msgstr "启用 DLSS" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:237 msgid "Enables NVIDIA Deep Learning Super Sampling (DLSS)." msgstr "启用 NVIDIA 深度学习超级采样 (DLSS)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:238 msgid "Selects a performance quality setting for NVIDIA Deep Learning Super Sampling (DLSS)." msgstr "为 NVIDIA 深度学习超级采样 (DLSS) 选择一种性能质量设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:239 msgid "Injection Point" msgstr "注入点" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:239 msgid "The injection point at which to apply DLSS upscaling." msgstr "要应用 DLSS 扩大效果的注入点。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:240 msgid "Use Optimal Settings" msgstr "使用最佳设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:240 msgid "Sets the sharpness and scale automatically for NVIDIA Deep Learning Super Sampling, depending on the values of quality settings. When DLSS Optimal Settings is on, the percentage settings for Dynamic Resolution Scaling are ignored." msgstr "根据质量设置的值来自动设置 NVIDIA 深度学习超级采样的清晰度和缩放。打开 DLSS 最佳设置后,“动态分辨率缩放”的百分比设置将被忽略。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:241 msgid "Sharpness" msgstr "清晰度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:241 msgid "NVIDIA Deep Learning Super Sampling pixel sharpness of upsampler. Controls how the DLSS upsampler will render edges on the image. More sharpness usually means more contrast and clearer image but can increase flickering and fireflies. This setting is ignored if use optimal settings is used" msgstr "上采样器的 NVIDIA 深度学习超级采样像素清晰度。控制 DLSS 上采样器如何渲染图像上的边缘。更高的清晰度通常意味着更高的对比度和更清晰的图像,但会增加闪烁和“萤火”。如果使用最佳设置,则会忽略此设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:264 msgid "Override FSR Sharpness" msgstr "覆盖 FSR 清晰度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:264 msgid "Overrides the FSR sharpness value for the render pipeline asset." msgstr "覆盖渲染管线资产的 FSR 清晰度值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:265 msgid "FSR Sharpness" msgstr "FSR 清晰度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:265 msgid "Controls the intensity of the sharpening filter used by AMD FidelityFX Super Resolution." msgstr "控制 AMD FidelityFX 超级分辨率使用的锐化过滤器强度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:267 msgid "Maximum Screen Percentage" msgstr "最大屏幕百分比" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:267 msgid "Sets the maximum screen percentage that dynamic resolution can reach." msgstr "设置动态分辨率可以实现的最大屏幕百分比。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:268 msgid "Minimum Screen Percentage" msgstr "最小屏幕百分比" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:268 msgid "Sets the minimum screen percentage that dynamic resolution can reach." msgstr "设置动态分辨率可以实现的最小屏幕百分比。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:269 msgid "Dynamic Resolution Type" msgstr "动态分辨率类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:269 msgid "Specifies the type of dynamic resolution that HDRP uses." msgstr "指定 HDRP 使用的动态分辨率的类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:270 msgid "Use Mip Bias" msgstr "使用 Mip 偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:270 msgid "Offsets the mip bias to recover more detail. This only works if the camera is utilizing TAA." msgstr "偏移 Mip 偏离以恢复更多细节。这仅在摄像机使用 TAA 时有效。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:271 msgid "Default Upscale Filter" msgstr "默认扩大过滤器" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:271 msgid "Specifies the filter that HDRP uses for upscaling unless overwritten by API by the user." msgstr "指定 HDRP 用于放大效果的过滤器(除非用户通过 API 进行覆盖)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:272 msgid "Default Fallback Upscale Filter" msgstr "默认回退扩大过滤器" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:272 msgid "Specifies the filter that HDRP uses for upscaling as a fallback if DLSS is not detected. Can be overwritten via API." msgstr "指定在未检测到 DLSS 的情况下由 HDRP 用于扩大效果的过滤器以作为回退。可通过 API 进行覆盖。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:273 msgid "Force Screen Percentage" msgstr "强制屏幕百分比" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:273 msgid "When enabled, HDRP uses the Forced Screen Percentage value as the screen percentage." msgstr "启用后,HDRP 使用“强制屏幕百分比”值作为屏幕百分比。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:274 msgid "Forced Screen Percentage" msgstr "强制的屏幕百分比" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:274 msgid "Sets a specific screen percentage value. HDRP forces this screen percentage for dynamic resolution." msgstr "设置特定的屏幕百分比值。HDRP 会为动态分辨率强制使用此屏幕百分比。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:275 msgid "Low Res Transparency Min Threshold" msgstr "低分辨率透明度最小阈值" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:275 msgid "The minimum percentage threshold allowed to clamp low resolution transparency. When the resolution percentage falls below this threshold, HDRP will clamp the low resolution to this percentage." msgstr "为了钳制低分辨率透明度而允许的最小百分比阈值。当分辨率百分比低于此阈值时,HDRP 会将低分辨率钳制在此百分比。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:277 msgid "Ray Tracing Half Res Threshold" msgstr "光线追踪半分辨率阈值" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:277 msgid "The minimum percentage threshold allowed to render ray tracing effects at half resolution. When the resolution percentage falls below this threshold, HDRP will render ray tracing effects at full resolution." msgstr "为了以半分辨率渲染光线追踪而允许的最小百分比阈值。当分辨率百分比低于此阈值时,HDRP 会以全分辨率渲染光线追踪效果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:279 msgid "When enabled, materials tagged as Low Res Transparent, will be rendered in a quarter res offscreen buffer and then composited to full res." msgstr "启用后,标记为“低分辨率透明”的材质将在四分之一分辨率的屏幕外缓冲区中渲染,然后合成为全部分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:280 msgid "Checkerboarded depth buffer downsample" msgstr "棋盘格形式的深度缓冲区下采样" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:280 msgid "When enabled, the depth buffer used for low res transparency is generated in a min/max checkerboard pattern from original full res buffer." msgstr "启用后,用于低分辨率透明度的深度缓冲区以最小/最大棋盘模式从原始的全部分辨率缓冲区生成。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:281 msgid "Upsample type" msgstr "上采样类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:281 msgid "The type of upsampling filter used to composite the low resolution transparency." msgstr "用于合成低分辨率透明度的上采样过滤器的类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:283 msgid "Single Pass" msgstr "单程" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:283 msgid "When enabled, XR views are rendered simultaneously and the render loop is processed only once. This setting will improve CPU and GPU performance but will use more GPU memory." msgstr "启用后,XR 视图将被同时渲染,并且渲染循环仅被处理一次。此设置将提高 CPU 和 GPU 的性能,但将使用更多的 GPU 内存。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:284 msgid "Occlusion Mesh" msgstr "遮挡网格" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:284 msgid "When enabled, the occlusion mesh will be rendered for each view during the depth prepass to reduce shaded fragments." msgstr "启用后,在深度预通道期间将为每个视图渲染遮挡网格,以减少已着色片元。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:285 msgid "Camera Jitter" msgstr "摄像机抖动" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:285 msgid "When enabled, jitter will be added to the camera to provide more samples for temporal effects. This is usually not required in VR due to micro variations from the tracking." msgstr "启用后,抖动会添加到摄像机,从而为时间效果提供更多样本。在 VR 中通常不需要这样做,因为追踪有微小变化。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:286 msgid "Allow Motion Blur" msgstr "允许运动模糊" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:286 msgid "When enabled, motion blur can be used in XR. When this option is disabled, regardless of the settings, motion blur will be turned off when in XR." msgstr "启用后,可在 XR 中使用运动模糊。禁用此选项后,无论设置如何,XR 中的运动模糊都将关闭。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:288 msgid "Grading LUT Size" msgstr "分级 LUT 大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:288 msgid "Sets size of the internal and external color grading lookup textures (LUTs)." msgstr "设置内部和外部颜色分级查找纹理 (LUT) 的大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:289 msgid "Grading LUT Format" msgstr "分级 LUT 格式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:289 msgid "Specifies the encoding format for color grading lookup textures. Lower precision formats are faster and use less memory at the expense of color precision." msgstr "指定颜色分级查找纹理的编码格式。格式的精度越低,速度便越快,使用的内存越少,但会牺牲颜色的精度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:290 msgid "Specifies the encoding format of the color buffers that are used during post processing. Lower precision formats are faster and use less memory at the expense of color precision." msgstr "指定在后处理效果期间使用的颜色缓冲区的编码格式。格式的精度越低,速度便越快,使用的内存越少,但会牺牲颜色的精度。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAssetFactory.cs:29 msgid "HDRP Asset" msgstr "HDRP 配置文件" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineGlobalSettingsCreator.cs:47 msgid "HDRP Global Settings Asset" msgstr "HDRP 全局设置资源" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:49 msgid "Export HDRP Sky to Image" msgstr "将 HDRP 天空导出到图像" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:75 msgid "Sky and Fog Global Volume" msgstr "天空和雾全局体积" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:96 msgid "Upgrade HDRP Materials to Latest Version" msgstr "将 HDRP 材质升级到最新版本" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:103 msgid "Decal Layers" msgstr "贴花层" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:103 msgid "Add HDRP Decal Layer Default to Loaded Mesh Renderers and Terrains" msgstr "向加载的网格渲染器和地形添加 HDRP 贴花层默认值" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:125 msgid "Add HDRP Decal Layer Default to Selected Mesh Renderers and Terrains" msgstr "向选定的网格渲染器和地形添加 HDRP 贴花层默认值" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:156 msgid "Convert Selected Mesh Renderers to receive GI from Light Probes" msgstr "将选定的网格渲染器转换为接收来自光照探针的 GI" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:174 msgid "Convert Loaded Mesh Renderers to receive GI from Light Probes" msgstr "将加载的网格渲染器转换为接收来自光照探针的 GI" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:211 msgid "HDRP Diffusion Profile" msgstr "HDRP 漫射配置文件" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:218 msgid "HDRP Custom FullScreen Pass" msgstr "HDRP 自定义全屏通道" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:225 msgid "HDRP Custom Renderers Pass" msgstr "HDRP 自定义渲染器通道" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:232 msgid "HDRP C# Custom Pass" msgstr "HDRP C# 自定义通道" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:239 msgid "HDRP C# Post Process Volume" msgstr "HDRP C# 后处理体积" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:246 msgid "HDRP Post Process" msgstr "HDRP 后处理效果" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:459 msgid "Check Scene Content for HDRP Ray Tracing" msgstr "检查场景内容以进行 HDRP 光线追踪" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:594 msgid "Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes" msgstr "修复加载的场景中的警告 '(游戏对象 'SceneIDMap')中引用的脚本缺失'" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs:801 msgid "Budget" msgstr "预算" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs:50 msgid "P" msgstr "P" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs:69 msgid "Override this setting in component." msgstr "覆盖组件中的此设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/OverridableFrameSettingsArea.cs:374 msgid "Toggle all overrides on. To maximize performances you should only toggle overrides that you actually need." msgstr "开启所有覆盖。为最大限度提高性能,应该仅开启实际需要的覆盖。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/OverridableFrameSettingsArea.cs:383 msgid "Toggle all overrides off." msgstr "关闭所有覆盖。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:11 msgid "Default Volume Profile Asset" msgstr "默认体积配置文件资产" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:12 msgid "LookDev Volume Profile Asset" msgstr "LookDev 体积配置文件资产" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:14 msgid "Frame Settings (Default Values)" msgstr "帧设置(默认值)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:16 msgid "Realtime Reflection" msgstr "实时反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:17 msgid "Baked or Custom Reflection" msgstr "烘焙或自定义反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:20 msgid "Asynchronous Compute Shaders" msgstr "异步计算着色器" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:21 msgid "Light Loop Debug" msgstr "光源循环调试" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:23 msgid "Volume Profiles" msgstr "体积配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:24 msgid "Custom Post Process Orders" msgstr "自定义后处理顺序" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:27 msgid "Player Resources" msgstr "播放器资源" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:27 msgid "Set of resources that need to be loaded when creating stand alone" msgstr "独立创建时需要加载的资源集" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:28 msgid "Ray Tracing Resources" msgstr "光线追踪资源" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:28 msgid "Set of resources that need to be loaded when using ray tracing" msgstr "使用光线追踪时需要加载的资源集" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:29 msgid "Editor Resources" msgstr "编辑器资源" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:29 msgid "Set of resources that need to be loaded for working in editor" msgstr "在编辑器中工作时需要加载的资源集" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:31 msgid "Miscellaneous" msgstr "其他" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:33 msgid "Layers Names" msgstr "层名称" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:34 msgid "Light Layer Names" msgstr "光源层名称" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:34 msgid "When enabled, HDRP allocates memory for processing Light Layers. For deferred rendering, this allocation includes an extra render target in memory and extra cost. See the Quality Settings window to enable Light Layers on your Render pipeline asset." msgstr "启用后,HDRP 会分配内存以处理光源层。对于延迟渲染,此分配包括内存内额外渲染目标以及额外成本。请查看“质量设置”窗口以在渲染管线资产上启用光源层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:35 msgid "Light Layer 0" msgstr "光源层 0" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:35 msgid "The display name for Light Layer 0. This is purely cosmetic, and can be used to articulate intended use of Light Layer 0" msgstr "光源层 0 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 0 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:36 msgid "Light Layer 1" msgstr "光源层 1" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:36 msgid "The display name for Light Layer 1. This is purely cosmetic, and can be used to articulate intended use of Light Layer 1" msgstr "光源层 1 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 1 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:37 msgid "Light Layer 2" msgstr "光源层 2" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:37 msgid "The display name for Light Layer 2. This is purely cosmetic, and can be used to articulate intended use of Light Layer 2" msgstr "光源层 2 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 2 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:38 msgid "Light Layer 3" msgstr "光源层 3" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:38 msgid "The display name for Light Layer 3. This is purely cosmetic, and can be used to articulate intended use of Light Layer 3" msgstr "光源层 3 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 3 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:39 msgid "Light Layer 4" msgstr "光源层 4" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:39 msgid "The display name for Light Layer 4. This is purely cosmetic, and can be used to articulate intended use of Light Layer 4" msgstr "光源层 4 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 4 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:40 msgid "Light Layer 5" msgstr "光源层 5" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:40 msgid "The display name for Light Layer 5. This is purely cosmetic, and can be used to articulate intended use of Light Layer 5" msgstr "光源层 5 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 5 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:41 msgid "Light Layer 6" msgstr "光源层 6" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:41 msgid "The display name for Light Layer 6. This is purely cosmetic, and can be used to articulate intended use of Light Layer 6" msgstr "光源层 6 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 6 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:42 msgid "Light Layer 7" msgstr "光源层 7" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:42 msgid "The display name for Light Layer 7. This is purely cosmetic, and can be used to articulate intended use of Light Layer 7" msgstr "光源层 7 的显示名称。这纯粹用于修饰作用,可用于阐明光源层 7 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:44 msgid "Decal Layer Names" msgstr "贴花层名称" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:44 msgid "When enabled, HDRP allocates Shader variants and memory to the decals buffer and cluster decal. See the Quality Settings window to enable Decal Layers on your Render pipeline asset." msgstr "启用后,HDRP 会为贴花缓冲区和集群贴花分配着色器变体和内存。请查看“质量设置”窗口以在渲染管线资产上启用贴花层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:45 msgid "Decal Layer 0" msgstr "贴花层 0" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:45 msgid "The display name for Decal Layer 0. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 0" msgstr "贴花层 0 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 0 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:46 msgid "Decal Layer 1" msgstr "贴花层 1" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:46 msgid "The display name for Decal Layer 1. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 1" msgstr "贴花层 1 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 1 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:47 msgid "Decal Layer 2" msgstr "贴花层 2" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:47 msgid "The display name for Decal Layer 2. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 2" msgstr "贴花层 2 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 2 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:48 msgid "Decal Layer 3" msgstr "贴花层 3" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:48 msgid "The display name for Decal Layer 3. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 3" msgstr "贴花层 3 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 3 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:49 msgid "Decal Layer 4" msgstr "贴花层 4" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:49 msgid "The display name for Decal Layer 4. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 4" msgstr "贴花层 4 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 4 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:50 msgid "Decal Layer 5" msgstr "贴花层 5" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:50 msgid "The display name for Decal Layer 5. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 5" msgstr "贴花层 5 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 5 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:51 msgid "Decal Layer 6" msgstr "贴花层 6" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:51 msgid "The display name for Decal Layer 6. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 6" msgstr "贴花层 6 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 6 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:52 msgid "Decal Layer 7" msgstr "贴花层 7" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:52 msgid "The display name for Decal Layer 7. This is purely cosmetic, and can be used to articulate intended use of Decal Layer 7" msgstr "贴花层 7 的显示名称。这纯粹用于修饰作用,可用于阐明贴花层 7 的预期用途。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:54 msgid "Lens Attenuation Mode" msgstr "镜头衰减模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:54 msgid "Set the attenuation mode of the lens that is used to compute exposure. With imperfect lens some energy is lost when converting from EV100 to the exposure multiplier." msgstr "设置用于计算曝光的镜头的衰减模式。使用有缺陷的镜头的情况下,从 EV100 转换为曝光倍数时会损失一些能量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:55 msgid "Color Grading Space" msgstr "颜色分级空间" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:55 msgid "Set the color space in which color grading is performed. If ACES is used as tonemapper, the grading always happens in ACEScg. sRGB will lead to rendering in a non-wide color gamut, while ACEScg is a wider color gamut that will allow to exploit the wide color gamut on UHD TV when outputting in HDR." msgstr "设置执行颜色分级的颜色空间。如果 ACES 用作色调映射器,则分级始终在 ACEScg 中进行。sRGB 将导致在非广色域中进行渲染,而 ACEScg 的色域更宽,支持在以 HDR 输出时利用超高清电视上的广色域。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:57 msgid "Use DLSS Custom Project Id" msgstr "使用 DLSS 自定义项目 ID" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:57 msgid "Set to utilize a custom project Id for the NVIDIA Deep Learning Super Sampling extension." msgstr "设置为使用 NVIDIA 深度学习超级采样扩展的自定义项目 ID。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:58 msgid "DLSS Custom Project Id" msgstr "DLSS 自定义项目 ID" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:58 msgid "The custom project ID string to utilize for the NVIDIA Deep Learning Super Sampling extension." msgstr "用于 NVIDIA 深度学习超级采样扩展的自定义项目 ID 字符串。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:60 msgid "Create a new Volume Profile for default in your default resource folder (defined in Wizard)" msgstr "在默认资源文件夹(在向导中定义)中创建一个新的体积配置文件作为默认值" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:61 msgid "Fix" msgstr "修复" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:61 msgid "Ensure a HD Global Settings Asset is assigned." msgstr "确保已分配一个高清全局设置资产。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:63 msgid "Probe Volumes" msgstr "探针体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:63 msgid "Set whether Probe volumes are supported by the project. The feature is highly experimental and subject to changes." msgstr "设置项目是否支持探针体积。该功能在很大程度上还属于实验性质,可能会发生变化。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:64 msgid "Dynamic Render Pass Culling" msgstr "动态渲染通道剔除" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:64 msgid "When enabled, rendering passes are automatically culled based on what is visible on the camera." msgstr "启用后会根据摄像机上的可见内容自动剔除渲染通道。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:66 msgid "Auto Register Diffusion Profiles" msgstr "自动注册漫射配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/HDRenderPipelineGlobalSettingsUI.Skin.cs:66 msgid "When enabled, diffusion profiles referenced by an imported material will be automatically added to the diffusion profile list in the HDRP Global Settings." msgstr "启用后,导入材质引用的漫射配置文件将自动添加到 HDRP 全局设置中的漫射配置文件列表。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Skin.cs:8 msgid "Frame Settings Overrides" msgstr "帧设置覆盖" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Skin.cs:8 msgid "Default values for Frame Settings are defined in the Global Settings asset located in Project Settings > Graphics > HDRP Global Settings." msgstr "“帧设置”的默认值在位于“项目设置”>“图形”>“HDRP 全局设置”的“全局设置”资产中定义。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraEditor.Handlers.cs:23 msgid "Camera Preview" msgstr "摄像机预览" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Output.Skin.cs:16 msgid "XR Rendering" msgstr "XR 渲染" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:11 msgid "Post Anti-aliasing" msgstr "后期抗锯齿" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:11 msgid "The postprocess anti-aliasing method to use." msgstr "要使用的后处理效果抗锯齿方法。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:12 msgid "Fallback Post Anti-aliasing" msgstr "回退后处理抗锯齿" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:12 msgid "The postprocess anti-aliasing method to use as a fallback." msgstr "要用作回退的后处理抗锯齿方法。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:14 msgid "Quality Preset" msgstr "质量预设" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:14 msgid "The quality preset for SMAA, low has the best performance but worst quality, High has the highest quality but worst performance." msgstr "SMAA 的质量预设,“低”质量具有最佳性能,但质量最差,“高”质量具有最高质量,但性能最差。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:16 msgid "Sharpen Strength" msgstr "锐化强度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:16 msgid "The intensity of the sharpen filter used to counterbalance the blur introduced by TAA. A high value might create artifacts such as dark lines depending on the frame content." msgstr "锐化过滤器的强度,用来抵消 TAA 引入的模糊。较高的值可能会产生伪影(例如暗线),具体取决于帧内容。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:17 msgid "History Sharpening" msgstr "历史锐化" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:17 msgid "Values closer to 0 lead to softer look when movement is detected, but can further reduce aliasing. Values closer to 1 lead to sharper results, with the risk of reintroducing a bit of aliasing." msgstr "更接近 0 的值会在检测到移动时产生更柔和的观感,但可以进一步减少锯齿。更接近 1 的值会产生更清晰的结果,但存在重新引入一点锯齿的风险。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:18 msgid "Anti-flickering" msgstr "防闪烁" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:18 msgid "With high values flickering might be reduced, but it can lead to more ghosting or disocclusion artifacts." msgstr "较高的值可以减少闪烁,但会导致出现更多的重影或遮挡伪影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:19 msgid "Speed Rejection" msgstr "速度抑制" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:19 msgid "Higher this value, more likely history will be rejected when current and reprojected history motion vector differ by a substantial amount. High values can decrease ghosting but will also reintroduce aliasing on the aforementioned cases." msgstr "此值越高,在当前和重新投影的历史运动矢量相差很大时,更有可能拒绝历史。较高的值可以减少重影,但也会在上述情况下重新引入锯齿。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:20 msgid "Low quality is fast, but can lead to more ghosting and blurrier output when moving, Medium quality has better ghosting handling and sharper results upon movement, High allows for velocity rejection policy, has better antialiasing and has mechanism to combat ringing for over sharpening the history." msgstr "低质量的速度很快,但是移动时会导致更多的重影和更模糊的输出;中等质量的重影处理效果更好,移动时的结果更清晰;高质量允许速度抑制策略,具有更好的抗锯齿效果,并且具有消除振铃的机制,以免历史过度锐化。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:21 msgid "Anti-ringing" msgstr "防振铃" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:21 msgid "When enabled, ringing artifacts (dark or strangely saturated edges) caused by history sharpening will be improved. This comes at a potential loss of sharpness upon motion." msgstr "启用后,由历史锐化引起的振铃伪影(深色或奇怪的饱和边缘)将改善。这可能会导致运动时失去清晰度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:23 msgid "Base blend factor" msgstr "基础混合因子" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:23 msgid "Determines how much the history buffer is blended together with current frame result. Higher values means more history contribution, which leads to better anti aliasing, but also more prone to ghosting." msgstr "确定历史缓冲区与当前帧结果混合的程度。更高的值意味着更高的历史缓冲区占比,这会改善抗锯齿效果,但也更容易出现重影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:24 msgid "Jitter Scale" msgstr "抖动缩放" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:24 msgid "Determines the scale to the jitter applied when TAA is enabled. Lowering this value will lead to less visible flickering and jittering, but also will produce more aliased images." msgstr "确定启用 TAA 时为抖动应用的缩放。如果降低此值,可见的闪烁和抖动将减少,但也会生成更多锯齿化图像。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:26 msgid "Custom Frame Settings" msgstr "自定义帧设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:26 msgid "Define custom values for Frame Settings for this Camera to use." msgstr "定义此摄像机要使用的自定义帧设置值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:27 msgid "Fullscreen Passthrough" msgstr "全屏直通" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:27 msgid "This will skip rendering settings to directly rendering in fullscreen(for instance: Useful for video)" msgstr "这将跳过渲染设置,直接在全屏模式下渲染(例如:对视频有用)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:28 msgid "Exposure Target" msgstr "曝光目标" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:28 msgid "The object used as a target for centering the Exposure's Procedural Mask metering mode when target object option is set (See Exposure Volume Component)." msgstr "这是用来使曝光的程序化遮罩计量模式居中的目标对象(前提是设置了目标对象选项;请参阅“曝光体积组件”)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:30 msgid "Whether to support dynamic resolution." msgstr "是否支持动态分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:36 msgid "Allow DLSS" msgstr "允许 DLSS" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:36 msgid "Allows DLSS for this camera. For the effect to be enabled, it must be set in the quality asset of this project." msgstr "允许此摄像机使用 DLSS。要启用该效果,必须在此项目的质量资产中进行设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:37 msgid "Use Custom Quality" msgstr "使用自定义质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:38 msgid "Use Custom Attributes" msgstr "使用自定义属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:39 msgid "Overrides the FSR sharpness value for this camera." msgstr "覆盖此摄像机的 FSR 清晰度值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:40 msgid "If enabled, this camera setting will be used instead of the one specified in the quality asset of this project." msgstr "如果启用,则会使用此摄像机设置而不是该项目的质量资源中指定的设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:11 msgid "Background Type" msgstr "背景类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:11 msgid "Specifies the type of background the Camera applies when it clears the screen before rendering a frame. Be aware that when setting this to None, the background is never cleared and since HDRP shares render texture between cameras, you may end up with garbage from previous rendering." msgstr "指定摄像机在渲染帧之前清除屏幕时应用的背景类型。请注意,此设置为“无”时,永远不会清除背景,但由于 HDRP 在摄像机之间共享渲染纹理,因此可能导致你获得上次渲染产生的垃圾。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:12 msgid "The Background Color used to clear the screen when selecting Background Color before rendering." msgstr "在渲染前选择背景色时用于清除屏幕的背景色。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:13 msgid "Volume Anchor Override" msgstr "体积锚点覆盖" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:14 msgid "Probe Layer Mask" msgstr "探针层遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:14 msgid "The layer mask to use to cull probe influences." msgstr "用于剔除探针影响的层遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:104 msgid "Controls the maximal length of global illumination rays in meters. The higher this value is, the more expensive ray traced global illumination is." msgstr "控制全局照明光线的最大长度(以米为单位)。此值越高,光线追踪全局照明的成本越高。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:105 msgid "Controls if the screen space global illumination should be evaluated at half resolution." msgstr "控制是否应以半分辨率评估屏幕空间全局光照。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:106 msgid "Depth Tolerance" msgstr "深度容差" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:106 msgid "Controls the tolerance when comparing the depth of two pixels." msgstr "控制比较两个像素的深度时的容差。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:107 msgid "Ray Miss" msgstr "射线未命中" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:107 msgid "Controls the fallback hierarchy for indirect diffuse in case the ray misses." msgstr "控制当射线未命中时用于间接漫反射的回退层级视图。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:108 msgid "Last Bounce" msgstr "最后一次反弹" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:108 msgid "Controls the fallback hierarchy for lighting the last bounce." msgstr "控制用于照亮最后一次反弹的回退层级视图。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:109 msgid "Sets the maximum number of steps HDRP uses for mixed tracing." msgstr "设置 HDRP 用于混合追踪的最大步骤数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:111 msgid "Denoise the screen space GI." msgstr "为屏幕空间 GI 降噪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:112 msgid "Use a half resolution denoiser." msgstr "使用半分辨率降噪器。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:113 msgid "Controls the radius of the GI denoiser (First Pass)." msgstr "控制 GI 降噪器的半径(第一个通道)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:114 msgid "Enable second denoising pass." msgstr "启用第二个降噪通道。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs:36 msgid "This defines the maximal travel distance of rays in meters." msgstr "这定义了光线的最大传播距离(以米为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs:21 msgid "Acceleration Structure Build Mode" msgstr "加速结构生成模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs:21 msgid "Specifies if HDRP handles automatically the building of the ray tracing acceleration structure internally or if it's provided by the user through the camera. If manual is selected and no acceleration structure is fed to the camera, ray-traced effects are not executed and fallback to rasterization." msgstr "指定是由 HDRP 在内部自动生成光线追踪加速结构,还是由用户通过摄像机提供此结构。如果选择手动模式但没有向摄像机提供加速结构,则不会执行光线追踪效果并将回退到光栅化。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:23 msgid "Composition Graph" msgstr "合成图" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:23 msgid "Specifies the Shader Graph that will be used to produce the final composited output." msgstr "指定将用于生成最终合成输出的 Shader Graph。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:24 msgid "Output Camera" msgstr "输出摄像机" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:24 msgid "Specifies the camera that will output the final composited image." msgstr "指定将输出最终合成图像的摄像机。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:25 msgid "Enable Preview" msgstr "启用预览" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:25 msgid "When enabled, the compositor will generate the final composed frame even in edit mode." msgstr "启用后,即使在编辑模式下,合成器也将生成最终的合成帧。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:26 msgid "Input Filters" msgstr "输入过滤器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:26 msgid "A list of color filters that will be executed before composing the frame." msgstr "合成帧之前将执行的一组颜色过滤器。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:27 msgid "Properties" msgstr "属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:27 msgid "The properties of a layer or sub-layer." msgstr "层或子层的属性。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:28 msgid "Render Schedule" msgstr "渲染时间表" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:28 msgid "A list of layers and sub-layers in the scene. Layers are drawn from top to bottom." msgstr "场景中的层和子层的列表。层的绘制顺序是从上到下。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:15 msgid "Graphics Compositor" msgstr "图形合成器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:16 msgid "Enable Compositor" msgstr "启用合成器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:16 msgid "Enabled the compositor and creates a default composition profile." msgstr "启用合成器并创建默认的合成配置文件。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:17 msgid "Remove compositor from scene" msgstr "从场景中移除合成器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:17 msgid "Removes the compositor and any composition settings from the scene." msgstr "从场景中移除合成器和所有合成设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:11 msgid "Chroma Keying" msgstr "色度键控" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:11 msgid "Performs chroma keying in the input frame before any other composition operations are performed." msgstr "执行任何其他合成操作之前,在输入帧中执行色度键控。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:12 msgid "Key Color" msgstr "关键颜色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:12 msgid "Use this parameter to smooth-out the edges of the generated mask. A value of 0 corresponds to sharp edges." msgstr "使用此参数可以平滑生成的遮罩的边缘。值 0 对应于锐利边缘。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:13 msgid "Key Threshold" msgstr "关键阈值" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:13 msgid "Indicates the areas of the image that will be masked (or in other words, the areas that are transparent." msgstr "指示将被遮盖的图像区域(换句话说就是透明区域)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:14 msgid "Key Tolerance" msgstr "关键容差" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:14 msgid "Controls the sensitivity of the mask color parameter. Increasing this value will include more pixels (with a value close to the mask color) in the masked areas." msgstr "控制遮罩颜色参数的灵敏度。增大此值将在遮盖的区域中包含更多像素(其值接近于遮罩颜色)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:15 msgid "Spill Removal" msgstr "去除溅出" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:15 msgid "Use this parameter to change the tint of non-masked areas." msgstr "使用此参数可以更改非遮盖区域的色调。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:16 msgid "Alpha Mask" msgstr "Alpha 遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:16 msgid "A static texture that overrides the alpha mask of the sub-layer. Post-processing is then applied only on the masked frame regions." msgstr "覆盖子层 Alpha 遮罩的静态纹理。然后仅对遮盖的帧区域应用后处理效果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:15 msgid "Specifies the resolution of this layer's render target. Lower resolution increases the performance at the expense of visual quality." msgstr "指定此层的渲染目标的分辨率。较低的分辨率会以牺牲视觉质量为代价提高性能。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:16 msgid "Specifies the color buffer format of this layer. " msgstr "指定此层的颜色缓冲区格式。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:17 msgid "Output Renderer" msgstr "输出渲染器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:17 msgid "Redirects the output of this layer to the surface which is drawn by the selected mesh renderer. " msgstr "将此层的输出重定向到由选定的网格渲染器绘制的表面。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:18 msgid "AOVs" msgstr "AOV" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:18 msgid "Specifies the Arbitrary Output Variable (AOV) that will be drawn on this layer. This option affects all cameras that are stacked on this layer." msgstr "指定将在此层上绘制的任意输出变量 (AOV)。此选项会影响此层上堆叠的所有摄像机。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:21 msgid "Layer Name" msgstr "层名称" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:21 msgid "Specifies the name of this layer." msgstr "指定此层的名称。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:22 msgid "Source Camera" msgstr "源摄像机" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:22 msgid "Specifies the camera of the scene that will provide the content for this sublayer." msgstr "指定将提供此子层内容的场景的摄像机。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:23 msgid "Specifies the image that will provide the content for this sublayer." msgstr "指定将提供此子层内容的图像。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:24 msgid "Source Video" msgstr "源视频" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:24 msgid "Specifies the video that will provide the content for this sublayer." msgstr "指定将提供此子层内容的视频。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:25 msgid "Clear Depth" msgstr "清除深度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:25 msgid "If enabled, the depth buffer will be cleared before rendering this layer. Not clearing the depth can be useful when stacking sublayers. The first sublayer of a stack always clears the depth." msgstr "如果启用,深度缓冲区将在渲染此层之前被清除。堆叠子层时,不清除深度可能很有用。堆叠的第一个子层始终会清除深度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:26 msgid "Clear Alpha" msgstr "清除 Alpha" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:26 msgid "If enabled, the alpha channel will be cleared before rendering this layer. If enabled, post processing will affect only the objects of this layer" msgstr "如果启用,Alpha 通道将在渲染此层之前被清除。如果启用,后处理效果将仅影响此层的对象" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:27 msgid "Clear Color" msgstr "清除颜色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:27 msgid "To override the clear mode of this layer, activate the option by clicking on the check-box and then select the desired value. This can be changed only on the first sub layer of a stack (stacked sublayers do not clear the color)." msgstr "要覆盖此层的清除模式,请通过单击相应复选框激活该选项,然后选择所需的值。只能在堆叠的第一个子层上更改此设置(堆叠的子层不会清除颜色)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:28 msgid "To override the postprocess Anti-aliasing mode, activate the option by clicking on the check-box and then select the desired value." msgstr "要覆盖后处理效果抗锯齿模式,请通过单击相应复选框激活该选项,然后选择所需的值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:29 msgid "To override the culling mask, activate the option by clicking on the check-box and then select the desired value." msgstr "要覆盖剔除遮罩,请通过单击相应复选框激活该选项,然后选择所需的值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:30 msgid "Volume Mask" msgstr "体积遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:30 msgid "To override the volume mask, activate the option by clicking on the check-box and then select the desired value." msgstr "要覆盖体积遮罩,请通过单击相应复选框激活该选项,然后选择所需的值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:31 msgid "Alpha Range" msgstr "Alpha 范围" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:31 msgid "The range of alpha values used when transitioning from post-processed to plain image regions. A smaller range will result in a steeper transition." msgstr "从后处理效果区域过渡到纯图像区域时使用的 Alpha 值范围。较小的范围将导致更陡峭的过渡。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:17 msgid "HDRP Wizard" msgstr "HDRP 向导" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:19 msgid "Default Resources Folder" msgstr "默认资源文件夹" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:20 msgid "Resources Folder will be the one where to get project elements related to HDRP as default scene and default settings." msgstr "资源文件夹将是获取与 HDRP 相关的项目元素(默认场景和默认设置)的地方。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:22 msgid "This tab contains configuration check for High Definition Render Pipeline." msgstr "此选项卡包含针对高清渲染管线的配置检查。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:24 msgid "This tab contains configuration check for High Definition Render Pipeline along with Virtual Reality configuration." msgstr "此选项卡包含针对高清渲染管线以及虚拟现实配置的配置检查。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:26 msgid "This tab contains configuration check for High Definition Render Pipeline along with DirectX Raytracing configuration." msgstr "此选项卡包含针对高清渲染管线以及 DirectX 光线追踪配置的配置检查。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:27 msgid "Show on start" msgstr "启动时显示" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:29 msgid "Default Path Settings" msgstr "默认路径设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:30 msgid "Configuration Checking" msgstr "检查配置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:31 msgid "Project Migration Quick-links" msgstr "项目迁移快速链接" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:33 msgid "Embed Configuration Editable Package" msgstr "嵌入配置可编辑包" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:34 msgid "Checking if the config package is embedded in your project." msgstr "检查配置包是否嵌入到项目中。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:35 msgid "The config package is being embedded in your project." msgstr "配置包正在嵌入到项目中。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:36 msgid "The config package is already embedded in your project." msgstr "配置包已嵌入到项目中。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:42 msgid "Current HDRP version: " msgstr "当前 HDRP 版本:" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:43 msgid "Check update" msgstr "检查更新" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:44 msgid " checking..." msgstr "正在检查..." #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:45 msgid " (local)" msgstr "(本地)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:52 msgid "Fix All" msgstr "全部修复" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:53 msgid "Fix All Qualities" msgstr "修复所有质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:54 msgid "Fix All Platforms" msgstr "修复所有平台" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:55 msgid "The active Quality Level is not using a High Definition Render Pipeline asset. If you attempt a Fix All, the Quality Level will be changed to use it." msgstr "活动质量级别未使用高清渲染管线配置文件。如果尝试全部修复,质量级别将更改为使用该配置文件。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:75 msgid "Color space" msgstr "颜色空间" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:76 msgid "Only linear color space supported!" msgstr "仅支持线性颜色空间!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:78 msgid "Lightmap encoding" msgstr "光照贴图编码" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:79 msgid "Only high quality lightmap supported!" msgstr "仅支持高质量光照贴图!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:83 msgid "Shadow must be set to activated! (both hard and soft)" msgstr "阴影必须设置为已激活!(包括硬阴影和软阴影)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:85 msgid "Shadowmask mode" msgstr "Shadowmask 模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:86 msgid "Only distance shadowmask supported at the project level! (You can still change this per light.)" msgstr "仅在项目级别支持距离 Shadowmask!(仍然可以按光源更改此设置。)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:89 msgid "Assigned - Graphics" msgstr "已分配 - 图形" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:90 msgid "There is no HDRP asset assigned to the Graphic Settings!" msgstr "没有将任何 HDRP 配置文件分配给图形设置!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:92 msgid "Assigned - HDRP Global Settings" msgstr "已分配 - HDRP 全局设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:93 msgid "There is no HDRenderPipelineGlobalSettings assigned to Edit > Project Settings > Graphics > HDRP Global Settings!" msgstr "没有将任何 HDRenderPipelineGlobalSettings 分配给“编辑”>“项目设置”>“图形”>“HDRP 全局设置”!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:95 msgid "Assigned - Quality" msgstr "已分配 - 质量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:96 msgid "The RenderPipelineAsset assigned in the current Quality must be null or a HDRenderPipelineAsset. If it is null, the asset for the current Quality will be the one in Graphics Settings. (The Fix or Fix All button will nullify it)" msgstr "当前质量中分配的 RenderPipelineAsset 必须为空值 (null) 或 一个 HDRP 配置文件。如果是空值,则当前质量的资产将是图形设置中的 HDRP 配置文件。(“修复”或“全部修复”按钮将使其变为空值)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:98 msgid "Runtime resources" msgstr "运行时资源" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:99 msgid "There is an issue with the runtime resources!" msgstr "运行时资源有问题!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:101 msgid "Editor resources" msgstr "编辑器资源" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:102 msgid "There is an issue with the editor resources!" msgstr "编辑器资源有问题!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:104 msgid "SRP Batcher" msgstr "SRP 批处理程序" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:105 msgid "SRP Batcher must be enabled!" msgstr "必须启用 SRP 批处理程序!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:107 msgid "Diffusion profile" msgstr "漫射配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:108 msgid "There is no diffusion profile assigned in the HDRP Global Settings!" msgstr "在 HDRP 全局设置中没有分配漫射配置文件!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:110 msgid "Default volume profile" msgstr "默认体积配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:111 msgid "Default volume profile must be assigned in the HDRP Global Settings! Also, for it to be editable, it should be outside of package." msgstr "必须在 HDRP 全局设置中分配默认体积配置文件!此外,为了使该配置文件可编辑,它应该位于包之外。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:113 msgid "Default Look Dev volume profile" msgstr "默认 Look Dev 体积配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:114 msgid "Default Look Dev volume profile must be assigned in the HDRP Global Settings! Also, for it to be editable, it should be outside of package." msgstr "必须在 HDRP 全局设置中分配默认 Look Dev 体积配置文件!此外,为了使该配置文件可编辑,它应该位于包之外。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:116 msgid "Assets Migration" msgstr "资产迁移" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:117 msgid "At least one of the HDRP assets used in quality or the current HDRenderPipelineGlobalSettings have not been migrated to last version." msgstr "至少有一个在质量设置中使用的 HDRP 配置文件或当前的 HDRenderPipelineGlobalSettings 尚未迁移到最新版本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:120 msgid "Legacy VR System" msgstr "旧版 VR 系统" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:121 msgid "Legacy VR System need to be disabled in Player Settings!" msgstr "需要在“播放器设置”中禁用旧版 VR 系统!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:123 msgid "XR Management Package" msgstr "XR 管理包" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:124 msgid "XR Management Package is required to run in VR!" msgstr "在 VR 中运行需要 XR 管理包!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:126 msgid "Package Installed" msgstr "已安装包" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:127 msgid "Last version of XR Management Package must be added in your project!" msgstr "必须在项目中添加最新版本的 XR 管理包!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:129 msgid "Oculus Plugin" msgstr "Oculus 插件" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:130 msgid "Oculus Plugin must installed manually.\nGo in Edit > Project Settings > XR Plugin Manager and add Oculus XR Plugin.\n(This can't be verified by the Wizard)" msgstr "必须手动安装 Oculus 插件。\n访问“编辑”>“项目设置”>“XR 插件管理器”,然后添加 Oculus XR 插件。\n(向导无法对此进行验证)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:133 msgid "Single-Pass Instancing" msgstr "单通道实例化" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:134 msgid "Single-Pass Instancing must be enabled in Oculus Plugin.\nGo in Edit > Project Settings > XR Plugin Manager > Oculus and change Stereo Rendering Mode to Single Pass Instanced.\n(This can't be verified by the Wizard)" msgstr "必须在 Oculus 插件中启用“单通道实例化”。\n访问“编辑”>“项目设置”>“XR 插件管理器”>“Oculus”,然后将“立体渲染模式”更改为“单通道实例化”。\n(向导无法对此进行验证)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:137 msgid "XR Legacy Helpers Package" msgstr "XR 旧版助手包" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:138 msgid "XR Legacy Helpers Package will help you to handle inputs." msgstr "XR 旧版助手包将帮助您处理输入。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:141 msgid "Auto graphics API" msgstr "自动图形 API" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:142 msgid "Auto Graphics API is not supported!" msgstr "不支持自动图形 API!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:146 msgid "Auto Graphics API is not supported on Windows!" msgstr "在 Windows 上不支持自动图形 API!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:150 msgid "Direct3D 12" msgstr "Direct3D 12" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:151 msgid "Direct3D 12 needs to be the active device! (Editor restart is required). If an API different than D3D12 is forced via command line argument, clicking Fix won't change it, so please consider removing it if wanting to run DXR." msgstr "要求当前所用的设备为 Direct3D 12!(需要重新启动编辑器)。如果通过命令行参数强制使用不同于 D3D12 的 API,单击“修复”将无法更改,因此如果希望运行 DXR,请考虑将其移除。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:155 msgid "Direct3D 12 needs to be the active device on windows! (Editor restart is required). If an API different than D3D12 is forced via command line argument, clicking Fix won't change it, so please consider removing it if wanting to run DXR." msgstr "在 Windows 上要求当前所用的设备为 Direct3D 12!(需要重新启动编辑器)。如果通过命令行参数强制使用不同于 D3D12 的 API,单击“修复”将无法更改,因此如果希望运行 DXR,请考虑将其移除。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:159 msgid "Screen Space Shadows (Asset)" msgstr "屏幕空间阴影(资产)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:160 msgid "Screen Space Shadows are disabled in the current HDRP Asset which means you cannot enable ray-traced shadows for lights in your scene. To enable this feature, open your HDRP Asset, go to Lighting > Shadows, and enable Screen Space Shadows." msgstr "当前 HDRP 配置文件中禁用了“屏幕空间阴影”,这意味着无法为场景中的光源启用光线追踪阴影。要启用此功能,请打开 HDRP 配置文件,转到“光照”>“阴影”,然后启用“屏幕空间阴影”。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:163 msgid "Screen Space Shadows (HDRP Global Settings)" msgstr "屏幕空间阴影(HDRP 全局设置)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:167 msgid "Screen Space Reflection (Asset)" msgstr "屏幕空间反射(资产)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:168 msgid "Screen Space Reflection is disabled in the current HDRP Asset which means you cannot enable ray-traced reflections in Volume components. To enable this feature, open your HDRP Asset, go to Lighting > Reflections, and enable Screen Space Reflections." msgstr "当前 HDRP 配置文件中禁用了“屏幕空间反射”,这意味着无法在“体积”组件中启用光线追踪反射。要启用此功能,请打开 HDRP 配置文件,转到“光照”>“反射”,然后启用“屏幕空间反射”。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:171 msgid "Screen Space Reflection (HDRP Global Settings)" msgstr "屏幕空间反射(HDRP 全局设置)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:175 msgid "Screen Space Reflection - Transparent (Asset)" msgstr "屏幕空间反射 - 透明(资产)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:176 msgid "Screen Space Reflection - Transparent is disabled in the current HDRP Asset which means you cannot enable ray-traced reflections on transparent GameObjects from Volume components. To enable this feature, open your HDRP Asset, go to Lighting > Reflections, and enable Transparents receive SSR." msgstr "当前 HDRP 配置文件中禁用了“屏幕空间反射 - 透明”,这意味着无法从“体积”组件中启用透明游戏对象上的光线追踪反射。要启用此功能,请打开 HDRP 配置文件,转到“光照”>“反射”,然后启用“透明接受 SSR”。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:179 msgid "Screen Space Reflection - Transparent (HDRP Global Settings)" msgstr "屏幕空间反射 - 透明(HDRP 全局设置)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:183 msgid "Screen Space Global Illumination (Asset)" msgstr "屏幕空间全局照明(资产)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:184 msgid "Screen Space Global Illumination is disabled in the current HDRP asset which means you cannot enable ray-traced global illumination in Volume components. To enable this feature, open your HDRP Asset, go to Lighting and enable Screen Space Global Illumination." msgstr "当前 HDRP 配置文件中禁用了“屏幕空间全局照明”,这意味着无法在“体积”组件中启用光线追踪全局照明。要启用此功能,请打开 HDRP 配置文件,转到“光照”,然后启用“屏幕空间全局照明”。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:187 msgid "Screen Space Global Illumination (HDRP Global Settings)" msgstr "屏幕空间全局照明(HDRP 全局设置)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:192 msgid "To build your Project as a Unity Player your build target must be StandaloneWindows64 or Playstation5." msgstr "要将项目生成为 Unity 播放器,生成目标必须是 StandaloneWindows64 或 Playstation5。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:195 msgid "Static Batching is not supported!" msgstr "不支持静态批处理!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:197 msgid "DXR activated" msgstr "已激活 DXR" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:198 msgid "DXR is not activated!" msgstr "未激活 DXR!" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:200 msgid "DXR resources" msgstr "DXR 资源" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:201 msgid "There is an issue with the DXR resources! Alternatively, Direct3D is not set as API (can be fixed with option above) or your hardware and/or OS cannot be used for DXR! (unfixable)" msgstr "DXR 资源有问题!或者,Direct3D 没有设置为 API(可以通过以上选项修复)或您的硬件/OS 不能用于 DXR!(无法修复)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:203 msgid "Create or Load HDRenderPipelineAsset" msgstr "创建或加载 HDRenderPipelineAsset" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:204 msgid "Do you want to create a fresh HDRenderPipelineAsset in the default resource folder and automatically assign it?" msgstr "是否要在默认资源文件夹中创建全新的 HDRenderPipelineAsset 并自动分配?" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:205 msgid "Create One" msgstr "创建一个" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:206 msgid "Load One" msgstr "加载一个" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs:152 msgid "Lookup Texture" msgstr "查找纹理" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs:158 msgid "Contribution" msgstr "贡献" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs:234 msgid "Render Selected HDRP Camera to Log EXR %#" msgstr "渲染选定的 HDRP 摄像机以记录 EXR %#" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:14 msgid "Apply a hue to the shadows and adjust their level." msgstr "将色相应用到阴影并调整它们的水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:15 msgid "Midtones" msgstr "中间调" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:15 msgid "Apply a hue to the midtones and adjust their level." msgstr "将色相应用到中间色调并调整它们的水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:16 msgid "Highlights" msgstr "高光" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:16 msgid "Apply a hue to the highlights and adjust their level." msgstr "将色相应用到高光并调整它们的水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TrackballUIDrawer.cs:188 msgid "Override this setting for this volume." msgstr "覆盖此体积的此设置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs:12 msgid "Lift" msgstr "提升" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs:12 msgid "Use this control to apply a hue to the dark tones (shadows) and adjust their level." msgstr "使用此控制项可将色相应用到暗色调(阴影)并调整它们的水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs:13 msgid "Gamma" msgstr "伽马" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs:13 msgid "Use this control to apply a hue to the mid-range tones and adjust their level." msgstr "使用此控制项可将色相应用到中间色调并调整它们的水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs:14 msgid "Gain" msgstr "增益" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs:14 msgid "Use this control to apply a hue to the highlights and adjust their level." msgstr "使用此控制项可将色相应用到高光并调整它们的水平。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:61 msgid "Camera Clamp Mode" msgstr "摄像机钳制模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:61 msgid "Determine if and how the component of the motion vectors coming from the camera is clamped in a special fashion." msgstr "确定是否以及如何以特殊方式钳制来自摄像机的运动矢量的分量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:68 msgid "Rotation Clamp" msgstr "旋转钳制" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:76 msgid "Translation Clamp" msgstr "平移钳制" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:83 msgid "Motion Vector Clamp" msgstr "运动矢量钳制" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:107 msgid "Sets the center of the procedural metering mask ([0,0] being bottom left of the screen and [1,1] top right of the screen)" msgstr "设置程序化计量遮罩的中心([0,0] 表示屏幕的左下角,[1,1] 表示屏幕的右上角)" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:112 msgid "Sets an offset to the mask center" msgstr "设置相对于遮罩中心的偏移" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:123 msgid "Sets the radiuses of the procedural mask, in terms of fraction of the screen (i.e. 0.5 means a radius that stretch half of the screen)." msgstr "设置程序化遮罩的半径(以屏幕的分数表示;例如 0.5 表示半径延伸屏幕一半)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:124 msgid "Sets the softness of the mask, the higher the value the less influence is given to pixels at the edge of the mask" msgstr "设置遮罩的柔和度,该值越高,对遮罩边缘像素的影响越小" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:140 msgid "Limit Min" msgstr "限制最小值" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:141 msgid "Limit Max" msgstr "限制最大值" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:154 msgid "Use Curve Remapping" msgstr "使用曲线重新映射" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:167 msgid "Speed Dark to Light" msgstr "从暗到亮的速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:168 msgid "Speed Light to Dark" msgstr "从亮到暗的速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:171 msgid "Target Mid Grey" msgstr "目标中灰" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:171 msgid "Sets the desired Mid gray level used by the auto exposure (i.e. to what grey value the auto exposure system maps the average scene luminance)." msgstr "设置自动曝光使用的所需中间灰度(即自动曝光系统将平均场景亮度映射到什么灰度值)。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ProbeVolumeMenuItems.cs:8 msgid "Probe Volume (Experimental)" msgstr "探针体积(实验功能)" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ProbeVolumeMenuItems.cs:8 msgid "Probe Volume" msgstr "探针体积" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ProbeVolumeMenuItems.cs:16 msgid "Probe Touchup Volume" msgstr "探针润色体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:79 msgid "Ray Tracing (Preview)" msgstr "光线追踪(预览)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:79 msgid "Enable ray traced ambient occlusion." msgstr "启用光线追踪环境光遮挡。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:80 msgid "Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas." msgstr "控制环境光遮挡效果的强度。增大此值可产生更暗的区域。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:81 msgid "Direct Lighting Strength" msgstr "直接光照强度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:81 msgid "Controls how much the ambient light affects occlusion." msgstr "控制环境光对遮挡的影响程度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:82 msgid "Layer mask used to include the objects for ambient occlusion." msgstr "用于包含环境光遮挡对象的层遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:83 msgid "Specular Occlusion" msgstr "镜面反射遮挡" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:83 msgid "Controls the influence of the ambient occlusion on the specular occlusion. Increase this value to reduce the amount of specular leaking in occluded areas." msgstr "控制环境光遮挡对镜面反射遮挡的影响。增大此值可减少遮挡区域泄漏的镜面反射量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:84 msgid "Controls the maximal length of ambient occlusion rays. The higher this value is, the more expensive ray traced ambient occlusion is." msgstr "控制环境光遮挡射线的最大长度。此值越高,光线追踪环境光遮挡的成本越高。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:85 msgid "Number of samples for ray traced ambient occlusion." msgstr "用于光线追踪环境光遮挡的样本数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:86 msgid "Enable denoising on the ray traced ambient occlusion." msgstr "为光线追踪环境光遮挡启用去噪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:87 msgid "Radius parameter for the denoising." msgstr "用于去噪的半径参数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:88 msgid "Occluder Motion Rejection" msgstr "遮挡物运动移除" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:88 msgid "When enabled, ambient occlusion generated by moving objects will not be accumulated, generating less ghosting but introducing additional noise." msgstr "启用后,移动对象生成的环境光遮挡将不累积,产生的重影减少,但会带来额外的噪点。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:89 msgid "Receiver Motion Rejection" msgstr "接收方运动移除" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:89 msgid "When enabled, ambient occlusion generated on moving objects will not be accumulated, generating less ghosting but introducing additional noise." msgstr "启用后,移动对象上生成的环境光遮挡将不累积,产生的重影减少,但会带来额外的噪点。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:90 msgid "Sampling radius. Bigger the radius, wider AO will be achieved, risking to lose fine details and increasing cost of the effect due to increasing cache misses." msgstr "采样半径。半径越大,实现的 AO 将越宽,但面临的风险是会丢失精细细节,并由于缓存未命中的几率增加,因此会增加效果成本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:91 msgid "Maximum Radius In Pixels" msgstr "最大半径(以像素为单位)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:91 msgid "This poses a maximum radius in pixels that we consider. It is very important to keep this as tight as possible to preserve good performance. Note that this is the value used for 1080p when *not* running the effect at full resolution, it will be scaled accordingly for other resolutions." msgstr "这就是我们考虑的最大半径(以像素为单位)。为了保持良好性能,应尽可能限制此值,这一点非常重要。请注意,这是在*未*以全部分辨率运行效果时用于 1080p 的值,此值将针对其他分辨率进行相应缩放。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:92 msgid "The effect runs at full resolution. This increases quality, but also decreases performance significantly." msgstr "效果以全部分辨率运行。这样可以提高质量,但也会显著降低性能。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:93 msgid "Number of steps to take along one signed direction during horizon search (this is the number of steps in positive and negative direction)." msgstr "在地平线搜索过程中沿着一个有符号方向执行的步数(这是正向和负向的步数)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:94 msgid "Temporal Accumulation" msgstr "时间累积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:94 msgid "Whether the results are accumulated over time or not. This can get better results cheaper, but it can lead to temporal artifacts. Requires Motion Vectors to be enabled." msgstr "结果是否随时间累积。这样能够以更低成本获得更好的结果,但会导致时间失真。需要启用运动矢量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:95 msgid "Number of directions searched for occlusion at each each pixel." msgstr "在每个像素处搜索遮挡的方向数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:96 msgid "Blur sharpness" msgstr "模糊清晰度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:96 msgid "Modify the non-temporal blur to change how sharp features are preserved. Lower values blurrier/softer, higher values sharper but with risk of noise." msgstr "修改非时间模糊以更改保留清晰特征的方式。较低的值意味着较模糊/较柔和,较高的值意味着较锐利,但具有较高的噪点风险。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:97 msgid "Bilateral Aggressiveness" msgstr "双边激进程度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:97 msgid "Higher this value, the less lenient with depth differences the spatial filter is. Increase if for example noticing white halos where AO should be." msgstr "此值越高,空间过滤器对深度差的宽容度就越小。