Unity Manual
Welcome to Unity.
Unity is made to empower users to create the best interactive entertainment or multimedia experience that they can. This manual is designed to help you learn how to use Unity, from basic to advanced techniques. It can be read from start to finish or used as a reference.
The manual is divided into different sections. The first section, User Guide, is an introduction to Unity's interface, asset workflow, and the basics of building a game. If you are new to Unity, it is recommended that you start learning by reading the Unity Basics subsection.
The next section, FAQ, is a collection of frequently asked questions about performing common tasks that require a few steps.
The last section, Advanced, addresses topics such as game optimization, shaders, file sizes, and deployment.
When you're done reading, be sure to take a look at the Reference Manual and the Scripting Reference for further details about the different possibilities of constructing your games with Unity.
If you find that any question you have is not answered in this manual please ask on Unity Answers or Unity Forums. You'll definitely find your answer there.
Happy reading,
The Unity team
The Unity team
The Unity Manual Guide contains sections that apply onto to certain platforms. Please select which platforms you want to see. Platform-specific information can always be seen by clicking on the disclosure triangles on each page.
Table of Contents
- Getting Started with Native Client Development
- Getting Started with Flash Development
- Flash: Setup
- Flash: Building & Running
- Flash: Debugging
- Flash: What is and is not supported
- Flash: Embedding Unity Generated Flash Content in Larger Flash Projects
- Example: Supplying Data from Flash to Unity
- Example: Calling Flash Functions from Unity
- Example: Browser JavaScript Communication
- Example: Accessing the Stage
- FAQ
- Unity 3.5 upgrade guide
- Upgrading your Unity Projects from 2.x to 3.x
- Activation
- Game Code Questions
- Graphics Questions
- How do I Import Alpha Textures?
- How do I Use Normal Maps?
- How do I use Detail Textures?
- How do I Make a Cubemap Texture?
- How do I Make a Skybox?
- How do I make a Mesh Particle Emitter? (Legacy Particle System)
- How do I make a Splash Screen?
- How do I make a Spot Light Cookie?
- How do I fix the rotation of an imported model?
- How do I use Water?
- HOWTO-exportFBX
- HOWTO-ArtAssetBestPracticeGuide
- How do I import objects from my 3D app?
- Workflow Questions
- Advanced
- Vector Cookbook
- AssetBundles (Pro only)
- AssetDatabase
- Build Player Pipeline
- Rendering Paths
- Profiler (Pro only)
- Lightmapping Quickstart
- HDR (High Dynamic Range)
- Linear Lighting (Pro Only)
- Occlusion Culling (Pro only)
- Level of Detail (Pro Only)
- Camera Tricks
- Loading Resources at Runtime
- Modifying Source Assets Through Scripting
- Generating Mesh Geometry Procedurally
- Using Mono DLLs in a Unity Project
- Execution Order of Event Functions
- Optimizing Graphics Performance
- Reducing File Size
- Understanding Automatic Memory Management
- Platform Dependent Compilation
- Generic Functions
- Debugging
- Plugins (Pro/Mobile-Only Feature)
- Textual Scene File Format (Pro-only Feature)
- Streaming Assets
- Command line arguments
- Running Editor Script Code on Launch
- Shaders
- Graphics Emulation
- Network Emulation
- Security Sandbox of the Webplayer
- Overview of available .NET Class Libraries
- Visual Studio C# Integration
- Using External Version Control Systems with Unity
- Analytics
- Check For Updates
- Trouble Shooting