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Lumberyard Getting Started Guide
Lumberyard User Guide
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Lumberyard Getting Started Guide
1 Understanding the Lumberyard Interface
Configuring Auto Backup
Identifying the Basic Tools
1 Main Menu
2 Top Toolbar
3 Entity Outliner
4 Asset Browser
5a Perspective Viewport
5b Perspective Header
5c Bottom Toolbar
6 Entity Inspector
7 Console
Manipulating Objects
Moving an Object
Snapping to Grid
Rotating an Object
Snapping to Angle
Scaling an Object
Selecting an Object
Navigating in the Viewport
10 Lighting the Environment
Changing the Time of Day
Creating a Light Source
Placing a Global Environment Probe
11 Setting Up the UI
12 Exporting Your Game
2 Building the Environment
Creating a Level
Importing a Heightmap
Importing a Megaterrain Texture
Placing the Player Character
3 Gathering Your Building Blocks
Adding a Mesh Component
Adding Collider and Physics Components
Creating an Entity
Duplicating an Entity
Parenting Entities
Using the Asset Browser to Create an Entity
4 Using Slices to Build the Maze
Aligning the Slices
Creating a Doorway Slice
Instantiating Prebuilt Slices
Locking Wall and Doorway Slices
Placing Lamp Post Slices
Saving Slice Changes
5 Adding Enemy AI Characters
Adding a Second AI Character
Adding Patrol Waypoints
Adding the Particle Manager
Creating AI Spawn Points
Defining the AI Navigation Area
Organizing Your AI Entities
Setting up the AI Trigger Area
6 Scripting Gameplay
Adding a Pickup Item
Adding a Timer
Adding and Configuring the Timer's Stop Trigger
Adding Components to TimerStart
Adding Lua Script Components
Creating the Timer Parent and Child Entities
Adding the Entry Door
Adding Door Sounds
Adding Open and Close Scripts
Adding Physics and Mesh Collider Components
Creating the Trigger Volume
Defining the Door as the Target
Placing the Door Entity
Adding the Exit Door
Creating a New Trigger Area
Duplicating and Renaming the Door Entity
Modifying Conditions to Open Exit Door
7 Applying Physics to Stacked Crates
Placing Crates and Configuring Physics
Stacking the Crates and Barrels to Make a Wall
8 Sculpting the Terrain
Adding Shrubs and Grass
Creating Texture Layers
Customizing Your Landscape \(Optional\)
Drawing a Road
Inserting Rocks and Undergrowth
Painting Pavement, Grass, Dirt, and Rocks
Placing Trees
9 Enhancing Your Level with Details
Adding a Distance Mesh
Adding Ambient Particles
Adding Decals to the Maze
Using the Particle System to Add Steam
Accessing Documentation
Contacting Support
Introduction to Lumberyard Editor
Lumberyard User Guide
Actor and effects animation in Lumberyard
Adding particle effects
Advanced Particle Techniques
Particle Debugging with Console Variables
Particle Effects Best Practices
Using the Particle Editor
Creating and Managing Particle Emitters
Creating Child Emitters
Organizing Emitters in a Library
Reverting Changes to Emitter Attributes
Creating Custom Attribute Panels
Customizing the Particle Editor UI
Managing Particle Level of Detail \(LOD\)
Managing Particle Libraries
Adding Particle Libraries
Importing Particle Libraries
Saving Particle Libraries
Using Particle Libraries
Particles Attributes Reference
Advanced Attribute
Audio Attribute
Collision Attribute
Comment Attribute
Configuration Attribute
Emitter Attribute
Lighting Attribute
Movement Attribute
Particles Attribute
Rotation Attribute
Size Attribute
Using the Curve Editor in the Particle Editor
Visibility Attribute
Using Particle Editor Keyboard Shortcuts
Using the Color Picker
Using the Gradient Editor
Using the Preview Panel
Working with Emitter Shape Types
Angle Emitter \(CPU and GPU\)
Beam Emitter \(CPU\)