如果在应该有 AO 的位置发现白色光环之类的情况,请增大此值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:98 msgid "Ghosting reduction" msgstr "减少重影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:98 msgid "Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise." msgstr "此因子移到接近于 0 将在时间累积期间增加接受的样本数,从而增加重影,但会减少时间噪点。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:99 msgid "This upsample method preserves sharp edges better, however can result in visible aliasing and it is slightly more expensive." msgstr "这种上采样方法可以更好地保留锐利的边缘,但可能导致明显的锯齿,并且成本稍高一些。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:34 msgid "Indirect Diffuse Lighting Multiplier" msgstr "间接漫反射光照乘数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:34 msgid "Sets the multiplier for indirect diffuse lighting.\nIt affect Ambient Probe, Light Probes, Lightmaps, Light Probe Volumes, Screen Space Global Illumination, Raytrace Global Illumination." msgstr "设置间接漫反射光照的乘数。\n此设置会影响环境探针、光照探针、光照贴图、光照探针体积、屏幕空间全局照明、光线追踪全局照明。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:37 msgid "Indirect Diffuse Lighting Layers" msgstr "间接漫反射光照层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:37 msgid "Sets the light layer mask for indirect diffuse lighting. Only matching RenderingLayers on Mesh will get affected by the multiplier." msgstr "设置间接漫反射光照的光源层遮罩。只有在网格上匹配的渲染层才会受到乘数的影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:40 msgid "Reflection Lighting Multiplier" msgstr "反射光照乘数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:40 msgid "Sets the multiplier for reflected specular lighting.\nIt affect Sky Reflection, Reflection Probes, Planar Probes, Screen Space Reflection, Raytrace Reflection." msgstr "设置反射镜面光照的乘数。\n此设置会影响天空反射、反射探针、平面探针、屏幕空间反射、光线追踪反射。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:43 msgid "Reflection Lighting Layers" msgstr "反射光照层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:43 msgid "Sets the light layer mask for reflected specular lighting. Only matching RenderingLayers on Mesh will get affected by the multiplier." msgstr "设置反射镜面光照的光源层遮罩。只有在网格上匹配的渲染层才会受到乘数的影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:45 msgid "Reflection/Planar Probe Intensity Multiplier" msgstr "反射/平面探针强度乘数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:45 msgid "Sets the intensity multiplier for Reflection/Planar Probes." msgstr "设置反射/平面探针的强度乘数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:64 msgid "Color Filter" msgstr "颜色过滤器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:67 msgid "Unit" msgstr "单位" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:68 msgid "Color Temperature" msgstr "色温" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:70 msgid "Contact Shadows Level" msgstr "接触阴影级别" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:71 msgid "Contact Shadows Value" msgstr "接触阴影值" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:72 msgid "Shadows Resolution Level" msgstr "阴影分辨率级别" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:73 msgid "Shadows Update Mode" msgstr "阴影更新模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:74 msgid "Shadows Fit Atlas" msgstr "阴影适应图集" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:75 msgid "Shadows Resolution Value" msgstr "阴影分辨率值" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:76 msgid "Shape Width" msgstr "形状宽度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:77 msgid "Volume Profile" msgstr "体积配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:79 msgid "Affect Diffuse" msgstr "影响漫反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:80 msgid "Affect Specular" msgstr "影响镜面反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:81 msgid "Fade Distance" msgstr "淡化距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:82 msgid "Shadow Fade Distance" msgstr "阴影淡化距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:83 msgid "Light Layer" msgstr "光源层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:88 msgid "Has Visual Environment" msgstr "具有视觉环境" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:90 msgid "Volumetric" msgstr "体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:91 msgid "Sky Type" msgstr "天空类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:96 msgid "Influence Volume as Proxy Volume" msgstr "影响体积作为代理体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:99 msgid "Area" msgstr "区域" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:102 msgid "Debug Color" msgstr "调试颜色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:103 msgid "Resolution X" msgstr "分辨率 X" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:104 msgid "Resolution Y" msgstr "分辨率 Y" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:105 msgid "Resolution Z" msgstr "分辨率 Z" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:106 msgid "Fade Start" msgstr "淡化起点" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:107 msgid "Fade End" msgstr "淡化终点" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:109 msgid "Override Spacing" msgstr "覆盖间距" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:110 msgid "Override Filter" msgstr "覆盖过滤" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:111 msgid "Fill Empty Spaces" msgstr "填充空白空间" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:12 msgid "Celestial Body" msgstr "天体" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:14 msgid "Shadow Map" msgstr "阴影贴图" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:16 msgid "Baked Shadows" msgstr "烘焙阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:17 msgid "Very High Quality Settings" msgstr "极高质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:18 msgid "High Quality Settings" msgstr "高质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:19 msgid "Medium Quality Settings" msgstr "中等质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:20 msgid "Low Quality Settings" msgstr "低质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:23 msgid "Outer Angle" msgstr "外角" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:23 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:24 msgid "Sets the size of the Cookie mask currently assigned to the Light." msgstr "设置当前分配给光源的剪影遮罩的大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:25 msgid "Controls the distance at which HDRP pushes shadows away from the Light. Useful for avoiding false self-shadowing artifacts." msgstr "控制 HDRP 将阴影推离光源的距离。用于避免虚假的自我阴影瑕疵。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:26 msgid "Controls distance at which HDRP shrinks the shadow casting surfaces along the surface normal. Useful for avoiding false self-shadowing artifacts." msgstr "控制 HDRP 沿表面法线收缩阴影投射表面的距离。用于避免虚假的自我阴影瑕疵。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:27 msgid "Controls the value of the shadow camera's near clipping plane for rendering shadows. Clamped to [0.01, 10] for Cone, Pyramid and Point Lights, and [0, 10] for Box and Area Lights." msgstr "控制渲染阴影时阴影摄像机近裁剪面的值。对于“锥体光源”、“凌锥光源”和“点光源”,钳制为 [0.01, 10],对于“盒体光源”和“区域光”,钳制为 [0, 10]。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:28 msgid "Sets the amount of artificial softening the baking process applies to the edges of shadows cast by this Point or Spot Light." msgstr "设置烘焙过程应用于此点光源或聚光灯投射的阴影边缘的人工柔化量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:29 msgid "Controls the amount of artificial softening the baking process applies to the edges of shadows cast by Directional Lights." msgstr "控制烘焙过程应用于定向光投射的阴影边缘的人工柔化量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:30 msgid "Controls the intensity of the indirect light this Light contributes to the Scene. A value of 0 with a Realtime Light causes HDRP to remove it from realtime global illumination. A value of 0 for Baked and Mixed Lights cause them to no longer emit indirect lighting. This has no effect if you disable both Realtime and Baked global illumination." msgstr "控制此光源作用于场景的间接光的强度。实时光源的此值为 0 会导致 HDRP 从实时全局光照中移除间接光。烘焙光源和混合光源的此值为 0 会导致这些光源不再发出间接光照。如果同时禁用实时全局光照和烘焙全局光照,此设置无效。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:31 msgid "Cookie mask currently assigned to the area light." msgstr "当前分配给区域光的剪影遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:32 msgid "IES Profile" msgstr "IES 配置文件" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:32 msgid "IES Profile (Support: Point, Spot, Rectangular-Area Lights)." msgstr "IES 配置文件(支持点光源、聚光灯和矩形区域光)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:33 msgid "HDRP does not support the Cookie Texture type, only Default is supported." msgstr "HDRP 不支持剪影纹理类型,仅支持默认类型。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:37 msgid "Include For RayTracing" msgstr "为光线追踪包含" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:37 msgid "When enabled, the light affects the scene for cameras with the Ray-Tracing frame setting enabled." msgstr "启用后,光源会影响启用了光线追踪帧设置的摄像机的场景。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:40 msgid "Intensity (Lux)" msgstr "强度(勒克斯)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:40 msgid "Illuminance of the Directional Light, at ground level, in lux." msgstr "定向光在地平面的照度,以勒克斯为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:41 msgid "Intensity (Lumen)" msgstr "强度(流明)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:41 msgid "Luminous power of the Light in lumen." msgstr "光源的发光功率,以流明为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:42 msgid "Luminous power of the Light in Lumen." msgstr "光源的发光功率,以流明为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:43 msgid "Sets the strength of the Light. Use the drop-down to select the light units to use." msgstr "设置光强度。使用下拉列表选择要使用的光单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:45 msgid "Sets the radius of the light source. This affects the falloff of diffuse lighting, the spread of the specular highlight, and the softness of Ray Traced shadows." msgstr "设置光源的半径。此设置会影响漫反射光照的衰减、镜面高光的扩散以及光线追踪阴影的柔和度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:46 msgid "When disabled, HDRP does not calculate diffuse lighting for this Light. Does not increase performance as HDRP still calculates the diffuse lighting." msgstr "禁用后,HDRP 不会计算此光源的漫反射光照。不会提高性能,因为 HDRP 仍会计算漫反射光照。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:47 msgid "When disabled, HDRP does not calculate specular lighting for this Light. Does not increase performance as HDRP still calculates the specular lighting." msgstr "禁用后,HDRP 不会计算此光源的镜面反射光照。不会提高性能,因为 HDRP 仍会计算镜面反射光照。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:48 msgid "Determines Shadowmask functionality when using Mixed lighting. Distance Shadowmask casts real-time shadows within the Shadow Distance, and baked shadows beyond. In Shadowmask mode, static GI contributors always cast baked shadows.\nEnable Shadowmask support in the HDRP asset to make use of this feature. Only available when Lighting Mode is set to Shadowmask in the Lighting window." msgstr "确定使用混合光照时的 Shadowmask 功能。“距离 Shadowmask”将在“阴影距离”内投射实时阴影,而在超出此距离后投射烘焙阴影。在 Shadowmask 模式下,静态 GI 贡献者始终投射烘焙阴影。\n在 HDRP 资产中启用 Shadowmask 支持即可利用此功能。仅当在“光照”窗口中将“光照模式”设置为“Shadowmask”时,此功能才可用。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:49 msgid "Multiplies the intensity of the Light by the given number. This is useful for modifying the intensity of multiple Lights simultaneously without needing know the intensity of each Light." msgstr "将光强度乘以给定的数字。很适合用于同时修改多个光源的光强度,无需知道每个光源的光强度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:50 msgid "Sets the distance from the camera at which light smoothly fades out before HDRP culls it completely. This minimizes popping." msgstr "设置与摄像机之间的距离:光从此距离处开始平滑淡出,直到 HDRP 将其完全剔除。这可以最大限度减少突兀。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:51 msgid "Inner Angle (%)" msgstr "内角 (%)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:51 msgid "Controls size of the angular attenuation, in percent, of the base angle of the Spot Light's cone." msgstr "控制聚光灯锥体底角的角度衰减大小,以百分比表示。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:52 msgid "IES Cutoff Angle (%)" msgstr "IES 截止角 (%)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:52 msgid "Cutoff the IES Light in percent, of the base angle of the Spot Light's cone." msgstr "切断 IES 光的角度,以聚光灯锥体底角的百分比表示。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:53 msgid "The shape of the Spot Light. Impacts the the cookie transformation and the Light's angular attenuation." msgstr "聚光灯的形状。影响剪影变换和光源的角度衰减。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:54 msgid "The shape of the Area Light. Note that some are Realtime only and some Baked only." msgstr "区域光的形状。请注意,有些是实时光源,有些是烘焙光源。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:58 msgid "Tube (Realtime only)" msgstr "灯管(仅实时光源)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:59 msgid "Disc (Baked only)" msgstr "圆盘(仅烘焙光源)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:61 msgid "Length of the Tube Light." msgstr "灯管的长度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:62 msgid "Size X" msgstr "大小 X" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:62 msgid "Sets the width of the Rectangle Light." msgstr "设置矩形光源的宽度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:63 msgid "Size Y" msgstr "大小 Y" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:63 msgid "Sets the height of the Rectangle Light." msgstr "设置矩形光源的高度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:64 msgid "Barn Door Angle" msgstr "挡光板角度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:64 msgid "Sets the angle of the Rectangle Light so that is behaves like a barn door." msgstr "设置矩形光源的角度,使其行为类似于挡光板。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:65 msgid "Barn Door Length" msgstr "挡光板长度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:65 msgid "Sets the length for the barn door." msgstr "设置挡光板的长度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:66 msgid "Aspect ratio" msgstr "宽高比" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:66 msgid "Controls the aspect ration of the Pyramid Light's projection. A value of 1 results in a square." msgstr "控制棱锥光源投影的宽高比。值为 1 表示正方形。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:67 msgid "Sets the width of the Box Light." msgstr "设置盒体光源的宽度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:68 msgid "Sets the height of the Box Light." msgstr "设置盒体光源的高度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:69 msgid "Range Attenuation" msgstr "范围衰减" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:69 msgid "Allows you to enable or disable range attenuation. Range attenuation is useful for indoor environments because you can avoid having to set up a large range for a Light to get correct inverse square attenuation that may leak out of the indoor environment." msgstr "允许启用或禁用范围衰减。范围衰减对于室内环境很有用,因为不必为光源设置大范围即可获得正确的平方反比衰减,否则可能导致室内环境泄漏。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:70 msgid "Display Emissive Mesh" msgstr "显示自发光网格" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:70 msgid "Generate an emissive mesh using the size, Color and Intensity of the Area Light." msgstr "使用区域光的大小、颜色和强度生成自发光网格。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:71 msgid "Specify wether the generated geometry create shadow or not when a shadow casting Light shines on it" msgstr "指定当投射阴影的光源照射在生成的几何体上时是否生成阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:72 msgid "Specify wether the generated Mesh renders 'Per Object Motion', 'Camera Motion' or 'No Motion' vectors to the Camera Motion Vector Texture." msgstr "指定生成的网格是将 '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”。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:73 msgid "Same Layer" msgstr "同一层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:73 msgid "If checked, use the same Layer than the Light one." msgstr "如果选中,则使用与光源层相同的层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:74 msgid "Custom Layer" msgstr "自定义层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:74 msgid "Specify on which layer the generated Mesh live." msgstr "指定生成的网格位于哪个层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:76 msgid "Affect Physically Based Sky" msgstr "影响基于物理的天空" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:76 msgid "Check this option to make the light and the Physically Based sky affect one another." msgstr "选中此选项可使光源和基于物理的天空相互影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:77 msgid "Angular Diameter" msgstr "角直径" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:77 msgid "Angular diameter of the emissive celestial body represented by the light as seen from the camera (in degrees). Used to render the sun/moon disk." msgstr "从摄像机看到的由光源表示的自发光天体的角直径(以度为单位)。用于渲染太阳/月亮圆盘。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:78 msgid "Flare Size" msgstr "光晕大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:78 msgid "Size of the flare around the celestial body (in degrees)." msgstr "天体周围的光晕大小(以度为单位)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:79 msgid "Flare Tint" msgstr "光晕色调" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:79 msgid "Tints the flare of the celestial body" msgstr "为天体光晕着色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:80 msgid "Flare Falloff" msgstr "光晕衰减" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:80 msgid "The falloff rate of flare intensity as the angle from the light increases." msgstr "随着与光源的角度增加时光晕强度的衰减率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:81 msgid "Surface Texture" msgstr "表面纹理" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:81 msgid "2D (disk) texture of the surface of the celestial body. Acts like a multiplier." msgstr "天体表面的 2D(圆盘)纹理。作用类似于乘数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:82 msgid "Surface Tint" msgstr "表面色调" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:82 msgid "Tints the surface of the celestial body" msgstr "为天体表面着色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:83 msgid "Distance from the camera (in meters) to the emissive celestial body represented by the light. Primarily used for sorting." msgstr "从摄像机到由光源表示的自发光天体的距离(以米为单位)。主要用于排序。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:85 msgid "Specifies the current type of Light. Possible Light types are Directional, Spot, Point, and Area." msgstr "指定当前的光源类型。可能的光源类型为定向光、聚光灯、点光源和区域光。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:86 msgid "Reflector" msgstr "反射器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:86 msgid "When enabled, HDRP simulates a physically correct Spot Light using a reflector. This means the narrower the Outer Angle, the more intense the Spot Light. When disabled, the intensity of the Light matches the one of a Point Light and thus remains constant regardless of the Outer Angle." msgstr "启用后,HDRP 使用反射器模拟物理上正确的聚光灯。这意味着外角越窄,聚光灯的强度越高。禁用后,光源的强度与点光源的强度相匹配,因此无论外角如何,强度都保持不变。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:87 msgid "At" msgstr "在" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:87 msgid "Sets the distance, in meters, where a surface receives the amount of light equivalent to the provided number of Lux." msgstr "设置在多长距离(以米为单位)处可以让表面接收到与提供的照度大小(勒克斯)相当的光量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:90 msgid "When enabled, this Light uses Volumetrics." msgstr "启用后,此光源使用体积效果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:91 msgid "Controls the intensity of the scattered Volumetric lighting." msgstr "控制散射体积光照的强度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:92 msgid "Sets the distance from the camera at which light smoothly fades out from contributing to volumetric lighting." msgstr "设置与摄像机之间的距离:光从此距离处开始平滑淡出,直到不再影响体积光照。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:94 msgid "Shadow Dimmer" msgstr "阴影调光器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:94 msgid "Dims the volumetric shadows this Light casts." msgstr "将此光源投射的体积阴影变暗。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:97 Editor-Missing:Missing detected at runtime. msgid "Use Quality Settings" msgstr "使用质量设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:97 msgid "Allows to the resolution from the set of predetermined resolutions specified in the quality settings." msgstr "允许从质量设置中指定的一组预定分辨率中选择分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:98 msgid "Sets the rendered resolution of the shadow maps. A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage." msgstr "设置阴影贴图的渲染分辨率。较高的分辨率会增加阴影的保真度,但代价是 GPU 性能降低和内存使用量增加。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:99 msgid "Sets the distance from the camera at which Shadows fade before HDRP culls them completely. This minimizes popping." msgstr "设置与摄像机之间的距离:阴影从此距离处开始淡出,直到 HDRP 完全剔除阴影。这可以最大限度减少突兀。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:100 msgid "Dimmer" msgstr "调光器" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:100 msgid "Dims the shadows this Light casts." msgstr "将此光源投射的阴影变暗。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:101 msgid "Tint" msgstr "色调" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:101 msgid "Specifies the color and transparency that HDRP tints this Light's shadows to. The tint affects dynamic shadows, Contact Shadows, and ShadowMask. It does not affect baked shadows." msgstr "指定 HDRP 将此光源的阴影着色成的颜色和透明度。此着色会影响动态阴影、接触阴影和 ShadowMask。不会影响烘焙阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:102 msgid "Penumbra Tint" msgstr "半影色调" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:102 msgid "When enabled, the tint only affects the shadow's penumbra." msgstr "启用后,色调仅影响阴影的半影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:103 msgid "Enable support for Contact Shadows on this Light. This is better for lights with a lot of visible shadows." msgstr "为此光源启用对接触阴影的支持。这更适合用于具有大量可见阴影的光源。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:104 msgid "Uses ray tracing to compute the contact shadow for a light." msgstr "使用光线追踪来计算光源的接触阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:105 msgid "Specifies when HDRP updates the shadow map." msgstr "指定 HDRP 何时更新阴影贴图。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:106 msgid "Always draw dynamic" msgstr "始终绘制动态" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:106 msgid "Specifies whether HDRP renders dynamic shadow caster every frame regardless of the update mode." msgstr "指定 HDRP 是否在任何更新模式下每帧都渲染动态阴影投射物。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:107 msgid "Update on light movement" msgstr "光源移动时更新" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:107 msgid "Whether a cached shadow map will be automatically updated when the light transform changes." msgstr "缓存的阴影贴图是否在光源变换发生变化时自动更新。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:108 msgid "Custom Spot Angle" msgstr "自定义聚光灯角度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:108 msgid "When enabled, this Spot Light uses the custom angle for shadow map rendering." msgstr "启用后,此聚光灯使用自定义角度进行阴影贴图渲染。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:109 msgid "Shadow Angle" msgstr "阴影角度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:109 msgid "Controls the custom angle this Spot Light uses for shadow map rendering." msgstr "控制此聚光灯用于阴影贴图渲染的自定义角度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:112 msgid "Slope-Scale Depth Bias" msgstr "坡度深度偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:112 msgid "Controls the bias that HDRP adds to the rendered shadow map, it is proportional to the slope of the polygons relative to the light." msgstr "控制 HDRP 向渲染的阴影贴图添加的偏离,此值与多边形相对于光源的斜率成正比。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:114 msgid "Controls the bias this Light applies along the normal of surfaces it illuminates." msgstr "控制此光源沿其照亮的表面法线应用的偏离。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:117 msgid "Blocker Sample Count" msgstr "遮挡物样本数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:117 msgid "Controls the number of samples that HDRP uses to determine the size of the blocker." msgstr "控制 HDRP 用于确定遮挡物大小的样本数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:118 msgid "Filter Sample Count" msgstr "过滤样本数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:118 msgid "Controls the number of samples that HDRP uses to blur shadows." msgstr "控制由 HDRP 用于模糊阴影的样本数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:119 msgid "Minimum Blur Intensity" msgstr "最小模糊强度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:119 msgid "Controls the minimum blur intensity regardless of the distance between the pixel and the shadow caster. The range [0..1] maps to [0..0.001] in UV space." msgstr "控制最小模糊强度(无论像素与阴影投射物之间的距离有多远)。范围 [0..1] 对应于 UV 空间中的 [0..0.001]。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:120 msgid "Radius Scale for Softness" msgstr "柔和度半径缩放" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:120 msgid "Scale the shape radius for the sake of softness calculation. Higher scales will result in higher softness." msgstr "为了计算柔和度而缩放形状半径。更高的缩放值将提高柔和度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:121 msgid "Angular Diameter Scale for Softness" msgstr "柔和度角直径缩放" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:121 msgid "Scale the angular diameter for the sake of softness calculation. Higher scales will result in higher softness." msgstr "为了计算柔和度而缩放角直径。更高的缩放值将提高柔和度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:122 msgid "Shadow Cone" msgstr "阴影锥体" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:122 msgid "Aperture of the cone used for shadowing the area light." msgstr "用于生成区域光阴影的锥体的孔径。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:123 msgid "Render screen space shadow." msgstr "渲染屏幕空间阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:124 msgid "Ray Traced Shadows (Preview)" msgstr "光线追踪阴影(预览)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:124 msgid "If selected, ray traced shadows are used in place of rasterized ones." msgstr "如果选中,则会使用光线追踪阴影代替光栅化阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:125 msgid "This defines the number of samples that will be used to evaluate this shadow." msgstr "这定义了用于评估此阴影的样本数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:126 msgid "This defines if the ray traced shadow should be filtered." msgstr "这定义了是否应该过滤光线跟踪阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:127 msgid "This defines the denoiser's radius used for filtering ray traced shadows." msgstr "这定义了用于过滤光线追踪阴影的降噪器半径。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:128 msgid "Distance Based Denoising" msgstr "基于距离的去噪" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:128 msgid "This defines if the denoiser should use the distance to the occluder to improve the filtering." msgstr "这定义了降噪器是否应使用与遮挡物的距离来改进过滤。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:129 msgid "Semi Transparent Shadow" msgstr "半透明阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:129 msgid "When enabled, the opacity of shadow casters will be taken into account when generating the shadow." msgstr "启用后,在生成阴影时将考虑阴影投射物的不透明度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:130 msgid "Color Shadow" msgstr "颜色阴影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:130 msgid "When enabled, the opacity and transmittance color of shadow casters will be taken into account when generating the shadow." msgstr "启用后,在生成阴影时将考虑阴影投射物的不透明度和透射颜色。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:131 msgid "EVSM Exponent" msgstr "EVSM 指数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:131 msgid "Exponent used for depth warping. Increasing this could reduce light leak and result in a change in appearance of the shadow." msgstr "用于深度变形的指数。增大此值可以减少漏光并使阴影外观发生变化。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:132 msgid "Light Leak Bias" msgstr "漏光偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:132 msgid "Increasing this value light leaking, but it eats up a bit of the softness of the shadow." msgstr "增大此值可以防止漏光,但会牺牲一点阴影柔和度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:133 msgid "Variance Bias" msgstr "变化偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:133 msgid "Variance Bias for EVSM. This is to contrast numerical accuracy issues. " msgstr "EVSM 的变化偏离。这是为了解决数值精度问题。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:134 msgid "Blur passes" msgstr "模糊通道" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:134 msgid "Increasing this will increase the softness of the shadow, but it will severely impact performance." msgstr "增大此值会增加阴影的柔和度,但会严重影响性能。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:137 msgid "Light Angle" msgstr "光角" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:138 msgid "Kernel size" msgstr "内核大小" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:139 msgid "Max Depth Bias" msgstr "最大深度偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:142 msgid "Custom Shadow Layers" msgstr "自定义阴影层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:142 msgid "When enabled, you can use the Layer property below to specify the layers for shadows seperately to lighting. When disabled, the Light Layer property in the General section specifies the layers for both lighting and for shadows." msgstr "启用后,可以使用下面的层属性为阴影指定与光照不同的层。禁用后,“常规”部分中的“光源层”属性同时适用于光照和阴影的层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:143 msgid "Specifies the light layer to use for shadows." msgstr "指定用于阴影的光源层。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:146 msgid "When enabled, this Light casts shadows." msgstr "启用后,此光源将投射阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:149 msgid "This light shape is not supported by Realtime Global Illumination." msgstr "实时全局光照不支持此光源形状。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricClouds/WorleyfBmGenerator.cs:78 msgid "Generate Worley Textures" msgstr "生成 Worley 纹理" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:43 msgid "When enabled, HDRP processes Contact Shadows for this Volume." msgstr "启用后,HDRP 会处理此体积的接触阴影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:47 msgid "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters." msgstr "控制 HDRP 用于计算接触阴影的射线长度。以米为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:48 msgid "Distance Scale Factor" msgstr "距离缩放系数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:48 msgid "Dampens the scale up effect HDRP process with distance from the Camera." msgstr "与摄像机之间的距离会减弱 HDRP 处理的放大效果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:50 msgid "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters." msgstr "设置与摄像机之间的距离:HDRP 从此距离处开始淡入接触阴影。以米为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:51 msgid "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters." msgstr "设置与摄像机之间的距离:HDRP 从此距离处开始淡出接触阴影。以米为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:53 msgid "Fade In Distance" msgstr "淡入距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:53 msgid "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters." msgstr "设置当超过“最小距离”时 HDRP 淡入接触阴影的距离。以米为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:54 msgid "Fade Out Distance" msgstr "淡出距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:54 msgid "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters." msgstr "设置当到达“最大距离”时 HDRP 淡出接触阴影的距离。以米为单位。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:55 msgid "Controls the opacity of the Contact Shadow." msgstr "控制接触阴影的不透明度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:56 msgid "Controls the bias applied to the screen space ray cast to get contact shadows. Increasing this value can help with self-intersection issues, but can lead to detached contact shadows." msgstr "控制为了获取接触阴影而应用于屏幕空间射线投射的偏离。增大此值可以帮助解决自相交问题,但可能导致接触阴影出现分离。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:57 msgid "Thickness" msgstr "厚度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:57 msgid "Controls the thickness of the objects found along the ray, essentially thickening the contact shadows." msgstr "控制沿射线发现的对象的厚度,从而实质上增加接触阴影的厚度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:64 msgid "Controls the number of samples HDRP uses for ray casting." msgstr "控制 HDRP 用于射线投射的样本数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:46 msgid "In Meter" msgstr "以米为单位" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:59 msgid "Working Unit" msgstr "有效单位" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:59 msgid "Except Max Distance which will be still in meter" msgstr "“最大距离”除外,该值仍以米为单位" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:68 msgid "Transmission Multiplier" msgstr "透射乘数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:71 msgid "Cascade Count" msgstr "级联数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:127 msgid "Show Cascades" msgstr "显示级联" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:30 msgid "Per Axis Control" msgstr "按每个轴进行控制" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:30 msgid "When checked, each face can be manipulated separately. This also include fading options." msgstr "选中后,可以分别操控每个面。这还包括淡入/淡出选项。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:31 msgid "Mask Mode" msgstr "遮罩模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:31 msgid "Texture mask mode uses a 3D texture as color and density mask. Material mask mode uses a Fog Volume Material to mask color and density." msgstr "纹理遮罩模式使用 3D 纹理作为颜色和密度遮罩。材质遮罩模式使用雾体积材质为颜色和密度添加遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:32 msgid "The material used to mask the color and density. The Material needs to use a Fog Volume shader graph to be compatible." msgstr "用来为颜色和密度添加遮罩的材质。材质需要使用雾体积 Shader Graph 才能保持兼容。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs:133 msgid "Multiple values for Advanced mode" msgstr "高级模式的多个值" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricMenuItem.cs:10 msgid "Local Volumetric Fog" msgstr "局部体积雾" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs:158 msgid "Change Local Volumetric Fog Blend" msgstr "更改局部体积雾混合" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs:203 msgid "Change Local Volumetric Fog Bounding Box" msgstr "更改局部体积雾包围盒" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:168 msgid "Cloud Map Tiling" msgstr "云贴图平铺" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:168 msgid "Tiling (x,y) of the cloud map." msgstr "云贴图平铺 (x,y)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:169 msgid "Cloud Map Offset" msgstr "云贴图偏移" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:169 msgid "Offset (x,y) of the cloud map." msgstr "云贴图偏移 (x,y)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:170 msgid "Global Horizontal Wind Speed" msgstr "全局水平风速" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:170 msgid "Sets the global horizontal wind speed in kilometers per hour.\nThis value can be relative to the Global Wind Speed defined in the Visual Environment." msgstr "设置全局水平风速,以公里/小时为单位。\n此值可与视觉环境中定义的全局风速相关。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:171 msgid "Perceptual Blending" msgstr "感知混合" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:171 msgid "When enabled, the clouds will blend in a perceptual way with the environment. This may cause artifacts when the sky is over-exposed." msgstr "启用后,云将以感知的方式与环境混合。当天空过度曝光时,这可能会产生伪影。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:8 msgid "Proxy Volume" msgstr "代理体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:10 msgid "Influence shape will be used as Projection shape too." msgstr "影响形状也将用作投影形状。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:11 msgid "Projection will be at infinite." msgstr "投影将是无限的。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:12 msgid "Proxy volume and influence volume have different shapes, this is not supported." msgstr "代理体积和影响体积有不同的形状,这不受支持。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:13 msgid "Presets of HDRP Reflection Probe are not supported." msgstr "不支持 HDRP 反射探针的预设。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:15 msgid "Projection Settings" msgstr "投影设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:16 msgid "Influence Volume" msgstr "影响体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:17 msgid "Capture Settings" msgstr "捕捉设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:18 msgid "Render Settings" msgstr "渲染设置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:31 msgid "Modify the base shape." msgstr "修改基础形状。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:32 msgid "Modify the influence volume." msgstr "修改影响体积。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:33 msgid "Modify the influence normal volume." msgstr "修改影响法线体积。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:34 msgid "Change the capture position." msgstr "更改捕捉位置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:35 msgid "Change the mirror position." msgstr "更改镜像位置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:36 msgid "Change the mirror rotation." msgstr "更改镜像旋转。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:37 msgid "Specifies the Light Layer the Reflection Probe uses to capture its view of the Scene. The Probe only uses Lights on the Light Layer you specify." msgstr "指定反射探针用来捕捉其场景视图的光源层。探针仅使用指定的光源层上的光源。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:41 msgid "Sets the multiplier value that reflective Materials apply to the results from the Reflection Probe." msgstr "设置反射材质应用于反射探针结果的乘数值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:42 msgid "Sets the weight of this Reflection Probe. When multiple Probes both affect the same area of a reflective Material, the Material uses the Weight of each Probe to determine their contribution to the reflective effect." msgstr "设置此反射探针的权重。当多个探针都影响反射材质的同一区域时,该材质将使用每个探针的权重来确定它们对反射效果的贡献。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:43 msgid "Sets the distance from the camera at which reflections smoothly fadeout before HDRP cuts them completely." msgstr "设置与摄像机之间的距离:反射从此距离处开始平滑淡出,直到 HDRP 完全切掉反射。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:48 msgid "Field Of View Mode" msgstr "视野模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:66 msgid "Use Influence Volume As Proxy Volume" msgstr "使用影响体积作为代理体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:66 msgid "When enabled, this Reflection Probe uses the boundaries of the Influence Volume as its Proxy Volume." msgstr "启用后,此反射探针使用影响体积的边界作为其代理体积。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:67 msgid "Capture Position" msgstr "捕捉位置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:67 msgid "Sets the position, relative to the Proxy Volume Position, from which the Reflection Probe captures its surroundings." msgstr "设置相对于代理体积位置的位置,反射探针从该位置开始捕捉其周围环境。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:74 msgid "Capture Rotation" msgstr "捕捉旋转" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:74 msgid "Sets the rotation of the capture point relative to the Transform Rotation." msgstr "设置相对于变换旋转的捕捉点旋转。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:75 msgid "Mirror Position" msgstr "镜像位置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:75 msgid "Sets the position of the Planar Reflection Probe relative to the Transform Position." msgstr "设置相对于变换位置的平面反射探针位置。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:91 msgid "Sets the resolution for the planar reflection probe camera." msgstr "设置平面反射探针摄像机的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:99 msgid "Sets the resolution for the reflection probe camera." msgstr "设置反射探针摄像机的分辨率。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:103 msgid "Rough Reflections" msgstr "粗糙反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:103 msgid "When disabled the reflections evaluated using the planar reflection will be perfectly smooth. This save GPU time when the planar reflection is used as a pure mirror." msgstr "禁用后,使用平面反射评估的反射将完美平滑。当平面反射用作纯镜像时,这可以节省 GPU 时间。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:107 msgid "Range Compression Factor" msgstr "范围压缩系数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:107 msgid "The result of the rendering of the probe will be divided by this factor. When the probe is read, this factor is undone as the probe data is read. This is to simply avoid issues with values clamping due to precision of the storing format." msgstr "探针渲染的结果将除以该系数。读取探针时,将在读取探针数据的过程中撤消该系数。这仅仅是为了避免由于存储格式的精度原因而导致值受限的问题。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs:23 msgid "Screen Weight Distance" msgstr "屏幕权重距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs:23 msgid "Controls the distance at which HDRP fades out the refraction effect when the destination of the ray is near the boundaries of the screen. Increase this value to increase the distance from the screen edge at which HDRP fades out the refraction effect for a ray destination." msgstr "控制当光线终点在屏幕边界附近时,HDRP 淡出折射效果的距离。增大此值可增加与屏幕边缘的距离,这是对于光线终点,HDRP 淡出折射效果的距离。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs:55 msgid "Planar Reflection" msgstr "平面反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs:80 msgid "Not Available" msgstr "不可用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs:117 msgid "Reference Local Position" msgstr "参考局部位置" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ReflectionMenuItem.cs:32 msgid "Planar Reflection Probe" msgstr "平面反射探针" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ReflectionMenuItem.cs:45 msgid "Reflection Proxy Volume" msgstr "反射代理体积" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:13 msgid "Clear Mode" msgstr "清除模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:16 msgid "Volume Layer Mask" msgstr "体积层遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:20 msgid "Invert Backface Culling" msgstr "反转背面剔除" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:21 msgid "Aspect" msgstr "比例" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:31 msgid "Flip Y" msgstr "翻转 Y" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDReflectionProbeEditor.cs:15 msgid "ReflectionProbe" msgstr "ReflectionProbe" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDReflectionProbeEditor.cs:42 msgid "PlanarReflectionProbe" msgstr "PlanarReflectionProbe" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs:275 msgid "Distance Based Roughness" msgstr "基于距离的粗糙度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs:275 msgid "When enabled, HDRP uses the assigned Proxy Volume to calculate distance based roughness for reflections. This produces more physically-accurate results if the Proxy Volume closely matches the environment." msgstr "启用后,HDRP 使用分配的代理体积来计算基于距离的反射粗糙度。如果代理体积与环境紧密匹配,则将产生物理上更精确的结果。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:109 msgid "State (Opaque)" msgstr "状态(不透明)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:109 msgid "Enable Screen Space Reflections." msgstr "启用屏幕空间反射。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:110 msgid "State (Transparent)" msgstr "状态(透明)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:110 msgid "Enable Transparent Screen Space Reflections" msgstr "启用透明屏幕空间反射" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:111 msgid "Algorithm" msgstr "算法" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:111 msgid "The screen space reflection algorithm used." msgstr "使用的屏幕空间反射算法。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:112 msgid "Tracing" msgstr "追踪" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:112 msgid "Controls the technique used to compute the reflection.Controls the technique used to compute the reflections. Ray marching uses a ray-marched screen-space solution, Ray tracing uses a hardware accelerated world-space solution. Mixed uses first Ray marching, then Ray tracing if it fails to intersect on-screen geometry." msgstr "控制用于计算反射的技术。光线行进 (Ray marching) 使用光线行进式屏幕空间解决方案,光线追踪 (Ray tracing) 使用硬件加速的世界空间解决方案。混合模式先使用光线行进,然后在未能与屏幕上的几何体相交时使用光线追踪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:113 msgid "Reflect Sky" msgstr "反射天空" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:113 msgid "When enabled, SSR handles sky reflection for opaque objects (not supported for SSR on transparent)." msgstr "启用后,SSR 处理不透明对象的天空反射(透明对象上的 SSR 不支持)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:114 msgid "Layer mask used to include the objects for ray traced reflections." msgstr "用于包含光线追踪反射对象的层遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:115 msgid "Controls the order in which fall backs are used when a ray misses." msgstr "控制当射线未命中时使用回退的顺序。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:117 msgid "Texture Lod Bias" msgstr "纹理 Lod 偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:117 msgid "The LOD Bias HDRP applies to textures in the reflection. A higher value increases performance and makes denoising easier, but it might reduce visual fidelity." msgstr "HDRP 在反射中应用到纹理的 LOD 偏离。较高的值可提高性能并使去噪更容易,但可能会降低视觉保真度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:118 msgid "Controls the smoothness value at which HDRP activates SSR and the smoothness-controlled fade out stops." msgstr "控制平滑度值,在该值处,HDRP 激活 SSR 并会停止平滑度控制的淡出。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:119 msgid "Controls the smoothness value at which the smoothness-controlled fade out starts. The fade is in the range [Min Smoothness, Smoothness Fade Start]." msgstr "控制平滑度值,在该值处开始平滑度控制的淡出。此淡化的范围是 [最小平滑度, 平滑度淡化起点]。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:120 msgid "Screen Edge Fade Distance" msgstr "屏幕边缘淡化距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:120 msgid "Controls the distance at which HDRP fades out SSR near the edge of the screen." msgstr "控制 HDRP 在屏幕边缘附近淡出 SSR 的距离。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:121 msgid "Accumulation Factor" msgstr "累积因子" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:121 msgid "Controls Controls the amount of accumulation (0 no accumulation, 1 just accumulate)." msgstr "控制累积量(0 表示不累积,1 表示累积)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:122 msgid "Roughness Bias" msgstr "粗糙度偏离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:122 msgid "Controls the relative roughness offset. A low value means material roughness stays the same, a high value means smoother reflections." msgstr "控制相对粗糙度偏移。低值表示材质粗糙度保持不变,高值表示更平滑的反射。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:123 msgid "World Space Speed Rejection" msgstr "世界空间速度抑制" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:123 msgid "When enabled, speed from will be computed in world space to reject samples." msgstr "启用后,将在世界空间中计算起始速度,以拒绝样本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:124 msgid "Controls the likelihood history will be rejected based on the previous frame motion vectors of both the surface and the hit object." msgstr "根据表面和击中对象的前一帧运动矢量,控制历史将被拒绝的可能性。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:125 msgid "Speed Rejection Scaler Factor" msgstr "速度抑制缩放器因子" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:125 msgid "Controls the upper range of speed. The faster the objects or camera are moving, the higher this number should be." msgstr "控制速度的上限范围。对象或摄像机的移动速度越快,此数字应该越高。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:126 msgid "Speed Smooth Rejection" msgstr "速度平滑抑制" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:126 msgid "When enabled, history can be partially rejected for moving objects which gives a smoother transition. When disabled, history is either kept or totally rejected." msgstr "启用后,可部分拒绝移动对象历史,从而提供更平滑的过渡。禁用后,历史将会保留或完全拒绝。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:127 msgid "Speed From Reflecting Surface" msgstr "起始速度反射表面" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:127 msgid "When enabled, the reflecting surface movement is considered as a valid rejection condition. At least one of the two conditions must be checked." msgstr "启用后,反射表面移动被视为有效的抑制条件。至少必须检查两个条件之一。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:128 msgid "Speed From Reflected Surface" msgstr "起始速度反射的表面" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:128 msgid "When enabled, the reflected surface movement is considered as a valid rejection condition. At least one of the two conditions must be checked." msgstr "启用后,反射的表面移动被视为有效的抑制条件。至少必须检查两个条件之一。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:129 msgid "Object Thickness" msgstr "对象厚度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:129 msgid "Controls the typical thickness of objects the reflection rays may pass behind." msgstr "控制反射射线可能从后面通过的对象的典型厚度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:130 msgid "Sets the maximum number of steps HDRP uses for ray marching. Affects both correctness and performance." msgstr "设置 HDRP 用于光线行进的最大步骤数量。对正确性和性能都有影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:131 msgid "Controls the maximal length of reflection rays in meters. The higher this value is, the more expensive ray traced reflections are." msgstr "控制反射射线的最大长度(以米为单位)。此值越高,光线追踪反射的成本越高。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:132 msgid "Clamps the exposed intensity, this only affects reflections on opaque objects." msgstr "钳制曝光强度,这仅影响不透明对象上的反射。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:133 msgid "Number of samples for reflections." msgstr "用于反射的样本数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:134 msgid "Bounce Count" msgstr "反弹数量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:134 msgid "Number of bounces for reflection rays." msgstr "反射射线的反弹数量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:135 msgid "Controls which version of the effect should be used." msgstr "控制应使用的效果版本。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:136 msgid "Enable denoising on the ray traced reflections." msgstr "为光线追踪反射启用去噪。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:137 msgid "Enables full resolution mode." msgstr "启用全部分辨率模式。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:138 msgid "Controls the radius of reflection denoiser." msgstr "控制反射降噪器的半径。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:139 msgid "Affects Smooth Surfaces" msgstr "影响平滑表面" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:139 msgid "When enabled, the denoiser also affects perfectly smooth surfaces. When you use Quality mode with multiple bounces, the denoiser always affects smooth surfaces by default." msgstr "启用后,降噪器也会影响完美平滑的表面。当使用具有多次反弹的质量模式时,默认情况下降噪器始终会影响平滑表面。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:11 msgid "The shape of the Proxy.\nInfinite is compatible with any kind of InfluenceShape." msgstr "代理的形状。\n“无限”与任何类型的影响形状 (InfluenceShape) 都兼容。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:12 msgid "The size of the box." msgstr "盒尺寸。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:13 msgid "Sphere Radius" msgstr "球体半径" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:13 msgid "The radius of the sphere." msgstr "球体的半径。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:22 msgid "When checked, each face can be manipulated separatly. This also include fading options." msgstr "选中后,可以分别操控每个面。这还包括淡化选项。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:26 msgid "Specifies the shape of the Influence Volume." msgstr "指定影响体积的形状。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:27 msgid "Sets the size of the Box Influence Volume on a per axis basis. The Transform Scale does not affect these dimensions." msgstr "按每个轴设置“盒体影响体积”的大小。“变换缩放”不会影响这些尺寸。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:28 msgid "Sets the coordinates for the Influence Volumes's center relative to the Transform Position." msgstr "设置相对于变换位置的影响体积中心坐标。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:29 msgid "Sets the boundaries inside the Influence Volume within which the Reflection Probe blends with other Reflection Probes. Only available for deferred Reflection Probes." msgstr "设置影响体积内的边界,在其中,该反射探针与其他反射探针混合。仅适用于延迟反射探针。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:30 msgid "Blend Normal Distance" msgstr "混合法线距离" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:30 msgid "Area around the probe where the normals influence the probe. Only available for deferred Reflection Probes." msgstr "探针周围的区域,在其中,法线会影响探针。仅适用于延迟反射探针。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:31 msgid "Face Fade" msgstr "面淡化" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:31 msgid "Fade faces of the cubemap." msgstr "淡化立方体贴图的面。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:33 msgid "Sets the radius of the Sphere Influence Volume. The Transform Scale does not affect this value." msgstr "设置球体影响体积的半径。“变换缩放”不会影响此值。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:642 msgid "Scale Mode" msgstr "缩放模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:673 msgid "Material Property" msgstr "材质属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:681 msgid "Decal Layer Mask" msgstr "贴花层遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:686 msgid "Draw Distance Property" msgstr "绘制距离属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:690 msgid "Fade Scale Property" msgstr "淡化缩放属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:711 msgid "UV Scale Property" msgstr "UV 缩放属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:712 msgid "UV Bias Property" msgstr "UV 偏离属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:713 msgid "Fade Factor" msgstr "淡化系数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:719 msgid "Multiple material type in selection" msgstr "选择的多种材质类型" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:723 msgid "Affects Transparency Property" msgstr "影响透明度属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:11 msgid "Specifies the scaling mode to apply to decals that use this Decal Projector." msgstr "针对使用此贴花投影器的贴花,指定要应用的缩放模式。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:12 msgid "Sets the size of the projector." msgstr "设置投影器的大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:15 msgid "Sets the width of the projection plan." msgstr "设置投影平面的宽度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:16 msgid "Sets the height of the projection plan." msgstr "设置投影平面的高度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:18 msgid "Projection Depth" msgstr "投影深度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:18 msgid "Sets the projection depth of the projector." msgstr "设置投影器的投影深度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:19 msgid "Specifies the Material this component projects as a decal." msgstr "指定由此组件投影为贴花的材质。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:20 msgid "Decal Layer" msgstr "贴花层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:20 msgid "Specify the decal layer mask to use for this projector. RenderingLayerMask of Mesh matching this value will receive the decal. Enable Layers in Decal section of HDRP settings to access it." msgstr "指定用于此投影器的贴花层遮罩。与此值匹配的网格的 RenderingLayerMask 将收到贴花。在 HDRP 设置的“贴花”部分中启用“层”可进行访问。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:21 msgid "Sets the distance from the Camera at which HDRP stop rendering the decal." msgstr "设置与摄像机之间的距离:HDRP 在此距离处停止渲染贴花。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:22 msgid "Start Fade" msgstr "开始淡化" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:22 msgid "Controls the distance from the Camera at which this component begins to fade the decal out." msgstr "控制与摄像机之间的距离:该组件从此距离处开始淡出贴花。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:23 msgid "Angle Fade" msgstr "角度淡化" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:23 msgid "Controls the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface. Requires 'Decal Layers' to be enabled in the HDRP Asset and Frame Settings." msgstr "根据贴花背面的方向与接收表面的顶点法线之间的角度来控制贴花的淡出范围。需要在 HDRP 配置文件和帧设置中启用 '贴花层'。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:24 msgid "Tilling" msgstr "平铺" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:24 msgid "Sets the scale for the decal Material. Scales the decal along its UV axes." msgstr "设置贴花材质的缩放。沿着 UV 轴缩放贴花。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:25 msgid "Sets the offset for the decal Material. Moves the decal along its UV axes." msgstr "设置贴花材质的偏移。沿着 UV 轴移动贴花。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:26 msgid "Controls the transparency of the decal." msgstr "控制贴花的透明度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:27 msgid "Affects Transparent" msgstr "影响透明" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:27 msgid "When enabled, HDRP draws this projector's decal on top of transparent surfaces." msgstr "启用后,HDRP 会在透明表面上绘制此投影器的贴花。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:28 msgid "Controls the position of the pivot point of the decal." msgstr "控制贴花的轴心点位置。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalMenuItems.cs:9 msgid "HDRP Decal Projector" msgstr "HDRP 贴花投影器" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs:9 msgid "Shader Graph" msgstr "Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs:9 msgid "HDRP" msgstr "HDRP" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs:9 msgid "Decal Shader Graph" msgstr "贴花 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs:9 msgid "Eye Shader Graph" msgstr "眼睛 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/CreateHDLitShaderGraph.cs:9 msgid "Lit Shader Graph" msgstr "光照 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/CreateWaterShaderGraph.cs:9 msgid "Water Shader Graph" msgstr "水 Shader Graph" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:43 msgid "Specular Occlusion Mode" msgstr "镜面反射遮挡模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:43 msgid "Determines the mode used to compute specular occlusion" msgstr "确定用于计算镜面反射遮挡的模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:44 msgid "Add Precomputed Velocity" msgstr "添加预先计算的速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:44 msgid "When enabled, the material will use motion vectors from the Alembic animation cache. Should not be used on regular meshes or Alembic caches without precomputed motion vectors." msgstr "启用后,材质将使用 Alembic 动画缓存中的运动矢量。不应用于常规网格或没有预计算运动矢量的 Alembic 缓存。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:45 msgid "Motion Vectors For Vertex Animation" msgstr "顶点动画的运动向量" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:45 msgid "When enabled, motion vectors for the material will be forced to be calculated every frame (as opposed to only on object transform changes). This is only needed when the material has time-based vertex animation or when the ShaderGraph writes the 'Velocity' vertex output." msgstr "启用后,材质的运动矢量将强制在每一帧进行计算(而非仅在对象变换更改时计算)。只有在材质具有基于时间的顶点动画或 ShaderGraph 写入 \"速度” 顶点输出时,才需使用此功能。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:46 msgid "Baked Emission" msgstr "烘焙自发光" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfMainSurfaceInputsUIBlock.cs:13 msgid "Main Mapping Configuration" msgstr "主贴图配置" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs:19 msgid "Tessellation Options" msgstr "曲面细分选项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs:13 msgid "Sorting Inputs" msgstr "排序输入" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:41 msgid "Surface Inputs" msgstr "表面输入" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:104 msgid "World Scale" msgstr "世界比例" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:104 msgid "Sets the tiling factor of the Planar/Trilinear mapping." msgstr "设置平面/三线性贴图的平铺系数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:105 msgid "BlendMask UV Mapping" msgstr "BlendMask UV 贴图" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:105 msgid "Specifies the UV Mapping mode of the layer." msgstr "指定该层的 UV 贴图模式。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:106 msgid "Specifies the Layer Mask for this Material" msgstr "指定此材质的层遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:107 msgid "Vertex Color Mode" msgstr "顶点颜色模式" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:107 msgid "Specifies the method HDRP uses to color vertices.\nMultiply: Multiplies vertex color with the mask.\nAdditive: Remaps vertex color values between [-1, 1] and adds them to the mask (neutral value is 0.5 vertex color)." msgstr "指定 HDRP 为顶点着色的方法。\n乘法:将顶点颜色与遮罩相乘。\n加法:在 [-1, 1] 之间重新映射顶点颜色值,并将这些值与遮罩相加(中性值为 0.5 顶点颜色)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:108 msgid "Layer Count" msgstr "层数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:108 msgid "Controls the number of layers for this Material." msgstr "控制此材质的层数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:109 msgid "Lock layers 0123 tiling with object Scale" msgstr "使用对象缩放来锁定层 0123 平铺" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:109 msgid "When enabled, tiling of each layer is affected by the Transform's Scale." msgstr "启用后,每个层的平铺都会受到“变换缩放”的影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:110 msgid "Lock layers 123 tiling with object Scale" msgstr "使用对象缩放来锁定层 123 平铺" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:110 msgid "When enabled, tiling of each influenced layer (except the main layer) is affected by the Transform's Scale." msgstr "启用后,每个受影响的层(主层除外)的平铺都会受到“变换缩放”的影响。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:111 msgid "Use Height Based Blend" msgstr "使用基于高度的混合" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:111 msgid "When enabled, HDRP blends the layer with the underlying layer based on the height." msgstr "启用后,HDRP 会根据高度将该层与基础层混合。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:112 msgid "Main Layer Influence" msgstr "主层影响" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:112 msgid "Switches between regular layers mode and base/layers mode." msgstr "在常规层模式和基础/层模式之间切换。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:113 msgid "Height Transition" msgstr "高度过渡" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:113 msgid "Sets the size, in world units, of the smooth transition between layers." msgstr "以世界单位设置层之间的平滑过渡大小。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:19 msgid " Main layer" msgstr " 主层" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:20 msgid " Layer 1" msgstr "层 1" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:21 msgid " Layer 2" msgstr "层 2" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:22 msgid " Layer 3" msgstr " 层 3" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs:48 msgid "Emission Inputs" msgstr "自发光输入" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:16 msgid "Layering List" msgstr "分层列表" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:17 msgid "Layer name" msgstr "层名称" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:18 msgid "Layer Material" msgstr "层材质" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:19 msgid "Also reset UV." msgstr "还会重置 UV。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:20 msgid "Copy again Material parameters to layer. If UV is disabled, this will not copy UV." msgstr "再次将材质参数复制到层。如果禁用了 UV,则不会复制 UV。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs:67 msgid "Surface Options" msgstr "表面选项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DetailInputsUIBlock.cs:32 msgid "Detail Inputs" msgstr "细节输入" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:19 msgid "Layering Options" msgstr "分层选项" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:20 msgid "Layer Influence Mask" msgstr "层影响遮罩" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:20 msgid "Specifies the Layer Influence Mask for this Material." msgstr "指定此材质的层影响遮罩。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:21 msgid "Use Opacity map as Density map" msgstr "使用不透明度贴图作为密度贴图" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:21 msgid "When enabled, HDRP uses the opacity map (alpha channel of Base Color) as the Density map." msgstr "启用后,HDRP 使用不透明度贴图(基色的 Alpha 通道)作为密度贴图。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:22 msgid "Normal influence" msgstr "法线影响" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:22 msgid "Controls the strength of the normals inherited from the base layer." msgstr "控制从基础层继承的法线的强度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:23 msgid "Heightmap influence" msgstr "高度贴图影响" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:23 msgid "Controls the strength of the height map inherited from the base layer." msgstr "控制从基础层继承的高度贴图的强度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:24 msgid "BaseColor influence" msgstr "基色影响" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:24 msgid "Controls the strength of the Base Color inherited from the base layer." msgstr "控制从基础层继承的基色的强度。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs:37 msgid "Exposed Properties" msgstr "公开属性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TransparencyUIBlock.cs:34 msgid "Transparency Inputs" msgstr "透明度输入" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs:13 msgid "Advanced Surface Inputs" msgstr "高级表面输入" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs:9 msgid "Fabric Shader Graph" msgstr "织物 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs:10 msgid "Fullscreen Shader Graph" msgstr "全屏 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs:9 msgid "Unlit Shader Graph" msgstr "无光照 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs:9 msgid "Hair Shader Graph" msgstr "毛发 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/FogVolume/ShaderGraph/CreateFogVolumeShaderGraph.cs:9 msgid "Fog Volume Shader Graph" msgstr "雾体积 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs:9 msgid "StackLit Shader Graph" msgstr "堆叠光照 Shader Graph" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:368 msgid "Log compiler arguments." msgstr "记录编译器参数。" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:374 msgid "Pick" msgstr "选取" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:404 msgid "Show Settings" msgstr "显示设置" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:413 msgid "To Inspect" msgstr "检查" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:441 msgid "Build Report" msgstr "生成报告" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:449 msgid "Open Temp Dir" msgstr "打开临时目录" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:455 msgid "Export to" msgstr "导出到" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:480 msgid "Set as reference" msgstr "设置为参考" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:486 msgid "Export diff to" msgstr "将差异导出到" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:655 msgid "Comma separated include (+PASS_NAME) or exclude (-PASS_NAME) pass names. '+PASS_NAME_1,PASS_NAME_2' or '-PASS_NAME_1,-PASS_NAME_2'." msgstr "逗号分隔的包含 (+PASS_NAME) 或排除 (-PASS_NAME) 通道名称。'+PASS_NAME_1,PASS_NAME_2' 或 '-PASS_NAME_1,-PASS_NAME_2'。" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:658 msgid "Define keywords that must be present in a variant. 'A&C|B&C' means that all variant must have keyword 'C' and either keyword 'A' or 'B'" msgstr "定义必须出现在变体中的关键字。'A&C|B&C' 表示所有变体必须具有关键字 'C' 以及关键字 'A' 或 'B'" #: [MenuItem]Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisMenu.cs:8 msgid "Shader Analysis Inspector" msgstr "着色器分析检查器" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs:43 msgid "URP Universal Renderer" msgstr "URP 通用渲染器" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs:631 msgid "URP Asset (with Universal Renderer)" msgstr "URP 配置文件(带通用渲染器)" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/Data/XRSystemData.cs:29 msgid "URP XR System Data" msgstr "URP XR 系统数据" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/Data/PostProcessData.cs:30 msgid "URP Post-process Data" msgstr "URP 后处理效果数据" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:13 msgid "Stencil" msgstr "模板" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:13 msgid "Process and override the Stencil buffer values." msgstr "处理并覆盖模板缓冲区值。" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:18 msgid "Compare Function" msgstr "比较函数" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:22 msgid "What happens to the stencil value when passing." msgstr "成功时,模板值会发生什么。" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:25 msgid "What happens to the stencil value when failing." msgstr "失败时,模板值会发生什么。" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:28 msgid "What happens to the stencil value when failing Z testing." msgstr "Z 测试失败时,模板值会发生什么。" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:28 msgid "16" msgstr "16" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:29 msgid "32" msgstr "32" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:30 msgid "64" msgstr "64" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:31 msgid "128" msgstr "128" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:32 msgid "256" msgstr "256" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:33 msgid "512" msgstr "512" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:34 msgid "1024" msgstr "1024" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:35 msgid "2048" msgstr "2048" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs:48 msgid "Convert Selected Built-in Materials to URP" msgstr "将选定的内置标准材质转换为 URP" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ContextualMenuDispatcher.cs:7 msgid "UniversalAdditionalCameraData" msgstr "UniversalAdditionalCameraData" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ContextualMenuDispatcher.cs:8 msgid "UniversalAdditionalLightData" msgstr "UniversalAdditionalLightData" #: Packages/com.unity.render-pipelines.universal/Editor/AnimationClipUpgrader.cs:604 msgid "Upgrade AnimationClips" msgstr "升级动画剪辑" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:15 msgid "Universal Renderer" msgstr "通用渲染器" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:15 msgid "Custom Universal Renderer for Universal RP." msgstr "适用于通用渲染管线的自定义通用渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:16 msgid "Enables the use of post processing effects within the scene. If disabled, Unity excludes post processing renderer Passes, shaders and textures from the build." msgstr "允许在场景中使用后处理效果。如果禁用,Unity 将从生成中排除后处理渲染器通道、着色器和纹理。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:17 msgid "The asset containing references to shaders and Textures that the Renderer uses for post-processing." msgstr "此资产引用一些供渲染器用于后处理效果的着色器和纹理。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:18 msgid "Settings that controls and define which layers the renderer draws." msgstr "用于控制和定义渲染器绘制哪些层的设置。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:19 msgid "Opaque Layer Mask" msgstr "不透明层遮罩" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:19 msgid "Controls which opaque layers this renderer draws." msgstr "控制此渲染器绘制哪些不透明层。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:20 msgid "Transparent Layer Mask" msgstr "透明层遮罩" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:20 msgid "Controls which transparent layers this renderer draws." msgstr "控制此渲染器绘制哪些透明层。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:22 msgid "Settings related to rendering and lighting." msgstr "与渲染和光照相关的设置。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:23 msgid "Select a rendering path." msgstr "选择渲染路径。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:24 msgid "Depth Priming Mode" msgstr "深度引动模式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:24 msgid "With depth priming enabled, Unity uses the depth buffer generated in the depth prepass to determine if a fragment should be rendered or skipped during the Base Camera opaque pass. Disabled: Unity does not perform depth priming. Auto: If there is a Render Pass that requires a depth prepass, Unity performs the depth prepass and depth priming. Forced: Unity performs the depth prepass and depth priming." msgstr "启用深度预先设置 (Depth Priming) 后,Unity 使用在深度预通道中生成的深度缓冲区来确定在基础摄像机不透明通道期间应该渲染还是跳过某个片元。已禁用:Unity 不执行深度预先设置 (Depth Priming)。自动:如果存在需要深度预通道的渲染通道,Unity 将执行深度预通道和深度预先设置 (Depth Priming)。强制:Unity 执行深度预通道和深度预先设置 (Depth Priming)。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:25 msgid "On Android, iOS, and Apple TV, Unity performs depth priming only in the Forced mode. On tiled GPUs, which are common to those platforms, depth priming might reduce performance when combined with MSAA." msgstr "在 Android、iOS 和 Apple TV 上,Unity 仅在强制模式下执行深度预先设置 (Depth Priming)。在这些平台常见的平铺 GPU 上,与 MSAA 结合使用时,深度预先设置 (Depth Priming) 可能会降低性能。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:26 msgid "Depth Texture Mode" msgstr "深度纹理模式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:26 msgid "Controls after which pass URP copies the scene depth. It has a significant impact on mobile devices bandwidth usage. It also allows to force a depth prepass to generate it." msgstr "控制 URP 在哪个通道之后复制场景深度。对移动设备的带宽使用有重大影响。此外,可强制深度预通道生成场景深度。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:27 msgid "Native RenderPass" msgstr "原生渲染通道" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:27 msgid "Enables URP to use RenderPass API. Has no effect on OpenGLES2" msgstr "允许 URP 使用渲染通道 API。对 OpenGLES2 无效" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:29 msgid "RenderPass" msgstr "渲染通道" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:29 msgid "This section contains properties related to render passes." msgstr "此部分包含与渲染通道相关的属性。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:30 msgid "This section contains properties related to rendering shadows." msgstr "此部分包含与渲染阴影相关的属性。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:31 msgid "This section contains properties related to rendering post-processing." msgstr "此部分包含与渲染后处理相关的属性。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:33 msgid "This section contains Render Pipeline properties that this Renderer overrides." msgstr "此部分包含该渲染器覆盖的渲染管线属性。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:35 msgid "Accurate G-buffer normals" msgstr "精确 G 缓冲区法线" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:35 msgid "Normals in G-buffer use octahedron encoding/decoding. This improves visual quality but might reduce performance." msgstr "G 缓冲区中的法线使用八面体编码/解码。这样可以改善视觉质量,但可能会降低性能。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:36 msgid "Default Stencil State" msgstr "默认模板状态" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:36 msgid "Configure the stencil state for the opaque and transparent render passes." msgstr "配置不透明和透明渲染通道的模板状态。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:37 msgid "Transparent Receive Shadows" msgstr "透明接受阴影" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:37 msgid "When disabled, none of the transparent objects will receive shadows." msgstr "禁用后,所有透明对象都不会接受阴影。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:38 msgid "Error: When using the deferred rendering path, the Renderer requires the control over the 4 highest bits of the stencil buffer to store Material types. The current combination of the stencil override options prevents the Renderer from controlling the required bits. Try changing one of the options to Replace." msgstr "错误:使用延迟渲染路径时,渲染器要求控制模板缓冲区的最高 4 位以便存储材质类型。模板覆盖选项的当前组合会阻止渲染器控制所需的位。请尝试将选项之一更改为“替换”。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:39 msgid "Intermediate Texture" msgstr "中间纹理" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:39 msgid "Controls when URP renders via an intermediate texture." msgstr "控制 URP 何时通过中间纹理进行渲染。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:91 msgid "Accurate Gbuffer Normals" msgstr "精确 G 缓冲区法线" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:108 msgid "Copy Depth Mode" msgstr "复制深度模式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:115 msgid "Use Native Render Pass" msgstr "使用原生渲染通道" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:120 msgid "Shadow Transparent Receive Prop" msgstr "阴影透明接受属性" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:133 msgid "Post Process Data" msgstr "后处理效果数据" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:162 msgid "Intermediate Texture Mode" msgstr "中间纹理模式" #: Packages/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs:238 msgid "Show Additional Properties" msgstr "显示附加属性" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ChannelMixerEditor.cs:46 msgid "Red output channel." msgstr "红色输出通道。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ChannelMixerEditor.cs:47 msgid "Green output channel." msgstr "绿色输出通道。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ChannelMixerEditor.cs:48 msgid "Blue output channel." msgstr "蓝色输出通道。" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Decal/CreateDecalShaderGraph.cs:9 msgid "URP" msgstr "URP" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:16 msgid "Rendering Layers" msgstr "渲染层" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:16 msgid "Specify the rendering layer mask for this projector. Unity renders decals on all meshes where at least one Rendering Layer value matches." msgstr "为此投影器指定渲染层遮罩。Unity 渲染器在至少有一个渲染层值匹配的所有网格上贴花。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:17 msgid "Sets the distance from the Camera at which URP stop rendering the decal." msgstr "设置与摄像机之间的距离:URP 在此距离处停止渲染贴花。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:19 msgid "Controls the fade out range of the decal based on the angle between the Decal backward direction and the vertex normal of the receiving surface. Requires 'Decal Layers' to be enabled in the URP Asset and Frame Settings." msgstr "根据贴花背面的方向与接收表面的顶点法线之间的角度来控制贴花的淡出范围。需要在 URP 资源和帧设置中启用 '贴花层'。" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Decal/CreateDecalProjector.cs:8 msgid "URP Decal Projector" msgstr "URP 贴花投影器" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalGlobalSettingsCreator.cs:46 msgid "URP Global Settings Asset" msgstr "URP 全局设置资源" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:9 msgid "Rendering Layers (3D)" msgstr "渲染层 (3D)" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:9 msgid "The list of rendering layer names. When using decals, increasing the layer count inscreases the required memory bandwidth and decreases the performance." msgstr "渲染层名称列表。使用贴花时,增加层数可提高所需的内存带宽,并降低性能。" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:10 msgid "Strip Debug Variants" msgstr "剥离调试变体" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:11 msgid "Strip Unused Post Processing Variants" msgstr "剥离未使用的后处理变体" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:11 msgid "Controls whether strips automatically post processing shader variants based on VolumeProfile components. It strips based on VolumeProfiles in project and not scenes that actually uses it." msgstr "控制是否根据“体积配置文件”组件自动剥离后处理着色器变体。它根据项目中的体积配置文件而不是实际使用它的场景进行剥离。" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:12 msgid "Strip Unused Variants" msgstr "剥离未使用的变体" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:12 msgid "Controls whether strip disabled keyword variants if the feature is enabled." msgstr "控制是否在启用该功能后剥离禁用的关键字变体。" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:13 msgid "Strip Screen Coord Override Variants" msgstr "剥离屏幕坐标覆盖变体" #: Packages/com.unity.render-pipelines.universal/Editor/GlobalSettings/UniversalRenderPipelineGlobalSettingsUI.Skin.cs:13 msgid "Controls whether Screen Coordinates Override shader variants are stripped." msgstr "控制是否剥离屏幕坐标覆盖着色器变体。" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs:73 msgid "Render Pipeline Converters" msgstr "渲染管线转换器" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs:120 msgid "Render Pipeline Converter" msgstr "渲染管线转换器" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:128 msgid "The animation clip is not used by any objects with renderers currently in the project, so it may not be safe to automatically upgrade." msgstr "动画剪辑未被项目中当前具有渲染器的任何对象使用,因此自动升级可能不安全。" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:134 msgid "The animation clip was not modified for one or more reasons:" msgstr "由于以下一个或多个原因,动画剪辑未被修改:" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:139 msgid "\n - The animation clip is used by objects with materials that took different upgrade paths for the animated property." msgstr "\n - 使用该动画剪辑的对象的材质为动画化的属性采用了不同升级路径。" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:145 msgid "\n - The animation clip is used by objects with materials that have not been upgraded." msgstr "\n - 使用该动画剪辑的对象的材质尚未升级。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs:463 msgid "Last Border" msgstr "最后边框" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs:463 msgid "The distance of the last cascade." msgstr "最后一个级联的距离。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:11 msgid "Settings that control the core part of the pipeline rendered frame." msgstr "这些设置可控制管线渲染帧的核心部分。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:12 msgid "Settings that control the quality level of the Render pipeline, improving performance and graphics quality." msgstr "这些设置可控制渲染管线的质量级别,从而提高性能和图形质量。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:13 msgid "Settings that affect the lighting in the Scene" msgstr "这些设置可影响场景中的光照" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:14 msgid "Settings that configure how shadows look and behave, and can be used to balance between the visual quality and performance of shadows." msgstr "这些设置可配置阴影的外观和行为方式,并可用于在阴影的视觉质量和性能之间进行平衡。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:15 msgid "Settings that allow for fine tuning of post-processing effects in the Scene when this Render Pipeline Asset is in use." msgstr "这些设置用于在使用此渲染管线资产时微调场景中的后处理效果。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:17 msgid "Adaptive Performance" msgstr "Adaptive Performance" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:20 msgid "Renderer List" msgstr "渲染器列表" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:20 msgid "Lists all the renderers available to this Render Pipeline Asset." msgstr "列出此渲染管线资产可用的所有渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:21 msgid "This renderer is currently the default for the render pipeline." msgstr "此渲染器当前是渲染管线的默认渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:22 msgid "Set Default" msgstr "设置默认值" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:22 msgid "Makes this renderer the default for the render pipeline." msgstr "将此渲染器设置为渲染管线的默认渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:23 msgid "Opens settings for this renderer." msgstr "打开此渲染器的设置。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:24 msgid "Renderer missing. Click this to select a new renderer." msgstr "渲染器缺失。单击此处可选择新的渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:25 msgid "Default renderer missing. Click this to select a new renderer." msgstr "默认渲染器缺失。单击此处可选择新的渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:26 msgid "Depth Texture" msgstr "深度纹理" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:26 msgid "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture." msgstr "如果启用,则管线将生成可以在着色器中绑定为 _CameraDepthTexture 的摄像机深度。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:27 msgid "Opaque Texture" msgstr "不透明纹理" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:27 msgid "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture." msgstr "如果启用,则管线将在绘制不透明对象后将屏幕复制到纹理。对于透明对象,可以在着色器中将此纹理绑定为 _CameraOpaqueTexture。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:28 msgid "Opaque Downsampling" msgstr "不透明下采样" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:28 msgid "The downsampling method that is used for the opaque texture" msgstr "用于不透明纹理的下采样方法" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:29 msgid "Terrain Holes" msgstr "地形孔洞" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:29 msgid "When disabled, Universal Rendering Pipeline removes all Terrain hole Shader variants when you build for the Unity Player. This decreases build time." msgstr "禁用后,在针对 Unity 播放器进行生成时,通用渲染管线会移除所有地形孔洞着色器变体。这样可以减少生成时间。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:30 msgid "If enabled, the render pipeline uses the SRP batcher." msgstr "如果启用,渲染管线将使用 SRP 批处理程序。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:31 msgid "Store Actions" msgstr "存储操作" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:31 msgid "Sets the store actions policy on tile based GPUs. Affects render targets memory usage and will impact performance." msgstr "针对基于瓦片的 GPU 设置存储操作策略。影响渲染目标内存使用量,并会影响性能。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:32 msgid "If enabled, the render pipeline will batch drawcalls with few triangles together by copying their vertex buffers into a shared buffer on a per-frame basis." msgstr "如果启用,渲染管线会对包含一些三角形的绘图调用一起进行批处理,其采用的方法是按照每个帧将三角形的顶点缓冲区复制到共享缓冲区中。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:33 msgid "Debug Level" msgstr "调试级别" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:33 msgid "Controls the level of debug information generated by the render pipeline. When Profiling is selected, the pipeline provides detailed profiling tags." msgstr "控制渲染管线生成的调试信息的级别。选择“分析”后,管线将提供详细的分析标签。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:34 msgid "Use Render Graph" msgstr "使用渲染图形" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:37 msgid "Controls the global HDR settings." msgstr "控制全局 HDR 设置。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:38 msgid "HDR Precision" msgstr "HDR 精度" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:38 msgid "Controls the precision of the camera color buffer in HDR rendering. 32-bits is the default. 64-bits can reduce banding artifacts at the cost of memory and performance." msgstr "控制 HDR 渲染中摄像机颜色缓冲区的精度。默认为 32 位。64 位可减少色带伪影,但代价是内存和性能降低。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:39 msgid "Anti Aliasing (MSAA)" msgstr "抗锯齿 (MSAA)" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:39 msgid "Controls the global anti aliasing settings." msgstr "控制全局抗锯齿设置。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:40 msgid "Render Scale" msgstr "渲染缩放" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:40 msgid "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution." msgstr "缩放摄像机渲染目标,允许游戏以不同于原生分辨率的分辨率进行渲染。UI 始终以原生分辨率渲染。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:41 msgid "Upscaling Filter" msgstr "放大效果过滤器" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:41 msgid "Controls the type of filter used for upscaling when render scale is lower than 1.0." msgstr "控制渲染缩放低于 1.0 时用于放大效果的过滤器类型。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:43 msgid "Controls the intensity of the sharpening filter used by FidelityFX Super Resolution." msgstr "控制 FidelityFX 超级分辨率使用的锐化过滤器强度。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:44 msgid "Controls whether LOD Cross Fade enabled or disabled." msgstr "控制启用还是禁用 LOD 交叉淡化。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:45 msgid "LOD Cross Fade Dithering Type" msgstr "LOD 交叉淡化抖动类型" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:45 msgid "Controls the LOD Cross Fade Dithering Type that will be used to draw Renderer LOD when LODGroup has CrossFade Fade Mode selected." msgstr "控制当 LODGroup 选中 CrossFade 淡化模式时将用来绘制渲染器 LOD 的 LOD 交叉淡化抖动类型。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:46 msgid "SH Evaluation Mode" msgstr "SH评估模式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:46 msgid "Defines the Spherical Harmonic (SH) lighting evaluation type (per vertex, per pixel, or mixed)." msgstr "定义球面谐波(SH)光照评估类型(按顶点、像素或混合模式)。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:49 msgid "Main Light" msgstr "主光源" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:49 msgid "Main light is the brightest directional light." msgstr "主光源是最亮的定向光。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:50 msgid "If enabled the main light can be a shadow casting light." msgstr "如果启用,主光源可以是投射阴影的光源。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:51 msgid "Resolution of the main light shadowmap texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the maximum shadows atlas resolution." msgstr "主光源阴影贴图纹理的分辨率。如果启用了级联,级联将打包为一个图集,并且此设置控制最大阴影图集分辨率。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:54 msgid "Additional Lights" msgstr "附加光源" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:54 msgid "Additional lights support." msgstr "附加光源支持。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:55 msgid "Per Object Limit" msgstr "每对象限制" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:55 msgid "Maximum amount of additional lights. These lights are sorted and culled per-object." msgstr "附加光源的最大数量。这些光源是按对象分类和剔除的。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:56 msgid "If enabled shadows will be supported for spot lights.\n" msgstr "如果启用,则聚光灯将支持阴影。\n" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:57 msgid "Shadow Atlas Resolution" msgstr "阴影图集分辨率" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:57 msgid "All additional lights are packed into a single shadowmap atlas. This setting controls the atlas size." msgstr "所有附加光源都打包到一个阴影贴图图集。此设置控制着图集大小。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:58 msgid "Shadow Resolution Tiers" msgstr "阴影分辨率层级" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:65 msgid "Cookie Atlas Resolution" msgstr "剪影 (Cookie) 图集分辨率" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:65 msgid "All additional lights are packed into a single cookie atlas. This setting controls the atlas size." msgstr "所有附加光源都打包到一个剪影 (Cookie) 图集。此设置控制着图集大小。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:66 msgid "Cookie Atlas Format" msgstr "剪影 (Cookie) 图集格式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:66 msgid "All additional lights are packed into a single cookie atlas. This setting controls the atlas format." msgstr "所有附加光源都打包到一个剪影 (Cookie) 图集。此设置控制着图集格式。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:70 msgid "Probe Blending" msgstr "探针混合" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:70 msgid "If enabled smooth transitions will be created between reflection probes." msgstr "如果启用,则会在反射探针之间创建平滑过渡。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:71 msgid "If enabled reflections appear based on the object’s position within the probe’s box, while still using a single probe as the source of the reflection." msgstr "如果启用,则会基于对象在探针盒内的位置来显示反射,同时仍使用单个探针作为反射源。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:74 msgid "Makes the render pipeline include mixed-lighting Shader Variants in the build." msgstr "使渲染管线在生成版本中包含混合光照着色器变体。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:75 msgid "Use Rendering Layers" msgstr "使用渲染层" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:75 msgid "When enabled, rendering layers are used to select which lights an object is affected by. When using the Deferred rendering path, this option allocates an extra render target." msgstr "启用后,渲染层用于选择对象受哪些光源的影响。使用延迟渲染路径时,此选项分配额外的渲染目标。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:76 msgid "Light Cookies" msgstr "光源剪影" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:76 msgid "Makes the render pipeline include light cookies Shader Variants in the build." msgstr "使渲染管线在生成版本中包含光源剪影着色器变体。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:79 msgid "The unit in which Unity measures the shadow cascade distances. The exception is Max Distance, which will still be in meters." msgstr "Unity 度量阴影级联距离的单位。“最大距离”除外,该值仍以米为单位。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:80 msgid "Maximum shadow rendering distance." msgstr "最大阴影渲染距离。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:81 msgid "Number of cascade splits used for directional shadows." msgstr "用于定向阴影的级联分割数。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:82 msgid "Depth Bias" msgstr "深度偏离" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:84 msgid "Soft Shadows" msgstr "软阴影" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:84 msgid "If enabled pipeline will perform shadow filtering. Otherwise all lights that cast shadows will fallback to perform a single shadow sample." msgstr "如果启用,管线将执行阴影过滤。否则,所有投射阴影的光源将回退以执行单个阴影样本。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:85 msgid "Conservative Enclosing Sphere" msgstr "保守封闭球体" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:85 msgid "Enable this option to improve shadow frustum culling and prevent Unity from excessively culling shadows in the corners of the shadow cascades. Disable this option only for compatibility purposes of existing projects created in previous Unity versions." msgstr "启用此选项可改善阴影视锥体剔除,并防止 Unity 过度剔除阴影级联角落中的阴影。仅当需要兼容在以前的 Unity 版本中创建的现有项目时,才禁用此选项。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:87 msgid "Default shadow quality setting for Lights." msgstr "光源的默认阴影质量设置。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:97 msgid "Grading Mode" msgstr "分级模式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:97 msgid "Defines how color grading will be applied. Operators will react differently depending on the mode." msgstr "定义如何应用颜色分级。运算符将根据模式做出不同的反应。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:98 msgid "LUT size" msgstr "LUT 大小" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:98 msgid "Sets the size of the internal and external color grading lookup textures (LUTs)." msgstr "设置内部和外部颜色分级查找纹理 (LUT) 的大小。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:99 msgid "Fast sRGB/Linear conversions" msgstr "快速 sRGB/线性转换" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:99 msgid "Use faster, but less accurate approximation functions when converting between the sRGB and Linear color spaces." msgstr "在 sRGB 和线性颜色空间之间进行转换时,使用速度更快但精度较低的近似函数。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:104 msgid "Volume Update Mode" msgstr "体积更新模式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:104 msgid "Select how Unity updates Volumes: every frame or when triggered via scripting. In the Editor, Unity updates Volumes every frame when not in the Play mode." msgstr "选择 Unity 如何更新体积:每一帧还是通过脚本进行触发时。在编辑器中,Unity 在未处于运行模式时会每帧更新体积。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:107 msgid "Use adaptive performance" msgstr "使用 Adaptive Performance" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:107 msgid "Allows Adaptive Performance to adjust rendering quality during runtime" msgstr "允许 Adaptive Performance 在运行时调整渲染质量" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:111 msgid "Cannot remove Default Renderer" msgstr "无法移除默认渲染器" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:115 msgid "Missing Default Renderer\nThere is no default renderer assigned, so Unity can’t perform any rendering. Set another renderer to be the new Default, or assign a renderer to the Default slot." msgstr "默认渲染器缺失\n没有分配默认渲染器,因此 Unity 无法执行任何渲染。将另一个渲染器设置为新的默认渲染器,或将一个渲染器分配给“默认”字段。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:117 msgid "Missing Renderer(s)\nOne or more renderers are either missing or unassigned. Switching to these renderers at runtime can cause issues." msgstr "渲染器缺失\n一个或多个渲染器缺失或未分配。在运行时切换到这些渲染器可能会导致问题。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:119 msgid "Some Graphics API(s) in the Player Graphics APIs list are incompatible with Light Layers. Switching to these Graphics APIs at runtime can cause issues: " msgstr "播放器图形 API 列表中的某些图形 API 与光源层不兼容。在运行时切换到这些图形 API 可能会导致问题:" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:121 msgid "Some Renderer(s) in the Renderer List are incompatible with the Player Graphics APIs list. Switching to these renderers at runtime can cause issues.\n\n" msgstr "渲染器列表中的某些渲染器与播放器图形 API 列表不兼容。在运行时切换到这些渲染器可能会导致问题。\n\n" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:123 msgid "Unity does not support shadow cascades on OpenGL ES 2.0 platforms. If you build a Player for the OpenGL ES 2.0 API, Unity ignores this setting at runtime and sets the number of cascades to 1." msgstr "在 OpenGL ES 2.0 平台上,Unity 不支持阴影级联。如果您为 OpenGL ES 2.0 API 构建播放器,Unity 会在运行时忽略此设置,并将级联数设置为 1。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:26 msgid "Use settings from Render Pipeline Asset" msgstr "使用渲染管线资产中的设置" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:35 msgid "Use Project Settings" msgstr "使用项目设置" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:39 msgid "Output Texture" msgstr "输出纹理" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:39 msgid "The texture to render this camera into, if none then this camera renders to screen." msgstr "要将此摄像机渲染到的纹理,如果没有,则此摄像机渲染到屏幕。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:41 msgid "Inspector Overlay Camera" msgstr "检查器覆盖摄像机" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:42 msgid "Enables Multi-Sample Anti-Aliasing, a technique that smooths jagged edges." msgstr "启用多重采样抗锯齿,这是一种可以平滑锯齿状边缘的技术。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:43 msgid "HDR Rendering" msgstr "HDR 渲染" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:44 msgid "HDR Output" msgstr "HDR 输出" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:44 msgid "Whether to support outputting to HDR displays." msgstr "是否支持输出到HDR显示器。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:46 msgid "Camera target texture requires {0}x MSAA. Universal pipeline {1}." msgstr "摄像机目标纹理需要 {0}x MSAA。通用管线 {1}。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:47 msgid "is set to support {0}x" msgstr "设置为支持 {0}x" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:48 msgid "has MSAA disabled" msgstr "已禁用 MSAA" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:49 msgid "HDR Output is enabled but HDR rendering is disabled. Image may appear underexposed or oversaturated on an HDR display." msgstr "HDR 输出已启用,但 HDR 渲染已禁用。图像在 HDR 显示器上可能会出现曝光不足或过饱和的情况。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:9 msgid "Render Type" msgstr "渲染类型" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:9 msgid "Defines if a camera renders directly to a target or overlays on top of another camera’s output. Overlay option is not available when Deferred Render Data is in use." msgstr "定义摄像机是直接渲染到目标还是覆盖在另一个摄像机的输出之上。使用延迟渲染数据时,“覆盖”选项不可用。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:10 msgid "Projection settings have been overriden by the Pixel Perfect Camera." msgstr "像素完美摄像机已覆盖投影设置。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:13 msgid "Stack" msgstr "堆叠" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:13 msgid "The list of overlay cameras assigned to this camera." msgstr "分配给此摄像机的叠加摄像机的列表。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:14 Editor-Missing:Missing detected at runtime. msgid "Cameras" msgstr "相机" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:12 msgid "The series of operations that translates code into visuals. These have different capabilities and performance characteristics." msgstr "将代码转换为视觉效果的一系列操作。它们具有不同功能和性能特征。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:14 msgid "Post Processing" msgstr "后处理效果" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:14 msgid "Enable this to make this camera render post-processing effects." msgstr "启用此选项可使该摄像机渲染后处理效果效果。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:15 msgid "The method the camera uses to smooth jagged edges." msgstr "摄像机用来平滑锯齿状边缘的方法。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:16 msgid "The quality level to use for the selected anti-aliasing method." msgstr "要用于选定抗锯齿方法的质量级别。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:18 msgid "Contrast Adaptive Sharpening" msgstr "对比度自适应锐化" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:18 msgid "Enables high quality post sharpening to reduce TAA blur. The FSR upscaling overrides this setting if enabled." msgstr "启用高质量后期锐化,以减少 TAA 模糊。如果已启用,FSR 放大会覆盖此设置。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:21 msgid "Determines how much texture mip map selection is biased when rendering. Lowering this can slightly reduce blur on textures at the cost of performance. Requires mip maps in textures." msgstr "确定渲染时纹理 mip 贴图选择的偏离程度。如果降低此值,纹理上的模糊效果会略微减轻,但代价是性能降低。需要纹理中的 mip 贴图。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:22 msgid "Variance Clamp Scale" msgstr "差异钳制缩放" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:22 msgid "Determines the strength of the history color rectification clamp. Lower values can reduce ghosting, but produce more flickering. Higher values reduce flickering, but are prone to blur and ghosting." msgstr "确定历史颜色纠正钳制的强度。如果值较低,可减少重影,但会生成更多闪烁。如果值较高,可减少闪烁,但很容易出现模糊和重影。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:24 msgid "Reset History" msgstr "重置历史" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:24 msgid "Reset the history buffers." msgstr "重置历史缓冲区。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:26 msgid "If this is enabled, the camera builds a screen-space depth texture. Note that generating the texture incurs a performance cost." msgstr "如果启用,摄像机将生成屏幕空间深度纹理。请注意,生成纹理的过程需要性能成本。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:27 msgid "If this is enabled, the camera copies the rendered view so it can be accessed at a later stage in the pipeline." msgstr "如果启用,摄像机将复制渲染的视图,以便在管线的稍后阶段对其进行访问。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:29 msgid "If enabled, depth from the previous camera will be cleared." msgstr "如果启用,前一摄像机的深度将被清除。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:30 msgid "Render Shadows" msgstr "渲染阴影" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:30 msgid "Makes this camera render shadows." msgstr "使此摄像机渲染阴影。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:32 msgid "A camera with a higher priority is drawn on top of a camera with a lower priority [ -100, 100 ]." msgstr "绘制摄像机时优先级越高位置越靠上 [ -100, 100 ]。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:34 msgid "There are no valid Renderers available on the Universal Render Pipeline asset." msgstr "通用渲染管线配置文件中没有可用的有效渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:35 msgid "The currently selected Renderer is missing from the Universal Render Pipeline asset." msgstr "通用渲染管线配置文件中缺少当前选定的渲染器。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:36 msgid "Post Processing is currently disabled on the current Universal Render Pipeline renderer." msgstr "当前通用渲染管线渲染器上已禁用后处理效果。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:37 msgid "Stop NaNs has no effect on GLES2 platforms." msgstr "停止 NaN 对 GLES2 平台没有影响。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:38 msgid "Sub-pixel Morphological Anti-Aliasing isn't supported on GLES2 platforms." msgstr "GLES2 平台不支持亚像素形态抗锯齿。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:39 msgid "Select Render Pipeline Asset" msgstr "选择渲染管线配置文件" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:40 msgid "Post Processing based Anti-aliasing requires Post Processing enabled to function." msgstr "基于后处理的抗锯齿需要启用后处理才能正常工作。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:11 msgid "Controls how to initialize the Camera's background.\n\nSkybox initializes camera with Skybox, defaulting to a background color if no skybox is found.\n\nSolid Color initializes background with the background color.\n\nUninitialized has undefined values for the camera background. Use this only if you are rendering all pixels in the Camera's view." msgstr "控制如何初始化摄像机的背景。\n\n“天空盒”使用天空盒来初始化摄像机,如果未找到天空盒,则默认为背景色。\n\n“纯色”使用背景色来初始化背景。\n\n“未初始化”表示摄像机背景具有未定义的值。仅在渲染摄像机视图中的所有像素时才使用此选项。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:12 msgid "Volumes" msgstr "体积" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:12 msgid "These settings define how Volumes affect this Camera." msgstr "这些设置定义了体积如何影响此摄像机。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:13 msgid "Volume Trigger" msgstr "体积触发器" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:13 msgid "A transform that will act as a trigger for volume blending. If none is set, the camera itself will act as a trigger." msgstr "这是一个将用作体积混合触发器的变换。如果未设置,摄像机本身将充当触发器。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceShadowsEditor.cs:17 msgid "This feature resolves the cascaded shadows in screen space, so there is no options now. It might have additional settings later." msgstr "此功能将解析屏幕空间中的级联阴影,因此现在没有相关选项。稍后可能会有其他设置。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceShadowsEditor.cs:33 msgid "Settings Prop" msgstr "设置属性" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewRendererFeatureDropdownItem.cs:10 msgid "URP Renderer Feature" msgstr "URP 渲染器功能" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:53 msgid "Method" msgstr "方法" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:53 msgid "The noise method to use when calculating the Ambient Occlusion value." msgstr "计算环境光遮挡值时要使用的噪声方法。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:54 msgid "The degree of darkness that Ambient Occlusion adds." msgstr "环境光遮挡增加的黑暗程度。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:55 msgid "The radius around a given point, where Unity calculates and applies the effect." msgstr "给定点周围的半径,Unity 在该范围内计算并应用效果。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:56 msgid "Falloff Distance" msgstr "衰减距离" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:56 msgid "The distance from the camera where Ambient Occlusion should be visible." msgstr "环境光遮挡应该可见时与摄像机的距离。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:57 msgid "Controls how much the ambient occlusion affects direct lighting." msgstr "控制环境光遮挡对直接光照的影响程度。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:60 msgid "The source of the normal vector values.\nDepth Normals: the feature uses the values generated in the Depth Normal prepass.\nDepth: the feature reconstructs the normal values using the depth buffer.\nIn the Deferred rendering path, the feature uses the G-buffer normals texture." msgstr "法线矢量值的源。\n深度法线:该功能使用深度法线预通道中生成的值。\n深度:该功能使用深度缓冲区重建法线值。\n在延迟渲染路径中,该功能使用 G 缓冲区法线纹理。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:62 msgid "Downsample" msgstr "下采样" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:62 msgid "With this option enabled, Unity downsamples the SSAO effect texture to improve performance. Each dimension of the texture is reduced by a factor of 2." msgstr "启用此选项后,Unity 将对 SSAO 效果纹理进行下采样以提高性能。纹理的每个尺寸都减小 1/2。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:63 msgid "After Opaque" msgstr "不透明之后" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:63 msgid "With this option enabled, Unity calculates and apply SSAO after the opaque pass to improve performance on mobile platforms with tiled-based GPU architectures. This is not physically correct." msgstr "启用此选项后,Unity 会在计算不透明通道之后应用 SSAO,从而在采用瓦片式 GPU 架构的移动平台上提高性能。这在物理上是不正确的。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:64 msgid "Blur Quality" msgstr "模糊质量" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:64 msgid "High: Bilateral, Medium: Gaussian. Low: Kawase (Single Pass)." msgstr "高:双边,中:高斯。低:Kawase(单通道)。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:65 msgid "The number of samples that Unity takes when calculating the obscurance value. Low:4 samples, Medium: 8 samples, High: 12 samples." msgstr "计算模糊值时 Unity 选取的样本数量。低:4 个样本,中:8 个样本,高:12 个样本。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:95 msgid "AO Method" msgstr "AO 方法" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:12 msgid "Technique" msgstr "技术" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:12 msgid "This option determines what method is used for rendering decals." msgstr "此选项决定了用于渲染贴花的方法。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:13 msgid "Max Draw Distance" msgstr "最大绘制距离" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:13 msgid "Maximum global draw distance of decals." msgstr "贴花的最大全局绘制距离。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:14 msgid "When enabled, you can configure specific Decal Projectors to affect only specific objects. The number of Rendering Layers affects the performance." msgstr "启用后,可以将特定贴花投影器配置为仅影响特定对象。渲染层数会影响性能。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:15 msgid "Surface Data" msgstr "表面数据" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:15 msgid "Allows specifying which decals surface data should be blended with surfaces." msgstr "允许指定哪些贴花表面数据应与表面混合。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:16 msgid "Normal Blend" msgstr "法线混合" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:16 msgid "Controls the quality of normal reconstruction. The higher the value the more accurate normal reconstruction and the cost on performance." msgstr "控制法线重建质量。该值越高,法线重建越准确,性能成本越高。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:57 msgid "D Buffer Surface Data" msgstr "DBuffer 表面数据" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:64 msgid "Screen Space Normal Blend" msgstr "屏幕空间法线混合" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:23 msgid "This light is set as the current Sun Source, which requires a directional light. Go to the Lighting Window's Environment settings to edit the Sun Source." msgstr "此光源被设置为当前的“太阳光源”,因此需要定向光。请转到“光照”窗口的“环境”设置以编辑“太阳光源”。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:24 msgid "Specifies which layers will be affected or excluded from the light's effect on objects in the scene. This only applies to objects rendered using the Forward rendering path, and transparent objects rendered using the Deferred rendering path." msgstr "指定哪些层将受到光源对场景中对象的影响、哪些层将不受光源对场景中对象的影响。这仅适用于使用前向渲染路径渲染的对象,以及使用延迟渲染路径渲染的透明对象。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:29 msgid "Determines the bias this Light applies along the normal of surfaces it illuminates. This is ignored for point lights." msgstr "确定此光源沿其照亮的表面法线应用的偏离。对于点光源,此设置将被忽略。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:30 msgid "Determines the bias at which shadows are pushed away from the shadow-casting Game Object along the line from the Light." msgstr "确定沿光线将阴影推离投射阴影的游戏对象的偏离。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:31 msgid "Unity might reduce the Light's shadow resolution to ensure that shadow maps fit in the shadow atlas. Consider this when selecting the the size of the shadow atlas, the shadow resolution of Lights, the number of Lights in your scene and whether you use soft shadows." msgstr "Unity 可能会降低光源的阴影分辨率,以确保阴影贴图适合阴影图集。选择阴影图集的尺寸、光源的阴影分辨率、场景中的光源数量以及您是否使用软阴影时,请考虑此选项。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:50 msgid "Soft Shadows Quality" msgstr "软阴影质量" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:50 msgid "Controls the filtering quality of soft shadows. Higher quality has lower performance." msgstr "控制软阴影的过滤质量。质量越高,性能越低。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:53 msgid "Select if the Bias should use the settings from the Pipeline Asset or Custom settings." msgstr "选择“偏离”应使用管线资产还是自定义设置中的设置。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:65 msgid "Cookie Offset" msgstr "剪影 (Cookie) 偏移" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:65 msgid "Controls the offset of the cookie mask currently assigned to the light." msgstr "控制当前分配给光源的剪影 (Cookie) 遮罩的偏移。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:67 msgid "Select the Rendering Layers that the Light affects. This Light affects objects where at least one Rendering Layer value matches." msgstr "选择光源影响的渲染层。此光源影响至少有一个渲染层值匹配的对象。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:66 msgid "Flip-Book Blending" msgstr "翻书混合" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:78 msgid "Surface Fade" msgstr "表面淡化" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:116 msgid "The distance from the camera where the particle is completely opaque." msgstr "粒子完全不透明时与摄像机的距离。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:139 msgid "Vertex Streams" msgstr "顶点流" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:193 msgid "Controls how URP Renders the material on screen." msgstr "控制 URP 如何在屏幕上渲染材质。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:216 msgid "Blending Mode" msgstr "混合模式" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:222 msgid "Preserve Specular Lighting" msgstr "保留镜面光照" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:228 msgid "Render Face" msgstr "渲染面" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:234 msgid "Depth Write" msgstr "深度写入" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:240 msgid "Depth Test" msgstr "深度测试" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:246 msgid "Alpha Clipping" msgstr "Alpha 裁剪" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:270 msgid "Base Map" msgstr "基础贴图" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:276 msgid "Emission Map" msgstr "自发光贴图" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:283 msgid "Designates a Normal Map to create the illusion of bumps and dents on this Material's surface." msgstr "指定一个法线贴图以便在此材质的表面上创建凹凸不平的视觉效果。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:294 msgid "Fix now" msgstr "现在修复" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:300 msgid "Sorting Priority" msgstr "排序优先级" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:306 msgid "Queue Control" msgstr "队列控制" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitDetailGUI.cs:23 msgid "Setting the scaling factor to a value other than 1 results in a less performant shader variant." msgstr "将缩放因子设置为 1 以外的其他值会导致着色器变体的性能降低。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitDetailGUI.cs:24 msgid "This texture is not in linear space." msgstr "此纹理不在线性空间中。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:51 msgid "Workflow Mode" msgstr "工作流程模式" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:58 msgid "Specular Map" msgstr "镜面贴图" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:58 msgid "Designates a Specular Map and specular color determining the apperance of reflections on this Material's surface." msgstr "指定一个镜面贴图和镜面颜色,以确定此材质表面上的反射外观。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:64 msgid "Metallic Map" msgstr "金属贴图" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:64 msgid "Sets and configures the map for the Metallic workflow." msgstr "设置和配置金属工作流程的贴图。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:101 msgid "Occlusion Map" msgstr "遮挡贴图" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:117 msgid "Clear Coat" msgstr "透明涂层" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:103 msgid "Freeform Light 2D" msgstr "自由形式光源 2D" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:103 msgid "Square" msgstr "正方形" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:115 msgid "Isometric Diamond" msgstr "等距菱形" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:121 msgid "Hexagon Flat Top" msgstr "六边形平顶" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:127 msgid "Hexagon Pointed Top" msgstr "六边形尖顶" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:133 msgid "Sprite Light 2D" msgstr "精灵光源 2D" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:140 msgid "Spot Light 2D" msgstr "聚光灯 2D" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:146 msgid "Global Light 2D" msgstr "全局光源 2D" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:175 msgid "URP Asset (with 2D Renderer)" msgstr "URP 配置文件(带 2D 渲染器)" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:182 msgid "URP 2D Renderer" msgstr "URP 2D 渲染器" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:54 msgid "Adjusts the inner / outer angles of this light to change the angle ranges of this Spot Light’s beam." msgstr "调整此光源的内/外角度以更改此聚光灯的光束角度范围。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:71 msgid "Options used for blending" msgstr "用于混合的选项" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:72 msgid "Options used for shadows" msgstr "用于阴影的选项" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:73 msgid "Options used for volumetric lighting" msgstr "用于体积光照的选项" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:74 msgid "Normal Maps" msgstr "法线贴图" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:74 msgid "Options used for normal maps" msgstr "用于法线贴图的选项" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:76 msgid "Select the light type. \n\nGlobal Light: For ambient light. \nSpot Light: For a spot light / point light. \nFreeform Light: For a custom shape light. \nSprite Light: For a custom light cookie using Sprites." msgstr "选择光源类型。\n\n全局光源:适用于环境光。\n聚光灯:适用于聚光灯/点光源。\n自由形式光源:适用于自定义形状的光源。\n精灵光源:适用于使用精灵的自定义光源剪影。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:78 msgid "Adjusts the falloff area of this light. The higher the falloff value, the larger area the falloff spans." msgstr "调整此光源的衰减区域。衰减值越高,衰减跨度越大。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:79 msgid "Adjusts the falloff curve to control the softness of this light’s edges. The higher the falloff strength, the softer the edges of this light." msgstr "调整衰减曲线以控制此光源边缘的柔和度。衰减强度越高,该光源的边缘越柔和。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:80 msgid "Adjusts this light’s color." msgstr "调整此光源的颜色。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:81 msgid "Adjusts this light’s color intensity by using multiply to brighten the Sprite beyond its original color." msgstr "调整此光源的颜色强度的方法是用乘法使精灵的亮度超过其原始颜色。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:82 msgid "Adjusts the intensity of this additional light volume that's additively blended on top of this light. To enable the Volumetric Shadow Strength, increase this Intensity to be greater than 0." msgstr "调整在此光源之上进行叠加混合的此附加光源体积的强度。要启用“体积阴影强度”,请将此强度增加到大于 0。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:83 msgid "Blend Style" msgstr "混合样式" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:83 msgid "Adjusts how this light blends with the Sprites on the Target Sorting Layers. Different Blend Styles can be customized in the 2D Renderer Data Asset." msgstr "调整此光源与“目标排序层”上的精灵混合的方式。在 2D 渲染器数据资产中可以自定义不同的混合样式。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:84 msgid "Overlap Operation" msgstr "重叠操作" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:84 msgid "Determines how this light blends with the other lights either through additive or alpha blending." msgstr "确定此光源与其他光源混合的方式是通过加法还是 Alpha 混合。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:85 msgid "Light Order" msgstr "光源顺序" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:85 msgid "Determines the relative order in which lights of the same Blend Style get rendered. Lights with lower values are rendered first." msgstr "确定同一混合样式的光源被渲染的相对顺序。首先渲染值较低的光源。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:86 msgid "Adjusts the amount of light occlusion from the Shadow Caster 2D component(s) when blocking this light.The higher the value, the more opaque the shadow becomes." msgstr "调整此光源被阻挡时阴影投射物 2D 组件的光遮挡量。该值越大,阴影变得越不透明。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:87 msgid "Adjusts the amount of volume light occlusion from the Shadow Caster 2D component(s) when blocking this light." msgstr "调整此光源被阻挡时阴影投射物 2D 组件的体积光遮挡量。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:88 msgid "Target Sorting Layers" msgstr "目标排序层" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:88 msgid "Determines which layers this light affects. To optimize performance, minimize the number of layers this light affects." msgstr "确定此光源影响哪些层。为了优化性能,请尽可能减小此光源影响的层数。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:89 msgid "No valid blend styles are enabled." msgstr "未启用有效的混合样式。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:90 msgid "Adjusts the z-axis distance of this light and the lit Sprite(s). Do note that this distance does not Transform the position of this light in the Scene." msgstr "调整此光源和照亮的精灵的 z 轴距离。请注意,此距离不会变换此光源在场景中的位置。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:91 msgid "Determines the accuracy of the lighting calculations when normal map is used. To optimize for performance, select Fast." msgstr "确定使用法线贴图时光照计算的准确性。为优化性能,请选择“快速”。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:93 msgid "Adjusts the inner / outer radius of this light to change the size of this light." msgstr "调整此光源的内/外半径以更改此光源的大小。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:94 msgid "Specify the inner radius of the light" msgstr "指定光源的内半径" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:95 msgid "Outer" msgstr "外部" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:95 msgid "Specify the outer radius of the light" msgstr "指定光源的外半径" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:96 msgid "Specify the sprite (deprecated)" msgstr "指定精灵(已弃用)" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:98 msgid "Assign a Sprite which acts as a mask to create a light cookie." msgstr "分配一个精灵作为创建光源剪影的遮罩。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:100 msgid "Parametic Lights have been deprecated. To continue, upgrade your Parametric Light to a Freeform Light to enjoy similar light functionality." msgstr "参数化光源已弃用。如要继续,请将参数化光源升级为自由形式光源,以便获得类似的光源功能。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:101 msgid "Parametic Lights have been deprecated. To continue, upgrade your Parametric Lights to Freeform Lights to enjoy similar light functionality." msgstr "参数化光源已弃用。如要继续,请将参数化光源升级为自由形式光源,以便获得类似的光源功能。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:102 msgid "Alternatively, you may choose to upgrade from the menu. Window > Rendering > Render Pipeline Converter > URP 2D Converters" msgstr "或者,也可以选择从菜单升级。窗口 > 渲染 > 渲染管线转换器 > URP 2D 转换器" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:103 msgid "Upgrade Parametric Light" msgstr "升级参数化光源" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:104 msgid "Upgrade Parametric Lights" msgstr "升级参数化光源" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:106 msgid "Universal scriptable renderpipeline asset must be assigned in Graphics Settings or Quality Settings." msgstr "必须在“图形设置”或“质量设置”中分配通用的可编程渲染管线资产。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:107 msgid "2D renderer data must be assigned to your universal render pipeline asset or camera." msgstr "必须将 2D 渲染器数据分配给通用渲染管线配置文件或摄像机。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:334 msgid "Normal Map Quality" msgstr "法线贴图质量" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:338 msgid "Normal Map Z Distance" msgstr "法线贴图 Z 距离" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:367 msgid "Inner Radius" msgstr "内半径" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:378 msgid "Outer Radius" msgstr "外半径" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:395 msgid "Bool Property" msgstr "布尔属性" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:512 msgid "Light Color" msgstr "光照颜色" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:514 msgid "Light Intensity" msgstr "光照强度" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:528 msgid "Deprecated Point Light Sprite" msgstr "已弃用的点光源精灵" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:537 msgid "Shape Light Sprite" msgstr "形状光源精灵" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:545 msgid "Shape Light Falloff Size" msgstr "形状光源衰减大小" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:159 msgid "Assets PPU" msgstr "资产 PPU" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:169 msgid "Ref Res X" msgstr "参考分辨率 X" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:173 msgid "Ref Res Y" msgstr "参考分辨率 Y" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:181 msgid "Crop Frame" msgstr "裁剪框" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:52 msgid "Use Renderer Silhouette" msgstr "使用渲染器轮廓" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:52 msgid "When this and Self Shadows are enabled, the Renderer's silhouette is considered part of the shadow. When this is enabled and Self Shadows disabled, the Renderer's silhouette is excluded from the shadow." msgstr "启用此选项和“自阴影”后,渲染器的轮廓被视为阴影的一部分。启用此选项并禁用“自阴影”后,渲染器的轮廓将从阴影中被排除。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:53 msgid "Self Shadows" msgstr "自阴影" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:53 msgid "When enabled, the Renderer casts shadows on itself." msgstr "启用后,渲染器将在自身上投射阴影。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:54 msgid "Casts Shadows" msgstr "投射阴影" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:54 msgid "Specifies if this renderer will cast shadows" msgstr "指定此渲染器是否将投射阴影" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShadowCaster2DEditor.cs:55 msgid "Apply shadows to the specified sorting layers." msgstr "将阴影应用于指定的排序层。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:12 msgid "Light Render Textures" msgstr "光源渲染纹理" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:13 msgid "Light Blend Styles" msgstr "光源混合样式" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:13 msgid "A Light Blend Style is a collection of properties that describe a particular way of applying lighting." msgstr "光源混合样式包含一组属性,这些属性描述了应用光照的特定方式。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:16 msgid "Default sorting mode used for transparent objects" msgstr "用于透明对象的默认排序模式" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:17 msgid "Axis used for custom axis sorting mode" msgstr "用于自定义轴排序模式的轴" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:18 msgid "HDR Emulation Scale" msgstr "HDR 仿真比例" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:18 msgid "Describes the scaling used by lighting to remap dynamic range between LDR and HDR" msgstr "描述光照用于在 LDR 和 HDR 之间重新映射动态范围的缩放比例" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:19 msgid "The resolution of intermediate light render textures, in relation to the screen resolution. 1.0 means full-screen size." msgstr "中间光源渲染纹理的分辨率(相对于屏幕分辨率)。1.0 表示全屏尺寸。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:20 msgid "Max Light Render Textures" msgstr "最大光源渲染纹理" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:20 msgid "How many intermediate light render textures can be created and utilized concurrently. Higher value usually leads to better performance on mobile hardware at the cost of more memory." msgstr "可以同时创建和利用的中间光源渲染纹理数量。较高的值通常会在移动平台硬件上提高性能,但代价是需要更多内存。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:21 msgid "Max Shadow Render Textures" msgstr "最大阴影渲染纹理" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:21 msgid "How many intermediate shadow render textures can be created and utilized concurrently. Higher value usually leads to better performance on mobile hardware at the cost of more memory." msgstr "可以同时创建和利用的中间阴影渲染纹理数量。较高的值通常会在移动平台硬件上提高性能,但代价是需要更多内存。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:22 msgid "Default Material Type" msgstr "默认材质类型" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:22 msgid "Material to use when adding new objects to a scene" msgstr "将新对象添加到场景时要使用的材质" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:23 msgid "Default Custom Material" msgstr "默认自定义材质" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:26 msgid "Mask Texture Channel" msgstr "遮罩纹理通道" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:26 msgid "Which channel of the mask texture will affect this Light Blend Style." msgstr "遮罩纹理的哪个通道将影响此光源混合样式。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:27 msgid "Blend Mode" msgstr "混合模式" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:27 msgid "How the lighting should be blended with the main color of the objects." msgstr "光照应如何与对象的主颜色混合。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:28 msgid "Depth/Stencil Buffer" msgstr "深度/模板缓冲区" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:28 msgid "Uncheck this when you are certain you don't use any feature that requires the depth/stencil buffer (e.g. Sprite Mask). Not using the depth/stencil buffer may improve performance, especially on mobile platforms." msgstr "已确定不使用任何需要深度/模板缓冲区的功能(例如精灵遮罩)时,请取消选中此复选框。不使用深度/模板缓冲区可以提高性能,尤其是在移动平台上。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:29 msgid "Turns post-processing on (check box selected) or off (check box cleared). If you clear this check box, Unity excludes post-processing render Passes, shaders, and textures from the build." msgstr "开启(选中复选框)或关闭(清除复选框)后处理效果。如果清除此复选框,Unity 将从生成中排除后处理效果渲染通道、着色器和纹理。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:32 msgid "Camera Sorting Layer Texture" msgstr "摄像机排序层纹理" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:32 msgid "Layers from back most to selected bounds will be rendered to _CameraSortingLayerTexture" msgstr "从最后到选定范围的层将渲染到 _CameraSortingLayerTexture" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:33 msgid "Foremost Sorting Layer" msgstr "最前面的排序层" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:34 msgid "Downsampling Method" msgstr "下采样方法" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:34 msgid "Method used to copy _CameraSortingLayerTexture" msgstr "复制 _CameraSortingLayerTexture 所用的方法" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:187 msgid "Camera Sorting Layer Downsampling Method" msgstr "摄像机排序层下采样方法" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:207 msgid "Use Depth Stencil Buffer" msgstr "使用深度模板缓冲区" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:224 msgid "Light Render Texture Scale" msgstr "光源渲染纹理缩放" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:225 msgid "Max Light Render Texture Count" msgstr "最大光源渲染纹理数量" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:226 msgid "Max Shadow Render Texture Count" msgstr "最大阴影渲染纹理数量" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/GameObjectCreation.cs:12 msgid "2D Object" msgstr "2D 对象" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/GameObjectCreation.cs:12 msgid "Pixel Perfect Camera (URP)" msgstr "像素完美摄像机 (URP)" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/PathComponentEditor.cs:100 msgid "Is Open Ended Property" msgstr "是开放式属性" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/AssetCallbacks/CreateSpriteCustomLitShaderGraph.cs:9 msgid "Sprite Custom Lit Shader Graph" msgstr "精灵自定义 Lit Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/AssetCallbacks/CreateSpriteUnlitShaderGraph.cs:9 msgid "Sprite Unlit Shader Graph" msgstr "精灵无光照 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/AssetCallbacks/CreateSpriteLitShaderGraph.cs:9 msgid "Sprite Lit Shader Graph" msgstr "精灵光照 Shader Graph" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs:24 msgid "Light Batching Debugger" msgstr "光源批处理调试器" #: [MenuItem]Packages/com.unity.shadergraph/Editor/AssetCallbacks/CreateShaderSubGraph.cs:9 msgid "Sub Graph" msgstr "子图" #: [MenuItem]Packages/com.unity.shadergraph/Editor/AssetCallbacks/CreateShaderGraph.cs:8 msgid "Blank Shader Graph" msgstr "空白 Shader Graph" #: [MenuItem]Packages/com.unity.shadergraph/Editor/AssetCallbacks/CreateVFXShaderGraph.cs:10 msgid "VFX Shader Graph" msgstr "VFX Shader Graph" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CreateCustomRenderTextureShaderGraph.cs:9 msgid "Custom Render Texture" msgstr "自定义渲染纹理" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:29 msgid "Controls the rendering states of the fullscreen material." msgstr "控制全屏材质的渲染状态。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:38 msgid "Src Color" msgstr "源颜色" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:41 msgid "Dst Color" msgstr "目标颜色" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:44 msgid "Color Blend Op" msgstr "颜色混合操作" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:47 msgid "Src Alpha" msgstr "源 Alpha" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:50 msgid "Dst Alpha" msgstr "目标 Alpha" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:53 msgid "Alpha Blend Op" msgstr "Alpha 混合操作" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:63 msgid "Stencil Override" msgstr "模板覆盖" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:63 msgid "Enable the stencil block in the shader." msgstr "在着色器中启用模板块。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:65 msgid "Reference" msgstr "引用参考" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:65 msgid "Reference value use for comparison and operations." msgstr "用于比较和操作的参考值。