Box Emitter \(CPU and GPU\)
Circle Emitter \(CPU and GPU\)
Point Emitter \(CPU and GPU\)
Sphere Emitter \(CPU and GPU\)
Trail Emitter \(CPU\)
Create and animate characters
Add Cloth Colliders to actors
Animation Editor Components
Animation Editor Concepts and Terms
Animation Editor File Types
Animation Editor Nodes
Actions
Controller Nodes
Creating Blend Trees
Blending Poses with Blend Nodes
Blend N Node
Blend Two \(Legacy\) Node
Blend Two Additive Node
Blend Two Node
Pose Subtract Node
Creating and Visualizing Blend Spaces
Simplify Node Groups with Hub Nodes
Using Math Nodes
Animation Editor User Interface
Anim Graph Interface
Motion Sets Interface
Motions Interface
Best Practices for Working with Skinned Meshes for Animation
Creating Skinned Meshes for Actors
Exporting Actors and Motions
Troubleshooting Skinned Meshes
Tutorials: Importing FBX Files as Actors and Motions
Using Actor LODs to Optimize Game Performance
Creating Additive Animations
Creating and Simulating a PhysX Ragdoll
Creating Custom Motion Events and Parameters Using C\+\+
Creating EventData Types
Creating Motion Events
MotionEvent Public Member Functions
Creating Simulated Objects
Setting Up a Simulated Object
Setting Up Simulated Object Colliders
Setting Up the Simulated Object Anim Graph Node
Using Debug Mode to Refine the Simulation
Using Parameters to Adjust the Animation During Runtime
Customizing EMotion FX Objects
Customizing State Machine Routing with Sparse Motion Sets
Getting Started with the Animation Editor
Referencing External Anim Graphs
Retargeting Motions
Synchronizing Animation Graphs: Example
Using Morph Targets to Deform Characters
Using Tags with Animation Graphs
Create cinematic sequences
Animating Characters in Scenes
Creating Character Animations with the Simple Motion Component
Moving an Entity in a Scene
Capturing Image Frames
Debugging Cinematic Scenes with Console Variables
Populating a Scene
Adding Component Entities
Adding a Camera
Adding a Director \(Scene\) Node
Animating Depth of Field
Positioning a Camera
Adding Lighting
Moving a Component Entity in a Sequence
Setting Sequence Properties
Working with Slices and Sequences
Using the Track View Editor
Adding and Removing Animation Keys on Tracks
Controlling the Playhead
Track View Editor Nodes
Comment Node
Component Entities and Component Nodes
Console Variable Node
Director \(Scene\) Node
Environment Node
Event Node
Full Screen Effect Nodes
Adding a Depth of Field Node
Color Correction Node
Radial Blur Node
Screen Fader Node
Material Node
Shadows Setup Node
Track View Editor Toolbars
Using Animation Curves
Using Record Mode
Add modular features and assets with Gems
Creating a Gem
Compressing Your Gem
Creating a New Empty Gem
Creating a Gem from the Command Line
Creating a Gem with the Project Configurator
Packaging Your Assets
Testing Your Gem
Enabling Gems
Gems Available in Lumberyard
Asset Memory Analyzer Gem
Camera Framework Gem
ChatPlay Gem
Cloud Canvas Cloud Gems
Cloud Canvas Gem
CryEntity Removal Gem
EMotion FX Animation Gem
EMotion FX transition guide version 1\.25
Fast Noise Gem
GameEffect Gem
GameLift Gem
GameState Gem
GameState Samples Gem
Gestures Gem
Graphics Scripting
HMD Framework Gem
HttpRequestor Gem
Image Processing
In\-App Purchases Gem
Input Management Framework Gem
Landscape Canvas Gem
Legacy Terrain Gem
TerrainDataRequestBus API
Lightning Arc Gem
Using the LightingArc Sample
Configuring the Lightning Arc
Customizing a Lightning Arc Preset
Enabling the Lightning Gem
Placing Lightning Arc
LmbrCentral Gem
LyShine
Maestro Gem
Metastream Gem
Microphone Gem
Multiplayer Gem
Multiplayer Gem CVars
The Multiplayer Lobby Component
NullVR Gem
NVIDIA Blast gem
NVIDIA Cloth gem