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:67 msgid "Read Mask" msgstr "读取遮罩" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:67 msgid "Tells which bit are allowed to be read during the stencil test." msgstr "告知在模板测试过程中允许读取哪个位。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:69 msgid "Write Mask" msgstr "写入遮罩" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:69 msgid "Tells which bit are allowed to be written during the stencil test." msgstr "告知在模板测试过程中允许写入哪个位。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:71 msgid "Comparison" msgstr "比较" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:71 msgid "Tells which function to use when doing the stencil test." msgstr "告知执行模板测试时要使用哪个功能。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:73 msgid "Tells what to do when the stencil test succeed." msgstr "告知当模板测试成功时该做什么。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:75 msgid "Tells what to do when the stencil test fails." msgstr "告知当模板测试失败时该做什么。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:77 msgid "Depth Fail" msgstr "深度失败" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:77 msgid "Tells what to do when the depth test fails." msgstr "告知当深度测试失败时该做什么。" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/AssetCallbacks/CreateLitShaderGraph.cs:9 msgid "BuiltIn" msgstr "内置" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGUI/BaseShaderGUI.cs:59 msgid "Controls how Built-In RP renders the Material on a screen." msgstr "控制内置渲染管线在屏幕上渲染材质的方式。" #: Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs:177 msgid "Reset All" msgstr "全部重置" #: Packages/com.unity.render-pipelines.core/Editor/ProjectorEditor.cs:10 msgid "The active render pipeline does not support the Projector component. If using HDRP, use the Decal Projector component instead." msgstr "当前使用的渲染管线不支持“投影器”组件。如果使用的是 HDRP,请改用“贴花投影器”组件。" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:21 msgid "Toggle all additional properties to either visible or hidden." msgstr "将所有附加属性切换为可见或隐藏。" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:22 msgid "All Visible" msgstr "全部可见" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:22 msgid "All Hidden" msgstr "全部隐藏" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:62 msgid "Additional Properties" msgstr "附加属性" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/ShaderGeneratorMenu.cs:8 msgid "Generate Shader Includes" msgstr "生成着色器 Include" #: Packages/com.unity.render-pipelines.core/Editor/Settings/RenderPipelineGlobalSettingsProvider.cs:22 msgid "Create a Global Settings asset in the Assets folder." msgstr "在“资产”文件夹中创建全局设置资产。" #: Packages/com.unity.render-pipelines.core/Editor/Settings/RenderPipelineGlobalSettingsProvider.cs:23 msgid "Clone a Global Settings asset in the Assets folder." msgstr "在“资产”文件夹中克隆全局设置资产。" #: Packages/com.unity.render-pipelines.core/Editor/RenderPipeline/RenderPipelineGlobalSettingsUI.Skin.cs:21 msgid "Shader Stripping settings" msgstr "着色器剥离设置" #: Packages/com.unity.render-pipelines.core/Editor/RenderPipeline/RenderPipelineGlobalSettingsUI.Skin.cs:26 msgid "Shader Variant Log Level" msgstr "着色器变体日志级别" #: Packages/com.unity.render-pipelines.core/Editor/RenderPipeline/RenderPipelineGlobalSettingsUI.Skin.cs:26 msgid "Controls the level of logging of shader variant information outputted during the build process. Information appears in the Unity Console when the build finishes." msgstr "控制构建过程中输出的着色器变体信息的日志记录级别。构建完成后,信息会显示在 Unity 主机中。" #: Packages/com.unity.render-pipelines.core/Editor/RenderPipeline/RenderPipelineGlobalSettingsUI.Skin.cs:31 msgid "Export Shader Variants" msgstr "导出着色器变体" #: Packages/com.unity.render-pipelines.core/Editor/RenderPipeline/RenderPipelineGlobalSettingsUI.Skin.cs:31 msgid "Controls whether to output shader variant information to a file." msgstr "控制是否将着色器变体信息输出到文件。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs:21 msgid "These settings control how the camera output is formatted." msgstr "这些设置控制摄像机输出的格式。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs:33 msgid "Four values that indicate where on the screen HDRP draws this Camera view. Measured in Viewport Coordinates (values in the range of [0, 1])." msgstr "表明 HDRP 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(值范围为 [0, 1])。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:36 msgid "The height of the Camera's view angle, measured in degrees along the specified axis." msgstr "摄像机视角高度,以指定轴上的度数进行度量。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:41 msgid "Field of View Axis" msgstr "视野轴" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:41 msgid "The axis the Camera's view angle is measured along." msgstr "度量摄像机视角时依据的轴。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:46 msgid "Enables Physical camera mode for FOV calculation. 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”摄像机模式以进行 FOV 计算。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。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:51 msgid "The closest point relative to the camera that drawing occurs." msgstr "执行绘制的相对于摄像机的最近点。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:56 msgid "The furthest point relative to the camera that drawing occurs." msgstr "执行绘制的相对于摄像机的最远点。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:61 msgid "When using Preset of Camera Component, only a subset of properties are supported. Unsupported properties are hidden." msgstr "使用摄像机组件的预设时,仅支持部分属性。不支持的属性将被隐藏。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Skin.cs:21 msgid "These settings control what the camera background looks like." msgstr "这些设置控制摄像机背景的外观。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Skin.cs:26 msgid "This camera will only be affected by volumes in the selected scene-layers." msgstr "此摄像机将仅受选定场景层中的体积影响。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:23 msgid "Camera Body" msgstr "摄像机主体" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:59 msgid "Lens" msgstr "镜头" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:69 msgid "Shift" msgstr "位移" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:74 msgid "Sets the light sensitivity of the Camera sensor. This property affects Exposure if you set its Mode to Use Physical Camera." msgstr "设置摄像机传感器的光敏度。如果“模式”设置为“使用物理摄像机”,此属性会影响曝光。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:79 msgid "The amount of time the Camera sensor is capturing light." msgstr "摄像机传感器捕获光的时间。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:84 msgid "The f-stop (f-number) of the lens. Lower values give a wider lens aperture." msgstr "镜头的光圈值(f 值)。较低的值可提供较宽的镜头光圈。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:89 msgid "The distance from the camera where objects appear sharp when Depth Of Field is enabled." msgstr "启用“景深”后,对象看起来清晰时与摄像机的距离。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:96 msgid "Aperture Shape" msgstr "光圈形状" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:101 msgid "The number of blades in the lens aperture. Higher values give a rounder aperture shape." msgstr "镜头光圈中的叶片数量。较高的值可提供更圆的光圈形状。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:106 msgid "Controls the curvature of the lens aperture blades. The minimum value results in fully-curved, perfectly-circular bokeh, and the maximum value results in visible aperture blades." msgstr "控制镜头光圈叶片的曲率。最小值产生完全弯曲的完美圆形散景,而最大值产生可见光圈叶片。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:111 msgid "Controls the self-occlusion of the lens, creating a cat's eye effect." msgstr "控制镜头的自我遮挡,从而产生猫眼效果。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:116 msgid "Use the slider to stretch the sensor to simulate an anamorphic look." msgstr "使用滑动条拉伸传感器以模拟变形外观。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:21 msgid "These settings control for the specific rendering features for this camera." msgstr "这些设置控制此摄像机的特定渲染功能。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:31 msgid "Dithering" msgstr "抖动" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:31 msgid "Applies 8-bit dithering to the final render to reduce color banding." msgstr "对最终渲染应用 8 位抖动以减少色带。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:36 msgid "Stop NaNs" msgstr "停止 NaN" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:36 msgid "Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix." msgstr "自动将着色器中的 NaN/Inf 替换为黑色像素,以免破坏某些效果。这会稍微影响性能,并且仅在遇到无法解决的 NaN 问题时才应使用。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:51 msgid "Define the custom Frame Settings for this Camera to use." msgstr "定义此摄像机要使用的自定义帧设置。" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/UIFoldoutEditor.cs:26 msgid "Is On" msgstr "是开启的" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/UIFoldoutEditor.cs:28 msgid "Arrow Closed" msgstr "箭头已关闭" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/UIFoldoutEditor.cs:29 msgid "Arrow Opened" msgstr "箭头已打开" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs:129 msgid "Rendering Debugger" msgstr "渲染调试器" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIHandlerCanvasEditor.cs:72 msgid "Panel Prefab" msgstr "面板预制件" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs:180 msgid "Environment Library (Look Dev)" msgstr "环境库 (Look Dev)" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs:77 msgid "Look Dev" msgstr "Look Dev" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:94 msgid "Lens Flare Data" msgstr "镜头光晕数据" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:133 msgid "Attenuation By Light Shape" msgstr "按光源形状衰减" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:134 msgid "Max Attenuation Distance" msgstr "最大衰减距离" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:136 msgid "Distance Attenuation Curve" msgstr "距离衰减曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:138 msgid "Max Attenuation Scale" msgstr "最大衰减缩放" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:140 msgid "Scale By Distance Curve" msgstr "按距离曲线缩放" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:143 msgid "Radial Screen Attenuation Curve" msgstr "径向屏幕衰减曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:146 msgid "Use Occlusion" msgstr "使用遮挡" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:151 msgid "Background Cloud Occlusion" msgstr "背景云遮挡" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:153 msgid "Volumetric Cloud Occlusion" msgstr "体积云遮挡" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:154 msgid "Occlusion Radius" msgstr "遮挡半径" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:155 msgid "Samples Count" msgstr "采样数量" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:156 msgid "Occlusion Offset" msgstr "遮挡偏移" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:158 msgid "Occlusion Remap Curve" msgstr "遮挡重新映射曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:166 msgid "Allow Off Screen" msgstr "允许屏幕外" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:179 msgid "Specifies the SRP Lens Flare Data asset this component uses." msgstr "指定此组件使用的 SRP 镜头光晕数据资产。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:180 msgid "Create a new SRP Lens Flare Data asset." msgstr "创建新的 SRP 镜头光晕数据资产。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:181 msgid "Create a new SRP Lens Flare Data asset and copy the content of the currently assigned data." msgstr "创建新的 SRP 镜头光晕数据资产,并复制当前分配数据的内容。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:182 msgid "Sets the intensity of the lens flare." msgstr "设置镜头光晕的强度。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:183 msgid "Sets the scale of the lens flare." msgstr "设置镜头光晕的缩放。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:184 msgid "Attenuation Distance" msgstr "衰减距离" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:184 msgid "Sets the distance, in meters, between the start and the end of the Distance Attenuation Curve." msgstr "设置距离衰减曲线起点和终点之间的距离(以米为单位)。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:185 msgid "Attenuation Distance Curve" msgstr "衰减距离曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:185 msgid "Specifies the curve that reduces the effect of the lens flare based on the distance between the GameObject this asset is attached to and the Camera." msgstr "指定一条曲线,用于根据此资产附加到的游戏对象与摄像机之间的距离来减弱镜头光晕效果。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:186 msgid "Scale Distance" msgstr "缩放距离" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:186 msgid "Sets the distance, in meters, between the start and the end of the Scale Attenuation Curve." msgstr "设置缩放衰减曲线起点和终点之间的距离(以米为单位)。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:187 msgid "Scale Distance Curve" msgstr "缩放距离曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:187 msgid "Specifies the curve used to calculate the size of the lens flare based on the distance between the GameObject this asset is attached to, and the Camera." msgstr "指定一条曲线,用于根据此资产附加到的游戏对象与摄像机之间的距离来计算镜头光晕尺寸。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:188 msgid "When enabled, if the component is attached to a light, automatically reduces the effect of the lens flare based on the type and shape of the light." msgstr "启用后,如果组件附加到光源,则会根据该光源的类型和形状来自动减弱镜头光晕效果。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:189 msgid "Screen Attenuation Curve" msgstr "屏幕衰减曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:189 msgid "Specifies the curve that modifies the intensity of the lens flare based on its distance from the edge of the screen." msgstr "指定一条曲线,用于根据与屏幕边缘的距离修改镜头光晕强度。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:190 msgid "When enabled, the renderer uses the depth buffer to occlude (partially or completely) the lens flare. Partial occlusion also occurs when the lens flare is partially offscreen." msgstr "启用后,渲染器使用深度缓冲区来遮挡(部分或完全)镜头光晕。当镜头光晕的一部分位于屏幕外时,也会发生部分遮挡。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:191 msgid "Background Clouds" msgstr "背景云" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:191 msgid "When enabled, the occlusion is attenuated by the Background Clouds used on the Visual Environnement (Cloud layer)." msgstr "启用后,遮挡按视觉环境上使用的背景云(云层)衰减。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:192 msgid "Sets the radius, in meters, around the light used to compute the occlusion of the lens flare. If this area is half occluded by geometry (or half off-screen), the intensity of the lens flare is cut by half." msgstr "设置用于计算镜头光晕遮挡的光源周围的半径(以米为单位)。如果该区域被几何体遮挡了一半(或一半在屏幕外),则镜头光晕的强度将减半。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:193 msgid "Sets the number of random samples used inside the Occlusion Radius area. A higher sample count gives a smoother attenuation when occluded." msgstr "设置在遮挡半径区域内使用的随机采样数。更高的采样数会在遮挡时提供更平滑的衰减。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:194 msgid "Sets the offset of the occlusion area in meters between the GameObject this asset is attached to, and the Camera. A positive value moves the occlusion area closer to the Camera." msgstr "设置此资产附加到的游戏对象与摄像机之间的遮挡区域的偏移(以米为单位)。正值会使遮挡区域更靠近摄像机。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:195 msgid "Specifies the curve used to remap the occlusion of the flare. By default, the occlusion is linear, between 0 and 1. This can be specifically useful to occlude flare more drastically when behind clouds." msgstr "指定重新映射光晕遮挡所用的曲线。默认情况下,遮挡呈线性,介于 0 到 1 之间。对于在云层后面时更大幅度地遮挡光晕,这会非常有用。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:196 msgid "When enabled, allows the lens flare to affect the scene even when it is outside the Camera's field of view." msgstr "启用后,即使镜头光晕在摄像机的视野之外,也会影响场景。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:197 msgid "When enabled, HDRP uses the Volumetric Clouds texture (in screen space) for the occlusion." msgstr "" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:30 msgid "List of elements in the Lens Flare." msgstr "镜头光晕中的元素列表。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:31 msgid "Lens Flare Element" msgstr "镜头光晕元素" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:31 msgid "Elements in the Lens Flare." msgstr "镜头光晕中的元素。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:37 msgid "Axis Transform" msgstr "轴变换" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:38 msgid "Radial Distortion" msgstr "径向失真" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:39 msgid "Multiple Elements" msgstr "多个元素" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:42 msgid "Specifies the type of this lens flare element." msgstr "指定此镜头光晕元素的类型。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:43 msgid "Specifies the Texture this element uses." msgstr "指定此元素使用的纹理。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:44 msgid "Use Aspect Ratio" msgstr "使用宽高比" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:44 msgid "When enabled, uses original aspect ratio of the width and height of the element's Flare Texture (or 1 for shape)." msgstr "启用后,使用元素光晕纹理的宽度和高度的原始宽高比(如果是形状,则为 1)。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:45 msgid "Controls the offset of the Procedural Flare gradient relative to its starting point. A higher value means the gradient starts further from the center of the shape." msgstr "相对于其起点的偏移来控制程序化光晕渐变。较高的值意味着渐变将从形状的中心开始。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:46 msgid "Controls the smoothness of the gradient. A higher value creates a sharper gradient." msgstr "控制渐变的平滑度。较高的值会产生更锐利的渐变。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:47 msgid "Side Count" msgstr "边数" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:47 msgid "Specifies the number of sides of the lens flare polygon." msgstr "指定镜头光晕多边形的边数。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:48 msgid "Roundness" msgstr "圆度" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:48 msgid "Specifies the roundness of the polygon flare. A value of 0 creates a sharp polygon, a value of 1 creates a circle." msgstr "指定多边形光晕的圆度。值为 0 将创建一个尖锐的多边形,值为 1 将创建一个圆形。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:49 msgid "When enabled, will invert the gradient direction." msgstr "启用后,将反转渐变方向。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:52 msgid "Specifies the tint of the element. If the element type is set to Image, the Flare Texture is multiplied by this color." msgstr "指定元素的色调。如果元素类型设置为“图像”,则“光晕纹理”将乘以此颜色。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:53 msgid "Modulate By Light Color" msgstr "按光照颜色调制" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:53 msgid "When enabled,changes the color of the elements based on the light color, if this asset is attached to a light." msgstr "启用后,如果此资产附加到光源,则根据光照颜色更改元素的颜色。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:54 msgid "Sets the intensity of the element." msgstr "设置元素的强度。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:55 msgid "Specifies the blend mode this element uses." msgstr "指定此元素使用的混合模式。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:58 msgid "Sets the offset of this element in screen space relative to its source." msgstr "设置此元素在屏幕空间中相对于其源的偏移。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:59 msgid "Auto Rotate" msgstr "自动旋转" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:59 msgid "When enabled, automatically rotates the element between its position and the center of the screen. Requires the Starting Position property to have a value greater than 0." msgstr "启用后,自动在元素所在位置与屏幕中心之间旋转元素。要求“起始位置”属性的值大于 0。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:60 msgid "Sets the local rotation of the elements." msgstr "设置元素的局部旋转。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:61 msgid "Sets the stretch of each dimension in relative to the scale. You can use this with Radial Distortion." msgstr "设置每个维度相对于缩放的拉伸。可与“径向失真”结合使用。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:62 msgid "Uniform Scale" msgstr "均匀缩放" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:62 msgid "Sets the scale of this element." msgstr "设置此元素的缩放。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:65 msgid "Starting Position" msgstr "起始位置" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:65 msgid "Sets the starting position of this element in screen space relative to its source." msgstr "设置此元素在屏幕空间中相对于其源的起始位置。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:66 msgid "Angular Offset" msgstr "角度偏移" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:66 msgid "Sets the angular offset of this element in degrees relative to its current position." msgstr "设置此元素相对于其当前位置的角度偏移(以度为单位)。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:67 msgid "Translation Scale" msgstr "平移缩放" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:67 msgid "Controls the direction and speed the element appears to move. For example, values of (1,0) make the lens flare move horizontally." msgstr "控制元素看起来移动的方向和速度。例如,值 (1,0) 会使镜头光晕水平移动。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:70 msgid "When enabled, distorts the element relative to its distance from the flare position in screen space." msgstr "启用后,使元素相对于与屏幕空间中光晕位置的距离进行失真。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:71 msgid "Radial Edge Size" msgstr "径向边缘大小" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:71 msgid "Sets the target size of the edge of the screen. Values of (1, 1) match the actual screen size." msgstr "设置屏幕边缘的目标大小。值 (1, 1) 表示与实际屏幕大小匹配。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:72 msgid "Radial Edge Curve" msgstr "径向边缘曲线" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:72 msgid "Controls the amount of distortion between the position of the lens flare and the edge of the screen." msgstr "控制镜头光晕位置与屏幕边缘之间的失真量。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:73 msgid "Relative To Center" msgstr "相对于中心" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:73 msgid "When enabled, the amount of radial distortion changes between the center of the screen and the edge of the screen." msgstr "启用后,径向失真量会在屏幕中心和屏幕边缘之间发生变化。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:76 msgid "When enabled, allows multiple lens flare elements." msgstr "启用后,允许多个镜头光晕元素。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:77 msgid "Sets the number of elements." msgstr "设置元素的数量。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:78 msgid "Distribution" msgstr "分布" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:78 msgid "Controls how multiple lens flare elements are distributed." msgstr "控制多个镜头光晕元素的分布方式。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:79 msgid "Length Spread" msgstr "长度延伸" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:79 msgid "Sets the length lens flare elements are spread across in screen space." msgstr "设置镜头光晕元素在屏幕空间中延伸的长度。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:80 msgid "Seed" msgstr "种子" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:80 msgid "Sets the seed value used to define randomness." msgstr "设置用于定义随机性的种子值。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:81 msgid "Intensity Variation" msgstr "强度变化" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:81 msgid "Controls the offset of the intensities. A value of 0 means no variations, a value of 1 means variations between 0 and 1." msgstr "控制强度的偏移。值为 0 表示无变化,值为 1 表示在 0 和 1 之间变化。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:82 msgid "Specifies the gradient applied across all the elements." msgstr "指定在所有元素之间应用的渐变。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:83 msgid "Position Variation" msgstr "位置变化" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:83 msgid "Sets the offset applied to the current position of the element." msgstr "设置应用于元素当前位置的偏移。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:84 msgid "Rotation Variation" msgstr "旋转变化" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:84 msgid "Sets the offset applied to the current element rotation." msgstr "设置应用于当前元素旋转的偏移。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:85 msgid "Scale Variation" msgstr "缩放变化" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:85 msgid "Sets the offset applied to the current scale of the element." msgstr "设置应用于元素当前缩放的偏移。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:86 msgid "Defines how the multiple elements are placed along the spread using a curve." msgstr "定义如何使用曲线沿着延伸方向放置多个元素。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:87 msgid "Defines how the multiple elements are scaled along the spread." msgstr "定义如何沿着延伸方向缩放多个元素。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:88 msgid "The uniform angle of rotation (in degrees) applied to each element distributed along the curve." msgstr "应用于沿曲线分布的每个元素的均匀旋转角度(以度为单位)。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:89 msgid "The angle of rotation (in degrees) applied to each element incrementally." msgstr "以增量方式应用于每个元素的旋转角度(以度为单位)。" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareEditorUtils.cs:34 msgid "Lens Flare (SRP)" msgstr "镜头光晕 (SRP)" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:16 msgid "Render Graph Viewer" msgstr "渲染图形查看器" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:135 msgid "Prefab Light Type Prop" msgstr "预制件光源类型属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:136 msgid "Spot Angle Prop" msgstr "聚光灯角度属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:137 msgid "IES Size Prop" msgstr "IES 大小属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:138 msgid "Apply Light Attenuation Prop" msgstr "应用光源衰减属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:139 msgid "Cookie Compression Prop" msgstr "剪影压缩属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:142 msgid "Use IES Maximum Intensity Prop" msgstr "使用 IES 最大强度属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:146 msgid "Light Aim Axis Rotation Prop" msgstr "光源瞄准轴旋转属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:26 msgid "Specifies the current Light Layers that the Light affects. This Light illuminates corresponding Renderers with the same Light Layer flags." msgstr "指定光源影响的当前光源层。此光源会照亮具有相同光源层标志的相应渲染器。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:30 msgid "Specifies the color this Light emits." msgstr "指定此光源的发光颜色。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:32 msgid "Light Appearance" msgstr "光源外观" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:32 msgid "Specifies the mode for this Light's color is calculated." msgstr "指定计算此光源颜色的模式。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:37 msgid "Filter and Temperature" msgstr "过滤器和温度" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:42 msgid "Kelvin" msgstr "开尔文" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:45 msgid "Specifies a color which tints the Light source." msgstr "指定光源着色颜色。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:47 msgid "Specifies a temperature (in Kelvin) used to correlate a color for the Light. For reference, White is 6500K." msgstr "指定用于关联光源颜色的温度(以开尔文为单位)。作为参考,白色是 6500K。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:50 msgid "When using Preset of Light Component, only a subset of properties are supported. Unsupported properties are hidden." msgstr "使用光源组件的预设时,仅支持部分属性。不支持的属性将被隐藏。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:135 msgid "Distance Property" msgstr "距离属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:140 msgid "Frame Space Property" msgstr "帧空间属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:144 msgid "Anchor Position Override Property" msgstr "锚点位置覆盖属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:151 msgid "Anchor Position Offset Property" msgstr "锚点位置偏移属性" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:596 msgid "Controls how far 'back', the light is placed from its anchor" msgstr "控制光源从其锚点 '向后' 放置多远" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:597 msgid "Up direction" msgstr "向上方向" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:597 msgid "Specifies the space in which the up direction of the anchor is defined. Local is relative to the camera." msgstr "指定在什么空间中定义锚点的向上方向。局部是指相对于摄像机。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:598 msgid "Anchor Position Override" msgstr "锚点位置覆盖" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:598 msgid "Specifies the anchor position manually instead of relying on the angles, distance and transform position to compute the anchor position." msgstr "手动指定锚点位置,而不是依靠角度、距离和变换位置来计算锚点位置。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:599 msgid "Anchor Position Offset" msgstr "锚点位置偏移" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:599 msgid "Specifies the anchor position offset relative to the anchor position override." msgstr "指定相对于锚点位置覆盖的锚点位置偏移。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:602 msgid "Orbit" msgstr "旋转" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:603 msgid "Elevation" msgstr "高程" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingWindow.cs:110 msgid "Probe Volume Settings (Experimental)" msgstr "探针体积设置(实验功能)" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingWindow.cs:775 msgid "Probe Volume Baking Settings" msgstr "探针体积烘焙设置" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeTouchupVolumeEditor.cs:37 msgid "Touchup Controls" msgstr "润色控制" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeReferenceVolumeProfileEditor.cs:117 msgid "Freeze Placement" msgstr "冻结放置" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeReferenceVolumeProfileEditor.cs:127 msgid "Min Distance Between Probes" msgstr "探针之间的最小距离" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeReferenceVolumeProfileEditor.cs:143 msgid "Renderers Layer Mask" msgstr "渲染器层遮罩" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeReferenceVolumeProfileEditor.cs:144 msgid "Min Renderer Volume Size" msgstr "最小渲染器体积大小" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:25 msgid "Fit to All Scenes" msgstr "适合所有场景" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:25 msgid "Fit this Probe Volume to cover all loaded Scenes. " msgstr "使此探针体积覆盖所有已加载的场景。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:27 msgid "Fit to Scene" msgstr "适合场景" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:27 msgid "Fit this Probe Volume to the renderers in the same Scene." msgstr "使此探针体积适合相同场景中的渲染器。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:29 msgid "Fit to Selection" msgstr "适合选择" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:29 msgid "Fits the Probe Volume's boundary to the selected GameObjects. Lock the Probe Volume's Inspector to allow for the selection of other GameObjects." msgstr "使探针体积的边界适合选定的 GameObject。锁定探针体积的检查器,以允许选择其他 GameObject。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:16 msgid "Use Virtual Offset" msgstr "使用虚拟偏移" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:16 msgid "Push invalid probes out of geometry. Please note, this feature is currently a proof of concept, it is fairly slow and not optimal in quality." msgstr "将无效探针推出几何体。请注意,此功能目前用于概念验证,它还相当慢并且质量也不是最佳。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:17 msgid "Search multiplier" msgstr "搜索乘数" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:17 msgid "A multiplier to be applied on the distance between two probes to derive the search distance out of geometry." msgstr "一个应用于两个探针之间距离的乘数,用于推导出几何体外部搜索距离。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:18 msgid "Bias out geometry" msgstr "几何体外部偏离" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:18 msgid "Determines how much a probe is pushed out of the geometry on top of the distance to closest hit." msgstr "确定在最近命中点距离的基础之上将探针推出几何体的程度。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:19 msgid "Ray origin bias" msgstr "射线起点偏离" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:19 msgid "The distance with which to bias each ray direction away from the probe position." msgstr "使每个射线方向偏离探测器位置的距离。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:20 msgid "Max hits per ray" msgstr "每条射线的最大命中数" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:20 msgid "Determines how many colliders intersecting each ray are included in calculations." msgstr "确定计算中包含多少与每条射线相交的碰撞器。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:21 msgid "Collision mask" msgstr "碰撞遮罩" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:21 msgid "The collision layer mask to cast rays against." msgstr "要对其投射光线的碰撞层遮罩。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:25 msgid "Dilation Settings" msgstr "扩张设置" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:26 msgid "Virtual Offset Settings" msgstr "虚拟偏移设置" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:79 msgid "Refresh dilation" msgstr "刷新扩张" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:92 msgid "Enable Virtual Offset" msgstr "启用虚拟偏移" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:106 msgid "Virtual Offset Geometry Search Multiplier" msgstr "虚拟偏移几何体搜索乘数" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:107 msgid "Virtual Offset Bias Out Of Geometry" msgstr "几何体外部虚拟偏移偏离" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:108 msgid "Virtual Offset Ray Origin Bias" msgstr "虚拟偏移射线起点偏离" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:109 msgid "Virtual Offset Max Hits Per Ray" msgstr "虚拟偏移每条射线的最大命中数" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:110 msgid "Virtual Offset Collision Mask" msgstr "虚拟偏移碰撞遮罩" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs:104 msgid "ALL" msgstr "全部" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs:105 msgid "NONE" msgstr "无" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:235 msgid "Add Override" msgstr "添加覆盖" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:250 msgid "Move to Top" msgstr "移至顶部" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:253 msgid "Move to Bottom" msgstr "移至底部" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:278 msgid "Toggle None" msgstr "全不切换" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:14 msgid "This property defines whether the Volume is Global or Local. Global: Volumes affect the Camera everywhere in the Scene. Local: Volumes affect the Camera if the Camera is within the bounds of the Collider." msgstr "此属性定义体积是全局还是局部体积。全局:体积会影响场景中各处的摄像机。局部:如果摄像机在碰撞体的边界以内,则体积会影响摄像机。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:18 msgid "Add a Sphere Collider" msgstr "添加球体碰撞体" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:19 msgid "Add a Capsule Collider" msgstr "添加胶囊碰撞体" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:20 msgid "Add a Mesh Collider" msgstr "添加网格碰撞体" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:22 msgid "Add a Collider to this GameObject to set boundaries for the local Volume." msgstr "向此游戏对象添加一个碰撞体来设置局部体积的边界。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:23 msgid "Global Volumes do not need a collider. Disable or remove the collider." msgstr "全局体积不需要碰撞体。请禁用或移除碰撞体。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:24 msgid "Local Volumes need a collider enabled. Enable the collider." msgstr "局部体积要求启用碰撞体。请启用碰撞体。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:26 msgid "Profile (Instance)" msgstr "配置文件(实例)" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:26 msgid "A Volume Profile is a Scriptable Object which contains properties that Volumes use to determine how to render the Scene environment for Cameras they affect." msgstr "体积配置文件是一个可编程脚本对象,其中包含的属性由体积用于确定受影响摄像机的场景环境渲染方式。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:29 msgid "Create a new profile." msgstr "创建新配置文件。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:30 msgid "Save the instantiated profile" msgstr "保存实例化的配置文件" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:31 msgid "Create a new profile and copy the content of the currently assigned profile." msgstr "创建一个新的配置文件并复制当前分配的配置文件的内容。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:32 msgid "Please select or create a new Volume profile to begin applying effects to the scene." msgstr "请选择体积配置文件或创建新的体积配置文件以开始将效果应用于场景。" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:86 msgid "Remove All Overrides" msgstr "移除所有覆盖" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:103 msgid "Disable All Overrides" msgstr "禁用所有覆盖" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:110 msgid "Enable All Overrides" msgstr "启用所有覆盖" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:143 msgid "Blend Radius" msgstr "混合半径" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeMenuItems.cs:16 msgid "Box Volume" msgstr "盒体体积" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeMenuItems.cs:27 msgid "Sphere Volume" msgstr "球体体积" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeMenuItems.cs:38 msgid "Convex Mesh Volume" msgstr "凸面网格体积" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumesPreferences.cs:34 msgid "Gizmo Visibility" msgstr "小工具可见性" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumesPreferences.cs:34 msgid "Specifies how Gizmos for Volumes are being rendered" msgstr "指定如何渲染体积小工具" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Analytics/BuildTargetAnalytic.cs:64 msgid "internal:Edit" msgstr "internal:Edit" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Analytics/BuildTargetAnalytic.cs:64 Editor-Missing:Missing detected at runtime. msgid "Analytics" msgstr "分析" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Analytics/BuildTargetAnalytic.cs:64 msgid "Send BuildTargetAnalytic" msgstr "发送 BuildTargetAnalytic" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Analytics/VolumeProfileOverridesAnalytic.cs:70 msgid "Send VolumeProfileOverridesAnalytic" msgstr "发送 VolumeProfileOverridesAnalytic" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:16 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:17 msgid "Source texture used as secondary Texture. This is invalid and removed." msgstr "源纹理用作辅助纹理。这是无效的,将被移除。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:18 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:19 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:192 msgid "Generate" msgstr "生成" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:192 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:193 msgid "Outline Tolerance" msgstr "轮廓公差" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:193 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:194 msgid "Snap points to nearest pixel" msgstr "最近像素的吸附点" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:196 msgid "Copy outline from Sprite" msgstr "从精灵复制轮廓" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:197 msgid "Paste outline to Sprite" msgstr "将轮廓粘贴到精灵" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:198 msgid "Paste All" msgstr "全部粘贴" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:198 msgid "Paste outline to all Sprites" msgstr "将轮廓粘贴到所有精灵" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:201 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:10 msgid "Trim" msgstr "剪裁" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:10 msgid "Trims selected rectangle (T)" msgstr "剪裁选定的矩形(T)" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleBaseView.cs:306 msgid "Pivot Unit Mode" msgstr "轴点单位模式" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpritePolygonModeModuleView.cs:13 msgid "Change Shape" msgstr "更改形状" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:46 msgid "Hexagon Flat-Top" msgstr "六边形平顶" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:52 msgid "Hexagon Pointed-Top" msgstr "六边形尖顶" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:58 msgid "9-Sliced" msgstr "9 切片" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:154 msgid "Physics" msgstr "物理" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:154 msgid "Static Sprite" msgstr "静态精灵" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:168 msgid "Dynamic Sprite" msgstr "动态精灵" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:180 msgid "Sprite Mask" msgstr "Sprite 遮罩" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:228 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:229 msgid "Editing is disabled because the asset is not editable." msgstr "已禁用编辑,因为该资产不可编辑。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:233 msgid "The asset was modified outside of Sprite Editor Window.\nDo you want to apply pending changes?" msgstr "资产在“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:235 msgid "Unapplied import settings" msgstr "未应用导入设置" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:236 msgid "Unapplied import settings for '{0}'" msgstr "'{0}’ 未应用导入设置" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:238 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:239 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:240 msgid "Unapplied module changes" msgstr "未应用的模块更改" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:241 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:243 msgid "Revert Changes" msgstr "恢复更改" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:244 msgid "Are you sure you want to revert the changes?" msgstr "你确定要恢复这些更改吗?" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:245 msgid "Apply Changes" msgstr "应用更改" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:246 msgid "Are you sure you want to apply the changes?" msgstr "你确定要应用这些更改吗?" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:78 msgid "Delete Existing" msgstr "删除现有" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:79 msgid "Smart" msgstr "聪明" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:80 msgid "Safe" msgstr "安全" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:84 msgid "Delete Existing removes all existing Sprites and recreates them from scratch." msgstr "“删除现有”会移除所有现有精灵并从头开始重新创建精灵。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:85 msgid "Smart attempts to create new Sprites while retaining or adjusting existing ones. This slicing method does not remove any existing Sprites." msgstr "“智能”会尝试在保留或调整现有精灵的同时创建新精灵。这种切片方法不会移除任何现有精灵。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:86 msgid "Safe adds new Sprites without changing anything already in place. This slicing method does not remove any existing Sprites." msgstr "“安全”会添加新精灵,而不更改任何已经存在的精灵。这种切片方法不会移除任何现有精灵。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:93 msgid "Column & Row" msgstr "列 & 行" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:96 msgid "Pixel Size" msgstr "像素大小" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:101 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:102 msgid "Custom Pivot" msgstr "自定义轴心" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:103 msgid "Keep Empty Rects" msgstr "保留空的矩形" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:104 msgid "Is Alternate" msgstr "是替代项" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:106 msgid "Potential loss of Sprite data" msgstr "可能丢失精灵数据" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:107 msgid "The Delete Existing slicing method recreates all Sprites with their default names. Renamed Sprites will lose their data in the process, and references to these Sprites will be lost. \n\nDo you wish you continue?" msgstr "“删除现有”切片方法使用默认名称重新创建所有精灵。已重命名的精灵将在此过程中丢失其数据,并且对这些精灵的引用也将丢失。\n\n是否要继续?" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindowSettings.cs:12 msgid "Show Revert Confirmation" msgstr "显示恢复确认" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindowSettings.cs:13 msgid "Show Apply Confirmation" msgstr "显示应用确认" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventRigidBodyEditor.cs:28 msgid "Rigid Body" msgstr "刚体" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventRigidBodyEditor.cs:29 msgid "Attribute Space" msgstr "属性空间" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventRigidBodyEditor.cs:30 msgid "Event Type" msgstr "事件类型" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventUnityEventEditor.cs:22 msgid "On Event" msgstr "发生事件时" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventHandlerEditor.cs:21 msgid "Execute In Editor" msgstr "在编辑器中执行" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventHandlerEditor.cs:25 msgid "Output Event" msgstr "输出事件" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:46 msgid "Prefab To Spawn" msgstr "要生成的预制件" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:47 msgid "Instance Count" msgstr "实例数量" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:48 msgid "Parent Instances" msgstr "父实例" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:55 msgid "Use Position" msgstr "使用位置" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:56 msgid "Use Angle" msgstr "使用角度" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:57 msgid "Use Scale" msgstr "使用缩放" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:58 msgid "Use Lifetime" msgstr "使用生存期" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventCinemachineCameraShakeEditor.cs:25 msgid "Cinemachine Impulse Source" msgstr "Cinemachine 脉冲源" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:61 msgid "Visual Effects" msgstr "视觉效果" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:61 msgid "Visual Effect" msgstr "视觉效果" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:110 msgid "Visual Effect Graph" msgstr "视觉效果图" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:131 msgid "Visual Effect Defaults" msgstr "视觉效果默认值" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:190 msgid "Visual Effect Subgraph Operator" msgstr "视觉效果子图运算符" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:198 msgid "Visual Effect Subgraph Block" msgstr "视觉效果子图块" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs:190 msgid "Visual Effect Asset" msgstr "视觉效果资源" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs:83 msgid "Runtime Resources Property" msgstr "运行时资源属性" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs:132 msgid "Child Prop" msgstr "子级属性" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs:264 msgid "Frame Gizmo in scene" msgstr "场景中的帧小工具" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:692 msgid "Reseed On Play" msgstr "播放时重新设定种子" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1175 msgid "Allow Instancing" msgstr "允许实例化" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1398 msgid "Renderer Priority" msgstr "渲染器优先级" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1418 msgid "Priority used for sorting objects on top of material render queue." msgstr "用于在材质渲染队列上将对象进行排序的优先级。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1419 msgid "Specifies how Light Probes will handle the interpolation of lighting and occlusion." msgstr "指定“光照探针”如何处理光照和遮挡的插值。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1437 msgid "Play Controls" msgstr "播放控制" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1441 msgid "Instancing" msgstr "实例化" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1443 msgid "Asset Template" msgstr "资产模板" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1443 msgid "Sets the Visual Effect Graph asset to be used in this component." msgstr "设置要在此组件中使用的视觉效果图资产。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1444 msgid "Sets the value used when determining the randomness of the graph. Using the same seed will make the Visual Effect play identically each time." msgstr "设置确定图形随机性时使用的值。使用相同的种子将使视觉效果每次都以相同方式播放。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1445 msgid "Reseed on play" msgstr "播放时重新设定种子" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1445 msgid "When enabled, a new random seed value will be used each time the effect is played. Enable to randomize the look of this Visual Effect." msgstr "启用后,每次播放效果时都将使用新的随机种子值。启用这项设置可以随机化此视觉效果的外观。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1446 msgid "Opens the currently assigned template for editing within the Visual Effect Graph window." msgstr "打开当前分配的模板以便在“视觉效果图”窗口中进行编辑。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1447 msgid "Creates a new Visual Effect Graph and opens it for editing within the Visual Effect Graph window." msgstr "创建一个新的视觉效果图,并将其打开以便在“视觉效果图”窗口中进行编辑。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1448 msgid "Reseed" msgstr "重新设定种子" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1448 msgid "When clicked, if ‘Reseed on play’ is disabled a new random seed will be generated." msgstr "单击后,如果禁用了“播放时重新设定种子”,则会生成一个新的随机种子。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1450 msgid "Set" msgstr "设置" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1459 msgid "When enabled, the effect will try to be batched with other of the same type." msgstr "启用后,效果将尝试与同类型的其他效果进行批处理。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1461 msgid "Exposed properties are hidden in the Inspector when Visual Effect Assets are stored in Asset Bundles." msgstr "当视觉效果资产存储在资产包中时,公开的属性在“检查器”中会隐藏。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXContextEditor.cs:48 msgid "Specifies simulated space of the system." msgstr "指定系统的模拟空间。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:195 msgid "Output Render Order" msgstr "输出渲染顺序" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:215 msgid "Animate preview" msgstr "动画化预览" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:216 msgid "Pause preview animation" msgstr "暂停预览动画" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:370 msgid "Restart VFX" msgstr "重新启动 VFX" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:509 msgid "Recompute bounds and simulate when visible" msgstr "重新计算边界并在可见时进行模拟" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:510 msgid "Always recompute bounds, simulate only when visible" msgstr "始终重新计算边界,仅在可见时进行模拟" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:511 msgid "Always recompute bounds and simulate" msgstr "始终重新计算边界并进行模拟" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:521 msgid "Instancing Mode" msgstr "实例化模式" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:521 msgid "Selects how the visual effect will be handled regarding instancing." msgstr "选择将如何处理有关实例化的视觉效果。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:522 msgid "Max Batch Capacity" msgstr "最大批次容量" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:522 msgid "Max number of instances that can be grouped together in a single batch." msgstr "可一同划分到单个批次中的最大实例数量。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:546 msgid "PreWarm Total Time" msgstr "预热总时间" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:546 msgid "Sets the time in seconds to advance the current effect to when it is initially played. " msgstr "设置当前效果最初播放时提前的时间(以秒为单位)。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:560 msgid "PreWarm Step Count" msgstr "预热步数" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:560 msgid "Sets the number of simulation steps the prewarm should be broken down to. " msgstr "设置应将预热应细分成的模拟步骤数。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:575 msgid "PreWarm Delta Time" msgstr "预热增量时间" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:575 msgid "Sets the time in seconds for each step to achieve the desired total prewarm time." msgstr "设置为了达到所需的总预热时间每个步骤所需的时间(以秒为单位)。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:616 msgid "Sets the number of simulation steps the prewarm should be broken down to." msgstr "设置应将预热应细分成的模拟步骤数。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:616 msgid "Prewarm Step Count" msgstr "预热步数" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:618 msgid "Prewarm Delta Time" msgstr "预热增量时间" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:666 msgid "Fixed Delta Time" msgstr "固定增量时间" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:666 msgid "If enabled, use visual effect manager fixed delta time mode, otherwise, use the default Time.deltaTime." msgstr "如果启用,请使用视觉效果管理器固定增量时间模式,否则,请使用默认的 Time.deltaTime。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:667 msgid "Exact Fixed Time" msgstr "确切固定时间" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:667 msgid "Only relevant when using Fixed Delta Time. When enabled, several updates can be processed per frame (e.g.: if a frame is 10ms and the fixed frame rate is set to 5 ms, the effect will update twice with a 5ms deltaTime instead of once with a 10ms deltaTime). This method is expensive and should only be used for high-end scenarios." msgstr "仅在使用“固定增量时间”时才适用。启用后,每帧可以处理多个更新(例如:如果一帧是 10ms,并且固定帧率设置为 5ms,则效果将以 5ms 的 deltaTime 更新两次,而不是以 10ms 的 deltaTime 更新一次)。此方法的成本很高,仅应在高端硬件场景中使用。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:668 msgid "Ignore Time Scale" msgstr "忽略时间尺度" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:668 msgid "When enabled, the computed visual effect delta time ignores the game Time Scale value (Play Rate is still applied)." msgstr "启用后,计算的视觉效果增量时间将忽略游戏的“时间尺度”值(仍应用“播放速率”)。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:672 msgid "Update mode" msgstr "更新模式" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:753 msgid "Culling Flags" msgstr "剔除标志" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:771 msgid "Initial state" msgstr "初始状态" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:781 msgid "Initial Event Name" msgstr "初始事件名称" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:179 msgid "Attach" msgstr "附加" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:181 msgid "Click to enable auto-attachment to selection" msgstr "单击可启用自动附加到选定项的功能" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:182 msgid "Click to disable auto-attachment to selection" msgstr "单击可禁用自动附加到选定项的功能" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:183 msgid "No selection" msgstr "未选择" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:184 msgid "Attached to {0}" msgstr "已附加到 {0}" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:185 msgid "Select a Game Object running this VFX to attach it" msgstr "选择一个运行此 VFX 的游戏对象以附加它" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utils/VFXDebugWindow.cs:9 msgid "VFXEditor Debug Window" msgstr "VFXEditor 调试窗口" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs:16 msgid "VFXObject" msgstr "VFXObject" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs:252 msgid "VFX" msgstr "VFX" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs:252 msgid "Rebuild And Save All VFX Graphs" msgstr "重新生成并保存所有 VFX Graph" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:90 msgid "Loop Duration Property" msgstr "循环持续时间属性" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:91 msgid "Loop Count Property" msgstr "循环数量属性" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:98 msgid "Delay Before Loop Property" msgstr "循环前延迟属性" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:99 msgid "Delay After Loop Property" msgstr "循环后延迟属性" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SdfBakerPreview.cs:14 msgid "Orthographic view" msgstr "正交视图" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SdfBakerPreview.cs:15 msgid "Show Actual Box" msgstr "显示实际盒体" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SdfBakerPreview.cs:16 msgid "Show Desired Box" msgstr "显示所需盒体" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SDFBakeTool.cs:13 msgid "SDF Bake Tool" msgstr "SDF 烘焙工具" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SDFBakeTool.cs:168 msgid "Actual Box Size" msgstr "实际盒体大小" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SDFBakeTool.cs:393 msgid "Create new session" msgstr "创建新会话" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.cs:9 msgid "Point Cache Bake Tool" msgstr "点缓存烘焙工具" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/PropertyBinding/VFXPropertyBinderEditor.cs:17 msgid "VFXPropertyBinder" msgstr "VFXPropertyBinder" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:31 msgid "Several time tracks are controlling the same effect.\nIt will lead to undefined behavior." msgstr "几个时间轨控制着相同效果。\n这将导致未定义的行为。" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:37 msgid "Targeted VFX: " msgstr "目标 VFX:" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:42 msgid "Director: " msgstr "导引器:" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:55 msgid "Maximum scrubbing time has been reached.\nThe timeline control is providing an approximate result." msgstr "已达到最大拖动次数。\n时间轴控制提供一个近似的结果。" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:60 msgid "Targeted VFX:" msgstr "目标 VFX:" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:61 msgid "Director:" msgstr "导引器:" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:28 msgid "Reinit Property" msgstr "重新初始化属性" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:474 msgid "Scrubbing Property" msgstr "拖动属性" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:484 msgid "Reinit" msgstr "重新初始化" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:495 msgid "Start Seed Property" msgstr "起始种子属性" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:496 msgid "Enable PreWarm" msgstr "启用预热" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:496 msgid "Prewarm Enable" msgstr "预热启用" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:500 msgid "PreWarm Event Name" msgstr "预热事件名称" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:500 msgid "Prewarm Event" msgstr "预热事件" #: Packages/com.unity.2d.tilemap/Editor/GridPaintingState.cs:442 msgid "Unable to set invalid palette" msgstr "无法设置无效的调色板" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:16 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/GridPaintPaletteClipboard.cs:17 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/GridPaintPaletteClipboard.cs:18 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/GridPaintPaletteClipboard.cs:19 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/GridPaintPaletteClipboard.cs:38 msgid "Palette Asset {0} was changed outside of the Tile Palette. All changes in the Tile Palette made will be reverted." msgstr "调色板资源 {0} 已在瓦片调色板外部更改。在瓦片调色板中所做的所有更改都将被还原。" #: Packages/com.unity.2d.tilemap/Editor/GridSelection.cs:16 msgid "Update Grid Selection" msgstr "更新网格选择" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:12 msgid "Create New Palette" msgstr "创建新调色板" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:15 msgid "Hexagon Type" msgstr "六边形类型" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:18 msgid "Point Top" msgstr "点顶" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:19 msgid "Flat Top" msgstr "平顶" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:30 msgid "Sort Axis" msgstr "排序轴" #: Packages/com.unity.2d.tilemap/Editor/GridSelectionEditor.cs:13 msgid "Grid Selection" msgstr "网格选择" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:15 msgid "Select Paint Target" msgstr "选择绘制目标" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:16 msgid "Select Palette Prefab" msgstr "选择调色板预制件" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:17 msgid "Select Tile Asset" msgstr "选择瓦片资产" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:18 msgid "Unlock Palette Editing" msgstr "解锁调色板编辑" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:19 msgid "Lock Palette Editing" msgstr "锁定调色板编辑" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:20 msgid "Vertical Split for Brush Inspector" msgstr "画笔检查器的垂直拆分" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:21 msgid "Horizontal Split for Brush Inspector" msgstr "画笔检查器的水平拆分" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:22 msgid "Open Tile Palette Preferences" msgstr "打开瓦片调色板首选项" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:23 msgid "Open Window as/Floating" msgstr "将窗口作为/浮动窗口打开" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:24 msgid "Open Window as/Dockable" msgstr "将窗口作为/可停靠窗口打开" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:26 msgid "Tile Palette" msgstr "平铺调色板" #: Packages/com.unity.2d.tilemap/Editor/TilePaletteActiveTargetsProperties.cs:14 msgid "Open in Prefab Mode" msgstr "在预制件模式下打开" #: Packages/com.unity.2d.tilemap/Editor/TilePaletteActiveTargetsProperties.cs:15 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/GridBrushEditor.cs:19 msgid "Tile set in tilemap" msgstr "瓦片地图中的平铺设置" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:20 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:21 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:22 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:23 msgid "Lock Color" msgstr "锁定颜色" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:23 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:24 msgid "Lock Transform" msgstr "锁定变换" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:24 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:25 msgid "Grid Selection Properties" msgstr "网格选择属性" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:26 msgid "Modify Tilemap" msgstr "修改瓦片地图" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:27 msgid "Modify" msgstr "修改" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:28 msgid "Delete Selection" msgstr "删除选定项" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:31 msgid "No Gizmo in the Scene view" msgstr "“场景”视图中没有小工具" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:33 msgid "Shows a Gizmo in the Scene view for changing the offset for the Grid Selection" msgstr "在“场景”视图中显示小工具以便更改“网格选择”的偏移" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:35 msgid "Shows a Gizmo in the Scene view for changing the rotation for the Grid Selection" msgstr "在“场景”视图中显示小工具以便更改“网格选择”的旋转" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:37 msgid "Shows a Gizmo in the Scene view for changing the scale for the Grid Selection" msgstr "在“场景”视图中显示小工具以便更改“网格选择”的缩放" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:39 msgid "Shows a Gizmo in the Scene view for changing the transform for the Grid Selection" msgstr "在“场景”视图中显示小工具以便更改“网格选择”的变换" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:59 msgid "Use this brush to paint and erase Tiles from a Tilemap." msgstr "使用此画笔绘制和删除瓦片地图中的瓦片。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:104 msgid "Show Flood Fill Preview" msgstr "显示洪水填充预览" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:104 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:14 msgid "Cell Sizing" msgstr "单元格大小调整" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:14 msgid "Determines the sizing of cells based on Tiles in the Palette" msgstr "根据调色板中的瓦片确定单元格的大小" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:15 msgid "Determines the transparency sorting mode of renderers in the Palette" msgstr "确定调色板中渲染器的透明度排序模式" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:16 msgid "Determines the sorting axis if the transparency sort mode is set to Custom Axis Sort" msgstr "在透明度排序模式设置为“自定义轴排序”的情况下确定排序轴" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushesLabel.cs:9 msgid "No Valid Brush" msgstr "无有效画笔" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushesLabel.cs:11 msgid "Specifies the currently active Brush 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画笔。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:39 msgid "Tile Palette Element" msgstr "瓦片调色板元素" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:198 msgid "Toggles Tile Palette Edit" msgstr "切换瓦片调色板编辑" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:229 msgid "Toggle visibility of the Grid in the Tile Palette" msgstr "在瓦片调色板中切换网格的可见性" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:260 msgid "Toggle visibility of the Brush Inspector in the Tile Palette" msgstr "在瓦片调色板中切换画笔检查器的可见性" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:291 msgid "Toggle visibility of Gizmos in the Tile Palette" msgstr "在瓦片调色板中切换小工具的可见性" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:322 msgid "Hides Tile Palette on Pick. ( {0} ) to show/hide Tile Palette." msgstr "选择时隐藏瓦片调色板。( {0} ) 以显示/隐藏瓦片调色板。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushesDropdownToggle.cs:15 msgid "Toggles the visibility of the Brush Settings Overlay" msgstr "切换画笔设置覆盖的可见性" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:11 msgid "Lock Z Position" msgstr "锁定 Z 位置" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:11 msgid "Toggle editing of Z position" msgstr "切换 Z 位置编辑" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:12 msgid "Z Position" msgstr "Z 位置" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:12 msgid "Set a Z position for the active Brush for painting" msgstr "设置用于绘制的有效画笔的 Z 位置" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:13 msgid "Reset Z position for the active Brush" msgstr "重置有效画笔的 Z 位置" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteClipboardElement.cs:24 msgid "Tile Palette Clipboard Element" msgstr "瓦片调色板剪贴板元素" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspectorPopup.cs:60 msgid "Locks the Brush Inspector" msgstr "锁定画笔检查器" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActiveTargetsPopup.cs:14 msgid "No Valid Target" msgstr "无有效目标" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActiveTargetsPopup.cs:17 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/UI/TilePaletteActiveTargetsPopup.cs:20 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/UI/TilePaletteActiveTargetsPopup.cs:184 msgid "Active Target" msgstr "活动目标" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewOpenTilePaletteOverlay.cs:30 msgid "Open Tile Palette" msgstr "打开瓦片调色板" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewOpenTilePaletteOverlay.cs:31 msgid "Opens the Tile Palette Window" msgstr "打开瓦片调色板窗口" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActivePalettePopup.cs:16 msgid "No Valid Palette" msgstr "无有效调色板" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActivePalettePopup.cs:18 msgid "Specifies the currently active Palette 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调色板。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActivePalettePopup.cs:138 msgid "Active Palette" msgstr "活动调色板" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewTilemapFocusOverlay.cs:35 msgid "Focus On" msgstr "焦点" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewTilemapFocusOverlay.cs:67 msgid "Focus Dropdown" msgstr "焦距下拉列表" #: Packages/com.unity.2d.tilemap/Editor/UI/TilemapEditorToolbarStrip.cs:17 msgid "Tile Palette Tools" msgstr "瓦片调色板工具" #: Packages/com.unity.2d.tilemap/Editor/UI/GridPaintingToolbar.cs:25 msgid "Tile Palette Toolbar" msgstr "瓦片调色板工具栏" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:20 msgid "Default Tile Palette Tools" msgstr "默认瓦片调色板工具" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:21 msgid "+" msgstr "+" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:21 msgid "Add to Defaults" msgstr "添加到默认值" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:22 msgid "Remove from Defaults" msgstr "从默认值中移除" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:23 msgid "Save Defaults" msgstr "保存默认值" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/FlipTool.cs:55 msgid "|Flips the contents of the brush in the X Axis. ({0})" msgstr "|在 X 轴上翻转画笔内容。({0})" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/FlipTool.cs:100 msgid "|Flips the contents of the brush in the Y axis. ({0})" msgstr "|在 Y 轴上翻转画笔内容。({0})" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/RotateTool.cs:55 msgid "|Rotates the contents of the brush clockwise. ({0})" msgstr "|顺时针旋转画笔内容。({0})" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/RotateTool.cs:100 msgid "|Rotates the contents of the brush counter clockwise. ({0})" msgstr "|逆时针旋转画笔内容。({0})" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:13 msgid "Rectangular" msgstr "矩形" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:19 msgid "Hexagonal Flat-Top" msgstr "六边形平顶" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:25 msgid "Hexagonal Pointed-Top" msgstr "六边形尖顶" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:31 msgid "Isometric" msgstr "等距" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:10 msgid "Hexagonal Point Top Tilemap" msgstr "六边形点顶部瓦片地图" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:11 msgid "Hexagonal Flat Top Tilemap" msgstr "六边形平顶瓦片地图" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:12 msgid "Isometric Tilemap" msgstr "等距瓦片地图" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:13 msgid "Isometric Z As Y Tilemap" msgstr "等距 Z 作为 Y 瓦片地图" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:31 msgid "Hexagonal - Pointed-Top" msgstr "六边形 - 尖顶" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:37 msgid "Hexagonal - Flat-Top" msgstr "六边形 - 平顶" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:49 msgid "Isometric Z as Y" msgstr "等距 Z 作为 Y" #: /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/BuildPlayerWindow.cs:1191 msgctxt "MenuItem./Force skip data build" msgid "Force skip data build" msgstr "强制跳过数据构建" #: /Editor/Mono/EditorApplication.cs:489 msgctxt "MenuItem./File/New Scene %n" msgid "File" msgstr "文件" #: /Editor/Mono/EditorApplication.cs:489 msgctxt "MenuItem./File/New Scene %n" msgid "New Scene %n" msgstr "新建场景 %n" #: /Editor/Mono/SceneHierarchyWindow.cs:324 msgctxt "MenuItem./Edit/Paste As Child %#V" msgid "Paste As Child %#V" msgstr "粘贴为子对象 %#V" #: /Editor/Mono/EditorResources.cs:380 msgctxt "MenuItem./Theme/Refresh Styles &r" msgid "Theme" msgstr "主题" #: /Editor/Mono/EditorResources.cs:380 msgctxt "MenuItem./Theme/Refresh Styles &r" msgid "Refresh Styles &r" msgstr "刷新样式 &r" #: /Editor/Mono/EditorResources.cs:390 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:1386 msgctxt "MenuItem./Properties..." msgid "Properties..." msgstr "属性..." #: /Editor/Mono/SceneHierarchy.cs:2180 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "DEVELOPER" msgstr "开发者" #: /Editor/Mono/SceneHierarchy.cs:2180 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "Debug Mode - Hierarchy " msgstr "调试模式 - 层次结构" #: /Editor/Mono/SceneHierarchy.cs:2181 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:2182 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/SceneHierarchy.cs:2183 msgctxt "MenuItem./DEVELOPER/Debug Mode - Preview Scenes" msgid "Debug Mode - Preview Scenes" msgstr "调试模式 - 预览场景" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger &5" msgid "Window" msgstr "窗口" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger &5" msgid "Analysis" msgstr "分析" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger &5" msgid "IMGUI Debugger &5" msgstr "IMGUI 调试器 &5" #: /Editor/Mono/Settings/SettingsWindow.cs:481 msgctxt "MenuItem./Edit/Project Settings..." msgid "Project Settings..." msgstr "项目设置..." #: /Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:417 msgctxt "MenuItem./Copy Property Path" msgid "Copy Property Path" msgstr "复制属性路径" #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:35 msgctxt "MenuItem./Assets/Open C# Project" msgid "Assets" msgstr "资源" #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:35 msgctxt "MenuItem./Assets/Open C# Project" msgid "Open C# Project" msgstr "打开 C# 项目" #: /Editor/Mono/SceneView/SceneView.cs:1674 msgctxt "MenuItem./GameObject/Set as first sibling %=" msgid "Set as first sibling %=" msgstr "置于同级首位 %=" #: /Editor/Mono/SceneView/SceneView.cs:1692 msgctxt "MenuItem./GameObject/Set as last sibling %-" msgid "Set as last sibling %-" msgstr "置于同级末位 %-" #: /Editor/Mono/SceneView/SceneView.cs:1710 msgctxt "MenuItem./GameObject/Move To View %&f" msgid "Move To View %&f" msgstr "移动到视图 %&f" #: /Editor/Mono/SceneView/SceneView.cs:1723 msgctxt "MenuItem./GameObject/Align With View %#f" msgid "Align With View %#f" msgstr "对齐视图 %#f" #: /Editor/Mono/SceneView/SceneView.cs:1736 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:1749 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:134 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "CONTEXT" msgstr "上下文" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:134 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "TrueTypeFontImporter" msgstr "TrueTypeFontImporter" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:134 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:122 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "MonoManager" msgstr "MonoManager" #: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:122 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "Reset" msgstr "重置" #: /Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:691 msgctxt "MenuItem./CONTEXT/AssemblyDefinitionImporter/Reset" msgid "AssemblyDefinitionImporter" msgstr "AssemblyDefinitionImporter" #: /Editor/Mono/Inspector/MaterialEditor.cs:3034 msgctxt "MenuItem./CONTEXT/Material/Flatten Material Variant" msgid "Material" msgstr "材质" #: /Editor/Mono/Inspector/MaterialEditor.cs:3034 msgctxt "MenuItem./CONTEXT/Material/Flatten Material Variant" msgid "Flatten Material Variant" msgstr "展平材质变体" #: /Editor/Mono/Inspector/MaterialEditor.cs:3076 msgctxt "MenuItem./Create Variant for Renderer" msgid "Create Variant for Renderer" msgstr "为渲染器创建变体" #: /Editor/Mono/Inspector/MonoScriptInspector.cs:82 msgctxt "MenuItem./CONTEXT/MonoImporter/Reset" msgid "MonoImporter" msgstr "MonoImporter" #: /Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:125 msgctxt "MenuItem./CONTEXT/AssemblyDefinitionReferenceImporter/Reset" msgid "AssemblyDefinitionReferenceImporter" msgstr "AssemblyDefinitionReferenceImporter" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "CustomRenderTexture" msgstr "CustomRenderTexture" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "Export" msgstr "导出" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:34 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Mecanim" msgstr "Mecanim" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:34 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Write All Assets" msgstr "写入所有资产" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:370 msgctxt "MenuItem./CONTEXT/Avatar/Reset" msgid "Avatar" msgstr "Avatar" #: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:66 msgctxt "MenuItem./CONTEXT/Component/Find References In Scene" msgid "Component" msgstr "组件" #: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:66 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:223 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "Create" msgstr "创建" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:223 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "GUI Skin" msgstr "GUI 蒙皮" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:322 msgctxt "MenuItem./Assets/Create/Prefab" msgid "Prefab" msgstr "预制件" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:333 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/OcclusionCullingWindow.cs:106 msgctxt "MenuItem./Window/Rendering/Occlusion Culling" msgid "Occlusion Culling" msgstr "遮挡剔除" #: /Editor/Mono/SceneModeWindows/LightingWindow.cs:625 msgctxt "MenuItem./Window/Rendering/Lighting %9" msgid "Lighting %9" msgstr "光照 %9" #: /Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:581 msgctxt "MenuItem./CONTEXT/AnimationWindowEvent/Reset" msgid "AnimationWindowEvent" msgstr "AnimationWindowEvent" #: /Editor/Mono/Undo/UndoHistoryWindow.cs:38 msgctxt "MenuItem./Edit/Undo History %u" msgid "Undo History %u" msgstr "撤消历史记录 %u" #: /Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgctxt "MenuItem./Window/Internal/Undo Serialization" msgid "Internal" msgstr "内部" #: /Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgctxt "MenuItem./Window/Internal/Undo Serialization" msgid "Undo Serialization" msgstr "撤消序列化" #: /Editor/Mono/PerformanceTools/FrameDebugger.cs:59 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/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:580 msgctxt "MenuItem./Window/Layouts" msgid "Layouts" msgstr "布局" #: /Editor/Mono/GUI/WindowLayout.cs:619 msgctxt "MenuItem./Window/Layouts/Save Layout..." msgid "Save Layout..." msgstr "保存布局..." #: /Editor/Mono/GUI/WindowLayout.cs:620 msgctxt "MenuItem./Window/Layouts/Save Layout to File..." msgid "Save Layout to File..." msgstr "将布局保存到文件..." #: /Editor/Mono/GUI/WindowLayout.cs:621 msgctxt "MenuItem./Window/Layouts/Load Layout from File..." msgid "Load Layout from File..." msgstr "从文件加载布局..." #: /Editor/Mono/GUI/WindowLayout.cs:622 msgctxt "MenuItem./Window/Layouts/Delete Layout/" msgid "Delete Layout" msgstr "删除布局" #: /Editor/Mono/GUI/WindowLayout.cs:628 msgctxt "MenuItem./Window/Layouts/Reset All Layouts" msgid "Reset All Layouts" msgstr "重置所有布局" #: /Editor/Mono/GUI/WindowLayout.cs:1654 msgctxt "MenuItem./Window/General/Scene %1" msgid "General" msgstr "常规" #: /Editor/Mono/GUI/WindowLayout.cs:1654 msgctxt "MenuItem./Window/General/Scene %1" msgid "Scene %1" msgstr "场景 %1" #: /Editor/Mono/GUI/WindowLayout.cs:1660 msgctxt "MenuItem./Window/General/Game %2" msgid "Game %2" msgstr "游戏 %2" #: /Editor/Mono/GUI/WindowLayout.cs:1666 msgctxt "MenuItem./Window/General/Inspector %3" msgid "Inspector %3" msgstr "检查器 %3" #: /Editor/Mono/GUI/WindowLayout.cs:1672 msgctxt "MenuItem./Window/General/Hierarchy %4" msgid "Hierarchy %4" msgstr "层级 %4" #: /Editor/Mono/GUI/WindowLayout.cs:1678 msgctxt "MenuItem./Window/General/Project %5" msgid "Project %5" msgstr "项目 %5" #: /Editor/Mono/GUI/WindowLayout.cs:1684 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation" msgstr "动画" #: /Editor/Mono/GUI/WindowLayout.cs:1684 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation %6" msgstr "动画 %6" #: /Editor/Mono/GUI/WindowLayout.cs:1690 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio" msgstr "音频" #: /Editor/Mono/GUI/WindowLayout.cs:1690 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio Mixer %8" msgstr "音频混合器 %8" #: /Editor/Mono/GUI/WindowLayout.cs:1697 msgctxt "MenuItem./Window/Version Control" msgid "Version Control" msgstr "版本控制" #: /Editor/Mono/GUI/WindowLayout.cs:1703 msgctxt "MenuItem./Window/General/Console %#c" msgid "Console %#c" msgstr "控制台 %#c" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:365 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Unity Connect" msgstr "Unity Connect" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:365 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:371 msgctxt "MenuItem./Window/Unity Connect/Computer GoesToSleep" msgid "Computer GoesToSleep" msgstr "计算机 GoesToSleep" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:377 msgctxt "MenuItem./Window/Unity Connect/Computer DidWakeUp" msgid "Computer DidWakeUp" msgstr "计算机 DidWakeUp" #: /Editor/Mono/Commands/GOCreationCommands.cs:79 msgctxt "MenuItem./GameObject/Create Empty %#n" msgid "Create Empty %#n" msgstr "创建空对象 %#n" #: /Editor/Mono/Commands/GOCreationCommands.cs:86 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:108 msgctxt "MenuItem./GameObject/Create Empty Parent %#g" msgid "Create Empty Parent %#g" msgstr "创建空父对象 %#g" #: /Editor/Mono/Commands/GOCreationCommands.cs:282 msgctxt "MenuItem./GameObject/3D Object/Cube" msgid "Cube" msgstr "立方体" #: /Editor/Mono/Commands/GOCreationCommands.cs:288 msgctxt "MenuItem./GameObject/3D Object/Sphere" msgid "Sphere" msgstr "球体" #: /Editor/Mono/Commands/GOCreationCommands.cs:294 msgctxt "MenuItem./GameObject/3D Object/Capsule" msgid "Capsule" msgstr "胶囊" #: /Editor/Mono/Commands/GOCreationCommands.cs:300 msgctxt "MenuItem./GameObject/3D Object/Cylinder" msgid "Cylinder" msgstr "圆柱" #: /Editor/Mono/Commands/GOCreationCommands.cs:306 msgctxt "MenuItem./GameObject/3D Object/Plane" msgid "Plane" msgstr "平面" #: /Editor/Mono/Commands/GOCreationCommands.cs:312 msgctxt "MenuItem./GameObject/3D Object/Quad" msgid "Quad" msgstr "四边形" #: /Editor/Mono/Commands/GOCreationCommands.cs:318 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Light" msgstr "灯光" #: /Editor/Mono/Commands/GOCreationCommands.cs:318 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Directional Light" msgstr "定向光" #: /Editor/Mono/Commands/GOCreationCommands.cs:330 msgctxt "MenuItem./GameObject/Light/Point Light" msgid "Point Light" msgstr "点光源" #: /Editor/Mono/Commands/GOCreationCommands.cs:341 msgctxt "MenuItem./GameObject/Light/Spotlight" msgid "Spotlight" msgstr "聚光灯" #: /Editor/Mono/Commands/GOCreationCommands.cs:353 msgctxt "MenuItem./GameObject/Light/Area Light" msgid "Area Light" msgstr "区域光" #: /Editor/Mono/Commands/GOCreationCommands.cs:366 msgctxt "MenuItem./GameObject/Light/Reflection Probe" msgid "Reflection Probe" msgstr "反射探测器" #: /Editor/Mono/Commands/GOCreationCommands.cs:373 msgctxt "MenuItem./GameObject/Light/Light Probe Group" msgid "Light Probe Group" msgstr "光照探测器组" #: /Editor/Mono/Commands/GOCreationCommands.cs:380 msgctxt "MenuItem./GameObject/Audio/Audio Source" msgid "Audio Source" msgstr "音频源" #: /Editor/Mono/Commands/GOCreationCommands.cs:387 msgctxt "MenuItem./GameObject/Audio/Audio Reverb Zone" msgid "Audio Reverb Zone" msgstr "音频混响区域" #: /Editor/Mono/Commands/GOCreationCommands.cs:394 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video" msgstr "视频" #: /Editor/Mono/Commands/GOCreationCommands.cs:394 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video Player" msgstr "视频播放器" #: /Editor/Mono/Commands/GOCreationCommands.cs:401 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Effects" msgstr "效果" #: /Editor/Mono/Commands/GOCreationCommands.cs:401 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Particle System" msgstr "粒子系统" #: /Editor/Mono/Commands/GOCreationCommands.cs:414 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:421 msgctxt "MenuItem./GameObject/Effects/Trail" msgid "Trail" msgstr "拖尾" #: /Editor/Mono/Commands/GOCreationCommands.cs:430 msgctxt "MenuItem./GameObject/Effects/Line" msgid "Line" msgstr "线" #: /Editor/Mono/Commands/GOCreationCommands.cs:442 msgctxt "MenuItem./GameObject/Camera" msgid "Camera" msgstr "摄像机" #: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:370 msgctxt "MenuItem./Test/GenerateRegisterInternalCalls" msgid "Test" msgstr "测试" #: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:370 msgctxt "MenuItem./Test/GenerateRegisterInternalCalls" msgid "GenerateRegisterInternalCalls" msgstr "GenerateRegisterInternalCalls" #: /Editor/Mono/AssetStore/AssetStoreWindow.cs:14 msgctxt "MenuItem./Window/Asset Store" msgid "Asset Store" msgstr "资源商店" #: /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/Clipboard/ClipboardContextMenu.cs:636 msgctxt "MenuItem./CONTEXT/Transform/Copy/Position" msgid "Transform" msgstr "变换" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:636 msgctxt "MenuItem./CONTEXT/Transform/Copy/Position" msgid "Copy" msgstr "复制" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:636 msgctxt "MenuItem./CONTEXT/Transform/Copy/Position" msgid "Position" msgstr "位置" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:645 msgctxt "MenuItem./CONTEXT/Transform/Paste/Position" msgid "Paste" msgstr "粘贴" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:662 msgctxt "MenuItem./CONTEXT/Transform/Copy/Rotation" msgid "Rotation" msgstr "旋转" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:691 msgctxt "MenuItem./CONTEXT/Transform/Copy/Scale" msgid "Scale" msgstr "缩放" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:717 msgctxt "MenuItem./CONTEXT/Transform/Copy/World Transform" msgid "World Transform" msgstr "世界变换" #: /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:592 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:95 msgctxt "MenuItem./Window/Next Window" msgid "Next Window" msgstr "下一个窗口" #: /Editor/Src/EditorWindowController.cpp:96 msgctxt "MenuItem./Window/Previous Window" msgid "Previous Window" msgstr "上一个窗口" #: /Editor/Src/EditorWindowController.cpp:98 msgctxt "MenuItem./Window/Asset Management/Version Control" msgid "Asset Management" msgstr "资产管理" #: /Editor/Src/EditorWindowController.cpp:102 msgctxt "MenuItem./Window/Internal/Undo" msgid "Undo" msgstr "撤消" #: /Editor/Src/EditorWindowController.cpp:105 msgctxt "MenuItem./Window/Internal/Doc Browser Project" msgid "Doc Browser Project" msgstr "文档浏览器项目" #: /Editor/Src/ShaderMenu.cpp:185 msgctxt "MenuItem./CONTEXT/ShaderPopup" msgid "ShaderPopup" msgstr "ShaderPopup" #: /Editor/Src/GI/Progressive/RecompileShadersRegisterMenu.cpp:27 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:1894 msgctxt "MenuItem./Tools/Regenerate All Icons with Mips" msgid "Tools" msgstr "工具" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1894 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:1895 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:1898 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:42 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Debug" msgstr "调试" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:42 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Open Imported Asset" msgstr "打开导入的资源" #: /Editor/Src/Commands/HelpMenu.cpp:89 msgctxt "MenuItem./Help/About Unity" msgid "Help" msgstr "帮助" #: /Editor/Src/Commands/HelpMenu.cpp:89 msgctxt "MenuItem./Help/About Unity" msgid "About Unity" msgstr "关于 Unity" #: /Editor/Src/Commands/HelpMenu.cpp:93 msgctxt "MenuItem./Help/Unity Learn" msgid "Unity Learn" msgstr "Unity Learn" #: /Editor/Src/Commands/HelpMenu.cpp:94 msgctxt "MenuItem./Help/Unity Services" msgid "Unity Services" msgstr "Unity 服务" #: /Editor/Src/Commands/HelpMenu.cpp:95 msgctxt "MenuItem./Help/Unity Forum" msgid "Unity Forum" msgstr "Unity 论坛" #: /Editor/Src/Commands/HelpMenu.cpp:96 msgctxt "MenuItem./Help/Unity Answers" msgid "Unity Answers" msgstr "Unity 问答" #: /Editor/Src/Commands/HelpMenu.cpp:97 msgctxt "MenuItem./Help/Unity Feedback" msgid "Unity Feedback" msgstr "Unity 反馈" #: /Editor/Src/Commands/HelpMenu.cpp:99 msgctxt "MenuItem./Help/Check for Updates" msgid "Check for Updates" msgstr "检查更新" #: /Editor/Src/Commands/HelpMenu.cpp:100 msgctxt "MenuItem./Help/Download Beta..." msgid "Download Beta..." msgstr "下载测试版..." #: /Editor/Src/Commands/HelpMenu.cpp:103 msgctxt "MenuItem./Help/Manage License" msgid "Manage License" msgstr "管理许可" #: /Editor/Src/Commands/HelpMenu.cpp:106 msgctxt "MenuItem./Help/Release Notes" msgid "Release Notes" msgstr "发行说明" #: /Editor/Src/Commands/HelpMenu.cpp:107 msgctxt "MenuItem./Help/Software Licenses" msgid "Software Licenses" msgstr "软件许可" #: /Editor/Src/Commands/HelpMenu.cpp:108 msgctxt "MenuItem./Help/Package Manager Licenses" msgid "Package Manager Licenses" msgstr "包管理器许可证" #: /Editor/Src/Commands/HelpMenu.cpp:109 msgctxt "MenuItem./Help/Report a Bug..." msgid "Report a Bug..." msgstr "报告问题..." #: /Editor/Src/Commands/HelpMenu.cpp:116 msgctxt "MenuItem./Help/Unity Manual" msgid "Unity Manual" msgstr "Unity 用户手册" #: /Editor/Src/Commands/HelpMenu.cpp:117 msgctxt "MenuItem./Help/Scripting Reference" msgid "Scripting Reference" msgstr "脚本参考" #: /Editor/Src/Commands/CloudMenu.cpp:40 msgctxt "MenuItem./Edit/Sign in..." msgid "Sign in..." msgstr "登录..." #: /Editor/Src/Commands/CloudMenu.cpp:41 msgctxt "MenuItem./Edit/Sign out" msgid "Sign out" msgstr "注销..." #: /Editor/Src/Commands/PlayMenu.cpp:33 msgctxt "MenuItem./Edit/Play" msgid "Play" msgstr "播放" #: /Editor/Src/Commands/PlayMenu.cpp:34 msgctxt "MenuItem./Edit/Pause" msgid "Pause" msgstr "暂停" #: /Editor/Src/Commands/PlayMenu.cpp:35 msgctxt "MenuItem./Edit/Step" msgid "Step" msgstr "步骤" #: /Editor/Src/Commands/SaveSelection.cpp:44 msgctxt "MenuItem./Edit/Selection/Load Selection 1" msgid "Selection" msgstr "选择" #: /Editor/Src/Commands/SaveSelection.cpp:44 msgctxt "MenuItem./Edit/Selection/Load Selection 1" msgid "Load Selection 1" msgstr "载入选择 1" #: /Editor/Src/Commands/SaveSelection.cpp:45 msgctxt "MenuItem./Edit/Selection/Load Selection 2" msgid "Load Selection 2" msgstr "载入选择 2" #: /Editor/Src/Commands/SaveSelection.cpp:46 msgctxt "MenuItem./Edit/Selection/Load Selection 3" msgid "Load Selection 3" msgstr "载入选择 3" #: /Editor/Src/Commands/SaveSelection.cpp:47 msgctxt "MenuItem./Edit/Selection/Load Selection 4" msgid "Load Selection 4" msgstr "载入选择 4" #: /Editor/Src/Commands/SaveSelection.cpp:48 msgctxt "MenuItem./Edit/Selection/Load Selection 5" msgid "Load Selection 5" msgstr "载入选择 5" #: /Editor/Src/Commands/SaveSelection.cpp:49 msgctxt "MenuItem./Edit/Selection/Load Selection 6" msgid "Load Selection 6" msgstr "载入选择 6" #: /Editor/Src/Commands/SaveSelection.cpp:50 msgctxt "MenuItem./Edit/Selection/Load Selection 7" msgid "Load Selection 7" msgstr "载入选择 7" #: /Editor/Src/Commands/SaveSelection.cpp:51 msgctxt "MenuItem./Edit/Selection/Load Selection 8" msgid "Load Selection 8" msgstr "载入选择 8" #: /Editor/Src/Commands/SaveSelection.cpp:52 msgctxt "MenuItem./Edit/Selection/Load Selection 9" msgid "Load Selection 9" msgstr "载入选择 9" #: /Editor/Src/Commands/SaveSelection.cpp:53 msgctxt "MenuItem./Edit/Selection/Load Selection 0" msgid "Load Selection 0" msgstr "载入选择 0" #: /Editor/Src/Commands/SaveSelection.cpp:54 msgctxt "MenuItem./Edit/Selection/Save Selection 1" msgid "Save Selection 1" msgstr "保存选择 1" #: /Editor/Src/Commands/SaveSelection.cpp:55 msgctxt "MenuItem./Edit/Selection/Save Selection 2" msgid "Save Selection 2" msgstr "保存选择 2" #: /Editor/Src/Commands/SaveSelection.cpp:56 msgctxt "MenuItem./Edit/Selection/Save Selection 3" msgid "Save Selection 3" msgstr "保存选择 3" #: /Editor/Src/Commands/SaveSelection.cpp:57 msgctxt "MenuItem./Edit/Selection/Save Selection 4" msgid "Save Selection 4" msgstr "保存选择 4" #: /Editor/Src/Commands/SaveSelection.cpp:58 msgctxt "MenuItem./Edit/Selection/Save Selection 5" msgid "Save Selection 5" msgstr "保存选择 5" #: /Editor/Src/Commands/SaveSelection.cpp:59 msgctxt "MenuItem./Edit/Selection/Save Selection 6" msgid "Save Selection 6" msgstr "保存选择 6" #: /Editor/Src/Commands/SaveSelection.cpp:60 msgctxt "MenuItem./Edit/Selection/Save Selection 7" msgid "Save Selection 7" msgstr "保存选择 7" #: /Editor/Src/Commands/SaveSelection.cpp:61 msgctxt "MenuItem./Edit/Selection/Save Selection 8" msgid "Save Selection 8" msgstr "保存选择 8" #: /Editor/Src/Commands/SaveSelection.cpp:62 msgctxt "MenuItem./Edit/Selection/Save Selection 9" msgid "Save Selection 9" msgstr "保存选择 9" #: /Editor/Src/Commands/SaveSelection.cpp:63 msgctxt "MenuItem./Edit/Selection/Save Selection 0" msgid "Save Selection 0" msgstr "保存选择 0" #: /Editor/Src/Commands/AssetsMenu.cpp:1208 msgctxt "MenuItem./Assets/Create/Folder" msgid "Folder" msgstr "文件夹" #: /Editor/Src/Commands/AssetsMenu.cpp:1228 msgctxt "MenuItem./Assets/Create/Shader Variant Collection" msgid "Shader Variant Collection" msgstr "着色器变体集合" #: /Editor/Src/Commands/AssetsMenu.cpp:1233 msgctxt "MenuItem./Assets/Create/Scene" msgid "Scene" msgstr "场景" #: /Editor/Src/Commands/AssetsMenu.cpp:1238 msgctxt "MenuItem./Assets/Create/Material Variant" msgid "Material Variant" msgstr "材质变体" #: /Editor/Src/Commands/AssetsMenu.cpp:1239 msgctxt "MenuItem./Assets/Create/Lens Flare" msgid "Lens Flare" msgstr "镜头眩光" #: /Editor/Src/Commands/AssetsMenu.cpp:1240 msgctxt "MenuItem./Assets/Create/Render Texture" msgid "Render Texture" msgstr "渲染器纹理" #: /Editor/Src/Commands/AssetsMenu.cpp:1242 msgctxt "MenuItem./Assets/Create/Lightmap Parameters" msgid "Lightmap Parameters" msgstr "光照贴图参数" #: /Editor/Src/Commands/AssetsMenu.cpp:1243 msgctxt "MenuItem./Assets/Create/Lighting Settings" msgid "Lighting Settings" msgstr "光照设置" #: /Editor/Src/Commands/AssetsMenu.cpp:1245 msgctxt "MenuItem./Assets/Create/Custom Render Texture" msgid "Custom Render Texture" msgstr "自定义渲染纹理" #: /Editor/Src/Commands/AssetsMenu.cpp:1248 msgctxt "MenuItem./Assets/Create/Animator Controller" msgid "Animator Controller" msgstr "动画器控制器" #: /Editor/Src/Commands/AssetsMenu.cpp:1250 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:1251 msgctxt "MenuItem./Assets/Create/Avatar Mask" msgid "Avatar Mask" msgstr "Avatar 遮罩" #: /Editor/Src/Commands/AssetsMenu.cpp:1254 msgctxt "MenuItem./Assets/Create/Physic Material" msgid "Physic Material" msgstr "物理材质" #: /Editor/Src/Commands/AssetsMenu.cpp:1258 msgctxt "MenuItem./Assets/Create/Custom Font" msgid "Custom Font" msgstr "自定义字体" #: /Editor/Src/Commands/AssetsMenu.cpp:1261 msgctxt "MenuItem./Assets/Create/Legacy/Cubemap" msgid "Legacy" msgstr "旧版" #: /Editor/Src/Commands/AssetsMenu.cpp:1261 msgctxt "MenuItem./Assets/Create/Legacy/Cubemap" msgid "Cubemap" msgstr "立方体贴图" #: /Editor/Src/Commands/AssetsMenu.cpp:1263 msgctxt "MenuItem./Assets/Create/Audio Mixer" msgid "Audio Mixer" msgstr "音频混合器" #: /Editor/Src/Commands/AssetsMenu.cpp:1268 msgctxt "MenuItem./Assets/Open" msgid "Open" msgstr "打开" #: /Editor/Src/Commands/AssetsMenu.cpp:1269 msgctxt "MenuItem./Assets/Delete" msgid "Delete" msgstr "删除" #: /Editor/Src/Commands/AssetsMenu.cpp:1270 msgctxt "MenuItem./Assets/Rename" msgid "Rename" msgstr "重命名" #: /Editor/Src/Commands/AssetsMenu.cpp:1271 msgctxt "MenuItem./Assets/Copy Path" msgid "Copy Path" msgstr "复制路径" #: /Editor/Src/Commands/AssetsMenu.cpp:1275 msgctxt "MenuItem./Assets/Open Scene Additive" msgid "Open Scene Additive" msgstr "打开附加场景" #: /Editor/Src/Commands/AssetsMenu.cpp:1277 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:1280 msgctxt "MenuItem./Assets/Import New Asset..." msgid "Import New Asset..." msgstr "导入新资产..." #: /Editor/Src/Commands/AssetsMenu.cpp:1281 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Import Package" msgstr "导入包" #: /Editor/Src/Commands/AssetsMenu.cpp:1281 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Custom Package..." msgstr "自定义包..." #: /Editor/Src/Commands/AssetsMenu.cpp:1285 msgctxt "MenuItem./Assets/Library/Reveal in Library folder" msgid "Library" msgstr "库" #: /Editor/Src/Commands/AssetsMenu.cpp:1285 msgctxt "MenuItem./Assets/Library/Reveal in Library folder" msgid "Reveal in Library folder" msgstr "在库文件夹中显示" #: /Editor/Src/Commands/AssetsMenu.cpp:1286 msgctxt "MenuItem./Assets/Library/Reveal Text Version in Library folder" msgid "Reveal Text Version in Library folder" msgstr "在库文件夹中显示文本版本" #: /Editor/Src/Commands/AssetsMenu.cpp:1316 msgctxt "MenuItem./Assets/Export Package..." msgid "Export Package..." msgstr "导出包..." #: /Editor/Src/Commands/AssetsMenu.cpp:1317 msgctxt "MenuItem./Assets/Select Dependencies" msgid "Select Dependencies" msgstr "选择依赖对象" #: /Editor/Src/Commands/AssetsMenu.cpp:1320 msgctxt "MenuItem./Assets/Refresh" msgid "Refresh" msgstr "刷新" #: /Editor/Src/Commands/AssetsMenu.cpp:1321 msgctxt "MenuItem./Assets/Reimport" msgid "Reimport" msgstr "重新导入" #: /Editor/Src/Commands/AssetsMenu.cpp:1324 msgctxt "MenuItem./Assets/Reimport All" msgid "Reimport All" msgstr "重新导入所有" #: /Editor/Src/Commands/AssetsMenu.cpp:1326 msgctxt "MenuItem./Assets/Extract From Prefab" msgid "Extract From Prefab" msgstr "从预制件中提取" #: /Editor/Src/Commands/AssetsMenu.cpp:1329 msgctxt "MenuItem./Assets/Generate Lighting" msgid "Generate Lighting" msgstr "生成光照" #: /Editor/Src/Commands/AssetsMenu.cpp:1334 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:1335 msgctxt "MenuItem./Assets/Clear Shader Cache" msgid "Clear Shader Cache" msgstr "清除着色器缓存" #: /Editor/Src/Commands/EditMenu.cpp:63 msgctxt "MenuItem./Edit/Redo" msgid "Redo" msgstr "重做" #: /Editor/Src/Commands/EditMenu.cpp:65 msgctxt "MenuItem./Edit/Select All" msgid "Select All" msgstr "全选" #: /Editor/Src/Commands/EditMenu.cpp:67 msgctxt "MenuItem./Edit/Cut" msgid "Cut" msgstr "剪切" #: /Editor/Src/Commands/EditMenu.cpp:71 msgctxt "MenuItem./Edit/Duplicate" msgid "Duplicate" msgstr "复制" #: /Editor/Src/Commands/EditMenu.cpp:75 msgctxt "MenuItem./Edit/Frame Selected" msgid "Frame Selected" msgstr "选择的帧" #: /Editor/Src/Commands/EditMenu.cpp:76 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:77 msgctxt "MenuItem./Edit/Find" msgid "Find" msgstr "查找" #: /Editor/Src/Commands/EditMenu.cpp:79 msgctxt "MenuItem./Edit/Preferences..." msgid "Preferences..." msgstr "首选项..." #: /Editor/Src/Commands/EditMenu.cpp:80 msgctxt "MenuItem./Edit/Shortcuts..." msgid "Shortcuts..." msgstr "快捷方式..." #: /Editor/Src/Commands/FileMenu.cpp:141 msgctxt "MenuItem./File/Open Scene" msgid "Open Scene" msgstr "打开场景" #: /Editor/Src/Commands/FileMenu.cpp:143 msgctxt "MenuItem./File/Save" msgid "Save" msgstr "保存" #: /Editor/Src/Commands/FileMenu.cpp:144 msgctxt "MenuItem./File/Save As..." msgid "Save As..." msgstr "另存为..." #: /Editor/Src/Commands/FileMenu.cpp:146 msgctxt "MenuItem./File/New Project..." msgid "New Project..." msgstr "新建项目..." #: /Editor/Src/Commands/FileMenu.cpp:147 msgctxt "MenuItem./File/Open Project..." msgid "Open Project..." msgstr "打开项目..." #: /Editor/Src/Commands/FileMenu.cpp:148 msgctxt "MenuItem./File/Save Project" msgid "Save Project" msgstr "保存项目" #: /Editor/Src/Commands/FileMenu.cpp:150 msgctxt "MenuItem./File/Build Settings..." msgid "Build Settings..." msgstr "生成设置..." #: /Editor/Src/Commands/FileMenu.cpp:151 msgctxt "MenuItem./File/Build And Run" msgid "Build And Run" msgstr "构建和运行" #: /Editor/Src/Commands/FileMenu.cpp:161 msgctxt "MenuItem./File/Close" msgid "Close" msgstr "关闭" #: /Editor/Src/Commands/FileMenu.cpp:165 msgctxt "MenuItem./File/Exit" msgid "Exit" msgstr "退出" #: /Editor/Src/Commands/GOPlacement.cpp:75 msgctxt "MenuItem./GameObject/Center On Children" msgid "Center On Children" msgstr "对齐到子对象中心" #: /Editor/Src/Commands/GOParent.cpp:125 msgctxt "MenuItem./GameObject/Make Parent" msgid "Make Parent" msgstr "创建父级" #: /Editor/Src/Commands/GOParent.cpp:126 msgctxt "MenuItem./GameObject/Clear Parent" msgid "Clear Parent" msgstr "清除父对象" #: /Editor/Src/Commands/TestMenu.cpp:59 msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create" msgid "Tests" msgstr "测试" #: /Editor/Src/Commands/TestMenu.cpp:59 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:124 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:125 msgctxt "MenuItem./CONTEXT/Transform/Paste/Component As New" msgid "Component As New" msgstr "作为新组件" #: /Editor/Src/Commands/MiscContextMenus.cpp:126 msgctxt "MenuItem./CONTEXT/Component/Paste Component Values" msgid "Paste Component Values" msgstr "粘贴组件值" #: /Editor/Src/Commands/MiscContextMenus.cpp:127 msgctxt "MenuItem./CONTEXT/Transform/Paste/Component Values" msgid "Component Values" msgstr "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:458 msgctxt "MenuItem./Mesh" msgid "Mesh" msgstr "网格" #: /Runtime/Misc/ComponentRequirement.cpp:459 msgctxt "MenuItem./Mesh Filter" msgid "Mesh Filter" msgstr "网格过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:460 msgctxt "MenuItem./Mesh Renderer" msgid "Mesh Renderer" msgstr "网格渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:461 msgctxt "MenuItem./Skinned Mesh Renderer" msgid "Skinned Mesh Renderer" msgstr "蒙皮网格渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:468 msgctxt "MenuItem./Trail Renderer" msgid "Trail Renderer" msgstr "拖尾渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:469 msgctxt "MenuItem./Line Renderer" msgid "Line Renderer" msgstr "线段渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:471 msgctxt "MenuItem./Halo" msgid "Halo" msgstr "光晕" #: /Runtime/Misc/ComponentRequirement.cpp:472 msgctxt "MenuItem./Projector" msgid "Projector" msgstr "投影器" #: /Runtime/Misc/ComponentRequirement.cpp:473 msgctxt "MenuItem./Visual Effect" msgid "Visual Effect" msgstr "视觉效果" #: /Runtime/Misc/ComponentRequirement.cpp:475 msgctxt "MenuItem./Physics" msgid "Physics" msgstr "物理" #: /Runtime/Misc/ComponentRequirement.cpp:476 msgctxt "MenuItem./Rigidbody" msgid "Rigidbody" msgstr "刚体" #: /Runtime/Misc/ComponentRequirement.cpp:477 msgctxt "MenuItem./Character Controller" msgid "Character Controller" msgstr "角色控制器" #: /Runtime/Misc/ComponentRequirement.cpp:479 msgctxt "MenuItem./Box Collider" msgid "Box Collider" msgstr "盒状碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:480 msgctxt "MenuItem./Sphere Collider" msgid "Sphere Collider" msgstr "球体碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:481 msgctxt "MenuItem./Capsule Collider" msgid "Capsule Collider" msgstr "胶囊碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:482 msgctxt "MenuItem./Mesh Collider" msgid "Mesh Collider" msgstr "网格碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:483 msgctxt "MenuItem./Wheel Collider" msgid "Wheel Collider" msgstr "车轮碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:484 msgctxt "MenuItem./Terrain Collider" msgid "Terrain Collider" msgstr "地形碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:497 msgctxt "MenuItem./Constant Force" msgid "Constant Force" msgstr "恒力" #: /Runtime/Misc/ComponentRequirement.cpp:499 msgctxt "MenuItem./Physics 2D" msgid "Physics 2D" msgstr "2D 物理" #: /Runtime/Misc/ComponentRequirement.cpp:500 msgctxt "MenuItem./Rigidbody 2D" msgid "Rigidbody 2D" msgstr "2D 刚体" #: /Runtime/Misc/ComponentRequirement.cpp:502 msgctxt "MenuItem./Box Collider 2D" msgid "Box Collider 2D" msgstr "2D 盒状碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:503 msgctxt "MenuItem./Circle Collider 2D" msgid "Circle Collider 2D" msgstr "2D 圆形碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:504 msgctxt "MenuItem./Edge Collider 2D" msgid "Edge Collider 2D" msgstr "2D 边缘碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:505 msgctxt "MenuItem./Polygon Collider 2D" msgid "Polygon Collider 2D" msgstr "2D 多边形碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:506 msgctxt "MenuItem./Capsule Collider 2D" msgid "Capsule Collider 2D" msgstr "2D 胶囊碰撞器" #: /Runtime/Misc/ComponentRequirement.cpp:507 msgctxt "MenuItem./Composite Collider 2D" msgid "Composite Collider 2D" msgstr "复合碰撞器 2D" #: /Runtime/Misc/ComponentRequirement.cpp:508 msgctxt "MenuItem./Custom Collider 2D" msgid "Custom Collider 2D" msgstr "自定义 2D 碰撞体" #: /Runtime/Misc/ComponentRequirement.cpp:510 msgctxt "MenuItem./Distance Joint 2D" msgid "Distance Joint 2D" msgstr "2D 距离关节" #: /Runtime/Misc/ComponentRequirement.cpp:511 msgctxt "MenuItem./Fixed Joint 2D" msgid "Fixed Joint 2D" msgstr "2D 固定关节" #: /Runtime/Misc/ComponentRequirement.cpp:512 msgctxt "MenuItem./Friction Joint 2D" msgid "Friction Joint 2D" msgstr "2D 摩擦关节" #: /Runtime/Misc/ComponentRequirement.cpp:513 msgctxt "MenuItem./Hinge Joint 2D" msgid "Hinge Joint 2D" msgstr "2D 铰链关节" #: /Runtime/Misc/ComponentRequirement.cpp:514 msgctxt "MenuItem./Relative Joint 2D" msgid "Relative Joint 2D" msgstr "2D 相对关节" #: /Runtime/Misc/ComponentRequirement.cpp:515 msgctxt "MenuItem./Slider Joint 2D" msgid "Slider Joint 2D" msgstr "2D 滑块关节" #: /Runtime/Misc/ComponentRequirement.cpp:516 msgctxt "MenuItem./Spring Joint 2D" msgid "Spring Joint 2D" msgstr "2D 弹簧关节" #: /Runtime/Misc/ComponentRequirement.cpp:517 msgctxt "MenuItem./Target Joint 2D" msgid "Target Joint 2D" msgstr "2D 目标关节" #: /Runtime/Misc/ComponentRequirement.cpp:518 msgctxt "MenuItem./Wheel Joint 2D" msgid "Wheel Joint 2D" msgstr "2D 车轮关节" #: /Runtime/Misc/ComponentRequirement.cpp:520 msgctxt "MenuItem./Area Effector 2D" msgid "Area Effector 2D" msgstr "2D 区域效果器" #: /Runtime/Misc/ComponentRequirement.cpp:521 msgctxt "MenuItem./Buoyancy Effector 2D" msgid "Buoyancy Effector 2D" msgstr "2D 浮力效果器" #: /Runtime/Misc/ComponentRequirement.cpp:522 msgctxt "MenuItem./Point Effector 2D" msgid "Point Effector 2D" msgstr "2D 点效果器" #: /Runtime/Misc/ComponentRequirement.cpp:523 msgctxt "MenuItem./Platform Effector 2D" msgid "Platform Effector 2D" msgstr "2D 平台效果器" #: /Runtime/Misc/ComponentRequirement.cpp:524 msgctxt "MenuItem./Surface Effector 2D" msgid "Surface Effector 2D" msgstr "2D 表面效果器" #: /Runtime/Misc/ComponentRequirement.cpp:526 msgctxt "MenuItem./Constant Force 2D" msgid "Constant Force 2D" msgstr "2D 恒力" #: /Runtime/Misc/ComponentRequirement.cpp:528 msgctxt "MenuItem./Navigation" msgid "Navigation" msgstr "导航" #: /Runtime/Misc/ComponentRequirement.cpp:529 msgctxt "MenuItem./Nav Mesh Agent" msgid "Nav Mesh Agent" msgstr "导航网格代理" #: /Runtime/Misc/ComponentRequirement.cpp:530 msgctxt "MenuItem./Off Mesh Link" msgid "Off Mesh Link" msgstr "分离网格链接" #: /Runtime/Misc/ComponentRequirement.cpp:531 msgctxt "MenuItem./Nav Mesh Obstacle" msgid "Nav Mesh Obstacle" msgstr "导航网格障碍" #: /Runtime/Misc/ComponentRequirement.cpp:534 msgctxt "MenuItem./Audio Listener" msgid "Audio Listener" msgstr "音频监听器" #: /Runtime/Misc/ComponentRequirement.cpp:539 msgctxt "MenuItem./Audio Low Pass Filter" msgid "Audio Low Pass Filter" msgstr "音频低通过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:540 msgctxt "MenuItem./Audio High Pass Filter" msgid "Audio High Pass Filter" msgstr "音频高通道过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:541 msgctxt "MenuItem./Audio Echo Filter" msgid "Audio Echo Filter" msgstr "音频回声过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:542 msgctxt "MenuItem./Audio Distortion Filter" msgid "Audio Distortion Filter" msgstr "音频失真过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:543 msgctxt "MenuItem./Audio Reverb Filter" msgid "Audio Reverb Filter" msgstr "音频混响过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:544 msgctxt "MenuItem./Audio Chorus Filter" msgid "Audio Chorus Filter" msgstr "音频合音过滤器" #: /Runtime/Misc/ComponentRequirement.cpp:554 msgctxt "MenuItem./Streaming Controller" msgid "Streaming Controller" msgstr "流控制器" #: /Runtime/Misc/ComponentRequirement.cpp:555 msgctxt "MenuItem./Skybox" msgid "Skybox" msgstr "天空盒" #: /Runtime/Misc/ComponentRequirement.cpp:556 msgctxt "MenuItem./Flare Layer" msgid "Flare Layer" msgstr "眩光层" #: /Runtime/Misc/ComponentRequirement.cpp:561 msgctxt "MenuItem./Light Probe Proxy Volume" msgid "Light Probe Proxy Volume" msgstr "光照探测器代理体" #: /Runtime/Misc/ComponentRequirement.cpp:566 msgctxt "MenuItem./Occlusion Area" msgid "Occlusion Area" msgstr "遮挡区域" #: /Runtime/Misc/ComponentRequirement.cpp:567 msgctxt "MenuItem./Occlusion Portal" msgid "Occlusion Portal" msgstr "遮挡入口" #: /Runtime/Misc/ComponentRequirement.cpp:568 msgctxt "MenuItem./LOD Group" msgid "LOD Group" msgstr "LOD 组" #: /Runtime/Misc/ComponentRequirement.cpp:571 msgctxt "MenuItem./Sprite Renderer" msgid "Sprite Renderer" msgstr "Sprite 渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:572 msgctxt "MenuItem./Sorting Group" msgid "Sorting Group" msgstr "排序组" #: /Runtime/Misc/ComponentRequirement.cpp:576 msgctxt "MenuItem./Tilemap" msgid "Tilemap" msgstr "瓦片地图" #: /Runtime/Misc/ComponentRequirement.cpp:578 msgctxt "MenuItem./Tilemap Renderer" msgid "Tilemap Renderer" msgstr "瓦片地图渲染器" #: /Runtime/Misc/ComponentRequirement.cpp:579 msgctxt "MenuItem./Tilemap Collider 2D" msgid "Tilemap Collider 2D" msgstr "瓦片地图碰撞器 2D" #: /Runtime/Misc/ComponentRequirement.cpp:581 msgctxt "MenuItem./Layout" msgid "Layout" msgstr "布局" #: /Runtime/Misc/ComponentRequirement.cpp:586 msgctxt "MenuItem./Playables" msgid "Playables" msgstr "可播放内容" #: /Runtime/Misc/ComponentRequirement.cpp:587 msgctxt "MenuItem./Playable Director" msgid "Playable Director" msgstr "可播放导引器" #: /Runtime/Misc/ComponentRequirement.cpp:609 msgctxt "MenuItem./AR" msgid "AR" msgstr "AR" #: /Runtime/Misc/ComponentRequirement.cpp:612 msgctxt "MenuItem./Miscellaneous" msgid "Miscellaneous" msgstr "其他" #: /Editor/Platform/OSX/ContainerWindow.mm:392 msgctxt "Error Message in ContainerWindow.mm" msgid "Unknown container show mode" msgstr "未知的容器显示模式" #: /Editor/Platform/OSX/DragAndDrop.mm:236 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/GUIView.mm:1125 msgctxt "Error Message in GUIView.mm" msgid "Invalid surface for grabbing pixels. Verify that the RenderTexture is a valid color surface. Only a single color target may be grabbed." msgstr "像素抓取表面无效。确认 RenderTexture 是否为有效的颜色表面。只能抓取一个颜色目标。" #: /Editor/Platform/OSX/GUIView.mm:1130 msgctxt "Error Message in GUIView.mm" msgid "Cannot grab pixels into RenderTexture from memoryless texture. Remove memoryless flag from Texture." msgstr "无法将无记忆纹理中的像素抓取到 RenderTexture 中。从纹理中移除无记忆标记。" #: /Editor/Platform/OSX/ExternalProcessWindows.mm:22 msgctxt "Error Message in ExternalProcessWindows.mm" msgid "Failed to allocate memory for external process." msgstr "为外部进程分配内存失败。" #: /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/Utility/GUIRenderView.mm:795 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:158 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:178 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:23 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:75 msgctxt "Error Message in ExternalProcess.cpp" msgid "Pipe error!" msgstr "管道错误!" #: /Editor/Platform/Linux/ExternalProcess.cpp:98 msgctxt "Error Message in ExternalProcess.cpp" msgid "error in fdopen()" msgstr "fdopen() 中的错误" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:54 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:65 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:124 msgctxt "Error Message in EditorUtility.cpp" msgid "fork error" msgstr "分叉错误" #: /Editor/Platform/Linux/EditorUtility.cpp:719 msgctxt "Error Message in EditorUtility.cpp" msgid "Error relaunching Unity" msgstr "重新启动 Unity 时出错" #: /Editor/Platform/Linux/EditorUtility.cpp:919 msgctxt "Error Message in EditorUtility.cpp" msgid "Unable to read process list" msgstr "无法读取进程列表" #: /Editor/Platform/Windows/DragAndDrop.cpp:390 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:397 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:456 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:463 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:503 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:510 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/Platform/Windows/DragAndDrop.cpp:604 msgctxt "Warning Message in DragAndDrop.cpp" msgid "Drag started without any data. Nothing will be dropped. Did you call DragAndDrop.SetGenericData() from inside your override of SetupDragAndDrop()?" msgstr "开始拖动时没有任何数据。不会放下任何内容。您是否从 SetupDragAndDrop() 的覆盖内部调用了 DragAndDrop.SetGenericData()?" #: /Editor/Platform/Windows/ExternalProcess.cpp:373 msgctxt "Error Message in ExternalProcess.cpp" msgid "Unknown error while connecting pipe to external process" msgstr "将管道连接到外部进程时发生未知错误" #: /Editor/Platform/Windows/ExternalProcess.cpp:379 msgctxt "Error Message in ExternalProcess.cpp" msgid "Unknown state while connecting pipe to external process" msgstr "将管道连接到外部进程时出现未知状态" #: /Editor/Platform/Windows/ExternalProcess.cpp:669 msgctxt "Error Message in ExternalProcess.cpp" msgid "Error writing killed external process." msgstr "写入终止的外部进程时出错。" #: /Editor/Platform/Windows/ExternalProcessWindows.cpp:88 msgctxt "Error Message in ExternalProcessWindows.cpp" msgid "Failed to get container window to host process" msgstr "获取容器窗口来托管进程失败" #: /Editor/Platform/Windows/ContainerWindow.cpp:1062 msgctxt "Error Message in ContainerWindow.cpp" msgid "Could not adjust window rect" msgstr "无法调整窗口矩形" #: /Editor/Platform/Windows/GUIView.cpp:1913 msgctxt "Error Message in GUIView.cpp" msgid "Cannot reparent window to suggested parent. Window will not automatically close." msgstr "无法将窗口重新作为所建议父项的子项。窗口不会自动关闭。" #: /Editor/Mono/HandleUtility.bindings.h:114 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.GetClosestPickingID called outside an editor OnGUI" msgstr "Handles.GetClosestPickingID 在外部调用了一个编辑器 OnGUI" #: /Editor/Mono/HandleUtility.bindings.h:235 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:330 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产。" #: /Editor/Mono/ShaderUtil.bindings.cpp:1136 msgctxt "Error Message in ShaderUtil.bindings.cpp" msgid "Snippet not found" msgstr "未找到代码片段" #: /Editor/Mono/ShaderUtil.bindings.cpp:1180 msgctxt "Error Message in ShaderUtil.bindings.cpp" msgid "Invalid pass identifier." msgstr "通道标识符无效。" #: /Editor/Mono/EditorSceneManager.bindings.cpp:619 msgctxt "Error Message in EditorSceneManager.bindings.cpp" msgid "LoadSceneManagerSetup() cannot be used during play mode." msgstr "在运行模式下不能使用 LoadSceneManagerSetup()。" #: /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:45 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:142 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/GlobalObjectId.cpp:165 msgctxt "Error Message in GlobalObjectId.cpp" msgid "GlobalObjectIdentifiersToInstanceIDsSlow array arguments must be of the same size." msgstr "GlobalObjectIdentifiersToInstanceIDsSlow 数组参数必须大小相同。" #: /Editor/Src/Picking.cpp:61 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:61 msgctxt "Error Message in Picking.cpp" msgid "broken?" msgstr "断开?" #: /Editor/Src/Picking.cpp:76 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:212 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:306 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:994 msgctxt "Warning Message in PackageUtility.cpp" msgid "Failed to mark one or more files for add in Version Control" msgstr "无法标记要添加到版本控制中的一个或多个文件" #: /Editor/Src/PackageUtility.cpp:1033 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:1048 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:1055 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:1071 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:1115 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't create temporary directory in which to update Package Manager Dependencies file" msgstr "无法创建在其中更新包管理器依赖关系文件的临时目录" #: /Editor/Src/PackageUtility.cpp:1122 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't copy Package Manager Dependencies file to temporary directory" msgstr "无法将包管理器依赖关系文件复制到临时目录" #: /Editor/Src/PackageUtility.cpp:1176 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:760 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:760 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:768 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/EditorWindowsShared.cpp:776 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "BlitCopyHDRTonemap shader. Are editor resources out of date" msgstr "BlitCopyHDRTonemap 着色器。编辑器资源是否过时" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:1095 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:1112 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/ProjectVersion.cpp:136 msgctxt "Error Message in ProjectVersion.cpp" msgid "Cannot write ProjectVersion.txt" msgstr "无法写入 ProjectVersion.txt" #: /Editor/Src/Lightmapping.cpp:87 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:97 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:118 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/Progress.cpp:1032 msgctxt "Warning Message in Progress.cpp" msgid "You can't cancel if there is no cancellation callback registered" msgstr "如果未注册取消回调,则无法取消" #: /Editor/Src/Progress.cpp:1123 msgctxt "Warning Message in Progress.cpp" msgid "You can't pause if there is no pause callback registered" msgstr "如果未注册暂停回调,则无法暂停" #: /Editor/Src/Progress.cpp:1158 msgctxt "Warning Message in Progress.cpp" msgid "You can't resume if there is no pause callback registered" msgstr "如果未注册暂停回调,则无法继续" #: /Editor/Src/EditorWindowController.cpp:145 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:151 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:453 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:682 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:694 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:849 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:877 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:1629 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:193 msgctxt "Error Message in Handles.bindings.h" msgid "Colors array must be of equal of greater length to points array." msgstr "颜色数组的长度必须等于或大于点数组的长度。" #: /Editor/Src/JobManager/QueueJobTypes.cpp:160 msgctxt "Error Message in QueueJobTypes.cpp" msgid "Unknown concurrent jobs type." msgstr "未知的并发作业类型。" #: /Editor/Src/GI/GIFileCache.cpp:33 msgctxt "Warning Message in GIFileCache.cpp" msgid "Failed to reduce the GI file cache size below the current maximum. Clear the cache or increase the maximum cache size in the Editor Preferences." msgstr "未能将 GI 文件缓存大小减小到当前的最大值以下。请在编辑器的“首选项”中清除缓存或增加最大缓存大小。" #: /Editor/Src/GI/GISceneManagerHelpers.cpp:228 msgctxt "Error Message in GISceneManagerHelpers.cpp" msgid "Failed to find a suitable OpenCL device for the GPU Lightmapper. Please change your lightmapper or install the latest graphics driver." msgstr "无法为 GPU 光照贴图烘焙器找到合适的 OpenCL 设备。请更改光照贴图烘焙器或安装最新的图形驱动程序。" #: /Editor/Src/GI/GISceneManagerHelpers.cpp:241 msgctxt "Error Message in GISceneManagerHelpers.cpp" msgid "Falling back to CPU lightmapper." msgstr "正在回退到 CPU 光照贴图烘焙器。" #: /Editor/Src/GI/GISceneManagerHelpers.cpp:246 msgctxt "Error Message in GISceneManagerHelpers.cpp" msgid "Unable to fall back to CPU lightmapper." msgstr "无法回退到 CPU 光照贴图烘焙器。" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:619 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源,因为尚未加载场景。" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:1221 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:119 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:179 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:271 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:521 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:531 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:537 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:983 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:58 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:120 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:218 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:489 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:71 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:104 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:1944 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to switch to fallback backend. Please set up a new Lighting Settings asset in the Lighting Settings Window. " msgstr "无法切换到备用后端。请在“照明设置”窗口中设置新的“照明设置”资源。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:2020 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Additional bake inputs will not be processed. Please make sure to enable Baked Global Illumination and select Progressive as the Lightmapper before generating lighting." msgstr "额外的烘焙输入将不会被处理。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:2054 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Please start a bake before attempting to fetch custom bake results." msgstr "请先开始烘焙,然后再尝试获取自定义烘焙结果。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:2063 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:2107 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:2116 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:2722 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:2751 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:4004 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:4059 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:4138 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:1029 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:1041 msgctxt "Error Message in PVRContextManager.cpp" msgid "Failed removing material mapping for instance. Not found." msgstr "从实例中删除材质映射失败。未找到。" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1156 msgctxt "Warning Message in IssuePVRJobs.cpp" msgid "Unable to add compositing job." msgstr "无法添加合成作业。" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1998 msgctxt "Error Message in IssuePVRJobs.cpp" msgid "Failed issuing render job." msgstr "发布渲染作业失败。" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:2247 msgctxt "Error Message in IssuePVRJobs.cpp" msgid "Failed issuing remove baking buffers job." msgstr "发布“移除烘焙缓冲区”作业失败。" #: /Editor/Src/GI/Progressive/BakeJobs/BakeJobPackAtlases.cpp:341 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:15 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:552 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:584 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:593 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:601 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/File/EditorFileUtilities.cpp:87 msgctxt "Error Message in EditorFileUtilities.cpp" msgid "Unknown atomic mode" msgstr "未知的原子模式" #: /Editor/Src/Prefabs/PrefabArrayCreation.cpp:27 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/ReplacePrefabInstance.cpp:90 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Unhandled component identifier" msgstr "未处理的组件标识符" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:827 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Invalid instance root GameObject" msgstr "无效的实例根 GameObject" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:834 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Invalid asset root GameObject" msgstr "无效的资产根 GameObject" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:867 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Unhanded object match mode" msgstr "未处理的对象匹配模式" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:1034 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Input GameObject is an Asset object." msgstr "输入 GameObject 是资源对象。" #: /Editor/Src/Prefabs/PrefabCreation.cpp:334 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:1312 msgctxt "Error Message in PrefabCreation.cpp" msgid "Apply failed. Input GameObject is not valid" msgstr "应用失败。输入的游戏对象无效" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1341 msgctxt "Error Message in PrefabCreation.cpp" msgid "Saving Prefab failed. Input GameObject is not valid" msgstr "保存预制件失败。输入的游戏对象无效" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1347 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产" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1461 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:1474 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save Prefab instance with missing asset and no scene backup as a Prefab. You may unpack the instance and save the unpacked GameObjects as a Prefab." msgstr "无法将缺少资产且无场景备份的预制件实例保存为预制件。可以解压缩实例,并将解压缩的 GameObject 保存为预制件。" #: /Editor/Src/Prefabs/PrefabCreation.cpp:2081 msgctxt "Error Message in PrefabCreation.cpp" msgid "Create variant failed. Input GameObject is not valid" msgstr "创建变体失败。输入的游戏对象无效" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:867 msgctxt "Error Message in PrefabInstanceMerging.cpp" msgid "Unhandled enum" msgstr "未处理的枚举" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:1413 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:1428 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:54 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:141 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:99 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:459 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:126 msgctxt "Error Message in Transition.cpp" msgid "Invalid AnimatorCondition index" msgstr "无效的 AnimatorCondition 索引" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:286 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:1131 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/UndoManager.cpp:262 msgctxt "Error Message in UndoManager.cpp" msgid "Action caused undo stack overflow. Some undo information may have been lost." msgstr "操作导致撤消堆栈溢出。某些撤消信息可能已丢失。" #: /Editor/Src/Undo/UndoManager.cpp:1401 msgctxt "Error Message in UndoManager.cpp" msgid "Invalid event index" msgstr "无效的事件索引" #: /Editor/Src/Undo/UndoManager.cpp:1985 msgctxt "Error Message in UndoManager.cpp" msgid "Unknown Undo Serialization version. Unable to read stack." msgstr "未知的撤消序列化版本。无法读取堆栈。" #: /Editor/Src/Undo/UndoManager.cpp:2005 msgctxt "Error Message in UndoManager.cpp" msgid "Serialized stack is corrupt. Could not deserialize." msgstr "序列化堆栈损坏。无法反序列化。" #: /Editor/Src/Undo/PropertyUndoManager.cpp:33 msgctxt "Error Message in PropertyUndoManager.cpp" msgid "Undo object may not be null." msgstr "撤消可能不为空的对象。" #: /Editor/Src/SceneManager/EditorSceneManager.cpp:706 msgctxt "Warning Message in EditorSceneManager.cpp" msgid "Unable to allocate new scene culling mask" msgstr "无法分配新的场景剔除遮罩" #: /Editor/Src/SceneManager/EditorSceneManager.cpp:1806 msgctxt "Error Message in EditorSceneManager.cpp" msgid "Reloading assemblies requested due entering play mode but it can't be done because asset database editing is started. StartAssetEditing" msgstr "由于进入运行模式而请求了重新加载程序集,但无法完成该操作,因为已启动资产数据库编辑。StartAssetEditing" #: /Editor/Src/SceneManager/EditorSceneManager.cpp:1806 msgctxt "Error Message in EditorSceneManager.cpp" msgid "StopAssetEditing is recommended to only be used inside method scope. AssetDatabase.StopAssetEditing() call(s) is missing." msgstr "建议仅在方法范围内使用 StopAssetEditing。AssetDatabase.StopAssetEditing() 调用缺失。" #: /Editor/Src/VersionControl/VCAsset.cpp:173 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/SemanticMerge.cpp:45 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:103 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:143 msgctxt "Error Message in SemanticMerge.cpp" msgid "Cannot locate diff3 tool" msgstr "找不到 diff3 工具" #: /Editor/Src/VersionControl/SemanticMerge.cpp:184 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:219 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/AssetPipeline/AssetImporter.cpp:939 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:948 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/SpeedTreeImporter.cpp:905 msgctxt "Error Message in SpeedTreeImporter.cpp" msgid "File couldn't be read." msgstr "文法无法读取。" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:961 msgctxt "Error Message in SpeedTreeImporter.cpp" msgid "Embedded SpeedTree data is corrupt. Be sure to re-save the tree using the Unity-specific version of the SpeedTree Modeler" msgstr "嵌入的 SpeedTree 数据损坏。请务必使用 Unity 特定版本的 SpeedTree 建模器重新保存树。" #: /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:2912 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/IHVImageFormats.cpp:401 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:440 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:519 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/ImageConverter.cpp:140 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/SpriteImporterUtility.cpp:83 msgctxt "Error Message in SpriteImporterUtility.cpp" msgid "GetDistance undefined behaviour" msgstr "GetDistance 未定义的行为" #: /Editor/Src/Commands/IconUtility.cpp:718 msgctxt "Error Message in IconUtility.cpp" msgid "Unknown binary format" msgstr "未知的二进制格式" #: /Editor/Src/Application/Application.cpp:833 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:983 msgctxt "Error Message in Application.cpp" msgid "Failed to initialize unity." msgstr "初始化 unity 失败。" #: /Editor/Src/Application/Application.cpp:1178 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:1330 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:2123 msgctxt "Error Message in Application.cpp" msgid "Failed to build player." msgstr "生成播放器失败。" #: /Editor/Src/Application/Application.cpp:2207 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:2231 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:2245 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:2264 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:2289 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:2296 msgctxt "Error Message in Application.cpp" msgid "Failed importing package" msgstr "导入包失败" #: /Editor/Src/Application/Application.cpp:2411 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:2620 msgctxt "Error Message in Application.cpp" msgid "Reloading assemblies requested but can't be done because asset database editing is started. StartAssetEditing" msgstr "请求了重新加载程序集,但无法完成,因为已启动资产数据库编辑。StartAssetEditing" #: /Editor/Src/Application/Application.cpp:2644 msgctxt "Error Message in Application.cpp" msgid "Reloading assemblies requested after finishing script compilation but it can't be done because asset database editing is started. StartAssetEditing" msgstr "在完成脚本编译后请求了重新加载程序集,但无法完成该操作,因为已启动资产数据库编辑。StartAssetEditing" #: /Editor/Src/Application/Application.cpp:2683 msgctxt "Error Message in Application.cpp" msgid "Reloading assemblies requested due to switching skins but it can't be done because asset database editing is started. StartAssetEditing" msgstr "由于切换皮肤而请求了重新加载程序集,但无法完成该操作,因为已启动资产数据库编辑。StartAssetEditing" #: /Editor/Src/Application/Application.cpp:3270 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:3937 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:292 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:1034 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:1873 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:4191 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:1962 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:116 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "GenerateBuiltinAssetPreviews failed" msgstr "GenerateBuiltinAssetPreviews 失败" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:397 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:410 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:410 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "Editor Default Resources" msgstr "编辑器默认资源" #: /Editor/Src/BuildPipeline/PrepareMeshDataForBuildTarget.cpp:170 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:998 msgctxt "Error Message in BuildTargetPlatformSpecific.cpp" msgid "Unknown platform!" msgstr "未知的平台!" #: /Editor/Src/Graphics/SplashScreenGenerator.cpp:315 msgctxt "Warning Message in SplashScreenGenerator.cpp" msgid "Failed to compress splash screen unity logo texture. An uncompressed version will be used instead." msgstr "压缩启动画面 Unity 徽标纹理失败。将改用未压缩的版本。" #: /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:624 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/SerializedManagedReferencesIndex.cpp:79 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "SerializedManagedReferences should be initialized before use" msgstr "SerializedManagedReferences 应在使用前初始化" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:85 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "Out of bounds offset when looking up Reference Id" msgstr "查找引用 ID 时出现偏移越界" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:115 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "SerializedManagedReferences is uninitialized or empty" msgstr "SerializedManagedReferences 未初始化或为空" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:164 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "SerializedManagedReferences is not initialized" msgstr "SerializedManagedReferences 未初始化" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:176 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "Cannot get managed reference index with out of bounds offset" msgstr "存在越界偏移,无法获取托管引用索引" #: /Editor/Src/Utility/CurlRequest.cpp:956 msgctxt "Error Message in CurlRequest.cpp" msgid "Unexpected CurlRequestMessage state." msgstr "意外的 CurlRequestMessage 状态。" #: /Editor/Src/Utility/EditorGUIUtility.cpp:279 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:292 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:305 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:757 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:770 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:250 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Couldn't find SceneViewGrayscaleEffectFade material!" msgstr "找不到 SceneViewGrayscaleEffectFade 材料!" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:260 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:2900 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/SerializedObjectTypeTreeWalk.cpp:62 msgctxt "Error Message in SerializedObjectTypeTreeWalk.cpp" msgid "Internal error - Trying to access managed reference data without the required index" msgstr "内部错误 - 试图在没有所需索引的情况下访问托管引用数据" #: /Editor/Src/Utility/YAMLNode.cpp:57 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:86 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:247 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:1354 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:1397 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:1530 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:1539 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:1594 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:1603 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:2537 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:2551 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:2589 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:3178 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:3234 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:3338 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:3434 msgctxt "Error Message in SerializedProperty.cpp" msgid "Not an animation curve" msgstr "不是动画曲线" #: /Editor/Src/Utility/SerializedProperty.cpp:3612 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:4065 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:4316 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:4361 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:4694 msgctxt "Error Message in SerializedProperty.cpp" msgid "Managed reference can only be set on fields that use the SerializeReference attribute" msgstr "只能在使用 SerializeReference 属性的字段上设置托管引用" #: /Editor/Src/Utility/SerializedProperty.cpp:4700 msgctxt "Error Message in SerializedProperty.cpp" msgid "Cannot set a managed reference for a serialized object that does not have a managed references defined" msgstr "无法为没有定义托管引用的序列化对象设置托管引用" #: /Editor/Src/Utility/SerializedProperty.cpp:4707 msgctxt "Error Message in SerializedProperty.cpp" msgid "Managed references can only be set on the first target" msgstr "只能在第一个目标上设置托管引用" #: /Editor/Src/Utility/SerializedProperty.cpp:4901 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a ManagedReference value" msgstr "类型不是 ManagedReference 值" #: /Editor/Src/Utility/SerializedProperty.cpp:5068 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:5123 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:5238 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:5276 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:174 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:1885 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:2008 msgctxt "Error Message in GameObjectUtility.cpp" msgid "Component Removing internal failure" msgstr "组件删除内部故障" #: /Runtime/Misc/Cache.cpp:567 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:503 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:890 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:379 msgctxt "Error Message in PlayerSettings.cpp" msgid "orientation out of range" msgstr "方向超出范围" #: /Runtime/Misc/PlayerSettings.cpp:405 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:1091 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:1094 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:1256 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:88 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:104 msgctxt "Error Message in BaseVideoTexture.cpp" msgid "integer overflow in addition" msgstr "附件中的整数溢出" #: /Runtime/Video/BaseVideoTexture.cpp:111 msgctxt "Error Message in BaseVideoTexture.cpp" msgid "integer overflow in multiplication" msgstr "乘法中的整数溢出" #: /Runtime/GameCode/CloneObject.cpp:467 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:393 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:69 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:271 msgctxt "Error Message in PPtr.h" msgid "Dereferencing NULL PPtr!" msgstr "正在取消引用空 L PPtr!" #: /Runtime/GfxDevice/GfxDevice.h:1110 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:1463 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:1470 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:187 msgctxt "Error Message in DrawImmediate.cpp" msgid "GL.End requires material.SetPass before!" msgstr "GL.End 首先需要 material.SetPass!" #: /Runtime/GfxDevice/InstancedRendering.cpp:477 msgctxt "Error Message in InstancedRendering.cpp" msgid "Indirect argument buffers are not supported." msgstr "不支持间接参数缓冲区。" #: /Runtime/GfxDevice/GfxDeviceSetup.cpp:433 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/HDROutputSettings.cpp:53 msgctxt "Error Message in HDROutputSettings.cpp" msgid "Cannot switch in or out of HDR mode at runtime if the platform doesn't support it." msgstr "如果平台不支持,则无法在运行时切换到 HDR 模式或从该模式中退出。" #: /Runtime/GfxDevice/HDROutputSettings.cpp:84 msgctxt "Warning Message in HDROutputSettings.cpp" msgid "Unable to determine Max Full Frame Tonemap Luminance from display." msgstr "无法通过显示器确定最大全帧色调映射亮度。" #: /Runtime/GfxDevice/HDROutputSettings.cpp:94 msgctxt "Warning Message in HDROutputSettings.cpp" msgid "Unable to determine Max Tonemap Luminance from display" msgstr "无法通过显示器确定最大色调映射亮度" #: /Runtime/GfxDevice/HDROutputSettings.cpp:106 msgctxt "Warning Message in HDROutputSettings.cpp" msgid "Unable to determine Min Tonemap Luminance from display" msgstr "无法通过显示器确定最小色调映射亮度" #: /Runtime/GfxDevice/HDROutputSettings.cpp:152 msgctxt "Error Message in HDROutputSettings.cpp" msgid "Cannot enable automatic HDR tonemapping if the platform doesn't support it." msgstr "如果平台不支持,则无法启用自动 HDR 色调映射。" #: /Runtime/GfxDevice/GfxDevice.cpp:1948 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:2086 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:2343 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:124 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Reading pixels from the depth-only render texture" msgstr "从仅深度渲染纹理中读取像素" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:130 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Reading pixels from the memoryless render texture" msgstr "从无记忆渲染纹理中读取像素" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:136 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/TextureReadbackMetal.mm:142 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Trying a to read a negative amount of pixels" msgstr "尝试读取负数量的像素" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:879 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Indirect rendering with tessellation is not supported on Metal." msgstr "金属上不支持间接曲面细分渲染。" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:4933 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:114 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:481 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:1760 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:49 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:60 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:230 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:280 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:347 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Invalid param to SetStereoMatrix()" msgstr "SetStereoMatrix() 的参数无效" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:338 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:695 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:759 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:1008 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/GfxDeviceVK.cpp:1155 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Shader requires vertex data and is not compatible with DrawNullGeometry." msgstr "着色器需要顶点数据,并且与 DrawNullGeometry 不兼容。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1204 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Shader requires vertex data and is not compatible with DrawNullGeometryIndirect." msgstr "着色器需要顶点数据,并且与 DrawNullGeometryIndirect 不兼容。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1255 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Shader requires vertex data and is not compatible with DrawIndexedNullGeometry." msgstr "着色器需要顶点数据,并且与 DrawIndexedNullGeometry 不兼容。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1308 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Shader requires vertex data and is not compatible with DrawIndexedNullGeometryIndirect." msgstr "着色器需要顶点数据,并且与 DrawIndexedNullGeometryIndirect 不兼容。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1356 msgctxt "Error Message in GfxDeviceVK.cpp" msgid "Can't allocate buffers from graphics jobs" msgstr "无法从图形作业中分配缓冲区" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1362 msgctxt "Error Message in GfxDeviceVK.cpp" 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/vulkan/GfxDeviceVK.cpp:1442 msgctxt "Error Message in GfxDeviceVK.cpp" msgid "Can't delete buffers from graphics jobs" msgstr "无法从图形作业中删除缓冲区" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1700 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Late latched object did not have a supported flag and was likely patched with an identity matrix!" msgstr "晚锁存的对象没有受支持的标记,并且可能使用单位矩阵进行了修补!" #: /Runtime/GfxDevice/vulkan/GpuProgramsVK.cpp:904 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:215 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:235 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/vulkan/VKFramebuffer.cpp:258 msgctxt "Error Message in VKFramebuffer.cpp" msgid "Missing Vulkan framebuffer attachment foveation image?" msgstr "缺少 Vulkan 帧缓冲区附件注视图像?" #: /Runtime/GfxDevice/vulkan/VKRenderPass.cpp:728 msgctxt "Warning Message in VKRenderPass.cpp" msgid "Depth" msgstr "深度" #: /Runtime/GfxDevice/vulkan/VKRenderPass.cpp:728 msgctxt "Warning Message in VKRenderPass.cpp" msgid "stencil resolve is not supported." msgstr "不支持模板解析。" #: /Runtime/GfxDevice/d3d12/D3D12HeapAllocator.cpp:182 msgctxt "Warning Message in D3D12HeapAllocator.cpp" msgid "Heap type not supported!" msgstr "堆类型不受支持!" #: /Runtime/GfxDevice/d3d12/D3D12HeapAllocator.cpp:187 msgctxt "Warning Message in D3D12HeapAllocator.cpp" msgid "Heap type already initialized!" msgstr "堆类型已经初始化!" #: /Runtime/GfxDevice/d3d12/D3D12HeapAllocator.cpp:247 msgctxt "Warning Message in D3D12HeapAllocator.cpp" msgid "Freed preallocated heaps because we are running out of memory. This can slow down future resource allocation." msgstr "已释放预分配的堆,因为内存不足。这可能会减慢未来的资源分配。" #: /Runtime/GfxDevice/d3d12/RenderTextureD3D12.cpp:589 msgctxt "Error Message in RenderTextureD3D12.cpp" msgid "Stencil sampling is only available for 2D Textures and 2D Texture arrays" msgstr "模板采样仅适用于 2D 纹理和 2D 纹理数组" #: /Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp:2246 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:891 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:2083 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "Illegal offset" msgstr "非法偏移" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:2083 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "size in BeginBufferWrite()" msgstr "BeginBufferWrite() 中的大小" #: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:2623 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:3133 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:594 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/DynamicGI.cpp:27 msgctxt "Error Message in DynamicGI.cpp" msgid "Unable to set Indirect Scale. Please set up a new Lighting Settings asset in the Lighting Settings Window. " msgstr "无法设置间接缩放。请在“照明设置”窗口中设置新的“照明设置”资源。" #: /Runtime/GI/GIHelpers.cpp:333 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:78 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:454 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:2599 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:76 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:233 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:176 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:155 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/PreloadManager/LoadSceneOperation.cpp:712 msgctxt "Error Message in LoadSceneOperation.cpp" msgid "SerializedFile is null" msgstr "SerializedFile 为空" #: /Runtime/Input/TouchPhaseEmulation.cpp:520 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/LightProbes.cpp:409 msgctxt "Error Message in LightProbes.cpp" msgid "LightProbeData BoundingBox isn't finite." msgstr "LightProbeData BoundingBox 是无限的。" #: /Runtime/Camera/Camera.cpp:2310 msgctxt "Error Message in Camera.cpp" msgid "Camera rendering during OnValidate is not allowed." msgstr "不允许在 OnValidate 期间渲染摄像机。" #: /Runtime/Camera/Camera.cpp:2857 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:5400 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:5449 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:183 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "BatchRendererGroup requires the use of a ScriptableRenderPipeline." msgstr "BatchRendererGroup 要求使用 ScriptableRenderPipeline。" #: /Runtime/Camera/BatchRendererGroup.cpp:336 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "BatchRendererGroup.AddBatch requires a non-zero windowSize parameter when BufferTarget is ConstantBuffer." msgstr "当 BufferTarget 是 ConstantBuffer 时,BatchRendererGroup.AddBatch 需要一个非零 windowSize 参数。" #: /Runtime/Camera/BatchRendererGroup.cpp:1003 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "Trying to unregister an invalid BRGMeshID" msgstr "试图取消注册无效的 BRGMeshID" #: /Runtime/Camera/BatchRendererGroup.cpp:1070 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "Trying to unregister an invalid BRGMaterialID" msgstr "试图取消注册无效的 BRGMaterialID" #: /Runtime/Camera/ImageFilters.cpp:458 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/ImageFilters.cpp:1067 msgctxt "Error Message in ImageFilters.cpp" msgid "A call to Blit with source and dest set to the same RenderTexture may result in undefined behaviour." msgstr "在调用 Blit 时,如果将 source 和 dest 设置为相同的 RenderTexture,可能会导致未定义的行为。" #: /Runtime/Camera/RendererScene.cpp:345 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/Network/NetworkUtility.cpp:843 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:857 msgctxt "Error Message in NetworkUtility.cpp" msgid "Incorrectly formatted IP address." msgstr "IP地址格式错误。" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:402 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:408 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:669 msgctxt "Warning Message in PlayerConnection.cpp" msgid "Direct connection to host time out." msgstr "直接连接到主机超时。" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:862 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:513 msgctxt "Error Message in GeneralConnection.cpp" msgid "MessageHandler not registered" msgstr "MessageHandler 未注册" #: /Runtime/Serialize/PersistentManager.cpp:454 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:1037 msgctxt "Error Message in PersistentManager.cpp" msgid "Recursive serialization is not allowed for threaded serialization - files cannot be written during serialization callbacks" msgstr "线程序列化不允许递归序列化 - 在序列化回调期间无法写入文件" #: /Runtime/Serialize/PersistentManager.cpp:1114 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:1558 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:1852 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:2727 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:625 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:1646 msgctxt "Error Message in SerializedFile.cpp" msgid "Script extraction failure" msgstr "脚本提取失败" #: /Runtime/Serialize/TypeTree.cpp:896 msgctxt "Error Message in TypeTree.cpp" msgid "Fatal error while reading file. Header is invalid!" msgstr "致命错误" #: /Runtime/Serialize/ManagedReferenceUtility.cpp:31 msgctxt "Error Message in ManagedReferenceUtility.cpp" msgid "Negative managed reference IDs are reserved and cannot be set using SetManagedReferenceIdForObject." msgstr "负托管引用 ID 保留,不能使用 SetManagedReferenceIdForObject 设置。" #: /Runtime/Serialize/TransferUtility.cpp:82 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:829 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:10 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:102 msgctxt "Error Message in CachedWriter.h" msgid "Alignment error " msgstr "对齐错误" #: /Runtime/Serialize/TransferFunctions/YAMLWrite.cpp:48 msgctxt "Error Message in YAMLWrite.cpp" msgid "Unexpected node type." msgstr "意外的节点类型。" #: /Runtime/Math/SphericalHarmonicsL2.cpp:278 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:734 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/ThreadsafeLinearAllocator.cpp:460 msgctxt "Warning Message in ThreadsafeLinearAllocator.cpp" msgid "Only single guard can be active. To use nested one run app with -diag-job-temp-memory-leak-validation cmd line argument." msgstr "只能激活单个保护。要使用嵌套保护,请通过 -diag-job-temp-memory-leak-validation 命令行参数运行应用程序。" #: /Runtime/Allocator/ThreadsafeLinearAllocator.cpp:493 msgctxt "Warning Message in ThreadsafeLinearAllocator.cpp" msgid "Nested leak guards are only allowed from a single thread." msgstr "只允许来自单线程的嵌套防漏保护。" #: /Runtime/Allocator/ThreadsafeLinearAllocator.cpp:512 msgctxt "Warning Message in ThreadsafeLinearAllocator.cpp" msgid "The end of leak guards must to be called from the same thread where it was started." msgstr "必须从开始的相同线程中调用防漏保护的末尾。" #: /Runtime/Allocator/UnityDefaultAllocator.cpp:157 msgctxt "Error Message in UnityDefaultAllocator.cpp" msgid "Unregistering memory that was not allocated using this allocator." msgstr "取消注册未使用此分配器分配的内存。" #: /Runtime/Allocator/TLSAllocator.cpp:29 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:307 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:320 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:326 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:345 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:372 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:378 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:378 msgctxt "Warning Message in AllocationHeader.h" msgid "Deallocate memory labels!" msgstr "取消分配内存标签!" #: /Runtime/Allocator/AllocationHeader.h:388 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/Allocator/BlockDoublingLinearAllocator.cpp:243 msgctxt "Error Message in BlockDoublingLinearAllocator.cpp" msgid "Top level scope allocation is permitted only on the main thread." msgstr "仅允许在主线程上进行顶级作用域分配。" #: /Runtime/Allocator/BlockDoublingLinearAllocator.cpp:268 msgctxt "Error Message in BlockDoublingLinearAllocator.cpp" msgid "Number of blocks exceeds max number of blocks." msgstr "块数超过最大块数。" #: /Runtime/Mono/MonoUtility.h:320 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:65 msgctxt "Error Message in Coroutine.cpp" msgid "Coroutine continue failure" msgstr "协同程序继续失败" #: /Runtime/Mono/Coroutine.cpp:395 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:500 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:443 msgctxt "Error Message in MonoManager.cpp" msgid "Invalid assembly loaded" msgstr "加载了无效的程序集" #: /Runtime/Mono/MonoManager.cpp:1001 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:1393 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:1400 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:1528 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:1528 msgctxt "Error Message in MonoManager.cpp" msgid "restore phase!" msgstr "还原阶段!" #: /Runtime/Mono/MonoManager.cpp:1722 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:298 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/Mono/SerializationBackend_DirectMemoryAccess/MissingTypeHelper.cpp:157 msgctxt "Error Message in MissingTypeHelper.cpp" msgid "not supported!" msgstr "不受支持!" #: /Runtime/Mono/SerializationBackend_DirectMemoryAccess/SerializationCommands/ManagedObjectReference.h:644 msgctxt "Warning Message in ManagedObjectReference.h" msgid "Discarding missing types on write" msgstr "写入时丢弃缺失的类型" #: /Runtime/Shaders/GraphicsBuffer.cpp:201 msgctxt "Warning Message in GraphicsBuffer.cpp" msgid "dstOffsetBytes must be a multiple of 4" msgstr "dstOffsetBytes 必须是 4 的倍数" #: /Runtime/Shaders/RayTracingAccelerationStructure.cpp:1826 msgctxt "Error Message in RayTracingAccelerationStructure.cpp" msgid "RayTracingAccelerationStructure.CullInstances function can only be used by acceleration structures created using Manual management mode." msgstr "RayTracingAccelerationStructure.CullInstances 函数只能由使用手动管理模式创建的加速结构进行使用。" #: /Runtime/Shaders/Material.cpp:1274 msgctxt "Warning Message in Material.cpp" msgid "Overriding LightMode tag has no effect" msgstr "覆盖 LightMode 标记无效" #: /Runtime/Shaders/Keywords/KeywordSpaceScriptBindings.cpp:97 msgctxt "Error Message in KeywordSpaceScriptBindings.cpp" msgid "LocalKeyword not initialized." msgstr "LocalKeyword 未初始化。" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:147 msgctxt "Error Message in ShaderVariantCollection.cpp" msgid "NULL shader passed" msgstr "NULL 着色器已传递" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:152 msgctxt "Error Message in ShaderVariantCollection.cpp" msgid "Invalid pass type" msgstr "通道类型无效" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:34 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:36 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/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:854 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:246 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/Unsafe/UnsafeUtility.bindings.h:146 msgctxt "Error Message in UnsafeUtility.bindings.h" msgid "DSPGraph module is not loaded" msgstr "未加载 DSPGraph 模块" #: /Runtime/Export/Unsafe/UnsafeUtility.bindings.h:194 msgctxt "Error Message in UnsafeUtility.bindings.h" msgid "DSPGraph module is no longer loaded" msgstr "不再加载 DSPGraph 模块" #: /Runtime/Export/Diagnostics/DiagnosticsUtils.bindings.cpp:41 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:196 msgctxt "Error Message in AtomicSafetyHandle.cpp" msgid "The Handle has already been released." msgstr "Handle 已经发布。" #: /Runtime/Jobs/AtomicSafetyHandle.cpp:256 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/JobReflectionData.cpp:714 msgctxt "Error Message in JobReflectionData.cpp" msgid "Cannot create job reflection data during domain unloading" msgstr "在域卸载期间无法创建作业反射数据" #: /Runtime/Jobs/ScriptBindings/JobsBindings.cpp:1409 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/GraphicsScriptBindings.cpp:1522 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:126 msgctxt "Error Message in SharedTextureData.h" msgid "SharedTextureData source data is NULL." msgstr "SharedTextureData 源数据为空。" #: /Runtime/Graphics/SharedTextureData.h:199 msgctxt "Error Message in SharedTextureData.h" msgid "Decrunching failed." msgstr "合成失败。" #: /Runtime/Graphics/Image.cpp:1249 msgctxt "Error Message in Image.cpp" msgid "Unsupported" msgstr "不支持" #: /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:85 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:95 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed crunch end." msgstr "崩溃结束失败。" #: /Runtime/Graphics/SpriteUtility.cpp:148 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/GraphicsHelper.cpp:327 msgctxt "Warning Message in GraphicsHelper.cpp" 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.cpp:343 msgctxt "Warning Message in GraphicsHelper.cpp" 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.cpp:349 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring MSAA color surface store action as it is memoryless" msgstr "忽略 MSAA 颜色表面存储操作(因为它是无记忆的)" #: /Runtime/Graphics/GraphicsHelper.cpp:356 msgctxt "Warning Message in GraphicsHelper.cpp" 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.cpp:372 msgctxt "Warning Message in GraphicsHelper.cpp" 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/GraphicsHelper.cpp:378 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring MSAA depth surface store action as it is memoryless" msgstr "忽略 MSAA 深度表面存储操作(因为它是无记忆的)" #: /Runtime/Graphics/SparseTexture.cpp:62 msgctxt "Error Message in SparseTexture.cpp" msgid "Sparse textures are not supported" msgstr "不支持稀疏纹理" #: /Runtime/Graphics/SparseTexture.cpp:75 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:75 msgctxt "Error Message in SparseTexture.cpp" msgid " height" msgstr "高度" #: /Runtime/Graphics/RenderTexture.cpp:1843 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:1849 msgctxt "Error Message in RenderTexture.cpp" msgid "RenderTexture color format cannot be set to a depth" msgstr "RenderTexture 颜色格式不能设置为深度" #: /Runtime/Graphics/RenderTexture.cpp:1849 msgctxt "Error Message in RenderTexture.cpp" msgid "stencil format" msgstr "模板格式" #: /Runtime/Graphics/RenderTexture.cpp:1865 msgctxt "Error Message in RenderTexture.cpp" msgid "Invalid Depth" msgstr "无效深度" #: /Runtime/Graphics/RenderTexture.cpp:1865 msgctxt "Error Message in RenderTexture.cpp" msgid "Stencil GraphicsFormat" msgstr "模板 GraphicsFormat" #: /Runtime/Graphics/RenderTexture.cpp:1870 msgctxt "Error Message in RenderTexture.cpp" msgid "DepthAuto or ShadowAuto are not a valid depth" msgstr "DepthAuto 或 ShadowAuto 不是有效深度" #: /Runtime/Graphics/RenderTexture.cpp:1870 msgctxt "Error Message in RenderTexture.cpp" msgid "stencil format. Set these formats on the colorFormat to configure the RenderTexture as a depth or shadow map without a color buffer. Use SystemInfo.GetGraphicsFormat(DefaultFormat) to get the default depth" msgstr "模板格式。在 colorFormat 上设置这些格式可将 RenderTexture 配置为没有颜色缓冲区的深度贴图或阴影贴图。使用 SystemInfo.GetGraphicsFormat(DefaultFormat) 可获取默认深度" #: /Runtime/Graphics/RenderTexture.cpp:1870 msgctxt "Error Message in RenderTexture.cpp" msgid "stencil format to set on the RenderTexture." msgstr "要在 RenderTexture 上设置的模板格式。" #: /Runtime/Graphics/RenderTexture.cpp:2110 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:391 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:430 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/ShaderScriptBindings.cpp:433 msgctxt "Error Message in ShaderScriptBindings.cpp" msgid "Trying to copy properties to null material." msgstr "正在尝试将属性复制到空材料。" #: /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:922 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:542 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:553 msgctxt "Error Message in TrailRenderer.cpp" msgid "TrailRenderer.GetPositions array is too small!" msgstr "TrailRenderer.GetPositions 数组太小!" #: /Runtime/Graphics/DrawUtil.cpp:262 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:292 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:299 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:338 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:343 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:349 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:216 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "DoDeCruncherJob failed." msgstr "DoDeCruncherJob 失败。" #: /Runtime/Graphics/AsyncUploadTexture.cpp:279 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "AsyncResourceUpload failed." msgstr "AsyncResourceUpload 失败。" #: /Runtime/Graphics/Texture2D.cpp:2483 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:123 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Buffer has been disposed" msgstr "AsyncGPUReadback - 缓冲已经处理" #: /Runtime/Graphics/AsyncGPUReadback.cpp:270 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Buffer is NULL" msgstr "AsyncGPUReadback - 缓冲区为“空”" #: /Runtime/Graphics/AsyncGPUReadback.cpp:276 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - GfxBufferID is invalid" msgstr "AsyncGPUReadback - GfxBufferID 无效" #: /Runtime/Graphics/AsyncGPUReadback.cpp:319 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Texture is NULL" msgstr "AsyncGPUReadback - 纹理为“空”" #: /Runtime/Graphics/AsyncGPUReadback.cpp:325 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/LightingSettings.cpp:737 msgctxt "Warning Message in LightingSettings.cpp" msgid "Progressive GPU lightmapper requires a CPU with SSE4.1 support." msgstr "GPU 渐进式光照贴图烘焙器需要有支持 SSE4.1 的 CPU。" #: /Runtime/Graphics/Renderer.cpp:843 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:224 msgctxt "Error Message in SharedMeshData.cpp" msgid "Unknown bonesPerVertex in GetBoneWeights()" msgstr "GetBoneWeights() 中的未知 bonesPerVertex" #: /Runtime/Graphics/Mesh/VertexData.cpp:1581 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:889 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:690 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/MeshScriptBindings.cpp:176 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:495 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:3534 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:3602 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:614 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:1633 msgctxt "Warning Message in ScriptableRenderContext.cpp" msgid "Can't get cameras with uninitialized list" msgstr "无法使用未初始化的列表获取摄像机" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:1642 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:93 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:305 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:311 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:798 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:901 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:909 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:1567 msgctxt "Warning Message in ScriptableDrawRenderers.cpp" msgid "BatchRendererGroups currently don't support override Shaders." msgstr "BatchRendererGroups 当前不支持覆盖着色器。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1870 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/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1909 msgctxt "Warning Message in ScriptableDrawRenderers.cpp" msgid "overrideMaterial and overrideShader can't both be used in the same DrawRenderers call." msgstr "overrideMaterial 和 overrideShader 不能同时在在同一个 DrawRenderers 调用中使用。" #: /Runtime/Modules/LoadDylib.cpp:49 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/SpriteRendererJobs.cpp:615 msgctxt "Warning Message in SpriteRendererJobs.cpp" msgid "Incomplete mesh data in Sprite. Please reimport or recreate the Sprite." msgstr "“Sprite”中有不完整的网格数据。请重新导入或重新创建“Sprite”。" #: /Runtime/2D/Common/SpriteDataAccess.cpp:232 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:129 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:1294 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:168 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:328 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:870 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty" msgstr "创建空对象" #: /Editor/Mono/SceneHierarchy.cs:871 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty Child" msgstr "创建空子对象" #: Editor/Src/AutoDocumentation.cpp:216 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:217 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:218 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:222 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:239 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:256 msgctxt "From AutoDocumentation" msgid ": FIXME HACKED Time stopping" msgstr ": FIXME HACKED Time 停止" #: Editor/Src/AutoDocumentation.cpp:283 msgctxt "From AutoDocumentation" msgid "TransitionInterruptionSource." msgstr "TransitionInterruptionSource。" #: Editor/Src/AutoDocumentation.cpp:294 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:296 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:298 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:300 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:302 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:307 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:309 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:313 msgctxt "From AutoDocumentation" msgid "Associated file storage." msgstr "关联的文件存储。" #: Editor/Src/AutoDocumentation.cpp:314 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:315 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:316 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:317 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:318 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:320 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:321 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:322 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:326 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:327 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:328 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:329 msgctxt "From AutoDocumentation" msgid "Set of objects to persist in the bundle." msgstr "包中持久对象集。" #: Editor/Src/AutoDocumentation.cpp:333 msgctxt "From AutoDocumentation" msgid "Constructed AB object reference." msgstr "已构造 AB 物体引用。" #: Editor/Src/AutoDocumentation.cpp:334 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:335 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:336 msgctxt "From AutoDocumentation" msgid "Path is a cache path." msgstr "路径是一个缓存路径。" #: Editor/Src/AutoDocumentation.cpp:337 msgctxt "From AutoDocumentation" msgid "Load result code." msgstr "加载结果码。" #: Editor/Src/AutoDocumentation.cpp:338 msgctxt "From AutoDocumentation" msgid "Error string." msgstr "错误字符串。" #: Editor/Src/AutoDocumentation.cpp:339 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:340 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:344 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:345 msgctxt "From AutoDocumentation" msgid "Output archive name." msgstr "输出存档名称。" #: Editor/Src/AutoDocumentation.cpp:346 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:347 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:348 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:349 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:361 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:362 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:363 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:364 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:368 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:378 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:379 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:380 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:381 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:382 msgctxt "From AutoDocumentation" msgid "Size of sample output buffer." msgstr "样本输出缓冲区的大小。" #: Editor/Src/AutoDocumentation.cpp:389 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:390 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:391 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:392 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:393 msgctxt "From AutoDocumentation" msgid "Global attenuation setting." msgstr "全局衰减设置。" #: Editor/Src/AutoDocumentation.cpp:473 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:474 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:475 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any reverb zones." msgstr "绕过/忽略所有混响区域。" #: Editor/Src/AutoDocumentation.cpp:476 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:477 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:478 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:479 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:480 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:481 msgctxt "From AutoDocumentation" msgid "Mutes the sound." msgstr "静音此声音。" #: Editor/Src/AutoDocumentation.cpp:482 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:483 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:484 msgctxt "From AutoDocumentation" msgid "Apply spatialized panning." msgstr "应用空间声像处理。" #: Editor/Src/AutoDocumentation.cpp:485 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:486 msgctxt "From AutoDocumentation" msgid "backward compatibility props" msgstr "后向兼容属性" #: Editor/Src/AutoDocumentation.cpp:487 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:488 msgctxt "From AutoDocumentation" msgid "Play the sound when the component loads." msgstr "加载组件时播放声音。" #: Editor/Src/AutoDocumentation.cpp:489 msgctxt "From AutoDocumentation" msgid "Sets the volume of the sound." msgstr "设置声音的音量。" #: Editor/Src/AutoDocumentation.cpp:499 msgctxt "From AutoDocumentation" msgid "Blend Node type." msgstr "混合节点类型" #: Editor/Src/AutoDocumentation.cpp:510 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:512 msgctxt "From AutoDocumentation" msgid "The size of the box." msgstr "盒尺寸。" #: Editor/Src/AutoDocumentation.cpp:516 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:518 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:520 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:522 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:524 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:526 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:528 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:532 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:540 msgctxt "From AutoDocumentation" msgid "Which layers the camera renders." msgstr "摄像机渲染的图层。" #: Editor/Src/AutoDocumentation.cpp:541 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:543 msgctxt "From AutoDocumentation" msgid "Which layers receive events." msgstr "接收事件的图层" #: Editor/Src/AutoDocumentation.cpp:544 msgctxt "From AutoDocumentation" msgid "Far clipping plane." msgstr "远剪裁平面。" #: Editor/Src/AutoDocumentation.cpp:545 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:547 msgctxt "From AutoDocumentation" msgid "Near clipping plane." msgstr "近剪裁平面。" #: Editor/Src/AutoDocumentation.cpp:548 msgctxt "From AutoDocumentation" msgid "Is camera orthographic?" msgstr "摄像机是正交的?" #: Editor/Src/AutoDocumentation.cpp:549 msgctxt "From AutoDocumentation" msgid "Rendering path to use." msgstr "要使用的渲染路径。" #: Editor/Src/AutoDocumentation.cpp:557 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:558 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:568 msgctxt "From AutoDocumentation" msgid "[ 0, infinity ]" msgstr "[ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:575 msgctxt "From AutoDocumentation" msgid "The direction of the capsule." msgstr "胶囊的方向。" #: Editor/Src/AutoDocumentation.cpp:580 msgctxt "From AutoDocumentation" msgid "The size of the capsule." msgstr "胶囊尺寸。" #: Editor/Src/AutoDocumentation.cpp:590 msgctxt "From AutoDocumentation" msgid "[ 0.0001, infinity ]" msgstr "[ 0.0001, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:592 msgctxt "From AutoDocumentation" msgid "[ 0, 180 ]" msgstr "[ 0, 180 ]" #: Editor/Src/AutoDocumentation.cpp:599 msgctxt "From AutoDocumentation" msgid "The radius of the circle. [ 0.0001, 1000000 ]." msgstr "圆的半径。[ 0.0001, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:604 msgctxt "From AutoDocumentation" msgid "Name of the device." msgstr "设备名称。" #: Editor/Src/AutoDocumentation.cpp:605 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:606 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:607 msgctxt "From AutoDocumentation" msgid "URL of the VRPN server." msgstr "VRPN 服务器的 URL。" #: Editor/Src/AutoDocumentation.cpp:618 msgctxt "From AutoDocumentation" msgid "The layers to exclude for contacts, removing any layers already included via the Layer Collision Matrix or the Include Layers." msgstr "接触要排除的层,通过图层碰撞矩阵或包含层移除任何已包含的层。" #: Editor/Src/AutoDocumentation.cpp:619 msgctxt "From AutoDocumentation" msgid "The layers to include for contacts, merging with any layers already included via the Layer Collision Matrix." msgstr "接触要包含的层,通过图层碰撞矩阵与任何已包含的层合并。" #: Editor/Src/AutoDocumentation.cpp:620 msgctxt "From AutoDocumentation" msgid "The layer override priority for this Collider to make a decision whether a contact should be produced or not." msgstr "此碰撞器的层覆盖优先级,用于判断是否应产生接触。" #: Editor/Src/AutoDocumentation.cpp:624 msgctxt "From AutoDocumentation" msgid "The layers that this Collider reports physics callbacks for." msgstr "此碰撞器为其报告物理回调的层。" #: Editor/Src/AutoDocumentation.cpp:625 msgctxt "From AutoDocumentation" msgid "The layers from which to capture contacts coming from the physics system. Captured contacts can be queried and reported as callbacks." msgstr "从中捕捉来自物理系统的接触的层。已捕捉的接触可作为回调进行查询和报告。" #: Editor/Src/AutoDocumentation.cpp:626 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:628 msgctxt "From AutoDocumentation" msgid "The layers that this Collider receives forces from during a Collision contact." msgstr "此碰撞器在碰撞接触过程中从中收到力的层。" #: Editor/Src/AutoDocumentation.cpp:629 msgctxt "From AutoDocumentation" msgid "The layers that this Collider applies forces to during a Collision contact." msgstr "此碰撞器在碰撞接触过程中为其施加力的层。" #: Editor/Src/AutoDocumentation.cpp:631 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:632 msgctxt "From AutoDocumentation" msgid "The layer override priority for this Collider2D to make a decision whether a contact should be produced or not." msgstr "此 Collider2D 的层覆盖优先级,用于判断是否应产生接触。" #: Editor/Src/AutoDocumentation.cpp:633 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:634 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:635 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:636 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:642 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:647 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:652 msgctxt "From AutoDocumentation" msgid "Distance vertices are offset by when compositing multiple shapes. Any vertices between shapes within this distance will be combined. [ 0.0f, 1000000 ]." msgstr "合成多个形状时的顶点偏移距离。位于此距离内的任何网格顶点都将被合并。[ 0.0f, 1000000 ]。" #: Editor/Src/AutoDocumentation.cpp:654 msgctxt "From AutoDocumentation" msgid "Whether the collider uses a Delaunay mesh algorithm or not." msgstr "碰撞体是否使用 Delaunay 网格算法。" #: Editor/Src/AutoDocumentation.cpp:655 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:660 msgctxt "From AutoDocumentation" msgid "Force applied globally." msgstr "全局应用的力。" #: Editor/Src/AutoDocumentation.cpp:661 msgctxt "From AutoDocumentation" msgid "Force applied locally." msgstr "局部应用的力。" #: Editor/Src/AutoDocumentation.cpp:662 msgctxt "From AutoDocumentation" msgid "Torque applied locally." msgstr "局部扭矩。" #: Editor/Src/AutoDocumentation.cpp:663 msgctxt "From AutoDocumentation" msgid "Torque applied globally." msgstr "全局扭矩。" #: Editor/Src/AutoDocumentation.cpp:667 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:668 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:669 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:673 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:674 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:676 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:680 msgctxt "From AutoDocumentation" msgid "A virtual point after the last point used to calculate an adjacent collision normal." msgstr "最后一个点之后的虚拟点,用于计算相邻碰撞法线。" #: Editor/Src/AutoDocumentation.cpp:681 msgctxt "From AutoDocumentation" msgid "A virtual point prior to the first point used to calculate an adjacent collision normal." msgstr "第一个点之前的虚拟点,用于计算相邻碰撞法线。" #: Editor/Src/AutoDocumentation.cpp:684 msgctxt "From AutoDocumentation" msgid "Controls the use of the next point." msgstr "控制下一点的使用。" #: Editor/Src/AutoDocumentation.cpp:685 msgctxt "From AutoDocumentation" msgid "Controls the use of the previous point." msgstr "控制上一点的使用。" #: Editor/Src/AutoDocumentation.cpp:689 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:690 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:694 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:696 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:701 msgctxt "From AutoDocumentation" msgid "The individual flare elements." msgstr "单个光晕元素。" #: Editor/Src/AutoDocumentation.cpp:702 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:703 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:715 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:717 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:722 msgctxt "From AutoDocumentation" msgid "Text alignment." msgstr "文本对齐。" #: Editor/Src/AutoDocumentation.cpp:734 msgctxt "From AutoDocumentation" msgid "Border of the background images." msgstr "背景图片框" #: Editor/Src/AutoDocumentation.cpp:735 msgctxt "From AutoDocumentation" msgid "Clip offset." msgstr "剪裁偏移。" #: Editor/Src/AutoDocumentation.cpp:736 msgctxt "From AutoDocumentation" msgid "Clipping mode to use." msgstr "使用剪裁模式。" #: Editor/Src/AutoDocumentation.cpp:741 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:742 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:744 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:745 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:746 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:753 msgctxt "From AutoDocumentation" msgid "How image and text is combined." msgstr "图像和文本如何结合。" #: Editor/Src/AutoDocumentation.cpp:760 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:761 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:762 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:763 msgctxt "From AutoDocumentation" msgid "Use HTML-style markup." msgstr "Use HTML-style markup." #: Editor/Src/AutoDocumentation.cpp:764 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:769 msgctxt "From AutoDocumentation" msgid "Word wrap the text?" msgstr "文本自动换行?" #: Editor/Src/AutoDocumentation.cpp:773 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:774 msgctxt "From AutoDocumentation" msgid "The layout of each cell." msgstr "每个单元格的布局。" #: Editor/Src/AutoDocumentation.cpp:781 msgctxt "From AutoDocumentation" msgid "The volume each cell occupies." msgstr "每个单元格占据的体积。" #: Editor/Src/AutoDocumentation.cpp:782 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:794 msgctxt "From AutoDocumentation" msgid "Raw heightmap." msgstr "原始高度贴图。" #: Editor/Src/AutoDocumentation.cpp:798 msgctxt "From AutoDocumentation" msgid "The joint angle limits." msgstr "关节角度限制。" #: Editor/Src/AutoDocumentation.cpp:799 msgctxt "From AutoDocumentation" msgid "The joint motor." msgstr "关节马达。" #: Editor/Src/AutoDocumentation.cpp:800 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:801 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:805 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:806 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:807 msgctxt "From AutoDocumentation" msgid "Axis to use." msgstr "使用的轴。" #: Editor/Src/AutoDocumentation.cpp:838 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:839 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:840 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:841 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:842 msgctxt "From AutoDocumentation" msgid "flip positive and negative?" msgstr "翻转正面和负面?" #: Editor/Src/AutoDocumentation.cpp:843 msgctxt "From AutoDocumentation" msgid "Joystick identifier index." msgstr "操作杆标识符索引。" #: Editor/Src/AutoDocumentation.cpp:863 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:864 msgctxt "From AutoDocumentation" msgid "Button to be pressed for movement in negative direction." msgstr "负向移动按钮" #: Editor/Src/AutoDocumentation.cpp:865 msgctxt "From AutoDocumentation" msgid "Button to be pressed for movement in positive direction." msgstr "正向移动按钮" #: Editor/Src/AutoDocumentation.cpp:866 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:867 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:877 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:881 msgctxt "From AutoDocumentation" msgid "The action required when the joint breaks." msgstr "关节断裂时所需的动作。" #: Editor/Src/AutoDocumentation.cpp:888 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:889 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:890 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:891 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:895 msgctxt "From AutoDocumentation" msgid "Animate the cross-fading." msgstr "交叉淡化动画化。" #: Editor/Src/AutoDocumentation.cpp:897 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:903 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:907 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:911 msgctxt "From AutoDocumentation" msgid "Brightness scale of the flare." msgstr "眩光亮度级别" #: Editor/Src/AutoDocumentation.cpp:912 msgctxt "From AutoDocumentation" msgid "Color of the flare." msgstr "眩光颜色" #: Editor/Src/AutoDocumentation.cpp:913 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:914 msgctxt "From AutoDocumentation" msgid "Fade speed of the flare." msgstr "眩光淡化速度。" #: Editor/Src/AutoDocumentation.cpp:915 msgctxt "From AutoDocumentation" msgid "Source flare asset to render." msgstr "要渲染的源眩光资产。" #: Editor/Src/AutoDocumentation.cpp:916 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:920 msgctxt "From AutoDocumentation" msgid "Rect lights: size of Area Light 's rectangle. Disc lights: .x is the radius of the Disc light. Pyramid lights: .x is the aspect ratio." 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。棱锥光源:.x 是宽高比。" #: Editor/Src/AutoDocumentation.cpp:921 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:922 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:923 msgctxt "From AutoDocumentation" msgid "Custom cookie (optional)" msgstr "自定义剪影(可选)" #: Editor/Src/AutoDocumentation.cpp:924 msgctxt "From AutoDocumentation" msgid "Cookie size for directional lights." msgstr "定向光剪影大小" #: Editor/Src/AutoDocumentation.cpp:925 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:926 msgctxt "From AutoDocumentation" msgid "Does the light have a halo?" msgstr "灯光是否有一个光晕?" #: Editor/Src/AutoDocumentation.cpp:927 msgctxt "From AutoDocumentation" msgid "Does the light have a flare?" msgstr "灯光是否有一个眩光?" #: Editor/Src/AutoDocumentation.cpp:928 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:929 msgctxt "From AutoDocumentation" msgid "Light intensity." msgstr "光照强度。" #: Editor/Src/AutoDocumentation.cpp:930 msgctxt "From AutoDocumentation" msgid "Per-layer shadow cull distances." msgstr "每层阴影剔除距离。" #: Editor/Src/AutoDocumentation.cpp:937 msgctxt "From AutoDocumentation" msgid "Light range." msgstr "光照范围。" #: Editor/Src/AutoDocumentation.cpp:938 msgctxt "From AutoDocumentation" msgid "Rendering mode for the light" msgstr "灯光渲染模式" #: Editor/Src/AutoDocumentation.cpp:944 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:945 msgctxt "From AutoDocumentation" msgid "Shadow settings." msgstr "阴影设置" #: Editor/Src/AutoDocumentation.cpp:946 msgctxt "From AutoDocumentation" msgid "Spot light shape" msgstr "聚光灯形状" #: Editor/Src/AutoDocumentation.cpp:952 msgctxt "From AutoDocumentation" msgid "Angle of the spotlight cone." msgstr "聚光灯锥体角度。" #: Editor/Src/AutoDocumentation.cpp:953 msgctxt "From AutoDocumentation" msgid "Light type" msgstr "光照类型" #: Editor/Src/AutoDocumentation.cpp:961 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:1000 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:1001 msgctxt "From AutoDocumentation" msgid "Enlighten data version." msgstr "Enlighten 数据版本。" #: Editor/Src/AutoDocumentation.cpp:1002 msgctxt "From AutoDocumentation" msgid "Enlighten runtime mapping information." msgstr "Enlighten 运行时贴图信息。" #: Editor/Src/AutoDocumentation.cpp:1003 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:1004 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:1005 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:1006 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:1007 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:1008 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:1009 msgctxt "From AutoDocumentation" msgid "Lookup table for between SceneObjectIdentifier and InstanceID, used for resolving SceneObjectIdentifier outside of scene loads." msgstr "SceneObjectIdentifier 和 InstanceID 之间的查找表,用于在场景加载之外解析 SceneObjectIdentifier。" #: Editor/Src/AutoDocumentation.cpp:1081 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:1088 msgctxt "From AutoDocumentation" msgid "Draw lines in worldspace (or localspace)" msgstr "在 worldspace(或 localspace)中绘制线条" #: Editor/Src/AutoDocumentation.cpp:1092 msgctxt "From AutoDocumentation" msgid "The humanoid oversampling multiplier" msgstr "人形过度采样乘数" #: Editor/Src/AutoDocumentation.cpp:1128 msgctxt "From AutoDocumentation" msgid "[ 0, 1 ]" msgstr "[ 0, 1 ]" #: Editor/Src/AutoDocumentation.cpp:1164 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:1166 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:1167 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:1169 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:1171 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:1172 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:1174 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:1175 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:1176 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:1177 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:1179 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:1181 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:1183 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:1185 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:1187 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:1189 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:1190 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:1191 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:1192 msgctxt "From AutoDocumentation" msgid "Controls when the physics simulation will be run." msgstr "控制何时运行物理模拟。" #: Editor/Src/AutoDocumentation.cpp:1198 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:1200 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:1202 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:1207 msgctxt "From AutoDocumentation" msgid "Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes." msgstr "是否在每次有“变换”组件改变时自动将变换更改与物理系统同步。" #: Editor/Src/AutoDocumentation.cpp:1208 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:1209 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:1215 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:1216 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:1218 msgctxt "From AutoDocumentation" msgid "Inter collision settings toggle." msgstr "相互碰撞设置切换。" #: Editor/Src/AutoDocumentation.cpp:1219 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:1221 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:1228 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:1233 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:1234 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:1235 msgctxt "From AutoDocumentation" msgid "Specifies max velocity to resolve penetration of colliding rigid bodies." msgstr "指定最大速度以解决刚体之间发生碰撞时的穿透情况。" #: Editor/Src/AutoDocumentation.cpp:1236 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:1238 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:1240 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:1241 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:1242 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:1243 msgctxt "From AutoDocumentation" msgid "Friction type." msgstr "摩擦类型。" #: Editor/Src/AutoDocumentation.cpp:1250 msgctxt "From AutoDocumentation" msgid "Whether to enable the improved patch friction mode." msgstr "是否启用改进的面片摩擦模式。" #: Editor/Src/AutoDocumentation.cpp:1251 msgctxt "From AutoDocumentation" msgid "Whether OnCollisionEnter, OnCollisionStay, and OnCollisionExit should be called on MonoBehaviour Scripts." msgstr "是否应该对 MonoBehaviour 脚本调用 OnCollisionEnter、OnCollisionStay 和 OnCollisionExit。" #: Editor/Src/AutoDocumentation.cpp:1252 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:1253 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:1254 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:1255 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:1262 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:1263 msgctxt "From AutoDocumentation" msgid "Choose solver." msgstr "选择解算器。" #: Editor/Src/AutoDocumentation.cpp:1268 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:1269 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:1274 msgctxt "From AutoDocumentation" msgid "Bounciness. Range { 0.0, 100000.0 }." msgstr "弹力。范围 { 0.0, 100000.0 }。" #: Editor/Src/AutoDocumentation.cpp:1275 msgctxt "From AutoDocumentation" msgid "Friction. Range { 0.0, 100000.0 }." msgstr "摩擦。范围 { 0.0, 100000.0 }。" #: Editor/Src/AutoDocumentation.cpp:1279 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:1280 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:1282 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:1284 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:1285 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:1286 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:1287 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:1388 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:1415 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:1429 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:1436 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:1499 msgctxt "From AutoDocumentation" msgid "Stereo rendering path to use." msgstr "使用的立体声渲染路径。" #: Editor/Src/AutoDocumentation.cpp:1529 msgctxt "From AutoDocumentation" msgid "Remove mip levels from the project build that are unused due to reduced texture quality settings, in order to reduce size on disk." msgstr "从项目构建中移除由于纹理质量设置降低而未使用的 Mip 级别,从而减小磁盘上占用的大小。" #: Editor/Src/AutoDocumentation.cpp:1530 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:1531 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:1532 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:1543 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:1555 msgctxt "From AutoDocumentation" msgid "[MB]" msgstr "[MB]" #: Editor/Src/AutoDocumentation.cpp:1556 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, IARC = 12," 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, IARC = 12," #: Editor/Src/AutoDocumentation.cpp:1563 msgctxt "From AutoDocumentation" msgid "AmericanEnglish = 0, BritishEnglish = 1, Japanese = 2, French = 3, German = 4, LatinAmericanSpanish = 5, Spanish = 6, Italian = 7, Dutch = 8, CanadianFrench = 9, Portuguese = 10, Russian = 11, SimplifiedChinese = 12, TraditionalChinese = 13, Korean = 14, PortugueseBr = 15 }." msgstr "AmericanEnglish = 0, BritishEnglish = 1, Japanese = 2, French = 3, German = 4, LatinAmericanSpanish = 5, Spanish = 6, Italian = 7, Dutch = 8, CanadianFrench = 9, Portuguese = 10, Russian = 11, SimplifiedChinese = 12, TraditionalChinese = 13, Korean = 14, PortugueseBr = 15 }." #: Editor/Src/AutoDocumentation.cpp:1576 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:1587 msgctxt "From AutoDocumentation" msgid "Which vertex channels are compressed." msgstr "压缩的顶点通道。" #: Editor/Src/AutoDocumentation.cpp:1588 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:1589 msgctxt "From AutoDocumentation" msgid "If set to true, command buffers are recycled after they have been executed as opposed to being freed." msgstr "如果设置为 true,命令缓冲区在执行后会被回收,而不是被释放。" #: Editor/Src/AutoDocumentation.cpp:1590 msgctxt "From AutoDocumentation" msgid "If set to true, delays acquiring the swapchain image by rendering to a staging image." msgstr "如果设置为 true,则会通过渲染到暂存图像来延迟获取交换链图像。" #: Editor/Src/AutoDocumentation.cpp:1591 msgctxt "From AutoDocumentation" msgid "Apply the display rotation during rendering." msgstr "在渲染期间应用显示旋转。" #: Editor/Src/AutoDocumentation.cpp:1592 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:1593 msgctxt "From AutoDocumentation" msgid "Set num of swapchain buffers used [ 2, 3 ]." msgstr "设置使用了 [ 2, 3 ] 的交换链缓冲区数量。" #: Editor/Src/AutoDocumentation.cpp:1636 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:1639 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:1641 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:1647 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:1666 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:1670 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:1672 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:1676 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:1700 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:1701 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:1702 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:1704 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:1705 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:1707 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:1712 msgctxt "From AutoDocumentation" msgid "Ambient equator color." msgstr "环境赤道颜色" #: Editor/Src/AutoDocumentation.cpp:1713 msgctxt "From AutoDocumentation" msgid "Ambient ground color." msgstr "环境地面颜色" #: Editor/Src/AutoDocumentation.cpp:1714 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:1715 msgctxt "From AutoDocumentation" msgid "Ambient lighting mode." msgstr "环境光模式。" #: Editor/Src/AutoDocumentation.cpp:1716 msgctxt "From AutoDocumentation" msgid "Ambient sky color." msgstr "环境天空颜色。" #: Editor/Src/AutoDocumentation.cpp:1717 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:1718 msgctxt "From AutoDocumentation" msgid "Source of the default reflection probe" msgstr "默认反射探测器的源" #: Editor/Src/AutoDocumentation.cpp:1723 msgctxt "From AutoDocumentation" msgid "Fade time for a flare." msgstr "一个眩光的淡化速度。" #: Editor/Src/AutoDocumentation.cpp:1724 msgctxt "From AutoDocumentation" msgid "Strength of light flares [ 0, 1 ]." msgstr "灯光光晕强度 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1726 msgctxt "From AutoDocumentation" msgid "Use fog in the scene?" msgstr "在场景中使用雾?" #: Editor/Src/AutoDocumentation.cpp:1727 msgctxt "From AutoDocumentation" msgid "Fog color." msgstr "雾颜色。" #: Editor/Src/AutoDocumentation.cpp:1728 msgctxt "From AutoDocumentation" msgid "Density for exponential fog." msgstr "指数雾密度" #: Editor/Src/AutoDocumentation.cpp:1729 msgctxt "From AutoDocumentation" msgid "Fog mode to use." msgstr "使用的雾模式。" #: Editor/Src/AutoDocumentation.cpp:1735 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:1736 msgctxt "From AutoDocumentation" msgid "Strength of light halos [ 0, 1 ]." msgstr "灯光光环强度 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:1738 msgctxt "From AutoDocumentation" msgid "The light halo texture." msgstr "光晕纹理。" #: Editor/Src/AutoDocumentation.cpp:1739 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:1740 msgctxt "From AutoDocumentation" msgid "End distance for linear fog." msgstr "线性曲线雾的结束距离" #: Editor/Src/AutoDocumentation.cpp:1741 msgctxt "From AutoDocumentation" msgid "Starting distance for linear fog." msgstr "线性雾的起始距离。" #: Editor/Src/AutoDocumentation.cpp:1744 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:1745 msgctxt "From AutoDocumentation" msgid "The default spotlight cookie." msgstr "默认的聚光灯 cookie。" #: Editor/Src/AutoDocumentation.cpp:1746 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:1747 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:1751 msgctxt "From AutoDocumentation" msgid "Anti-aliasing" msgstr "抗锯齿" #: Editor/Src/AutoDocumentation.cpp:1758 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:1759 msgctxt "From AutoDocumentation" msgid "Color buffer format" msgstr "颜色缓冲区格式" #: Editor/Src/AutoDocumentation.cpp:1820 msgctxt "From AutoDocumentation" msgid "Depth stencil buffer format" msgstr "深度模板缓冲区格式" #: Editor/Src/AutoDocumentation.cpp:1831 msgctxt "From AutoDocumentation" msgid "If enabled, the color and depth stencil 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和深度模板格式。" #: Editor/Src/AutoDocumentation.cpp:1832 msgctxt "From AutoDocumentation" msgid "[ 1, 32768 ]" msgstr "[ 1, 32768 ]" #: Editor/Src/AutoDocumentation.cpp:1834 msgctxt "From AutoDocumentation" msgid "Shadow Comparison Mode. None creates a regular depth texture. Compare Depths setting creates a shadow texture." msgstr "阴影比较模式。“无”将创建常规深度纹理。“比较深度”设置将创建阴影纹理。" #: Editor/Src/AutoDocumentation.cpp:1846 msgctxt "From AutoDocumentation" msgid "enum RendererType" msgstr "枚举 RendererType" #: Editor/Src/AutoDocumentation.cpp:1853 msgctxt "From AutoDocumentation" msgid "Lightmap tiling and offset." msgstr "光照贴图平铺与偏移。" #: Editor/Src/AutoDocumentation.cpp:1854 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:1855 msgctxt "From AutoDocumentation" msgid "Motion Vector generation mode." msgstr "运动矢量生成模式。" #: Editor/Src/AutoDocumentation.cpp:1864 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:1873 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:1883 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:1888 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:1890 msgctxt "From AutoDocumentation" msgid "The type of the rigidbody." msgstr "刚体类型。" #: Editor/Src/AutoDocumentation.cpp:1896 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:1901 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:1903 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:1906 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:1912 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:1914 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:1916 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:1917 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:1918 msgctxt "From AutoDocumentation" msgid "The sleeping mode for the body." msgstr "主体的睡眠模式。" #: Editor/Src/AutoDocumentation.cpp:1924 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:1925 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:1929 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:1933 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:1934 msgctxt "From AutoDocumentation" msgid "Unity will force the double buffer for the next DispatchUpdate, this uses 2x memory, only flagged from VFX when needed." msgstr "Unity 将强制对下一次 DispatchUpdate 进行双重缓冲,此操作使用 2 倍内存,仅在需要时从 VFX 标记。" #: Editor/Src/AutoDocumentation.cpp:1935 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:1942 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:1943 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:1947 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:1949 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:1957 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:1963 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:1965 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:1967 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:1980 msgctxt "From AutoDocumentation" msgid "Sets the draw mode for the SpriteRenderer." msgstr "设置 SpriteRenderer 的绘制模式。" #: Editor/Src/AutoDocumentation.cpp:1997 msgctxt "From AutoDocumentation" msgid "Sets the tiled mode for SpriteRenderer." msgstr "设置 SpriteRenderer 的平铺模式。" #: Editor/Src/AutoDocumentation.cpp:2019 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:2021 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:2023 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:2025 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:2026 msgctxt "From AutoDocumentation" msgid "Should the impulse force be applied to the contact point? Applying the force at the contact point may cause the target to rotate." msgstr "是否应该对接触点施加冲击力?在接触点施加力可能会导致目标旋转。" #: Editor/Src/AutoDocumentation.cpp:2027 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:2031 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:2032 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:2033 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:2035 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:2037 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:2039 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:2049 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:2061 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:2062 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:2064 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:2071 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:2072 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:2073 msgctxt "From AutoDocumentation" msgid "Length of one tab." msgstr "制表符长度。" #: Editor/Src/AutoDocumentation.cpp:2077 msgctxt "From AutoDocumentation" msgid "The Render Orientation of each tile." msgstr "每个瓦片的“渲染方向”。" #: Editor/Src/AutoDocumentation.cpp:2094 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:2105 msgctxt "From AutoDocumentation" msgid "The render mode." msgstr "渲染模式。" #: Editor/Src/AutoDocumentation.cpp:2110 msgctxt "From AutoDocumentation" msgid "The Sort Order of all tiles." msgstr "所有瓦片的排序顺序。" #: Editor/Src/AutoDocumentation.cpp:2120 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:2125 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:2126 msgctxt "From AutoDocumentation" msgid "Pause/unpause trail generation." msgstr "暂停/取消暂停拖尾生成。" #: Editor/Src/AutoDocumentation.cpp:2133 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:2135 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:2149 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:2164 msgctxt "From AutoDocumentation" msgid "Joint type." msgstr "关节类型。" #: Editor/Src/AutoDocumentation.cpp:2180 msgctxt "From AutoDocumentation" msgid "Lock type." msgstr "锁定类型。" #: Editor/Src/AutoDocumentation.cpp:2219 msgctxt "From AutoDocumentation" msgid "Bending stiffness. 0 = disabled. [ 0, 1 ]." msgstr "弯曲硬度。 0 = 禁用。 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:2221 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:2223 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:2224 msgctxt "From AutoDocumentation" msgid "Friction. [ 0, 1 ]." msgstr "摩擦。[ 0, 1 ]" #: Editor/Src/AutoDocumentation.cpp:2226 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:2227 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:2229 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:2231 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:2232 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:2233 msgctxt "From AutoDocumentation" msgid "Stretching stiffness. [ 0, 1 ]." msgstr "伸展硬度。 [ 0, 1 ]。" #: Editor/Src/AutoDocumentation.cpp:2235 msgctxt "From AutoDocumentation" msgid "Increasing particle mass after collision." msgstr "碰撞后增加粒子质量。" #: Editor/Src/AutoDocumentation.cpp:2236 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:2237 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:2238 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:2291 msgctxt "From AutoDocumentation" msgid "Use acceleration rather than force for the drive spring." msgstr "使用加速驱动器弹簧,而不是力驱动器弹簧。" #: Editor/Src/AutoDocumentation.cpp:2292 msgctxt "From AutoDocumentation" msgid "activate joint limits" msgstr "激活关节限制" #: Editor/Src/AutoDocumentation.cpp:2296 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:2298 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:2300 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:2302 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:2303 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:2304 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:2311 msgctxt "From AutoDocumentation" msgid "[ 0.f, 3.402823e+36f ]" msgstr "[ 0.f, 3.402823e+36f ]" #: Editor/Src/AutoDocumentation.cpp:2343 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:2398 msgctxt "From AutoDocumentation" msgid "Asymptote Slip. [ 0.001, infinity ]." msgstr "渐近线滑动。 [ 0.001, 无限 ]。" #: Editor/Src/AutoDocumentation.cpp:2400 msgctxt "From AutoDocumentation" msgid "Asymptote Value. [ 0.001, infinity ]." msgstr "渐近线值。[ 0.001, 无限 ]" #: Editor/Src/AutoDocumentation.cpp:2402 msgctxt "From AutoDocumentation" msgid "Extremum Slip. [ 0.001, infinity ]." msgstr "极值滑动。 [ 0.001, 无限 ]" #: Editor/Src/AutoDocumentation.cpp:2404 msgctxt "From AutoDocumentation" msgid "Extremum Value. [ 0.001, infinity ]." msgstr "极值。[ 0.001, 无限 ]" #: Editor/Src/AutoDocumentation.cpp:2406 msgctxt "From AutoDocumentation" msgid "Stiffness Factor. [ 0, infinity ]." msgstr "硬度系数。 [ 0, 无限 ]。" #: Editor/Src/AutoDocumentation.cpp:2412 msgctxt "From AutoDocumentation" msgid "The joint suspension." msgstr "关机悬挂。" #: Editor/Src/AutoDocumentation.cpp:2425 msgctxt "From AutoDocumentation" msgid "xyz - direction, w - time" msgstr "xyz - 方向,w - 时间" #: Editor/Src/AutoDocumentation.cpp:2426 msgctxt "From AutoDocumentation" msgid "x - lod info (lod mask in top byte, 24bits for lodGroup), y - activity flag" msgstr "x - lod 信息(高位字节中的 lod 遮罩,lodGroup 为 24 位),y - 活动标志" #: Editor/Src/AutoDocumentation.cpp:2427 msgctxt "From AutoDocumentation" msgid "xyz - origin, w - max range" msgstr "xyz - 原点,w - 最大范围" #: Editor/Src/AutoDocumentation.cpp:2431 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:2444 msgctxt "From AutoDocumentation" msgid "Shader mode" msgstr "着色器模式" #: Editor/Src/AutoDocumentation.cpp:2450 msgctxt "From AutoDocumentation" msgid "Shader to use." msgstr "要使用的着色器。" #: Editor/Src/AutoDocumentation.cpp:2454 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:2455 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:2456 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:2457 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:2458 msgctxt "From AutoDocumentation" msgid "The minimum normal angle allowed for a contact. { -359.9999, 359.9999 }." msgstr "发生接触所允许的最小法线角度。{ -359.9999, 359.9999 }." #: Editor/Src/AutoDocumentation.cpp:2459 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:2460 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:2461 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:2462 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:2463 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:2464 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:2468 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:2472 msgctxt "From AutoDocumentation" msgid "The function call to execute." msgstr "调用执行的函数。" #: Editor/Src/AutoDocumentation.cpp:2473 msgctxt "From AutoDocumentation" msgid "The object to pass to m_Call." msgstr "传递给 m_Call 的对象。" #: Editor/Src/AutoDocumentation.cpp:2477 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:2478 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:2482 msgctxt "From AutoDocumentation" msgid "Element color tint." msgstr "元素颜色着色。" #: Editor/Src/AutoDocumentation.cpp:2483 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:2484 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:2485 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:2486 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:2487 msgctxt "From AutoDocumentation" msgid "The size of the element." msgstr "元素尺寸。" #: Editor/Src/AutoDocumentation.cpp:2488 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:2489 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:2493 msgctxt "From AutoDocumentation" msgid "This is absolute." msgstr "该值为绝对值。" #: Editor/Src/AutoDocumentation.cpp:2494 msgctxt "From AutoDocumentation" msgid "The rectangle of this clipping rect." msgstr "此剪辑 rect 的矩形。" #: Editor/Src/AutoDocumentation.cpp:2495 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:2496 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:2497 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:2501 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:2502 msgctxt "From AutoDocumentation" msgid "The color of the text." msgstr "文本颜色。" #: Editor/Src/AutoDocumentation.cpp:2506 msgctxt "From AutoDocumentation" msgid "Build-time stripping of BatchRendererGroup variants" msgstr "生成时剥离 BatchRendererGroup 变体" #: Editor/Src/AutoDocumentation.cpp:2512 msgctxt "From AutoDocumentation" msgid "Default value use to initialize the RenderingLayerMask property of a Renderer." msgstr "用于初始化渲染器 RenderingLayerMask 属性的默认值。" #: Editor/Src/AutoDocumentation.cpp:2513 msgctxt "From AutoDocumentation" msgid "Deferred shading shader settings." msgstr "延迟着色着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2514 msgctxt "From AutoDocumentation" msgid "Deferred Reflections shader settings." msgstr "“延迟反射”的着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2515 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:2516 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:2521 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:2527 msgctxt "From AutoDocumentation" msgid "Lens flare shader settings." msgstr "镜头眩光着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2528 msgctxt "From AutoDocumentation" msgid "Light halo shader settings." msgstr "光晕着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2529 msgctxt "From AutoDocumentation" msgid "Should a Light Probe lit Renderer placed outside of the bounds of the Light Probe tetrahedral hull use the global Ambient Probe or do a costly search to find the nearest probe?" msgstr "位于光照探测器四面体外壳边界以外的由光照探测器照亮的渲染器是否应使用全局环境探测器或执行成本高昂的搜索来查找最近的探测器?" #: Editor/Src/AutoDocumentation.cpp:2530 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:2535 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:2536 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:2537 msgctxt "From AutoDocumentation" msgid "MotionVectors shader settings." msgstr "MotionVectors 着色器设置。" #: Editor/Src/AutoDocumentation.cpp:2538 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:2539 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:2556 msgctxt "From AutoDocumentation" msgid "Id of the codec that should be used to decode this." msgstr "用于对此进行解码的编解码器 ID。" #: Editor/Src/AutoDocumentation.cpp:2557 msgctxt "From AutoDocumentation" msgid "All mips smaller than this will be padded to be at least macroblockSize* macroblockSize pixels. This is to make some downstream users happy." msgstr "所有小于此值的 Mip 将被填充至少 macroblockSize* macroblockSize 像素。这是为了让一些下游用户满意。" #: Editor/Src/AutoDocumentation.cpp:2558 msgctxt "From AutoDocumentation" msgid "The number of mips in the bc thumbnail." msgstr "Bc 缩略图中的 Mip 数量。" #: Editor/Src/AutoDocumentation.cpp:2559 msgctxt "From AutoDocumentation" msgid "Size of the parameters block The parameter block is part of BcThumbnailHeader and not of ThumbnailInfo since BcThumbnailHeader is only demand loaded/unloaded." msgstr "参数块的大小 参数块是 BcThumbnailHeader 的一部分,而不是 ThumbnailInfo 的一部分,因为 BcThumbnailHeader 仅按需加载/卸载。" #: Editor/Src/AutoDocumentation.cpp:2563 msgctxt "From AutoDocumentation" msgid "Identifier of the codec used, note there is a special "no data" codec so size==0 is a valid CodedLayerTileHeader." msgstr "使用的编解码器的标识符,请注意有一个特殊的 \"无数据\" 编解码器,因此 size==0 是有效的 CodedLayerTileHeader。" #: Editor/Src/AutoDocumentation.cpp:2564 msgctxt "From AutoDocumentation" msgid "Identifier of the parameter block to pass to the codec." msgstr "要传递给编解码器的参数块的标识符。" #: Editor/Src/AutoDocumentation.cpp:2565 msgctxt "From AutoDocumentation" msgid "Size of the coded bytes." msgstr "编码字节的大小。" #: Editor/Src/AutoDocumentation.cpp:2569 msgctxt "From AutoDocumentation" msgid "Number of tiles that reference this flat tile." msgstr "引用此平面瓦片的瓦片数。" #: Editor/Src/AutoDocumentation.cpp:2570 msgctxt "From AutoDocumentation" msgid "Index of the pagefile in the tileset this tile is located in." msgstr "此瓦片所在瓦片集内的页面文件的索引。" #: Editor/Src/AutoDocumentation.cpp:2571 msgctxt "From AutoDocumentation" msgid "Index of the page in the pagefile this tile is located in." msgstr "此瓦片所在页面文件内的页面的索引。" #: Editor/Src/AutoDocumentation.cpp:2572 msgctxt "From AutoDocumentation" msgid "Index of the tile in the page this tile is located." msgstr "此瓦片所在页面内的瓦片的索引。" #: Editor/Src/AutoDocumentation.cpp:2573 msgctxt "From AutoDocumentation" msgid "Offset in the tilelist where numTiles PackedTileListItems are found that point back to the tiles referencing this tile." msgstr "瓦片列表中的偏移,其中的 numTiles PackedTileListItems 指向引用此瓦片的瓦片。" #: Editor/Src/AutoDocumentation.cpp:2577 msgctxt "From AutoDocumentation" msgid "Offset pointing to TileInfo [numTilesX*numTilesY]." msgstr "指向 TileInfo [numTilesX*numTilesY] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2581 msgctxt "From AutoDocumentation" msgid "The number of tiles in the page." msgstr "页面中的瓦片数。" #: Editor/Src/AutoDocumentation.cpp:2585 msgctxt "From AutoDocumentation" msgid "If non-zero this is the size of a mipchain of coded thumbnail data. The coded data starts with BcThumbnailHeader (included in this size)." msgstr "如果非零,则表示编码的缩略图数据的 Mip 链大小。编码数据以 BcThumbnailHeader(包含在此大小中)开头。" #: Editor/Src/AutoDocumentation.cpp:2586 msgctxt "From AutoDocumentation" msgid "Guid of this thumbnail. The metadata may use this to refer to thumbnails in gts files." msgstr "此缩略图的 Guid。元数据可使用此值来引用 gts 文件中的缩略图。" #: Editor/Src/AutoDocumentation.cpp:2587 msgctxt "From AutoDocumentation" msgid "Height in pixels of the thumbnail." msgstr "缩略图的高度(以像素为单位)。" #: Editor/Src/AutoDocumentation.cpp:2588 msgctxt "From AutoDocumentation" msgid "Offset to the thumbnail data. At offset "offset" the raw data starts at offset "offset+rawSize" the bc data starts." msgstr "缩略图数据的偏移。在偏移 "offset" 处开始原始数据,而在偏移 "offset+rawSize" 处开始 Bc 数据。" #: Editor/Src/AutoDocumentation.cpp:2589 msgctxt "From AutoDocumentation" msgid "If non zero this is the size of the raw pixel format thumbnail data. This is always LZW compressed 8 bit per channel RGBA data." msgstr "如果非零,则表示原始像素格式缩略图数据的大小。这始终是 LZW 压缩的 8 位/通道 RGBA 数据。" #: Editor/Src/AutoDocumentation.cpp:2590 msgctxt "From AutoDocumentation" msgid "Width in pixels of the thumbnail." msgstr "缩略图的宽度(以像素为单位)。" #: Editor/Src/AutoDocumentation.cpp:2594 msgctxt "From AutoDocumentation" msgid "This should be set to zero for backwards compatibility with pre 4.0 tileset viewers." msgstr "为了向后与 4.0 之前的瓦片集查看器兼容,应将此值设置为零。" #: Editor/Src/AutoDocumentation.cpp:2595 msgctxt "From AutoDocumentation" msgid "The number of thumbnails in this .gts. Thumbnail 0 is reserverd and supposed to represent the whole tilesets. The other thumbnails "may" represent things such as atlas items or other relevant thumbnail info." msgstr "此 .gts 中的缩略图数量。缩略图 0 被保留,并应该表示整个瓦片集。其他缩略图 "可以" 表示诸如图集项或其他相关缩略图信息之类的内容。" #: Editor/Src/AutoDocumentation.cpp:2596 msgctxt "From AutoDocumentation" msgid "Unused field, set to zero." msgstr "未使用的字段,设置为零。" #: Editor/Src/AutoDocumentation.cpp:2600 msgctxt "From AutoDocumentation" msgid "Index of this tile in the flat tile list." msgstr "此瓦片在平面瓦片列表中的索引。" #: Editor/Src/AutoDocumentation.cpp:2604 msgctxt "From AutoDocumentation" msgid "128-bit MD5 hash of the content of the page file succeeding this header. This has to match the checksum stored in the .gts file." msgstr "此标头之后的页面文件内容的 128 位 MD5 哈希。这必须与存储在 .gts 文件中的校验相匹配。" #: Editor/Src/AutoDocumentation.cpp:2605 msgctxt "From AutoDocumentation" msgid "Page file magic & version, corresponds with PAGE_FILE_MAGIC and PAGE_FILE_VERSION." msgstr "页面文件魔数和版本,对应于 PAGE_FILE_MAGIC 和 PAGE_FILE_VERSION。" #: Editor/Src/AutoDocumentation.cpp:2609 msgctxt "From AutoDocumentation" msgid "Pixels, codec, and param block hash." msgstr "像素、编解码器和参数块哈希。" #: Editor/Src/AutoDocumentation.cpp:2610 msgctxt "From AutoDocumentation" msgid "Total size of the tile on disk." msgstr "磁盘上的瓦片总大小。" #: Editor/Src/AutoDocumentation.cpp:2614 msgctxt "From AutoDocumentation" msgid "128-bit MD5 hash." msgstr "128 位 MD5 哈希。" #: Editor/Src/AutoDocumentation.cpp:2615 msgctxt "From AutoDocumentation" msgid "The file name of the page file (null terminated)." msgstr "页面文件的文件名(空值终止)。" #: Editor/Src/AutoDocumentation.cpp:2616 msgctxt "From AutoDocumentation" msgid "The total number of data pages in this file." msgstr "此文件中的数据页总数。" #: Editor/Src/AutoDocumentation.cpp:2617 msgctxt "From AutoDocumentation" msgid "Pages start at offset 0 in the file and the file contains numPages * pageSize bytes so there is nothing else to specify here." msgstr "页面从文件中的偏移 0 开始,并且文件包含 numPages * pageSize 个字节,因此这里没有其他要指定的内容。" #: Editor/Src/AutoDocumentation.cpp:2621 msgctxt "From AutoDocumentation" msgid "Codec for which this parameter block is meant." msgstr "此参数块对应的编解码器。" #: Editor/Src/AutoDocumentation.cpp:2622 msgctxt "From AutoDocumentation" msgid "Unique identifying id of this parameter block. The CodedLayerTileHeader refer to parameter blocks using this id." msgstr "此参数块的唯一标识 ID。CodedLayerTileHeader 使用此 ID 来引用参数块。" #: Editor/Src/AutoDocumentation.cpp:2623 msgctxt "From AutoDocumentation" msgid "Offset of the parameter block." msgstr "参数块的偏移。" #: Editor/Src/AutoDocumentation.cpp:2624 msgctxt "From AutoDocumentation" msgid "Size of the parameter block in bytes." msgstr "参数块的大小(以字节为单位)。" #: Editor/Src/AutoDocumentation.cpp:2628 msgctxt "From AutoDocumentation" msgid "128-bit MD5 hash of any content succeeding this header" msgstr "此标头之后的任何内容的 128 位 MD5 哈希" #: Editor/Src/AutoDocumentation.cpp:2629 msgctxt "From AutoDocumentation" msgid "Offset pointing to ExtendedFlatTileInfo [numFlatTiles]." msgstr "指向 ExtendedFlatTileInfo [numFlatTiles] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2630 msgctxt "From AutoDocumentation" msgid "Offset to the data in the first page in this file (if any pages in the file). Headers etc. can occur before this offset." msgstr "此文件第一页中的数据(如果文件中有任何页面)的偏移。标头等可出现在此偏移之前。" #: Editor/Src/AutoDocumentation.cpp:2631 msgctxt "From AutoDocumentation" msgid "Offset pointing to FlatTileInfo[numFlatTiles]." msgstr "指向 FlatTileInfo[numFlatTiles] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2632 msgctxt "From AutoDocumentation" msgid "Type of this file: GTS for GTPs, GTS for GTEX, a GTEX, a GTP." msgstr "此文件的类型:用于 GTPs 的 GTS、用于 GTEX 的 GTS、 GTEX、 GTP。" #: Editor/Src/AutoDocumentation.cpp:2633 msgctxt "From AutoDocumentation" msgid "Offset pointing to LayerInfo [numLayers]." msgstr "指向 LayerInfo [numLayers] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2634 msgctxt "From AutoDocumentation" msgid "Offset pointing to LevelInfo[numLevels]." msgstr "指向 LevelInfo[numLevels] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2635 msgctxt "From AutoDocumentation" msgid "Offset pointing to char[metaSize]." msgstr "指向 char[metaSize] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2636 msgctxt "From AutoDocumentation" msgid "The size in bytes of the meta data." msgstr "元数据的大小(以字节为单位)。" #: Editor/Src/AutoDocumentation.cpp:2637 msgctxt "From AutoDocumentation" msgid "The total number of tiles in this tile set." msgstr "此瓦片集内的瓦片总数。" #: Editor/Src/AutoDocumentation.cpp:2638 msgctxt "From AutoDocumentation" msgid "Number of data layers in the file." msgstr "此文件中的数据层数。" #: Editor/Src/AutoDocumentation.cpp:2639 msgctxt "From AutoDocumentation" msgid "Number of resolution levels in this tile." msgstr "此瓦片中的分辨率级别数量。" #: Editor/Src/AutoDocumentation.cpp:2640 msgctxt "From AutoDocumentation" msgid "The total number of page files in this tile set." msgstr "此瓦片集内的页面文件总数。" #: Editor/Src/AutoDocumentation.cpp:2641 msgctxt "From AutoDocumentation" msgid "Number of pages in this file." msgstr "此文件中的页面数。" #: Editor/Src/AutoDocumentation.cpp:2642 msgctxt "From AutoDocumentation" msgid "The number of compression parameter blocks." msgstr "压缩参数块的数量。" #: Editor/Src/AutoDocumentation.cpp:2643 msgctxt "From AutoDocumentation" msgid "Member of reverse tile items in this file." msgstr "此文件中的反向瓦片项数量。" #: Editor/Src/AutoDocumentation.cpp:2644 msgctxt "From AutoDocumentation" msgid "The size in bytes of the pages in this tile set." msgstr "此瓦片集内的页面大小(以字节为单位)。" #: Editor/Src/AutoDocumentation.cpp:2645 msgctxt "From AutoDocumentation" msgid "Offset pointing to PageFileInfo [numPageFiles]." msgstr "指向 PageFileInfo [numPageFiles] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2646 msgctxt "From AutoDocumentation" msgid "Offset pointing to ParameterBlockInfo [numParameterBlocks]." msgstr "指向 ParameterBlockInfo [numParameterBlocks] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2647 msgctxt "From AutoDocumentation" msgid "Offset pointing to PackedTileListItem[numReverseTiles]." msgstr "指向 PackedTileListItem[numReverseTiles] 的偏移。" #: Editor/Src/AutoDocumentation.cpp:2648 msgctxt "From AutoDocumentation" msgid "Offset pointing to a ThumbnailsInfo struct. Zero if there is no thumbnail included in the file." msgstr "指向 ThumbnailsInfo 结构的偏移。如果文件中未包含缩略图,则为零。" #: Editor/Src/AutoDocumentation.cpp:2649 msgctxt "From AutoDocumentation" msgid "Border in pixels around the tile." msgstr "瓦片周围的边框(以像素为单位)。" #: Editor/Src/AutoDocumentation.cpp:2650 msgctxt "From AutoDocumentation" msgid "The height of the individual tiles in pixels (including borders)" msgstr "单个瓦片的高度(以像素为单位,含边框)" #: Editor/Src/AutoDocumentation.cpp:2651 msgctxt "From AutoDocumentation" msgid "The maximum size of all the tiles in the file (this can be used to allocate read buffers etc.)" msgstr "文件中所有瓦片的最大大小(此值可用于分配读取缓冲区等)" #: Editor/Src/AutoDocumentation.cpp:2652 msgctxt "From AutoDocumentation" msgid "The width of the individual tiles in pixels (including borders)" msgstr "单个瓦片的宽度(以像素为单位,含边框)" #: Editor/Src/AutoDocumentation.cpp:2659 msgctxt "From AutoDocumentation" msgid "Type of the page file, can be a GTP or a GTEX." msgstr "页面文件的类型,可以是 GTP 或 GTEX。" #: Editor/Src/AutoDocumentation.cpp:2664 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:2665 msgctxt "From AutoDocumentation" msgid "Rotation offset." msgstr "旋转偏移。" #: Editor/Src/AutoDocumentation.cpp:2666 msgctxt "From AutoDocumentation" msgid "Scaling factor." msgstr "缩放因子。" #: Editor/Src/AutoDocumentation.cpp:2667 msgctxt "From AutoDocumentation" msgid "Translation offset." msgstr "平移偏移。" #: Editor/Src/AutoDocumentation.cpp:2671 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:2672 msgctxt "From AutoDocumentation" msgid "unicode keyboard character (with modifiers)." msgstr "unicode 键盘字符(带修饰符)。" #: Editor/Src/AutoDocumentation.cpp:2673 msgctxt "From AutoDocumentation" msgid "Delta of mouse events." msgstr "鼠标事件差" #: Editor/Src/AutoDocumentation.cpp:2674 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:2675 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:2676 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:2677 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:2678 msgctxt "From AutoDocumentation" msgid "Position of mouse events." msgstr "鼠标事件位置。" #: Editor/Src/AutoDocumentation.cpp:2679 msgctxt "From AutoDocumentation" msgid "Stylus button state." msgstr "触控笔按钮状态。" #: Editor/Src/AutoDocumentation.cpp:2680 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:2681 msgctxt "From AutoDocumentation" msgid "Touch or stylus pressure." msgstr "触摸或触控笔压力。" #: Editor/Src/AutoDocumentation.cpp:2682 msgctxt "From AutoDocumentation" msgid "Stylux tilt (X, Y)." msgstr "触控笔倾斜 (X, Y)。" #: Editor/Src/AutoDocumentation.cpp:2683 msgctxt "From AutoDocumentation" msgid "Stylus twist (rotation)." msgstr "触控笔扭曲(旋转)。" #: Editor/Src/AutoDocumentation.cpp:2684 msgctxt "From AutoDocumentation" msgid "Which type of event." msgstr "事件类型。" #: Editor/Src/AutoDocumentation.cpp:2688 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:2690 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:2695 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:2697 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:2699 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:2701 msgctxt "From AutoDocumentation" msgid "Whether the drive is an acceleration drive or a force drive." msgstr "驱动器是加速驱动器还是力驱动器。" #: Editor/Src/AutoDocumentation.cpp:2705 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:2707 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:2709 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:2711 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:2712 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:2716 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:2718 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:2719 msgctxt "From AutoDocumentation" msgid "target velocity of motor" msgstr "马达的目标速度" #: Editor/Src/AutoDocumentation.cpp:2723 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:2725 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:2730 msgctxt "From AutoDocumentation" msgid "damper coefficient [ 0, infinity ]" msgstr "阻尼系数 [ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:2732 msgctxt "From AutoDocumentation" msgid "spring coefficient [ 0, infinity ]" msgstr "弹簧系数 [ 0, 无穷大 ]" #: Editor/Src/AutoDocumentation.cpp:2734 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:2738 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:2740 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:2742 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:2747 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:2749 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:2754 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:2759 msgctxt "From AutoDocumentation" msgid "Only for Terrains." msgstr "仅用于地形。" #: Editor/Src/AutoDocumentation.cpp:2762 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:2781 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:2786 msgctxt "From AutoDocumentation" msgid "U coordinate will stretch or tile." msgstr "U 坐标将拉伸或平铺。" #: Editor/Src/AutoDocumentation.cpp:2797 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:2798 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:2799 msgctxt "From AutoDocumentation" msgid "Name of the command (without prefix)" msgstr "命令名称(不带前缀)" #: Editor/Src/AutoDocumentation.cpp:2800 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:2801 msgctxt "From AutoDocumentation" msgid "Pointer to a submenu." msgstr "子菜单的指针。" #: Editor/Src/AutoDocumentation.cpp:2802 msgctxt "From AutoDocumentation" msgid "the target for the event." msgstr "事件目标。" #: Editor/Src/AutoDocumentation.cpp:2806 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:2833 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:2835 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:2837 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:2839 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:2841 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:2843 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:2845 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:2847 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:2849 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:2851 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:2853 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:2855 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:2857 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:2859 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:2861 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:2863 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:2865 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:2870 msgctxt "From AutoDocumentation" msgid "When to enable anisotropic texturing" msgstr "何时启用各向异性纹理" #: Editor/Src/AutoDocumentation.cpp:2876 msgctxt "From AutoDocumentation" msgid "Screen anti aliasing" msgstr "屏幕抗锯齿" #: Editor/Src/AutoDocumentation.cpp:2883 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:2884 msgctxt "From AutoDocumentation" msgid "Base texture level" msgstr "基础纹理名称" #: Editor/Src/AutoDocumentation.cpp:2891 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:2892 msgctxt "From AutoDocumentation" msgid "Number of pixel lights to use." msgstr "要使用的像素光照数。" #: Editor/Src/AutoDocumentation.cpp:2893 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:2894 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:2895 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:2896 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:2897 msgctxt "From AutoDocumentation" msgid "Number of cascades for directional light shadows" msgstr "定向光影的级联数" #: Editor/Src/AutoDocumentation.cpp:2903 msgctxt "From AutoDocumentation" msgid "Shadow drawing distance." msgstr "阴影绘制距离。" #: Editor/Src/AutoDocumentation.cpp:2904 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:2905 msgctxt "From AutoDocumentation" msgid "Shadow projection" msgstr "阴影投影" #: Editor/Src/AutoDocumentation.cpp:2910 msgctxt "From AutoDocumentation" msgid "Shadow resolution" msgstr "阴影分辨率" #: Editor/Src/AutoDocumentation.cpp:2917 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:2922 msgctxt "From AutoDocumentation" msgid "Shadow quality" msgstr "阴影质量" #: Editor/Src/AutoDocumentation.cpp:2928 msgctxt "From AutoDocumentation" msgid "Bone count for mesh skinning" msgstr "网格蒙皮骨骼数量" #: Editor/Src/AutoDocumentation.cpp:2935 msgctxt "From AutoDocumentation" msgid "Use soft blending for particles?" msgstr "为粒子使用软混合?" #: Editor/Src/AutoDocumentation.cpp:2936 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:2937 msgctxt "From AutoDocumentation" msgid "Value to set terrain basemap distance if overriden." msgstr "如果被覆盖,用于设置地形底图距离的值。" #: Editor/Src/AutoDocumentation.cpp:2938 msgctxt "From AutoDocumentation" msgid "Value to set terrain billboard start if overriden." msgstr "如果被覆盖,用于设置地形广告牌开始的值。" #: Editor/Src/AutoDocumentation.cpp:2939 msgctxt "From AutoDocumentation" msgid "Value to set terrain detail density scale if overriden." msgstr "如果被覆盖,用于设置地形细节密度缩放的值。" #: Editor/Src/AutoDocumentation.cpp:2940 msgctxt "From AutoDocumentation" msgid "Value to set the terrain detail distance if overriden." msgstr "如果被覆盖,用于设置地形细节距离的值。" #: Editor/Src/AutoDocumentation.cpp:2941 msgctxt "From AutoDocumentation" msgid "Value to set terrain length if overriden." msgstr "如果被覆盖,用于设置地形长度的值。" #: Editor/Src/AutoDocumentation.cpp:2942 msgctxt "From AutoDocumentation" msgid "Value to set terrain max mesh trees if overriden." msgstr "如果被覆盖,用于设置地形最大网格树的值。" #: Editor/Src/AutoDocumentation.cpp:2943 msgctxt "From AutoDocumentation" msgid "Value to set terrain pixel error if overriden." msgstr "如果被覆盖,用于设置地形像素误差的值。" #: Editor/Src/AutoDocumentation.cpp:2944 msgctxt "From AutoDocumentation" msgid "Flags that will determine which Terrain setting should be overriden." msgstr "用来确定应覆盖哪个地形设置的标志。" #: Editor/Src/AutoDocumentation.cpp:2945 msgctxt "From AutoDocumentation" msgid "Value to set the terrain tree distance if overriden." msgstr "如果被覆盖,用于设置地形树距离的值。" #: Editor/Src/AutoDocumentation.cpp:2946 msgctxt "From AutoDocumentation" msgid "Use the old legacy detail scattering distribution, rather than the new, better one." msgstr "使用旧版细节分散分布,而不是更好的新分布。" #: Editor/Src/AutoDocumentation.cpp:2947 msgctxt "From AutoDocumentation" msgid "Limit refresh rate to avoid tearing" msgstr "限制刷新率避免撕裂" #: Editor/Src/AutoDocumentation.cpp:2992 msgctxt "From AutoDocumentation" msgid "[ 1, 20000 ]" msgstr "[ 1, 20000 ]" #: Editor/Src/AutoDocumentation.cpp:2994 msgctxt "From AutoDocumentation" msgid "[ -1, 16 ]" msgstr "[ -1, 16 ]" #: Editor/Src/AutoDocumentation.cpp:2996 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:3004 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:3008 msgctxt "From AutoDocumentation" msgid "Bias for shadows [ 0.0, 10.0 ]." msgstr "阴影偏离 [ 0.0, 10.0 ]。" #: Editor/Src/AutoDocumentation.cpp:3010 msgctxt "From AutoDocumentation" msgid "Custom Shadow resolution." msgstr "自定义阴影分辨率" #: Editor/Src/AutoDocumentation.cpp:3011 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:3012 msgctxt "From AutoDocumentation" msgid "Normal bias for shadows [ 0.0, 10.0 ]." msgstr "阴影法线偏离 [ 0.0, 10.0 ]。" #: Editor/Src/AutoDocumentation.cpp:3022 msgctxt "From AutoDocumentation" msgid "Shadow intensity [ 0.0, 1.0 ]." msgstr "阴影密度 [ 0.0, 1.0 ]。" #: Editor/Src/AutoDocumentation.cpp:3024 msgctxt "From AutoDocumentation" msgid "Shadow cast options" msgstr "阴影投射选项" #: Editor/Src/AutoDocumentation.cpp:3040 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:3042 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:3047 msgctxt "From AutoDocumentation" msgid "Atlas filter Mode" msgstr "图集过滤模式" #: Editor/Src/AutoDocumentation.cpp:3056 msgctxt "From AutoDocumentation" msgid "Plugin-specific data pointer." msgstr "特定于插件的数据指针。" #: Editor/Src/AutoDocumentation.cpp:3060 msgctxt "From AutoDocumentation" msgid "Description of theBool." msgstr "布尔值描述。" #: Editor/Src/AutoDocumentation.cpp:3061 msgctxt "From AutoDocumentation" msgid "Description of theFloat." msgstr "浮点值描述。" #: Editor/Src/AutoDocumentation.cpp:3075 msgctxt "From AutoDocumentation" msgid "Description of theString." msgstr "字符串值描述。" #: Editor/Src/AutoDocumentation.cpp:3083 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:3084 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:3085 msgctxt "From AutoDocumentation" msgid "Texture U wrapping mode." msgstr "纹理 U 包裹模式。" #: Editor/Src/AutoDocumentation.cpp:3092 msgctxt "From AutoDocumentation" msgid "Texture V wrapping mode." msgstr "纹理 V 包裹模式。" #: Editor/Src/AutoDocumentation.cpp:3099 msgctxt "From AutoDocumentation" msgid "Texture W wrapping mode." msgstr "纹理 W 包裹模式。" #: Editor/Src/AutoDocumentation.cpp:3109 msgctxt "From AutoDocumentation" msgid "Width of the border area around a tile." msgstr "瓦片周围边框区域的宽度。" #: Editor/Src/AutoDocumentation.cpp:3110 msgctxt "From AutoDocumentation" msgid "Height of a tile (without any borders)" msgstr "瓦片的高度(不含任何边框)" #: Editor/Src/AutoDocumentation.cpp:3111 msgctxt "From AutoDocumentation" msgid "Width of a tile (without any borders)" msgstr "瓦片的宽度(不含任何边框)" #: Editor/Src/AutoDocumentation.cpp:3115 msgctxt "From AutoDocumentation" msgid "Drive type." msgstr "驱动器类型。" #: Editor/Src/AutoDocumentation.cpp:3138 msgctxt "From AutoDocumentation" msgid "Description of theDouble." msgstr "双精度值描述。" #: Editor/Src/AutoDocumentation.cpp:3152 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:3153 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:3157 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:3158 msgctxt "From AutoDocumentation" msgid "Positions for the bone's joint." msgstr "骨骼关节的位置。" #: Editor/Src/AutoDocumentation.cpp:3159 msgctxt "From AutoDocumentation" msgid "Rotation of the Bone joint." msgstr "骨骼关节的旋转。" #: Editor/Src/AutoDocumentation.cpp:3163 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:3165 msgctxt "From AutoDocumentation" msgid "See UnityXRAABBBoundingVolume." msgstr "请参阅 UnityXRAABBBoundingVolume。" #: Editor/Src/AutoDocumentation.cpp:3166 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:3170 msgctxt "From AutoDocumentation" msgid "The alpha channel." msgstr "Alpha 通道。" #: Editor/Src/AutoDocumentation.cpp:3171 msgctxt "From AutoDocumentation" msgid "The blue channel." msgstr "蓝色通道。" #: Editor/Src/AutoDocumentation.cpp:3172 msgctxt "From AutoDocumentation" msgid "The green channel." msgstr "绿色通道。" #: Editor/Src/AutoDocumentation.cpp:3173 msgctxt "From AutoDocumentation" msgid "The red channel." msgstr "红色通道。" #: Editor/Src/AutoDocumentation.cpp:3181 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:3185 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:3186 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:3187 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:3188 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:3189 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:3193 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:3194 msgctxt "From AutoDocumentation" msgid "Pose of left Eye." msgstr "左眼的动作。" #: Editor/Src/AutoDocumentation.cpp:3195 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:3196 msgctxt "From AutoDocumentation" msgid "Pose of right Eye." msgstr "右眼的动作。" #: Editor/Src/AutoDocumentation.cpp:3197 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:3201 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:3202 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:3203 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:3207 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:3208 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:3209 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:3210 msgctxt "From AutoDocumentation" msgid "Number of entries in layers." msgstr "layers 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:3211 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:3212 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:3213 msgctxt "From AutoDocumentation" msgid "Number of entries in textureDescs." msgstr "textureDescs 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:3217 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:3218 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:3219 msgctxt "From AutoDocumentation" msgid "App configures optional settings for foveated rendering." msgstr "应用程序为注视点渲染配置可选设置。" #: Editor/Src/AutoDocumentation.cpp:3220 msgctxt "From AutoDocumentation" msgid "App controls the intensity of the foveated rendering." msgstr "应用程序控制注视点渲染的强度。" #: Editor/Src/AutoDocumentation.cpp:3221 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:3222 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:3223 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:3224 msgctxt "From AutoDocumentation" msgid "Currently selected shared texture layout flag, could be one of the #UnityXRTextureLayoutFlags." msgstr "当前选择的共享纹理布局标志可以是 #UnityXRTextureLayoutFlags 之一。" #: Editor/Src/AutoDocumentation.cpp:3225 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:3226 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:3227 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:3228 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:3229 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:3233 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:3234 msgctxt "From AutoDocumentation" msgid "Quaternion orientation of the layer." msgstr "层的四元数方向。" #: Editor/Src/AutoDocumentation.cpp:3235 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:3236 msgctxt "From AutoDocumentation" msgid "Size of the layer in meters." msgstr "层大小(以米为单位)。" #: Editor/Src/AutoDocumentation.cpp:3237 msgctxt "From AutoDocumentation" msgid "Is this layer visible?" msgstr "此层是否可见?" #: Editor/Src/AutoDocumentation.cpp:3241 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:3242 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:3246 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:3247 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:3248 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:3249 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:3250 msgctxt "From AutoDocumentation" msgid "Does this device support the kInputFourCCXREventHapticSendBuffer event?" msgstr "此设备是否支持 kInputFourCCXREventHapticSendBuffer 事件?" #: Editor/Src/AutoDocumentation.cpp:3251 msgctxt "From AutoDocumentation" msgid "Does this device support the kInputFourCCXREventHapticSendImpulse event?" msgstr "此设备是否支持 kInputFourCCXREventHapticSendImpulse 事件?" #: Editor/Src/AutoDocumentation.cpp:3255 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:3256 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:3257 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:3261 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:3262 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:3263 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:3267 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:3268 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:3269 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:3273 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:3281 msgctxt "From AutoDocumentation" msgid ". The columns of the matrix" msgstr ". 矩阵的列" #: Editor/Src/AutoDocumentation.cpp:3285 msgctxt "From AutoDocumentation" msgid "Index buffers." msgstr "索引缓冲区。" #: Editor/Src/AutoDocumentation.cpp:3288 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:3289 msgctxt "From AutoDocumentation" msgid "Flags associated with this mesh descriptor." msgstr "与此网格描述符关联的标志。" #: Editor/Src/AutoDocumentation.cpp:3290 msgctxt "From AutoDocumentation" msgid "The number of indices in the mesh." msgstr "网格中的索引数。" #: Editor/Src/AutoDocumentation.cpp:3291 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:3292 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat16Bit." msgstr "在 indexFormat 为 kUnityXRIndexFormat16Bit 的情况下使用。" #: Editor/Src/AutoDocumentation.cpp:3293 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat32Bit." msgstr "在 indexFormat 为 kUnityXRIndexFormat32Bit 的情况下使用。" #: Editor/Src/AutoDocumentation.cpp:3294 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:3295 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:3296 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:3297 msgctxt "From AutoDocumentation" msgid "The timestamp associated with this mesh." msgstr "与此网格关联的时间戳。" #: Editor/Src/AutoDocumentation.cpp:3298 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:3299 msgctxt "From AutoDocumentation" msgid "The session-space transform for this mesh." msgstr "此网格的会话空间变换。" #: Editor/Src/AutoDocumentation.cpp:3300 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:3301 msgctxt "From AutoDocumentation" msgid "The number of vertices." msgstr "顶点数。" #: Editor/Src/AutoDocumentation.cpp:3305 msgctxt "From AutoDocumentation" msgid "128-bit id data" msgstr "128 位 ID 数据" #: Editor/Src/AutoDocumentation.cpp:3309 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:3310 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:3311 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:3319 msgctxt "From AutoDocumentation" msgid "The session-unique identifier for the mesh." msgstr "网格的会话唯一标识符。" #: Editor/Src/AutoDocumentation.cpp:3320 msgctxt "From AutoDocumentation" msgid "The timestamp associated with this transform." msgstr "与此变换关联的时间戳。" #: Editor/Src/AutoDocumentation.cpp:3321 msgctxt "From AutoDocumentation" msgid "The transform associated with the mesh." msgstr "与网格关联的变换。" #: Editor/Src/AutoDocumentation.cpp:3325 msgctxt "From AutoDocumentation" msgid "Parameters for blit operations." msgstr "blit 操作的参数。" #: Editor/Src/AutoDocumentation.cpp:3326 msgctxt "From AutoDocumentation" msgid "Number of entries in blitParams." msgstr "blitParams 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:3327 msgctxt "From AutoDocumentation" msgid "Is the provider configured to support the native mirror view blit? Marking this value as true will suggest the engine to use the registered native blit callback: UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget The rendering pipeline might not call the native blit function even when it is available." msgstr "提供者是否配置为支持本地镜像视图 blit?此值标记为 true 将表示引擎使用已注册的本地 blit 回调:UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget 即使本地 blit 函数可用,渲染管线也可能不会调用此函数。" #: Editor/Src/AutoDocumentation.cpp:3328 msgctxt "From AutoDocumentation" msgid "If your plugin changes any graphics state in UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget, set this bool to true." msgstr "如果您的插件在 UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget 中更改了任何图形状态,请将此布尔值设置为 true。" #: Editor/Src/AutoDocumentation.cpp:3332 msgctxt "From AutoDocumentation" msgid "Target mirror view rect area. Should be the area your plugin wants to blit to." msgstr "目标镜像视图矩形区域。应该是您的插件想要执行 blit 操作的目标区域。" #: Editor/Src/AutoDocumentation.cpp:3333 msgctxt "From AutoDocumentation" msgid "Platform data to be consumed by the engine code." msgstr "引擎代码要使用的平台数据。" #: Editor/Src/AutoDocumentation.cpp:3334 msgctxt "From AutoDocumentation" msgid "Source texture rect area. Should be the area your plugin wants to blit from." msgstr "源纹理矩形区域。应该是您的插件想要发起 blit 操作的源区域。" #: Editor/Src/AutoDocumentation.cpp:3335 msgctxt "From AutoDocumentation" msgid "Source texture's array slice." msgstr "源纹理的数组切片。" #: Editor/Src/AutoDocumentation.cpp:3336 msgctxt "From AutoDocumentation" msgid "Source texture Id. This Id represents the source texture resource that the blit operation will blit from." msgstr "源纹理 ID。此 ID 表示要发起 blit 操作的源纹理资源。" #: Editor/Src/AutoDocumentation.cpp:3340 msgctxt "From AutoDocumentation" msgid "Selected mirrorBlit Mode that provider should perform." msgstr "提供者应执行的选定 mirrorBlit 模式。" #: Editor/Src/AutoDocumentation.cpp:3341 msgctxt "From AutoDocumentation" msgid "Mirror view render target descriptor that describes mirror view's render target information." msgstr "镜像视图渲染目标描述符,用于描述镜像视图的渲染目标信息。" #: Editor/Src/AutoDocumentation.cpp:3345 msgctxt "From AutoDocumentation" msgid "Mirror view render target's available array size or depth." msgstr "镜像视图渲染目标的可用数组大小或深度。" #: Editor/Src/AutoDocumentation.cpp:3346 msgctxt "From AutoDocumentation" msgid "Mirror view render target's mips." msgstr "镜像视图渲染目标的 Mip。" #: Editor/Src/AutoDocumentation.cpp:3347 msgctxt "From AutoDocumentation" msgid "Gfx thread native texture, will be NULL on game thread." msgstr "Gfx 线程本地纹理,在游戏线程上将为“空”。" #: Editor/Src/AutoDocumentation.cpp:3348 msgctxt "From AutoDocumentation" msgid "Mirror view render target's height when it is first created." msgstr "镜像视图渲染目标在初次创建时的高度。" #: Editor/Src/AutoDocumentation.cpp:3349 msgctxt "From AutoDocumentation" msgid "Mirror view render target's width when it is first created." msgstr "镜像视图渲染目标在初次创建时的宽度。" #: Editor/Src/AutoDocumentation.cpp:3350 msgctxt "From AutoDocumentation" msgid "Mirror view render view render target's sample." msgstr "镜像视图渲染视图渲染目标的样本。" #: Editor/Src/AutoDocumentation.cpp:3351 msgctxt "From AutoDocumentation" msgid "Mirror view render target's current scaled height. ScaledHeight should be used for the current render target height." msgstr "镜像视图渲染目标的当前已缩放高度。ScaledHeight 应该用于当前渲染目标高度。" #: Editor/Src/AutoDocumentation.cpp:3352 msgctxt "From AutoDocumentation" msgid "Mirror view render target's current scaled width. ScaledWidth should be used for the current render target width." msgstr "镜像视图渲染目标的当前已缩放宽度。ScaledWidth 应该用于当前渲染目标宽度。" #: Editor/Src/AutoDocumentation.cpp:3356 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:3357 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:3358 msgctxt "From AutoDocumentation" msgid "Preferred mirror blit mode to render with." msgstr "渲染时首选的镜像 blit 模式。" #: Editor/Src/AutoDocumentation.cpp:3359 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:3360 msgctxt "From AutoDocumentation" msgid "Number of entries in renderPasses." msgstr "renderPasses 中的条目数量。" #: Editor/Src/AutoDocumentation.cpp:3364 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:3365 msgctxt "From AutoDocumentation" msgid "Center transform of culling frustum." msgstr "剔除视锥体的中心变换。" #: Editor/Src/AutoDocumentation.cpp:3366 msgctxt "From AutoDocumentation" msgid "Viewing frustum." msgstr "查看视锥体。" #: Editor/Src/AutoDocumentation.cpp:3367 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:3371 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:3372 msgctxt "From AutoDocumentation" msgid "A Unity motion-vector texture ID returned by CreateTexture." msgstr "CreateTexture 返回的 Unity 运动矢量纹理 ID。" #: Editor/Src/AutoDocumentation.cpp:3373 msgctxt "From AutoDocumentation" msgid "Parameters for rendering." msgstr "渲染参数。" #: Editor/Src/AutoDocumentation.cpp:3374 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:3375 msgctxt "From AutoDocumentation" msgid "A Unity texture ID returned by CreateTexture." msgstr "CreateTexture 返回的 Unity 纹理 ID。" #: Editor/Src/AutoDocumentation.cpp:3379 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:3380 msgctxt "From AutoDocumentation" msgid "Id for the OcclusionMesh to render with." msgstr "渲染时采用的 OcclusionMesh 的 ID。" #: Editor/Src/AutoDocumentation.cpp:3381 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:3382 msgctxt "From AutoDocumentation" msgid "Projection to render with." msgstr "渲染时使用的投影。" #: Editor/Src/AutoDocumentation.cpp:3383 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:3384 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:3388 msgctxt "From AutoDocumentation" msgid "Position of the pose." msgstr "动作位置。" #: Editor/Src/AutoDocumentation.cpp:3389 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:3397 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:3398 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:3399 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:3400 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:3404 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:3405 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:3406 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:3407 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:3411 msgctxt "From AutoDocumentation" msgid "Height of the rectangle." msgstr "矩形的高度。" #: Editor/Src/AutoDocumentation.cpp:3412 msgctxt "From AutoDocumentation" msgid "Width of the rectangle." msgstr "矩形的宽度。" #: Editor/Src/AutoDocumentation.cpp:3413 msgctxt "From AutoDocumentation" msgid "X position of the rectangle." msgstr "矩形的 X 位置。" #: Editor/Src/AutoDocumentation.cpp:3414 msgctxt "From AutoDocumentation" msgid "Y position of the rectangle." msgstr "矩形的 Y 位置。" #: Editor/Src/AutoDocumentation.cpp:3418 msgctxt "From AutoDocumentation" msgid "Data for color texture." msgstr "颜色纹理的数据。" #: Editor/Src/AutoDocumentation.cpp:3419 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:3420 msgctxt "From AutoDocumentation" msgid "Data for depth texture." msgstr "深度纹理的数据。" #: Editor/Src/AutoDocumentation.cpp:3421 msgctxt "From AutoDocumentation" msgid "Depth format of the texture." msgstr "纹理的深度格式。" #: Editor/Src/AutoDocumentation.cpp:3422 msgctxt "From AutoDocumentation" msgid "Combination of #UnityXRRenderTextureFlags." msgstr "#UnityXRRenderTextureFlags 的组合。" #: Editor/Src/AutoDocumentation.cpp:3423 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:3424 msgctxt "From AutoDocumentation" msgid "Data for shading rate texture." msgstr "着色率纹理的数据。" #: Editor/Src/AutoDocumentation.cpp:3425 msgctxt "From AutoDocumentation" msgid "Shading rate texture format." msgstr "着色率纹理格式。" #: Editor/Src/AutoDocumentation.cpp:3426 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:3427 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:3443 msgctxt "From AutoDocumentation" msgid "Color format of the texture. Format is 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:3455 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:3456 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:3457 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:3458 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:3459 msgctxt "From AutoDocumentation" msgid "All supported texture layout should be specified in the flag, could be combination of #UnityXRTextureLayoutFlags." msgstr "所有支持的纹理布局都应在标志中指定,可以是 #UnityXRTextureLayoutFlags 的组合。" #: Editor/Src/AutoDocumentation.cpp:3463 msgctxt "From AutoDocumentation" msgid "Native texture ID if you've allocated it yourself." msgstr "原生纹理 ID(如果您自己分配了该 ID)。" #: Editor/Src/AutoDocumentation.cpp:3464 msgctxt "From AutoDocumentation" msgid "Texture ID to share color / depth with in the case of reference color / depth format." msgstr "在引用颜色/深度格式的情况下要将颜色/深度共享到的纹理 ID。" #: Editor/Src/AutoDocumentation.cpp:3468 msgctxt "From AutoDocumentation" msgid "Position of the transform." msgstr "变换的位置。" #: Editor/Src/AutoDocumentation.cpp:3469 msgctxt "From AutoDocumentation" msgid "Rotation of the transform, stored as a quaternion." msgstr "变换的旋转,存储为四元数。" #: Editor/Src/AutoDocumentation.cpp:3470 msgctxt "From AutoDocumentation" msgid "Scale of the transform." msgstr "变换的缩放。" #: Editor/Src/AutoDocumentation.cpp:3474 msgctxt "From AutoDocumentation" msgid "X component of the vector." msgstr "矢量的 X 分量。" #: Editor/Src/AutoDocumentation.cpp:3475 msgctxt "From AutoDocumentation" msgid "Y component of the vector." msgstr "矢量的 Y 分量。" #: Editor/Src/AutoDocumentation.cpp:3481 msgctxt "From AutoDocumentation" msgid "Z component of the vector." msgstr "矢量的 Z 分量。" #: Editor/Src/AutoDocumentation.cpp:3485 msgctxt "From AutoDocumentation" msgid "W component of the vector." msgstr "矢量的 W 分量。" #: Editor/Src/AutoDocumentation.cpp:3977 msgctxt "From AutoDocumentation" msgid "Pointer which is passed to every callback as the userData parameter." msgstr "作为 userData 参数传递给每个回调的指针。" #: Editor/Src/AutoDocumentation.cpp:3982 msgctxt "From AutoDocumentation" msgid "Set this to true if the display is transparent (for example, AR device display)." msgstr "如果显示是透明的(例如 AR 设备显示),请将此项设置为 true。" #: Editor/Src/AutoDocumentation.cpp:3984 msgctxt "From AutoDocumentation" msgid "Optional legacy native pointer exposed via the XRDevice.GetNativePtr() C# API." msgstr "可选的旧版原生指针,通过 XRDevice.GetNativePtr() C# API 公开。" #: Editor/Src/AutoDocumentation.cpp:4000 msgctxt "From AutoDocumentation" msgid "App requests that the provider enables or disables content protection." msgstr "应用程序请求提供者启用或禁用内容保护。" #: Editor/Src/AutoDocumentation.cpp:4002 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:4015 msgctxt "From AutoDocumentation" msgid "Is the provider configured to support the native mirror view blit? If this value is true, Unity might use the registered native bli callback: UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget The rendering pipeline might not call the native blit function even when it is available." msgstr "提供者是否配置为支持本地镜像视图 blit?如果此值为 true,Unity 可能会使用已注册的原生 blit 回调:UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget 即使原生 blit 函数可用,渲染管线也可能不会调用此函数。" #: Editor/Src/AutoDocumentation.cpp:4034 msgctxt "From AutoDocumentation" msgid "Gfx thread native texture, Is NULL on game thread." msgstr "Gfx 线程原生纹理,在游戏线程上为“空”。" #: Editor/Src/AutoDocumentation.cpp:4037 msgctxt "From AutoDocumentation" msgid "Mirror view render view render target's texture sample count." msgstr "镜像视图渲染视图渲染目标的纹理样本数量。" #: Editor/Src/AutoDocumentation.cpp:4045 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:4083 msgctxt "From AutoDocumentation" msgid "Don't present to the main screen (To skip eglSwapBuffers, or other equivalent graphics API present calls)." msgstr "不在主屏幕上显示(跳过 eglSwapBuffers 或其他等效的图形 API 显示调用)。" #: Editor/Src/AutoDocumentation.cpp:4507 msgctxt "From AutoDocumentation" msgid "Texture id to share color / depth with in the case of reference color / depth format." msgstr "在引用颜色/深度格式的情况下要将颜色/深度共享到的纹理 ID。" #: Editor-Extra:for elements of array property msgid "Element 30" msgstr "元素 30" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "GI Cache" msgstr "GI 缓存" #: Editor-Extra:for elements of array property msgid "Element 1" msgstr "元素 1" #: Editor-Extra:for elements of array property msgid "Element 22" msgstr "元素 22" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 2" msgstr "着色器模型 2" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 1" msgstr "着色器硬件层 1" #: Editor-Extra:for elements of array property msgid "Element 29" msgstr "元素 29" #: Editor-Extra:MenuItem/Window/Previous Window msgid "Previous Window %#TAB" msgstr "上一个窗口 %#TAB" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "DSL" msgstr "DSL" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Javascript" msgstr "Javascript" #: Editor-Extra:for elements of array property msgid "Element 10" msgstr "元素 10" #: Editor-Extra:title label for PreferencesWindow msgid "Unity Preferences" msgstr "Unity 首选项" #: Editor-Extra:for elements of array property msgid "Element 3" msgstr "元素 3" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Network Emulation" msgstr "网络模拟" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Keys" msgstr "密钥" #: Editor-Extra:PreferencesWindow msgid "Diagnostics" msgstr "诊断" #: Editor-Extra:for elements of array property msgid "Element 27" msgstr "元素 27" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Dial-Up" msgstr "拨号" #: 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:MenuItem/Edit/Redo msgid "Redo %y" msgstr "重做 %y" #: Editor-Extra:for elements of array property msgid "Element 28" msgstr "元素 28" #: Editor-Extra:for elements of array property msgid "Element 5" msgstr "元素 5" #: 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:Camera Editor msgid "Clipping Pnaes" msgstr "剪裁 Pnaes" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 4" msgstr "着色器模型 4" #: Editor-Extra:for elements of array property msgid "Element 21" msgstr "元素 21" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 3" msgstr "着色器硬件层 3" #: 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:for elements of array property msgid "Element 26" msgstr "元素 26" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable Behaviour C# Script" msgstr "可播放行为 C# 脚本" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "C# Script" msgstr "C# 脚本" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 2" msgstr "着色器硬件层 2" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 3" msgstr "着色器模型 3" #: 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 14" msgstr "元素 14" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "ISDN" msgstr "ISDN" #: Editor-Extra:for elements of array property msgid "Element 23" msgstr "元素 23" #: Editor-Extra:for elements of array property msgid "Element 6" msgstr "元素 6" #: Editor-Extra:for elements of array property msgid "Element 7" msgstr "元素 7" #: Editor-Extra:for elements of array property msgid "Element 25" msgstr "元素 25" #: Editor-Extra:for elements of array property msgid "Element 4" msgstr "元素 4" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable C# Script" msgstr "可播放 C# 脚本" #: Editor-Extra:MenuItem/Edit/Undo_with_action msgid "Undo %s %z" msgstr "撤消 %s%z" #: Editor-Extra:for elements of array property msgid "Element 20" msgstr "元素 20" #: Editor-Extra:for elements of array property msgid "Element 8" msgstr "元素 8" #: Editor-Extra:for elements of array property msgid "Element 0" msgstr "元素 0" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "External Tools" msgstr "外部工具" #: 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 17" msgstr "元素 17" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Broadband" msgstr "宽带" #: Editor-Extra:for elements of array property msgid "Element 19" msgstr "元素 19" #: Editor-Extra:for elements of array property msgid "Element 2" msgstr "元素 2" #: Editor-Extra:for elements of array property msgid "Element 12" msgstr "元素 12" #: 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:Create/Shader msgid "Image Effect Shader" msgstr "图像效果着色器" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Unity Services" msgstr "Unity 服务" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playables" msgstr "可播放内容" #: Editor-Extra:for elements of array property msgid "Element 31" msgstr "元素 31" #: Editor-Extra:for elements of array property msgid "Element 15" msgstr "元素 15" #: Editor-Extra:MenuItem/Edit/Duplicate msgid "Duplicate %d" msgstr "副本 %d" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Language" msgstr "语言" #: Editor-Extra:PreferencesWindow msgid "Cache Server" msgstr "缓存服务器" #: Editor-Extra:for elements of array property msgid "Element 13" msgstr "元素 13" #: Editor-Extra:Create/Shader msgid "Unlit Shader" msgstr "无光照着色器" #: Editor-Extra:for elements of array property msgid "Element 24" msgstr "元素 24" #: Editor-Extra:MenuItem/Edit/Delete msgid "Delete #DEL" msgstr "删除 #DEL" #: Editor-Extra:for elements of array property msgid "Element 11" msgstr "元素 11" #: Editor-Extra:for elements of array property msgid "Element 18" msgstr "元素 18" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "No Emulation" msgstr "无模拟" #: 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:for elements of array property msgid "Element 9" msgstr "元素 9" #: Editor-Extra:for elements of array property msgid "Element 16" msgstr "元素 16" #: 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 "23rd axis (Joysticks)" msgstr "23 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Font Rendering Mode" msgstr "字体渲染模式" #: Editor-Missing:Missing detected at runtime. msgid "Exclusive Mode" msgstr "独占模式" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Cost Threshold" msgstr "孤岛解算器成本阈值" #: Editor-Missing:Missing detected at runtime. msgid "Stone Corridor" msgstr "石头走廊" #: Editor-Missing:Missing detected at runtime. msgid "XZ" msgstr "XZ" #: Editor-Missing:Missing detected at runtime. msgid "Timecode" msgstr "时间码" #: Editor-Missing:Missing detected at runtime. msgid "Text Field" msgstr "文本字段" #: 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 "Graphic" msgstr "图形" #: Editor-Missing:Missing detected at runtime. msgid "Simulated Input" msgstr "模拟输入" #: Editor-Missing:Missing detected at runtime. msgid "Based On Clips" msgstr "基于剪辑" #: Editor-Missing:Missing detected at runtime. msgid "Languages" msgstr "简体中文" #: Editor-Missing:Missing detected at runtime. msgid "Insert HDRI" msgstr "插入 HDRI" #: Editor-Missing:Missing detected at runtime. msgid "Min Size" msgstr "最小大小" #: Editor-Missing:Missing detected at runtime. msgid "Native Plugin" msgstr "本地插件" #: Editor-Missing:Missing detected at runtime. msgid "Batching Static" msgstr "批处理静态" #: Editor-Missing:Missing detected at runtime. msgid "Close all floating panels..." msgstr "关闭所有浮动面板..." #: Editor-Missing:Missing detected at runtime. msgid "World Bounds" msgstr "世界边界" #: Editor-Missing:Missing detected at runtime. msgid "Force Module Active" msgstr "强制模块激活" #: Editor-Missing:Missing detected at runtime. msgid "Surround" msgstr "环绕" #: Editor-Missing:Missing detected at runtime. msgid "Self Collision Distance" msgstr "自碰撞距离" #: Editor-Missing:Missing detected at runtime. msgid "Two Cascades" msgstr "两个级联" #: Editor-Missing:Missing detected at runtime. msgid "Negative Button" msgstr "取消按钮" #: 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 "Font" msgstr "字体" #: Editor-Missing:Missing detected at runtime. msgid "GUI Text" msgstr "GUI 文本" #: Editor-Missing:Missing detected at runtime. msgid "Show Lobby GUI" msgstr "显示大厅 GUI" #: Editor-Missing:Missing detected at runtime. msgid "Save Layout to File..." msgstr "将布局保存到文件..." #: 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 "Scale Constraint" msgstr "缩放约束" #: 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 "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 "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 "Eighth Res" msgstr "第八资源" #: Editor-Missing:Missing detected at runtime. msgid "Aspect Ratio Fitter" msgstr "宽高比适应器" #: Editor-Missing:Missing detected at runtime. msgid "Rename GameObject" msgstr "重命名游戏对象" #: Editor-Missing:Missing detected at runtime. msgid "Remote" msgstr "远程" #: Editor-Missing:Missing detected at runtime. msgid "Color Tint" msgstr "颜色色彩" #: Editor-Missing:Missing detected at runtime. msgid "Unreal" msgstr "不真实" #: Editor-Missing:Missing detected at runtime. msgid "Ascii Start Offset" msgstr "Ascii 起始偏移" #: Editor-Missing:Missing detected at runtime. msgid "Quarry" msgstr "来源" #: Editor-Missing:Missing detected at runtime. msgid "When Selected" msgstr "选定时" #: Editor-Missing:Missing detected at runtime. msgid "Slerp" msgstr "球形线性插值" #: 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 "Please update, there are server changes." msgstr "服务器有更改,请更新。" #: Editor-Missing:Missing detected at runtime. msgid "Velocity Threshold" msgstr "速度阈值" #: Editor-Missing:Missing detected at runtime. msgid "Fatal" msgstr "致命" #: Editor-Missing:Missing detected at runtime. msgid "Padded Cell" msgstr "已填充单元格" #: 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 "Interpolation/Euler Angles" msgstr "插值/欧拉角" #: Editor-Missing:Missing detected at runtime. msgid "Offset Z" msgstr "偏移 Z" #: Editor-Missing:Missing detected at runtime. msgid "Set as Default Parent" msgstr "设置为默认父对象" #: 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 "Surround 7.1" msgstr "环绕 7.1" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio Monochrome" msgstr "Visual Studio 单色" #: Editor-Missing:Missing detected at runtime. msgid "Player Spawn Method" msgstr "玩家生成方法" #: 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 "Scaled" msgstr "已缩放" #: Editor-Missing:Missing detected at runtime. msgid "UV2" msgstr "UV2" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Group" msgstr "画布组" #: Editor-Missing:Missing detected at runtime. msgid "enum RendererType" msgstr "枚举 RendererType" #: 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 "X Motion" msgstr "X 运动" #: 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 "Play the sound when the scene loads." msgstr "场景载入时播放声音。" #: Editor-Missing:Missing detected at runtime. msgid "NetworkStartPosition" msgstr "NetworkStartPosition" #: Editor-Missing:Missing detected at runtime. msgid "Fixed Length" msgstr "固定长度" #: Editor-Missing:Missing detected at runtime. msgid "Custom Rolloff" msgstr "自定义衰减" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Axis" msgstr "垂直轴" #: Editor-Missing:Missing detected at runtime. msgid "Drugged" msgstr "已下药" #: Editor-Missing:Missing detected at runtime. msgid "API Only" msgstr "仅 API" #: Editor-Missing:Missing detected at runtime. msgid "Create Image" msgstr "创建图像" #: Editor-Missing:Missing detected at runtime. msgid "Arena" msgstr "竞技场" #: 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 "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 "Camera Near Plane" msgstr "摄像机近平面" #: Editor-Missing:Missing detected at runtime. msgid "Draw the waveforms for all audio clips." msgstr "绘制所有音频剪辑的波形。" #: Editor-Missing:Missing detected at runtime. msgid "Submit Button" msgstr "提交按钮" #: Editor-Missing:Missing detected at runtime. msgid "Grid Layout Group" msgstr "网格布局组" #: Editor-Missing:Missing detected at runtime. msgid "Minimum" msgstr "最小" #: Editor-Missing:Missing detected at runtime. msgid "Mono Script" msgstr "Mono 脚本" #: Editor-Missing:Missing detected at runtime. msgid "Every V Blank" msgstr "每个 V 空白" #: Editor-Missing:Missing detected at runtime. msgid "AudioManager" msgstr "AudioManager" #: 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 "Developer" msgstr "开发者" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Limit" msgstr "Z 轴角限制" #: 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 "Physics2DSettings" msgstr "Physics2DSettings" #: Editor-Missing:Missing detected at runtime. msgid "View Tool" msgstr "查看工具" #: Editor-Missing:Missing detected at runtime. msgid "Limited" msgstr "已限制" #: Editor-Missing:Missing detected at runtime. msgid "Loop on" msgstr "循环开" #: 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 "Nearest" msgstr "最近" #: Editor-Missing:Missing detected at runtime. msgid "DSP Clock" msgstr "DSP 时钟" #: Editor-Missing:Missing detected at runtime. msgid "World Subdivisions" msgstr "世界细分" #: Editor-Missing:Missing detected at runtime. msgid "Right To Left" msgstr "从右到左" #: Editor-Missing:Missing detected at runtime. msgid "Unscaled Time" msgstr "未缩放的时间" #: Editor-Missing:Missing detected at runtime. msgid "Tall" msgstr "高" #: Editor-Missing:Missing detected at runtime. msgid "Network Port" msgstr "网络端口" #: Editor-Missing:Missing detected at runtime. msgid "Character Spacing" msgstr "角色间距" #: Editor-Missing:Missing detected at runtime. msgid "Base Score" msgstr "基本分数" #: Editor-Missing:Missing detected at runtime. msgid "Important" msgstr "重要" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 4" msgstr "操作杆 4" #: Editor-Missing:Missing detected at runtime. msgid "Rotation Constraint" msgstr "旋转约束" #: Editor-Missing:Missing detected at runtime. msgid "No Services Apply" msgstr "未应用服务" #: Editor-Missing:Missing detected at runtime. msgid "Surround 5.1" msgstr "环绕 5.1" #: 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 "Joystick 11" msgstr "操作杆 11" #: Editor-Missing:Missing detected at runtime. msgid "Plain" msgstr "无格式" #: 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 "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 "Explicit" msgstr "显式" #: Editor-Missing:Missing detected at runtime. msgid "Configurable Joint" msgstr "可配置关节" #: 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 "Horizontal Slider" msgstr "水平滑动条" #: Editor-Missing:Missing detected at runtime. msgid "Friction Combine" msgstr "摩擦组合" #: 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 "Hinge Joint" msgstr "铰链关节" #: Editor-Missing:Missing detected at runtime. msgid "10th axis (Joysticks)" msgstr "10 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "YZ" msgstr "YZ" #: Editor-Missing:Missing detected at runtime. msgid "Components that are only on some of the selected objects cannot be multi-edited." msgstr "只能对某些选定对象上的组件进行多重编辑。" #: Editor-Missing:Missing detected at runtime. msgid "Mass Scale" msgstr "质量比例" #: Editor-Missing:Missing detected at runtime. msgid "C# Test Script" msgstr "C# 测试脚本" #: 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 "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 "Right Hips" msgstr "右臀" #: Editor-Missing:Missing detected at runtime. msgid "Warn" msgstr "警告" #: Editor-Missing:Missing detected at runtime. msgid "Occluder Static" msgstr "遮挡物静态" #: Editor-Missing:Missing detected at runtime. msgid "Sync Continuous Fixtures Per Job" msgstr "Sync Continuous Fixtures Per Job" #: Editor-Missing:Missing detected at runtime. msgid "UI Tookit" msgstr "UI 工具包" #: 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 "Baumgarte Scale" msgstr "Baumgarte 缩放系数" #: Editor-Missing:Missing detected at runtime. msgid "Cloth Gravity" msgstr "布料重力" #: Editor-Missing:Missing detected at runtime. msgid "Character Rects" msgstr "字符矩形" #: 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 "Default Contact Offset" msgstr "默认接触偏移" #: Editor-Missing:Missing detected at runtime. msgid "1 Bone" msgstr "1 骨骼" #: Editor-Missing:Missing detected at runtime. msgid "Rect Transform" msgstr "矩形变换" #: Editor-Missing:Missing detected at runtime. msgid "Loop off" msgstr "循环关" #: Editor-Missing:Missing detected at runtime. msgid "Dizzy" msgstr "眩晕" #: Editor-Missing:Missing detected at runtime. msgid "Single Line" msgstr "单线" #: Editor-Missing:Missing detected at runtime. msgid "Material Override" msgstr "材质覆盖" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Motion" msgstr "Z 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 "Best performance" msgstr "最佳性能" #: Editor-Missing:Missing detected at runtime. msgid "2 UI Toolkit Editor Window Creator" msgstr "2 UI 工具包编辑器窗口创建工具" #: Editor-Missing:Missing detected at runtime. msgid "XR Plugin Management" msgstr "XR 插件管理" #: Editor-Missing:Missing detected at runtime. msgid "Solver Frequency" msgstr "解算器频率" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Body Cost Scale" msgstr "孤岛解算器实体成本规模" #: Editor-Missing:Missing detected at runtime. msgid "Position Iterations" msgstr "位置迭代" #: Editor-Missing:Missing detected at runtime. msgid "Default-HighResolution" msgstr "默认-HighResolution" #: Editor-Missing:Missing detected at runtime. msgid "18th axis (Joysticks)" msgstr "18 号轴(操作杆)" #: 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 "Parent Constraint" msgstr "父约束" #: Editor-Missing:Missing detected at runtime. msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: 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)" #: Editor-Missing:Missing detected at runtime. msgid "Override Sample Rate" msgstr "覆盖采样率" #: Editor-Missing:Missing detected at runtime. msgid "Grid and Snap" msgstr "网格和吸附" #: Editor-Missing:Missing detected at runtime. msgid "Close Fit" msgstr "关闭适应" #: Editor-Missing:Missing detected at runtime. msgid "Always Animate" msgstr "总是动画化" #: Editor-Missing:Missing detected at runtime. msgid "public key" msgstr "public key" #: Editor-Missing:Missing detected at runtime. msgid "Frame Selected" msgstr "选择的帧" #: 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 "Reflection Probe Static" msgstr "反射探测器静态" #: Editor-Missing:Missing detected at runtime. msgid "On Click" msgstr "鼠标单击" #: Editor-Missing:Missing detected at runtime. msgid "Streaming" msgstr "流式处理" #: Editor-Missing:Missing detected at runtime. msgid "Audio Mixer Group" msgstr "音频混合器组" #: Editor-Missing:Missing detected at runtime. msgid "Base texture level" msgstr "基础纹理名称" #: Editor-Missing:Missing detected at runtime. msgid "Livingroom" msgstr "Livingroom" #: Editor-Missing:Missing detected at runtime. msgid "Aim Constraint" msgstr "目标约束" #: Editor-Missing:Missing detected at runtime. msgid "Default ( English )" msgstr "默认(英文)" #: Editor-Missing:Missing detected at runtime. msgid "UI Builder" msgstr "UI 生成器" #: 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 "Projection Mode" msgstr "投影模式" #: Editor-Missing:Missing detected at runtime. msgid "Display {0}" msgstr "显示 {0}" #: Editor-Missing:Missing detected at runtime. msgid "Occludee Static" msgstr "被遮挡物静态" #: Editor-Missing:Missing detected at runtime. msgid "Y Motion" msgstr "Y 运动" #: Editor-Missing:Missing detected at runtime. msgid "Bathroom" msgstr "浴室" #: Editor-Missing:Missing detected at runtime. msgid "Minimize" msgstr "最小化" #: 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 "|Branch Group" msgstr "|树枝组" #: Editor-Missing:Missing detected at runtime. msgid "Alphanumeric" msgstr "字母数字" #: Editor-Missing:Missing detected at runtime. msgid "Bounce Threshold" msgstr "反弹阈值" #: 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 "Create Empty Game Object" msgstr "创建空游戏对象" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Movement" msgstr "鼠标移动" #: Editor-Missing:Missing detected at runtime. msgid "4x4 Grid" msgstr "4x4 网格" #: Editor-Missing:Missing detected at runtime. msgid "WinMerge" msgstr "WinMerge" #: Editor-Missing:Missing detected at runtime. msgid "Contact Pairs Mode" msgstr "联系配对模式" #: Editor-Missing:Missing detected at runtime. msgid "Import TMP Essential Resources" msgstr "导入 TMP 基本资源" #: Editor-Missing:Missing detected at runtime. msgid "Default Max Angular Speed" msgstr "默认最大角速度" #: 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 "Lower center" msgstr "下部中心" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Slider Thumb" msgstr "垂直滑动条 Thumb" #: Editor-Missing:Missing detected at runtime. msgid "Scrollbar (Script)" msgstr "滚动条(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Debugger" msgstr "调试器" #: Editor-Missing:Missing detected at runtime. msgid "revenue" msgstr "收入" #: Editor-Missing:Missing detected at runtime. msgid "7th axis (Joysticks)" msgstr "7 号轴(操作杆)" #: 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 "Connected Anchor" msgstr "已连接锚点" #: Editor-Missing:Missing detected at runtime. msgid "Single2 object view" msgstr "Single2 对象视图" #: Editor-Missing:Missing detected at runtime. msgid "16th axis (Joysticks)" msgstr "16 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "No Shader Selected" msgstr "未选择着色器" #: Editor-Missing:Missing detected at runtime. msgid "Clear Default Parent" msgstr "清除默认父对象" #: Editor-Missing:Missing detected at runtime. msgid "Operation in progress." msgstr "操作进行中。" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2015" msgstr "Visual Studio 2015" #: Editor-Missing:Missing detected at runtime. msgid "Hide Unity %h" msgstr "隐藏 Unity %h" #: Editor-Missing:Missing detected at runtime. msgid "City" msgstr "城市" #: Editor-Missing:Missing detected at runtime. msgid "X and YZ" msgstr "X 与 YZ" #: Editor-Missing:Missing detected at runtime. msgid "Mode A (Normal)" msgstr "模式 A(法线)" #: 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 "Set In Scripting" msgstr "在脚本中设置" #: 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 "Network Identity (Script)" msgstr "网络身份(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Fit Inside" msgstr "内部适应" #: Editor-Missing:Missing detected at runtime. msgid "Highlighted Color" msgstr "高亮颜色" #: Editor-Missing:Missing detected at runtime. msgid "Queries Hit Backfaces" msgstr "查询命中背面" #: Editor-Missing:Missing detected at runtime. msgid "Panels" msgstr "面板" #: Editor-Missing:Missing detected at runtime. msgid "Services Preferences..." msgstr "服务首选项..." #: Editor-Missing:Missing detected at runtime. msgid "4: Water" msgstr "4:水" #: 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 "Hangar" msgstr "飞机库" #: Editor-Missing:Missing detected at runtime. msgid "Undo " msgstr "撤消" #: Editor-Missing:Missing detected at runtime. msgid "Display 1" msgstr "显示 1" #: Editor-Missing:Missing detected at runtime. msgid "Auto Hide" msgstr "自动隐藏" #: Editor-Missing:Missing detected at runtime. msgid "Select organization" msgstr "选择组织" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Renderer" msgstr "画布渲染器" #: Editor-Missing:Missing detected at runtime. msgid "|Tree Root Node" msgstr "|树根节点" #: Editor-Missing:Missing detected at runtime. msgid "Cull Completely" msgstr "完全剔除" #: Editor-Missing:Missing detected at runtime. msgid "Find Nearest Contacts Per Job" msgstr "查找每个作业的最近接触" #: Editor-Missing:Missing detected at runtime. msgid "Tags & Layers" msgstr "标签与图层" #: Editor-Missing:Missing detected at runtime. msgid "Check Method" msgstr "检查方法" #: Editor-Missing:Missing detected at runtime. msgid "Linear Rolloff" msgstr "线性衰减" #: Editor-Missing:Missing detected at runtime. msgid "Color Multiplier" msgstr "色彩乘数" #: Editor-Missing:Missing detected at runtime. msgid "Continuous" msgstr "持续" #: Editor-Missing:Missing detected at runtime. msgid "Unity" msgstr "Unity" #: 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 "members" msgstr "成员" #: Editor-Missing:Missing detected at runtime. msgid "SceneTemplates" msgstr "SceneTemplates" #: 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 "Allow HDR" msgstr "允许 HDR" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Shape Renderer" msgstr "Sprite 形状渲染器" #: Editor-Missing:Missing detected at runtime. msgid "1 Preferences" msgstr "1 首选项" #: Editor-Missing:Missing detected at runtime. msgid "Scene Variables" msgstr "场景变量" #: 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 "AdditionalContentPackages" msgstr "AdditionalContentPackages" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect" msgstr "滚动矩形" #: Editor-Missing:Missing detected at runtime. msgid "Disabled Color" msgstr "已禁用颜色" #: Editor-Missing:Missing detected at runtime. msgid "project" msgstr "项目" #: Editor-Missing:Missing detected at runtime. msgid "4x Multi Sampling" msgstr "4 倍多重采样" #: Editor-Missing:Missing detected at runtime. msgid "Input And Motion" msgstr "输入和运动" #: Editor-Missing:Missing detected at runtime. msgid "Articulation Body" msgstr "关节体" #: Editor-Missing:Missing detected at runtime. msgid "The Shadowmask Mode used at run time can be set in the Quality Settings panel." msgstr "可在“质量设置”面板中设置运行时使用的 Shadowmask 模式。" #: Editor-Missing:Missing detected at runtime. msgid "Tab Size" msgstr "制表符大小" #: Editor-Missing:Missing detected at runtime. msgid "Metal" msgstr "金属" #: Editor-Missing:Missing detected at runtime. msgid "Unity Answers" msgstr "Unity 问答" #: Editor-Missing:Missing detected at runtime. msgid "NetworkMigrationManager" msgstr "NetworkMigrationManager" #: 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 "Swing 1 Limit" msgstr "摆动 1 限制" #: 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 "2: Ignore Raycast" msgstr "2:忽略射线投射" #: Editor-Missing:Missing detected at runtime. msgid "Undo Inspector" msgstr "撤消检查器" #: 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 "Mountains" msgstr "山脉" #: Editor-Missing:Missing detected at runtime. msgid "Default Framerate" msgstr "默认帧率" #: Editor-Missing:Missing detected at runtime. msgid "validator" msgstr "验证器" #: Editor-Missing:Missing detected at runtime. msgid "Terrains" msgstr "地形" #: Editor-Missing:Missing detected at runtime. msgid "Velocity Iterations" msgstr "速度迭代" #: Editor-Missing:Missing detected at runtime. msgid "Japanese (Experimental)" msgstr "日语(实验性)" #: Editor-Missing:Missing detected at runtime. msgid "Alley" msgstr "小路" #: Editor-Missing:Missing detected at runtime. msgid "22nd axis (Joysticks)" msgstr "22 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Drag Threshold" msgstr "阻力阈值" #: 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 "Lower right" msgstr "右下" #: Editor-Missing:Missing detected at runtime. msgid "21st axis (Joysticks)" msgstr "21 号轴(操作杆)" #: 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 "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 "Angular Y Limit" msgstr "Y 轴角限制" #: Editor-Missing:Missing detected at runtime. msgid "Input Field - TextMeshPro" msgstr "输入字段 - TextMeshPro" #: Editor-Missing:Missing detected at runtime. msgid "Never Sleep" msgstr "从不休眠" #: Editor-Missing:Missing detected at runtime. msgid "Simple" msgstr "简单" #: 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 "Recompile And Continue Playing" msgstr "重新编译并继续播放" #: Editor-Missing:Missing detected at runtime. msgid "Ignore Raycast" msgstr "忽略射线投射" #: Editor-Missing:Missing detected at runtime. msgid "Create Scroll View" msgstr "创建滚动视图" #: Editor-Missing:Missing detected at runtime. msgid "Selectable" msgstr "可选择" #: 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 "Contacts Generation" msgstr "联系人生成" #: Editor-Missing:Missing detected at runtime. msgid "Unity Logo Below" msgstr "Unity 下方徽标" #: Editor-Missing:Missing detected at runtime. msgid "Free Aspect" msgstr "自由比例" #: 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 "Callbacks On Disable" msgstr "回调禁用" #: Editor-Missing:Missing detected at runtime. msgid "First Selected" msgstr "首个选择项" #: Editor-Missing:Missing detected at runtime. msgid "Cancel Button" msgstr "取消按钮" #: Editor-Missing:Missing detected at runtime. msgid "Tango Spatial Mapper" msgstr "Tango 空间映射器" #: 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 "Toggle Group" msgstr "开关组" #: 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 "Player" msgstr "玩家" #: 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 "Character Joint" msgstr "角色关节" #: Editor-Missing:Missing detected at runtime. msgid "Camera Far Plane" msgstr "摄像机远平面" #: Editor-Missing:Missing detected at runtime. msgid "Graphic Raycaster" msgstr "图形光线投射器" #: Editor-Missing:Missing detected at runtime. msgid "Define scrolling behavior during playback." msgstr "定义回放期间的滚动行为。" #: Editor-Missing:Missing detected at runtime. msgid "NetworkManager" msgstr "NetworkManager" #: Editor-Missing:Missing detected at runtime. msgid "Decompress On Load" msgstr "加载时解压缩" #: Editor-Missing:Missing detected at runtime. msgid "4 Bones" msgstr "4 骨骼" #: Editor-Missing:Missing detected at runtime. msgid "On Hover Or Selected" msgstr "悬停时或选定" #: 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 "Blocking Mask" msgstr "阻塞遮罩" #: 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 "Auto Hide And Expand Viewport" msgstr "自动隐藏并展开视口" #: Editor-Missing:Missing detected at runtime. msgid "25th axis (Joysticks)" msgstr "25 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Hide Unity" msgstr "隐藏 Unity" #: Editor-Missing:Missing detected at runtime. msgid "Reset All Layouts" msgstr "重置所有布局" #: 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 "Constant Pixel Size" msgstr "恒定像素大小" #: Editor-Missing:Missing detected at runtime. msgid "Character Padding" msgstr "角色填充" #: Editor-Missing:Missing detected at runtime. msgid "events" msgstr "事件" #: Editor-Missing:Missing detected at runtime. msgid "Round Robin" msgstr "轮循机制" #: Editor-Missing:Missing detected at runtime. msgid "MainCamera" msgstr "MainCamera" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Joint Cost Scale" msgstr "孤岛解算器关节成本规模" #: Editor-Missing:Missing detected at runtime. msgid "analytics" msgstr "分析" #: 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 "Mask (Script)" msgstr "遮罩(脚本)" #: 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 "Low Resolution" msgstr "低分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Tags and Layers" msgstr "标签和图层" #: Editor-Missing:Missing detected at runtime. msgid "At least 16 bits depth (no stencil)" msgstr "至少 16 位深度(无模板)" #: Editor-Missing:Missing detected at runtime. msgid "Update UXML Schema" msgstr "更新 UXML 架构" #: Editor-Missing:Missing detected at runtime. msgid "Tiled" msgstr "已平铺" #: 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 "Show GUI" msgstr "显示 GUI" #: Editor-Missing:Missing detected at runtime. msgid "Three D" msgstr "三 D" #: Editor-Missing:Missing detected at runtime. msgid "Good latency" msgstr "良好延迟" #: Editor-Missing:Missing detected at runtime. msgid "Every Second V Blank" msgstr "每秒 V 空白" #: Editor-Missing:Missing detected at runtime. msgid "ZY" msgstr "ZY" #: Editor-Missing:Missing detected at runtime. msgid "Autocorrected" msgstr "自动更正" #: 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 "Toggles audio on or off." msgstr "通过切换打开或关闭音频。" #: 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 "ZX" msgstr "ZX" #: 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 "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 "Single object split comparison view" msgstr "单对象拆分比较视图" #: Editor-Missing:Missing detected at runtime. msgid "Open Recent Scene" msgstr "打开最近的场景" #: Editor-Missing:Missing detected at runtime. msgid "Touch Input Module" msgstr "触摸输入模块" #: Editor-Missing:Missing detected at runtime. msgid "Update Trigger Contacts Per Job" msgstr "更新每个作业的触发器接触" #: 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 "Rotation Drive Mode" msgstr "旋转驱动模式" #: Editor-Missing:Missing detected at runtime. msgid "Mouse X" msgstr "鼠标 X" #: Editor-Missing:Missing detected at runtime. msgid "27th axis (Joysticks)" msgstr "27 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Shadow resolution" msgstr "阴影分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 8" msgstr "操作杆 8" #: Editor-Missing:Missing detected at runtime. msgid "Staging" msgstr "暂存" #: Editor-Missing:Missing detected at runtime. msgid "Keep All" msgstr "保持全部" #: Editor-Missing:Missing detected at runtime. msgid "NetworkLobbyManager" msgstr "NetworkLobbyManager" #: Editor-Missing:Missing detected at runtime. msgid "Fire1" msgstr "Fire1" #: Editor-Missing:Missing detected at runtime. msgid "Transition" msgstr "过渡" #: 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 "Fixed Joint" msgstr "固定关节" #: Editor-Missing:Missing detected at runtime. msgid "Hidden By Default" msgstr "默认隐藏" #: Editor-Missing:Missing detected at runtime. msgid "Choose to add to list" msgstr "选择添加到列表" #: Editor-Missing:Missing detected at runtime. msgid "Raw" msgstr "原始" #: Editor-Missing:Missing detected at runtime. msgid "Create Dropdown" msgstr "创建下拉列表" #: 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 "Joystick 10" msgstr "操作杆 10" #: 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 "Horizontal Axis" msgstr "水平轴" #: Editor-Missing:Missing detected at runtime. msgid "6th axis (Joysticks)" msgstr "6 号轴(操作杆)" #: 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 "activate joint limits" msgstr "激活关节限制" #: Editor-Missing:Missing detected at runtime. msgid "Shadow projection" msgstr "阴影投影" #: Editor-Missing:Missing detected at runtime. msgid "Pressed Color" msgstr "按下颜色" #: Editor-Missing:Missing detected at runtime. msgid "Strip Unused" msgstr "剥离未使用" #: Editor-Missing:Missing detected at runtime. msgid "NetworkLobbyPlayer" msgstr "NetworkLobbyPlayer" #: 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 "Alt Positive Button" msgstr "Alt 肯定按钮" #: 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 "Look At Constraint" msgstr "查看约束" #: Editor-Missing:Missing detected at runtime. msgid "NetworkAnimator" msgstr "NetworkAnimator" #: Editor-Missing:Missing detected at runtime. msgid "On Hover With Alt Or Selected" msgstr "用 Alt 悬停时或选定" #: Editor-Missing:Missing detected at runtime. msgid "See Differences" msgstr "查看差异" #: Editor-Missing:Missing detected at runtime. msgid "Max Value" msgstr "最大值" #: Editor-Missing:Missing detected at runtime. msgid "Text Mesh" msgstr "文本网格" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Layout Group" msgstr "水平布局组" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Active State" msgstr "切换激活状态" #: Editor-Missing:Missing detected at runtime. msgid "Upper left" msgstr "左上" #: 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 "Stable Fit" msgstr "稳定配合" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 9" msgstr "操作杆 9" #: 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 "The collision detection mode for the body." msgstr "主体的碰撞检测模式。" #: Editor-Missing:Missing detected at runtime. msgid "Compressed In Memory" msgstr "压缩内存" #: 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 "Select Prefab Root" msgstr "选择预制件根" #: Editor-Missing:Missing detected at runtime. msgid "Standalone Input Module" msgstr "独立输入模块" #: 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 "Verbose" msgstr "详细" #: Editor-Missing:Missing detected at runtime. msgid "Max Translation Speed" msgstr "最大过渡速度" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Scaler" msgstr "画布缩放器" #: Editor-Missing:Missing detected at runtime. msgid "Align with view" msgstr "对齐视图" #: Editor-Missing:Missing detected at runtime. msgid "Selection Change" msgstr "选择更改" #: Editor-Missing:Missing detected at runtime. msgid "Name of the device." msgstr "设备名称。" #: 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 "Joystick 3" msgstr "操作杆 3" #: Editor-Missing:Missing detected at runtime. msgid "Untagged" msgstr "无标签" #: Editor-Missing:Missing detected at runtime. msgid "Unified" msgstr "统一" #: Editor-Missing:Missing detected at runtime. msgid "24th axis (Joysticks)" msgstr "24 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Discrete" msgstr "离散的" #: Editor-Missing:Missing detected at runtime. msgid "Event Trigger" msgstr "事件触发器" #: Editor-Missing:Missing detected at runtime. msgid "Allow MSAA" msgstr "允许 MSAA" #: Editor-Missing:Missing detected at runtime. msgid "UV3" msgstr "UV3" #: Editor-Missing:Missing detected at runtime. msgid "Hide Selected Items" msgstr "隐藏所选项目" #: Editor-Missing:Missing detected at runtime. msgid "UI Document" msgstr "UI 文档" #: Editor-Missing:Missing detected at runtime. msgid "Light Table" msgstr "光照表" #: 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 "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 "Vis Update Interval" msgstr "Vis 更新间隔" #: 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 "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 "Custom Tool" msgstr "自定义工具" #: Editor-Missing:Missing detected at runtime. msgid "unlink" msgstr "取消链接" #: Editor-Missing:Missing detected at runtime. msgid "Find" msgstr "查找" #: Editor-Missing:Missing detected at runtime. msgid "Cull Update Transforms" msgstr "剔除更新变换" #: 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 "New Contacts Per Job" msgstr "每个作业的新接触" #: Editor-Missing:Missing detected at runtime. msgid "Info" msgstr "信息" #: Editor-Missing:Missing detected at runtime. msgid "Convert Case" msgstr "转换大小写" #: Editor-Missing:Missing detected at runtime. msgid "Bold and Italic" msgstr "加粗与倾斜" #: 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 "Editor Settings" msgstr "编辑器设置" #: Editor-Missing:Missing detected at runtime. msgid "Recompile Editor Code, Editor and Bindings" msgstr "重新编译编辑器代码、编辑器和绑定" #: Editor-Missing:Missing detected at runtime. msgid "Snap To Frame" msgstr "对齐到帧" #: Editor-Missing:Missing detected at runtime. msgid "Default-LowResolution" msgstr "默认-LowResolution" #: Editor-Missing:Missing detected at runtime. msgid "Multi Line Newline" msgstr "多行新行" #: Editor-Missing:Missing detected at runtime. msgid "8x Multi Sampling" msgstr "8 倍多重采样" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 5" msgstr "操作杆 5" #: 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 "Cutout" msgstr "切断" #: Editor-Missing:Missing detected at runtime. msgid "Network Address" msgstr "网络地址" #: Editor-Missing:Missing detected at runtime. msgid "Texture 2D" msgstr "2D 纹理" #: Editor-Missing:Missing detected at runtime. msgid "Align With View" msgstr "对齐视图" #: Editor-Missing:Missing detected at runtime. msgid "Button (Script)" msgstr "按钮(脚本)" #: 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 "Player Prefab" msgstr "玩家预制件" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Overflow" msgstr "垂直溢出" #: 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 "Angular Y Motion" msgstr "Y 轴角运动" #: Editor-Missing:Missing detected at runtime. msgid "ShowSelectedItems" msgstr "ShowSelectedItems" #: Editor-Missing:Missing detected at runtime. msgid "Illumination is not supported." msgstr "不支持照明。" #: Editor-Missing:Missing detected at runtime. msgid "Middle center" msgstr "中间中心" #: Editor-Missing:Missing detected at runtime. msgid "Z-Axis" msgstr "Z 轴" #: 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 "Minimize %m" msgstr "最小化 %m" #: Editor-Missing:Missing detected at runtime. msgid "Physics Raycaster" msgstr "物理光线投射器" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 7" msgstr "操作杆 7" #: Editor-Missing:Missing detected at runtime. msgid "Custom Framerate" msgstr "自定义帧率" #: Editor-Missing:Missing detected at runtime. msgid "Undo Selection Change" msgstr "撤消“选择更改”" #: Editor-Missing:Missing detected at runtime. msgid "Raise/Lower Terrain)" msgstr "提高/降低地形)" #: Editor-Missing:Missing detected at runtime. msgid "Left Hips" msgstr "左臀" #: Editor-Missing:Missing detected at runtime. msgid "Alt Negative Button" msgstr "Alt 否定按钮" #: Editor-Missing:Missing detected at runtime. msgid "Tracker" msgstr "跟踪器" #: 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 "Visual Studio Color" msgstr "Visual Studio 彩色" #: Editor-Missing:Missing detected at runtime. msgid "Middle right" msgstr "中右" #: Editor-Missing:Missing detected at runtime. msgid "NamedControl" msgstr "NamedControl" #: Editor-Missing:Missing detected at runtime. msgid "Stoneroom" msgstr "石头房间" #: Editor-Missing:Missing detected at runtime. msgid "PhysicsManager" msgstr "PhysicsManager" #: Editor-Missing:Missing detected at runtime. msgid "Force Hidden" msgstr "强制隐藏" #: Editor-Missing:Missing detected at runtime. msgid "Left Foot" msgstr "左脚" #: Editor-Missing:Missing detected at runtime. msgid "Self Collision Stiffness" msgstr "自碰撞刚度" #: Editor-Missing:Missing detected at runtime. msgid "3x3 Grid" msgstr "3x3 网格" #: Editor-Missing:Missing detected at runtime. msgid "UI Toolkit" msgstr "UI 工具包" #: 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 "Use Multithreading" msgstr "使用多线程" #: 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 "Async Upload TimeSlice in Milliseconds." msgstr "异步上传 TimeSlice(单位:毫秒)。" #: Editor-Missing:Missing detected at runtime. msgid "Right Foot" msgstr "右脚" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Bodies Per Job" msgstr "每个作业的孤岛解算器实体" #: Editor-Missing:Missing detected at runtime. msgid "Redo " msgstr "重做" #: 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 "Preset Manager" msgstr "预设管理器" #: Editor-Missing:Missing detected at runtime. msgid "Visual Scripting Graph" msgstr "可视化脚本编程图形" #: Editor-Missing:Missing detected at runtime. msgid "Position As UV1" msgstr "作为 UV1 定位" #: Editor-Missing:Missing detected at runtime. msgid "Max Linear Correction" msgstr "最大线性修正" #: Editor-Missing:Missing detected at runtime. msgid "State Graph" msgstr "状态图" #: Editor-Missing:Missing detected at runtime. msgid "Create Slider" msgstr "创建滑块" #: Editor-Missing:Missing detected at runtime. msgid "Italic" msgstr "斜体" #: Editor-Missing:Missing detected at runtime. msgid "Place trees" msgstr "放置树木" #: Editor-Missing:Missing detected at runtime. msgid "Logarithmic Rolloff" msgstr "对数衰减" #: Editor-Missing:Missing detected at runtime. msgid "Create Text" msgstr "创建文本" #: 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 "Jump" msgstr "跳跃" #: Editor-Missing:Missing detected at runtime. msgid "Content Hash" msgstr "内容哈希" #: Editor-Missing:Missing detected at runtime. msgid "Distance Shadowmask" msgstr "距离阴影蒙版" #: 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 "Button - TextMeshPro" msgstr "按钮 - TextMeshPro" #: Editor-Missing:Missing detected at runtime. msgid "No Cascades" msgstr "无级联" #: 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 "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 "Script Graph" msgstr "脚本图" #: Editor-Missing:Missing detected at runtime. msgid "Full Res" msgstr "全部分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Perspective" msgstr "透视" #: Editor-Missing:Missing detected at runtime. msgid "Hierachy Stats" msgstr "层级统计" #: Editor-Missing:Missing detected at runtime. msgid "Two D" msgstr "二 D" #: 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 "17th axis (Joysticks)" msgstr "17 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Sewerpipe" msgstr "Sewerpipe" #: Editor-Missing:Missing detected at runtime. msgid "Clear Flags Per Job" msgstr "清除每个作业的标志" #: Editor-Missing:Missing detected at runtime. msgid "Bring All to Front" msgstr "全部前置" #: Editor-Missing:Missing detected at runtime. msgid "Event" msgstr "事件" #: Editor-Missing:Missing detected at runtime. msgid "Hide Others %&h" msgstr "隐藏其他 %&h" #: Editor-Missing:Missing detected at runtime. msgid "15th axis (Joysticks)" msgstr "15 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Billboard Renderer" msgstr "Billboard 渲染器" #: Editor-Missing:Missing detected at runtime. msgid "QualitySettings" msgstr "QualitySettings" #: 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 "Z Motion" msgstr "Z 运动" #: Editor-Missing:Missing detected at runtime. msgid "|Node Count" msgstr "|节点数" #: 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 "1 Large 4 Small" msgstr "1 大 4 小" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.EventSystems" msgstr "UnityEngine.EventSystems" #: Editor-Missing:Missing detected at runtime. msgid "Direct" msgstr "直接" #: Editor-Missing:Missing detected at runtime. msgid "Cave" msgstr "洞穴" #: Editor-Missing:Missing detected at runtime. msgid "All Sequential" msgstr "所有顺序" #: Editor-Missing:Missing detected at runtime. msgid "Enable Enhanced Determinism" msgstr "启用增强的确定性" #: Editor-Missing:Missing detected at runtime. msgid "Middle Spine" msgstr "中间脊柱" #: Editor-Missing:Missing detected at runtime. msgid "Unapplied import settings for '{0}' files" msgstr "'{0}' 文件未应用导入设置" #: Editor-Missing:Missing detected at runtime. msgid "13th axis (Joysticks)" msgstr "13 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Default Max Depenetration Velocity" msgstr "默认最大去穿透速度" #: Editor-Missing:Missing detected at runtime. msgid "Prologic DTS" msgstr "Prologic DTS" #: Editor-Missing:Missing detected at runtime. msgid "Cache Server (global)" msgstr "缓存服务器(全局)" #: Editor-Missing:Missing detected at runtime. msgid "Respawn" msgstr "重生" #: 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 "2x Multi Sampling" msgstr "2 倍多重采样" #: Editor-Missing:Missing detected at runtime. msgid "Public Redirect" msgstr "公开重定向" #: 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 "NetworkProximityChecker" msgstr "NetworkProximityChecker" #: 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 "8th axis (Joysticks)" msgstr "8 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Parkinglot" msgstr "停车场" #: Editor-Missing:Missing detected at runtime. msgid "About Unity..." msgstr "关于 Unity…" #: Editor-Missing:Missing detected at runtime. msgid "Angular Sleep Tolerance" msgstr "角休眠容差" #: Editor-Missing:Missing detected at runtime. msgid "InputManager" msgstr "InputManager" #: 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 "Best Fit" msgstr "最佳适应" #: Editor-Missing:Missing detected at runtime. msgid "Position Constraint" msgstr "位置约束" #: Editor-Missing:Missing detected at runtime. msgid "Angular YZ Drive" msgstr "YZ 轴角驱动" #: Editor-Missing:Missing detected at runtime. msgid "Style Sheet" msgstr "样式表" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect (Script)" msgstr "滚动矩形(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Font Style" msgstr "字体样式" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar Down Button" msgstr "垂直滚动条向下按钮" #: Editor-Missing:Missing detected at runtime. msgid "Vis Range" msgstr "Vis 范围" #: Editor-Missing:Missing detected at runtime. msgid "Profiler %7" msgstr "分析器 %7" #: Editor-Missing:Missing detected at runtime. msgid "Mouse ScrollWheel" msgstr "鼠标滚轮" #: Editor-Missing:Missing detected at runtime. msgid "Clear Body Forces Per Job" msgstr "清除每个作业的实体作用力" #: Editor-Missing:Missing detected at runtime. msgid "Depth only" msgstr "仅深度" #: 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 "Disable Shadows" msgstr "禁用阴影" #: Editor-Missing:Missing detected at runtime. msgid "Fit Vertically" msgstr "垂直适应" #: Editor-Missing:Missing detected at runtime. msgid "Stereo" msgstr "立体声" #: 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 "Tests Assembly Folder" msgstr "测试程序集文件夹" #: Editor-Missing:Missing detected at runtime. msgid "Distribute Per Segment" msgstr "按段分配" #: Editor-Missing:Missing detected at runtime. msgid "Bold And Italic" msgstr "加粗与倾斜" #: Editor-Missing:Missing detected at runtime. msgid "Audio Spatializer" msgstr "音频 Spatializer" #: Editor-Missing:Missing detected at runtime. msgid "Continuous Dynamic" msgstr "连续动态" #: Editor-Missing:Missing detected at runtime. msgid "Import TMP Examples and Extras" msgstr "导入 TMP 示例和额外内容" #: Editor-Missing:Missing detected at runtime. msgid "Static Friction" msgstr "静态摩擦力" #: Editor-Missing:Missing detected at runtime. msgid "Fire3" msgstr "Fire3" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.TestTools.TestRunner.Callbacks" msgstr "UnityEngine.TestTools.TestRunner.Callbacks" #: Editor-Missing:Missing detected at runtime. msgid "Extrapolate" msgstr "外推" #: Editor-Missing:Missing detected at runtime. msgid "Friction Type" msgstr "摩擦类型" #: Editor-Missing:Missing detected at runtime. msgid "Clamped" msgstr "已钳制" #: Editor-Missing:Missing detected at runtime. msgid "Panel Raycaster (UI Toolkit)" msgstr "面板射线投射器(UI 工具包)" #: Editor-Missing:Missing detected at runtime. msgid "Sequencing" msgstr "正在排序" #: Editor-Missing:Missing detected at runtime. msgid "Target Graphic" msgstr "目标图形" #: Editor-Missing:Missing detected at runtime. msgid "Text (Script)" msgstr "文字(脚本)" #: 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 "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 "Multiply" msgstr "乘法" #: Editor-Missing:Missing detected at runtime. msgid "Detailed" msgstr "详细" #: 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 "Play the timeline (Space)." msgstr "播放时间轴(空格)。" #: Editor-Missing:Missing detected at runtime. msgid "No Support" msgstr "无支持" #: Editor-Missing:Missing detected at runtime. msgid "Define the time unit for the timeline window (Frames, Timecode or Seconds)." msgstr "定义时间轴窗口的时间单位(帧、时间码或秒)。" #: 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 "Blend Probes" msgstr "混合探测器" #: Editor-Missing:Missing detected at runtime. msgid "Global Search (⌘K)" msgstr "全局搜索 (⌘K)" #: Editor-Missing:Missing detected at runtime. msgid "Hallway" msgstr "走廊" #: Editor-Missing:Missing detected at runtime. msgid "EditorOnly" msgstr "EditorOnly" #: Editor-Missing:Missing detected at runtime. msgid "Stop Playing And Recompile" msgstr "停止播放并重新编译" #: 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 "PC Hosted" msgstr "PC 托管" #: Editor-Missing:Missing detected at runtime. msgid "Min Value" msgstr "最小值" #: Editor-Missing:Missing detected at runtime. msgid "Changes animation preview speed" msgstr "更改动画预览速度" #: 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 "Upper right" msgstr "右上" #: Editor-Missing:Missing detected at runtime. msgid "Time To Sleep" msgstr "休眠时间" #: Editor-Missing:Missing detected at runtime. msgid "Kinematic" msgstr "Kinematic" #: Editor-Missing:Missing detected at runtime. msgid "Custom shader" msgstr "自定义着色器" #: Editor-Missing:Missing detected at runtime. msgid "Right Controller" msgstr "右控制器" #: Editor-Missing:Missing detected at runtime. msgid "Psychotic" msgstr "Psychotic" #: Editor-Missing:Missing detected at runtime. msgid "2 Bones" msgstr "2 骨骼" #: Editor-Missing:Missing detected at runtime. msgid "Physics 3D" msgstr "3D 物理" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransformChild" msgstr "NetworkTransformChild" #: 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 "NetworkTransform" msgstr "NetworkTransform" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows Only" msgstr "仅硬阴影" #: Editor-Missing:Missing detected at runtime. msgid "11th axis (Joysticks)" msgstr "11 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 "Tracking" msgstr "追踪" #: 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 "Fire2" msgstr "Fire2" #: Editor-Missing:Missing detected at runtime. msgid "Log Level" msgstr "日志级别" #: Editor-Missing:Missing detected at runtime. msgid "Shadows Only" msgstr "仅阴影" #: Editor-Missing:Missing detected at runtime. msgid "Game Time" msgstr "游戏时间" #: 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 "Sliced" msgstr "已切片" #: Editor-Missing:Missing detected at runtime. msgid "Very High Resolution" msgstr "极高分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Test Result Renderer Callback" msgstr "测试结果渲染器回调" #: Editor-Missing:Missing detected at runtime. msgid "Start Awake" msgstr "开始唤醒" #: Editor-Missing:Missing detected at runtime. msgid "Four Cascades" msgstr "四级联" #: Editor-Missing:Missing detected at runtime. msgid "Elastic" msgstr "弹性的" #: Editor-Missing:Missing detected at runtime. msgid "platforms" msgstr "平台" #: Editor-Missing:Missing detected at runtime. msgid "Input Field (Script)" msgstr "输入域(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Assembly Definition Reference" msgstr "程序集定义引用" #: Editor-Missing:Missing detected at runtime. msgid "Single1 object view" msgstr "Single1 对象视图" #: Editor-Missing:Missing detected at runtime. msgid "Russian (Experimental)" msgstr "俄语(实验功能)" #: Editor-Missing:Missing detected at runtime. msgid "0: Default" msgstr "0: 默认" #: Editor-Missing:Missing detected at runtime. msgid "Dropdown (Script)" msgstr "下拉列表框(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Silly" msgstr "傻瓜" #: Editor-Missing:Missing detected at runtime. msgid "Time Unit" msgstr "时间单位" #: Editor-Missing:Missing detected at runtime. msgid "Mono2x" msgstr "Mono2x" #: Editor-Missing:Missing detected at runtime. msgid "Auto Simulation" msgstr "自动模拟" #: Editor-Missing:Missing detected at runtime. msgid "5: UI" msgstr "5:UI" #: 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 "Blocking Objects" msgstr "阻塞对象" #: Editor-Missing:Missing detected at runtime. msgid "NetworkDiscovery" msgstr "NetworkDiscovery" #: Editor-Missing:Missing detected at runtime. msgid "Framerate value used for new Timeline Assets." msgstr "用于新时间轴资产的帧率值。" #: 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 "Settings for the terrain" msgstr "设置地形" #: 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 "Medium Resolution" msgstr "中等分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Grid and Snap Settings..." msgstr "网格和捕捉设置..." #: Editor-Missing:Missing detected at runtime. msgid "1 Large 2 Medium 8 Small" msgstr "1 大 2 中 8 小" #: Editor-Missing:Missing detected at runtime. msgid "Left Controller" msgstr "左控制器" #: 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 "Custom framerate value used for new Timeline Assets." msgstr "用于新时间轴资产的自定义帧率值。" #: Editor-Missing:Missing detected at runtime. msgid "CSharp" msgstr "CSharp" #: 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 "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 "Baumgarte Time Of Impact Scale" msgstr "Baumgarte 撞击时间缩放系数" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2012" msgstr "Visual Studio 2012" #: 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 "monetization" msgstr "变现" #: Editor-Missing:Missing detected at runtime. msgid "Pin" msgstr "固定" #: Editor-Missing:Missing detected at runtime. msgid "Move To View" msgstr "移动到视图" #: Editor-Missing:Missing detected at runtime. msgid "Custom Axis" msgstr "自定义轴" #: 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 "Test Runner" msgstr "测试运行器" #: Editor-Missing:Missing detected at runtime. msgid "Text Area" msgstr "文本区域" #: Editor-Missing:Missing detected at runtime. msgid "Activation Log Component" msgstr "激活日志组件" #: Editor-Missing:Missing detected at runtime. msgid "in-app" msgstr "应用内" #: Editor-Missing:Missing detected at runtime. msgid "PlayerSettings" msgstr "PlayerSettings" #: Editor-Missing:Missing detected at runtime. msgid "Right Knee" msgstr "右膝" #: Editor-Missing:Missing detected at runtime. msgid "Flip Forward" msgstr "正向翻转" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.PerformanceTesting" msgstr "UnityEngine.PerformanceTesting" #: Editor-Missing:Missing detected at runtime. msgid "Constant Physical Size" msgstr "恒定物理大小" #: Editor-Missing:Missing detected at runtime. msgid "Middle left" msgstr "中左" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 2" msgstr "操作杆 2" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Contact Cost Scale" msgstr "孤岛解算器接触成本规模" #: Editor-Missing:Missing detected at runtime. msgid "Max Rotation Speed" msgstr "最大旋转速度" #: 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 "Hide Others" msgstr "隐藏其他" #: Editor-Missing:Missing detected at runtime. msgid "TransparentFX" msgstr "TransparentFX" #: Editor-Missing:Missing detected at runtime. msgid "Spherical" msgstr "球状" #: 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 "Solver Type" msgstr "解算器类型" #: Editor-Missing:Missing detected at runtime. msgid "Max Delay" msgstr "最大延迟" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Overflow" msgstr "水平溢出" #: Editor-Missing:Missing detected at runtime. msgid "Left Knee" msgstr "左膝" #: Editor-Missing:Missing detected at runtime. msgid "Uncompressed" msgstr "未压缩" #: Editor-Missing:Missing detected at runtime. msgid "Lower left" msgstr "左下" #: 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 "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 "Smooth the terrain height." msgstr "平滑地形高度。" #: Editor-Missing:Missing detected at runtime. msgid "Bold" msgstr "加粗" #: Editor-Missing:Missing detected at runtime. msgid "Dynamic Friction" msgstr "动态摩擦力" #: Editor-Missing:Missing detected at runtime. msgid "Forest" msgstr "森林" #: Editor-Missing:Missing detected at runtime. msgid "Wrap" msgstr "贴图间拼接" #: Editor-Missing:Missing detected at runtime. msgid "Fade Duration" msgstr "淡化持续时间" #: Editor-Missing:Missing detected at runtime. msgid "organization" msgstr "组织" #: 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 "Toggle (Script)" msgstr "切换(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Text - TextMeshPro" msgstr "文本 - TextMeshPro" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Swap" msgstr "Sprite 交换" #: Editor-Missing:Missing detected at runtime. msgid "Auditorium" msgstr "礼堂" #: Editor-Missing:Missing detected at runtime. msgid "Opaque" msgstr "不透明" #: Editor-Missing:Missing detected at runtime. msgid "14th axis (Joysticks)" msgstr "14 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar Thumb" msgstr "垂直滚动条 Thumb" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Layout Group" msgstr "垂直布局组" #: Editor-Missing:Missing detected at runtime. msgid "Network Discovery (Script)" msgstr "网络发现(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Build & Run %b" msgstr "生成与运行 %b" #: 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 "Raw Image (Script)" msgstr "原始图像(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Chinese (Experimental)" msgstr "中文(实验)" #: Editor-Missing:Missing detected at runtime. msgid "Align By Geometry" msgstr "几何对齐" #: Editor-Missing:Missing detected at runtime. msgid "4th axis (Joysticks)" msgstr "4 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Underwater" msgstr "水下" #: Editor-Missing:Missing detected at runtime. msgid "On Hover" msgstr "悬停时" #: Editor-Missing:Missing detected at runtime. msgid "Timeline Asset" msgstr "时间轴资产" #: Editor-Missing:Missing detected at runtime. msgid "TSS Theme File" msgstr "TSS 主题文件" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided" msgstr "自定义提供" #: 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 "Optimize Sample Rate" msgstr "优化采样率" #: Editor-Missing:Missing detected at runtime. msgid "Scene Filter:" msgstr "场景过滤器:" #: Editor-Missing:Missing detected at runtime. msgid "Shadow drawing distance." msgstr "阴影绘制距离。" #: Editor-Missing:Missing detected at runtime. msgid "Visual Scripting" msgstr "可视化脚本编程" #: Editor-Missing:Missing detected at runtime. msgid "Network View" msgstr "网络视图" #: Editor-Missing:Missing detected at runtime. msgid "You are up to date." msgstr "已是最新。" #: Editor-Missing:Missing detected at runtime. msgid "Slow and Safe" msgstr "缓慢而安全" #: Editor-Missing:Missing detected at runtime. msgid "No Scaling" msgstr "无缩放" #: Editor-Missing:Missing detected at runtime. msgid "Enable Adaptive Force" msgstr "启用自适应力" #: Editor-Missing:Missing detected at runtime. msgid "Multi Line Submit" msgstr "多行提交" #: Editor-Missing:Missing detected at runtime. msgid "GvrAudioRoom" msgstr "GvrAudioRoom" #: Editor-Missing:Missing detected at runtime. msgid "purchase" msgstr "购买" #: Editor-Missing:Missing detected at runtime. msgid "No depth buffer" msgstr "无深度缓冲区" #: Editor-Missing:Missing detected at runtime. msgid "Scene Asset" msgstr "场景资产" #: Editor-Missing:Missing detected at runtime. msgid "1 Texture" msgstr "1 个纹理" #: Editor-Missing:Missing detected at runtime. msgid "Playback Scrolling Mode" msgstr "回放滚动模式" #: Editor-Missing:Missing detected at runtime. msgid "Transform Z" msgstr "变换 Z" #: Editor-Missing:Missing detected at runtime. msgid "Manage License..." msgstr "管理许可..." #: Editor-Missing:Missing detected at runtime. msgid "Send Navigation Events" msgstr "发送导航事件" #: Editor-Missing:Missing detected at runtime. msgid "Project Files GUID Remapping Tool" msgstr "项目文件 GUID 重新映射工具" #: Editor-Missing:Missing detected at runtime. msgid "Save As..." msgstr "另存为..." #: 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 "Load RenderDoc" msgstr "加载 RenderDoc" #: Editor-Missing:Missing detected at runtime. msgid "Don't Sync" msgstr "不同步" #: Editor-Missing:Missing detected at runtime. msgid "Y-Axis" msgstr "Y-轴" #: 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 "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 "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 "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 "Open Scene" msgstr "打开场景" #: Editor-Missing:Missing detected at runtime. msgid "Slider (Script)" msgstr "滑块(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "XY" msgstr "XY" #: 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 "Enable Snap to Frame to manipulate clips and align them on frames." msgstr "启用“对齐到帧”可操作剪辑并使它们在帧上对齐。" #: 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 "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 "Hand Tool" msgstr "手形工具" #: 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 "2x2 Grid" msgstr "2x2 网格" #: Editor-Missing:Missing detected at runtime. msgid "Half Res" msgstr "半分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Event System (Script)" msgstr "事件系统(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Graphics Tier" msgstr "图形层" #: Editor-Missing:Missing detected at runtime. msgid "19th axis (Joysticks)" msgstr "19 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "The type of the rigidbody." msgstr "刚体类型。" #: Editor-Missing:Missing detected at runtime. msgid "1: TransparentFX" msgstr "1:TransparentFX" #: 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 "Select project" msgstr "选择项目" #: 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 "4 Split" msgstr "4 分割" #: Editor-Missing:Missing detected at runtime. msgid "Edge Snap" msgstr "边缘对齐" #: Editor-Missing:Missing detected at runtime. msgid "Open in Search (⌘K)" msgstr "在搜索中打开 (⌘K)" #: Editor-Missing:Missing detected at runtime. msgid "Strip All" msgstr "全部剥离" #: Editor-Missing:Missing detected at runtime. msgid "Allow the users to hear audio while scrubbing on audio clip." msgstr "允许用户在拖动音频剪辑时听到音频。" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Transition" msgstr "切换过渡" #: Editor-Missing:Missing detected at runtime. msgid "Production" msgstr "生产" #: 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 "Preferences..." msgstr "首选项..." #: Editor-Missing:Missing detected at runtime. msgid "Korean (Experimental)" msgstr "韩语(实验功能)" #: Editor-Missing:Missing detected at runtime. msgid "Default Material" msgstr "默认材质" #: Editor-Missing:Missing detected at runtime. msgid "Build Settings..." msgstr "生成设置…" #: Editor-Missing:Missing detected at runtime. msgid "Use Proxy Volume" msgstr "使用代理体" #: Editor-Missing:Missing detected at runtime. msgid "HideSelectedItems" msgstr "HideSelectedItems" #: Editor-Missing:Missing detected at runtime. msgid "X axis" msgstr "X 轴" #: Editor-Missing:Missing detected at runtime. msgid "Enable Unified Heightmaps" msgstr "启用统一高度贴图" #: 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 "Don't Show" msgstr "不显示" #: Editor-Missing:Missing detected at runtime. msgid "Progressive (Preview)" msgstr "渐进(预览)" #: Editor-Missing:Missing detected at runtime. msgid "Truncate" msgstr "截断" #: Editor-Missing:Missing detected at runtime. msgid "Not Important" msgstr "非重要" #: Editor-Missing:Missing detected at runtime. msgid "NetworkManagerHUD" msgstr "NetworkManagerHUD" #: Editor-Missing:Missing detected at runtime. msgid "insights" msgstr "见解" #: Editor-Missing:Missing detected at runtime. msgid "Create Panel" msgstr "创建面板" #: 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 "Wide" msgstr "宽" #: Editor-Missing:Missing detected at runtime. msgid "Reset all environment" msgstr "重置所有环境" #: 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 "Filled" msgstr "已填充" #: 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 "UV0" msgstr "UV0" #: Editor-Missing:Missing detected at runtime. msgid "Layout Element" msgstr "布局元素" #: Editor-Missing:Missing detected at runtime. msgid "Start Asleep" msgstr "开始休眠" #: Editor-Missing:Missing detected at runtime. msgid "TimeManager" msgstr "TimeManager" #: Editor-Missing:Missing detected at runtime. msgid "Concerthall" msgstr "音乐厅" #: 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 "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 "Dropdown - TextMeshPro" msgstr "下拉列表 - TextMeshPro" #: 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 "Free Cpu Per Frame Measurement Script" msgstr "每帧测量脚本可用 CPU" #: Editor-Missing:Missing detected at runtime. msgid "Interpolation Poses Per Job" msgstr "每个作业的插值姿势" #: Editor-Missing:Missing detected at runtime. msgid "Positive Button" msgstr "肯定按钮" #: Editor-Missing:Missing detected at runtime. msgid "Integer Number" msgstr "整数" #: Editor-Missing:Missing detected at runtime. msgid "ReadWriteProtection" msgstr "ReadWriteProtection" #: 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 "|Show / Hide Group" msgstr "|显示/隐藏组" #: Editor-Missing:Missing detected at runtime. msgid "Queries Hit Triggers" msgstr "查询命中触发器" #: Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play on" msgstr "打开自动播放" #: 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 "Carpetted Hallway" msgstr "铺了地毯的走廊" #: Editor-Missing:Missing detected at runtime. msgid "Ignore Reversed Graphics" msgstr "忽略保留图形" #: Editor-Missing:Missing detected at runtime. msgid "Player Quit Handler" msgstr "播放器退出处理程序" #: Editor-Missing:Missing detected at runtime. msgid "Enable PCM" msgstr "启用 PCM" #: Editor-Missing:Missing detected at runtime. msgid "Built In Standard" msgstr "内置标准" #: 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 "Swing 2 Limit" msgstr "摆动 2 限制" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar Left Button" msgstr "水平滚动条向左按钮" #: Editor-Missing:Missing detected at runtime. msgid "Position and Rotation" msgstr "位置与旋转" #: Editor-Missing:Missing detected at runtime. msgid "Permanent" msgstr "永久" #: 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 "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 "Go to the previous frame." msgstr "转到上一帧。" #: Editor-Missing:Missing detected at runtime. msgid "NetworkIdentity" msgstr "NetworkIdentity" #: Editor-Missing:Missing detected at runtime. msgid "Create Object" msgstr "创建对象" #: 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 "Show Selected Items" msgstr "显示所选项目" #: Editor-Missing:Missing detected at runtime. msgid "AnalyticsTracker" msgstr "AnalyticsTracker" #: Editor-Missing:Missing detected at runtime. msgid "Image (Script)" msgstr "图像(脚本)" #: Editor-Missing:Missing detected at runtime. msgid "Timeline Editor Settings" msgstr "时间轴编辑器设置" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransformVisualizer" msgstr "NetworkTransformVisualizer" #: Editor-Missing:Missing detected at runtime. msgid "Inline Sheet" msgstr "内联表" #: Editor-Missing:Missing detected at runtime. msgid "Light on Dark" msgstr "暗底亮字" #: Editor-Missing:Missing detected at runtime. msgid "Editor Window" msgstr "编辑器窗口" #: Editor-Missing:Missing detected at runtime. msgid "Screen anti aliasing" msgstr "屏幕抗锯齿" #: Editor-Missing:Missing detected at runtime. msgid "(Deprecated)" msgstr "(已弃用)" #: Editor-Missing:Missing detected at runtime. msgid "Best latency" msgstr "最佳延迟" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Delay" msgstr "重复延迟" #: Editor-Missing:Missing detected at runtime. msgid "Default-VeryLowResolution" msgstr "默认-VeryLowResolution" #: Editor-Missing:Missing detected at runtime. msgid "Right Elbow" msgstr "右肘" #: 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 "Rect Mask 2D" msgstr "矩形遮罩 2D" #: Editor-Missing:Missing detected at runtime. msgid "Character Size" msgstr "字符大小" #: Editor-Missing:Missing detected at runtime. msgid "Collab" msgstr "协作" #: 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 "Turn Auto Play off" msgstr "关闭自动播放" #: Editor-Missing:Missing detected at runtime. msgid "Total Mass" msgstr "总质量" #: Editor-Missing:Missing detected at runtime. msgid "Projection Angle" msgstr "投影角度" #: Editor-Missing:Missing detected at runtime. msgid "Per Texture" msgstr "每纹理" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Motion" msgstr "X 轴角运动" #: Editor-Missing:Missing detected at runtime. msgid "X-Axis" msgstr "X-轴" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Y" msgstr "鼠标 Y" #: Editor-Missing:Missing detected at runtime. msgid "9th axis (Joysticks)" msgstr "9 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "12th axis (Joysticks)" msgstr "12 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "YX" msgstr "YX" #: Editor-Missing:Missing detected at runtime. msgid "Dolly" msgstr "拖拽" #: 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 "Don't Clear" msgstr "不清除" #: Editor-Missing:Missing detected at runtime. msgid "Upper center" msgstr "上部中心" #: Editor-Missing:Missing detected at runtime. msgid "Testing" msgstr "正在测试" #: Editor-Missing:Missing detected at runtime. msgid "On Hover With Alt" msgstr "用 Alt 悬停时" #: Editor-Missing:Missing detected at runtime. msgid "Never" msgstr "从不" #: Editor-Missing:Missing detected at runtime. msgid "Fit Outside" msgstr "外部适应" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Slider" msgstr "垂直滑动条" #: Editor-Missing:Missing detected at runtime. msgid "Decimal Number" msgstr "十进制数" #: Editor-Missing:Missing detected at runtime. msgid "Enable the ability to snap clips on the edge of another clip." msgstr "允许将剪辑对齐到另一个剪辑的边缘。" #: 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 "26th axis (Joysticks)" msgstr "26 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Create InputField" msgstr "创建 InputField" #: Editor-Missing:Missing detected at runtime. msgid "Unrestricted" msgstr "不受限制" #: Editor-Missing:Missing detected at runtime. msgid "Forced On" msgstr "强制打开" #: Editor-Missing:Missing detected at runtime. msgid "Free" msgstr "自由" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Slider Thumb" msgstr "水平滑动条 Thumb" #: Editor-Missing:Missing detected at runtime. msgid "Use Consistency Sorting" msgstr "使用一致性排序" #: Editor-Missing:Missing detected at runtime. msgid "Email Address" msgstr "电子邮件地址" #: 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 "Normal Color" msgstr "正常颜色" #: 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 "Mutes the sound." msgstr "静音此声音。" #: Editor-Missing:Missing detected at runtime. msgid "Audio Spatializer Microsoft" msgstr "音频 Spatializer Microsoft" #: Editor-Missing:Missing detected at runtime. msgid "TextMesh Pro" msgstr "TextMesh Pro" #: Editor-Missing:Missing detected at runtime. msgid "Dark on Light" msgstr "亮底暗字" #: Editor-Missing:Missing detected at runtime. msgid "Panel Event Handler (UI Toolkit)" msgstr "面板事件处理程序(UI 工具包)" #: Editor-Missing:Missing detected at runtime. msgid "Plug-in Providers" msgstr "插件提供者" #: Editor-Missing:Missing detected at runtime. msgid "Bounce Combine" msgstr "反弹合并" #: Editor-Missing:Missing detected at runtime. msgid "Time Measurement Script" msgstr "时间测量脚本" #: Editor-Missing:Missing detected at runtime. msgid "High Resolution" msgstr "高分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Navigation Static" msgstr "导航静态" #: Editor-Missing:Missing detected at runtime. msgid "Named Control" msgstr "命名控制" #: Editor-Missing:Missing detected at runtime. msgid "Left To Right" msgstr "从左到右" #: 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 "The mass of the body. [ 0.0000001, 1000000000 ]." msgstr "主体的质量。[ 0.0000001, 1000000000 ]。" #: Editor-Missing:Missing detected at runtime. msgid "Pelvis" msgstr "骨盆" #: Editor-Missing:Missing detected at runtime. msgid "Max Angular Correction" msgstr "最大角度修正" #: 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 "Left Elbow" msgstr "左肘" #: 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 "Y axis" msgstr "Y 轴" #: Editor-Missing:Missing detected at runtime. msgid "Bounciness" msgstr "弹力" #: 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 "Bypass/ignore any reverb zones." msgstr "绕过/忽略所有混响区域。" #: Editor-Missing:Missing detected at runtime. msgid "Linear Sleep Tolerance" msgstr "线性休眠容差" #: Editor-Missing:Missing detected at runtime. msgid "GameController" msgstr "GameController" #: 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 "Average" msgstr "平均" #: Editor-Missing:Missing detected at runtime. msgid "Cloth" msgstr "布料" #: Editor-Missing:Missing detected at runtime. msgid "28th axis (Joysticks)" msgstr "28 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Line Spacing" msgstr "行间距" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2010" msgstr "Visual Studio 2010" #: Editor-Missing:Missing detected at runtime. msgid "Always" msgstr "始终" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar Right Button" msgstr "水平滚动条向右按钮" #: Editor-Missing:Missing detected at runtime. msgid "Input Manager" msgstr "输入管理器" #: 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 "Sync Discrete Fixtures Per Job" msgstr "同步每个作业的离散固定器" #: Editor-Missing:Missing detected at runtime. msgid "5th axis (Joysticks)" msgstr "5 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided Input" msgstr "自定义输入" #: Editor-Missing:Missing detected at runtime. msgid "At least 24 bits depth (with stencil)" msgstr "至少 24 位深度(带模板)" #: Editor-Missing:Missing detected at runtime. msgid "Shadow quality" msgstr "阴影质量" #: 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 "English" msgstr "英语" #: 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 "Joystick Axis" msgstr "操作杆轴" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar Up Button" msgstr "垂直滚动条向上按钮" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar Thumb" msgstr "水平滚动条 Thumb" #: Editor-Missing:Missing detected at runtime. msgid "Mesh Renderers" msgstr "网格渲染器" #: 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 "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 "SampleScene" msgstr "SampleScene" #: Editor-Missing:Missing detected at runtime. msgid "Bottom To Top" msgstr "自下而上" #: Editor-Missing:Missing detected at runtime. msgid "Load Layout from File..." msgstr "从文件加载布局..." #: 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 "Quarter Res" msgstr "四分之一分辨率" #: Editor-Missing:Missing detected at runtime. msgid "Google Play" msgstr "Google Play" #: Editor-Missing:Missing detected at runtime. msgid "Collide Contacts Per Job" msgstr "每个作业的碰撞接触" #: 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 "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 "Services General Settings" msgstr "服务常规设置" #: Editor-Missing:Missing detected at runtime. msgid "Screen Space - Overlay" msgstr "屏幕空间 - 覆盖" #: 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 "GraphicsSettings" msgstr "GraphicsSettings" #: 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 "Show Audio Waveforms" msgstr "显示音频波形" #: Editor-Missing:Missing detected at runtime. msgid "Broadphase Type" msgstr "粗测阶段类型" #: Editor-Missing:Missing detected at runtime. msgid "purchasing" msgstr "购买" #: Editor-Missing:Missing detected at runtime. msgid "Spring Joint" msgstr "弹簧关节" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Per Segment" msgstr "每段重复" #: Editor-Missing:Missing detected at runtime. msgid "Allow Audio Scrubbing" msgstr "允许拖动音频" #: Editor-Missing:Missing detected at runtime. msgid "Collab is disabled." msgstr "Collab 已禁用。" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Contacts Per Job" msgstr "每个作业的孤岛解算器接触" #: Editor-Missing:Missing detected at runtime. msgid "Create RawImage" msgstr "创建 RawImage" #: 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 "Occlusion Areas" msgstr "遮挡区域" #: Editor-Missing:Missing detected at runtime. msgid "Preserve Sample Rate" msgstr "保持采样率" #: Editor-Missing:Missing detected at runtime. msgid "20th axis (Joysticks)" msgstr "20 号轴(操作杆)" #: Editor-Missing:Missing detected at runtime. msgid "Locked" msgstr "已锁定" #: Editor-Missing:Missing detected at runtime. msgid "Scene View" msgstr "“场景”视图" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows" msgstr "硬阴影" #: Editor-Missing:Missing detected at runtime. msgid "2 by 3" msgstr "2×3" #: 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 "|Leaf Group" msgstr "|树叶组" #: Editor-Missing:Missing detected at runtime. msgid "Content Container Id" msgstr "内容容器 ID" #: Editor-Missing:Missing detected at runtime. msgid "Base Input" msgstr "基础输入" #: Editor-Missing:Missing detected at runtime. msgid "Fit Horizontally" msgstr "水平适应" #: Editor-Missing:Missing detected at runtime. msgid "Recompile After Finished Playing" msgstr "完成播放后重新编译" #: 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 6" msgstr "操作杆 6" #: Editor-Missing:Missing detected at runtime. msgid "Holo Lens Input" msgstr "全息透镜输入" #: 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 "Angular X Drive" msgstr "X 轴角驱动" #: 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 "Joystick 1" msgstr "操作杆 1" #: Editor-Missing:Missing detected at runtime. msgid "No Shadows" msgstr "无阴影" #: Editor-Missing:Missing detected at runtime. msgid "Raise and lower the terrain height." msgstr "提高、降低地形高度。"