Physically Based Shaders \(PBS\) Gem
Physics Entities Gem
PhysX
PhysX Characters
PhysX Debug
Primitive Assets Gem
Process Life Management Gem
Python Asset Builder gem
RAD Telemetry Gem
Rain Gem
Render to Texture
SaveData Gem
Scene Processing Gem
Script Canvas Gem
Scripted Entity Tweener Gem
Sky Clouds Gem
Slice Favorites
Snow Gem
Starting Point Input Gem
Twitch API Gem
Twitch Chat Gem
Twitch v5 Gem
UiBasics Gem
User Login Default Gem
Video Playback Bink Gem
Video Playback Gem
Virtual Gamepad Gem
Virtual Reality Gems
Visibility
Websockets Gem
White Box Gem
Programming with Gems
Adding C\+\+ Code to a Lumberyard Game with Gems
Gem Structure
Gem Configuration Examples
Using AZ Modules to Initialize Gems
Configuring System Entities
Creating an AZ Module That Is Not a Gem
Gems and AZ Modules
Parts of an AZ Module, Explained
System Components
The AZ Bootstrapping Process
Adding Audio and Sound Effects
Audio Components
Audio Console Variables
Audio System Overview
Audio Translation Layer
ATL Controls
Using the Audio Controls Editor
ATL Controls Pane
Inspector Pane
Wwise Controls Pane
Audiokinetic Wwise
Comparing Wwise Full to Wwise LTX
Connecting Wwise to the Editor and Game
Setting up a Wwise Project
Setting up Wwise LTX
Upgrading Wwise LTX to the Full Version
Using a Different Wwise Version
Create levels in Lumberyard
Creating levels and adding environment effects
Adding Sky Effects
Creating a Dynamic Daytime Sky
Adding Cascaded Sun Shadows
Adding Sun Rays
Setting Daytime Atmospheric Effects
Setting Sun Parameters and Console Variables
Setting Sun Shadow Settings
Creating a Dynamic Night Sky
Setting Moon Parameters
Setting Nighttime Atmospheric Effects
Creating Static Skyboxes
Applying Skybox Materials to a Skybox
Changing Skybox Parameters
Creating Skybox Materials
Switching Skyboxes with the Script Canvas Editor
Creating Time of Day Sky Effects
Setting a Day\-Night Cycle
Setting Dawn and Dusk Effects
Time of Day Parameters
Adding Vegetation
Adding Grass
Adding Grass Manually
Painting to Add Grass
Adding Trees and Bushes
Adding Vegetation Bending Effects
Adding Detail Bending Effects
Adding Touch \(Collision\) Bending Effects
Using AutoMerged Wind Bending Effects
Using SpeedTree 8 for Lumberyard
Vegetation Debugging
Vegetation Parameters
Vegetation Texture Mapping
Adding Weather Effects
Adding Clouds
Adding 3D Cloud Shadows
Placing Distance Clouds
Setting Cloud Shading Parameters
Adding Wind Effects
Adding Global Wind
Adding Localized Wind
Adding Ocean Wind
Creating Wind Areas
Blending Environment Probes
Creating a New Level
Creating Terrain
Copying and Moving Terrain Areas
Creating Bodies of water
Adding Fog Beneath Water
Adding Water Puddles
Adding Waterfalls
Advanced Water Volume Parameters
Creating Rivers
Adjusting River Spline Geometry
Applying a River Material
Creating the River Entity
Preparing the River Terrain
Splitting and Merging Rivers
Preparing the Terrain
Setting Ocean Parameters
Creating High Quality Terrain
Creating Landforms and Topography
Creating Roads
Adjusting Road Spline Geometry
Applying a Road Material
Creating the Road Entity
Splitting and Merging Roads
Terrain Brush Parameters
Using the Flatten Brush
Using the Holes Brush
Using the Rise/Lower Brush
Using the Smooth Brush
Importing and Exporting Terrain Data
Importing a Megaterrain Texture
Importing and Exporting Terrain Blocks
Importing Splat Maps
Terrain FAQs
Using Terrain Texture Layers
Adding a Terrain Texture Layer
Applying a Texture Layer Material
Changing Terrain Tile Resolution
Exporting Terrain Texture Layers
Importing Terrain Texture Layers
Painting Terrain Texture Layers
Using the Terrain Heightmap
Creating a Terrain Heightmap
Exporting a Terrain Heightmap
Importing a Terrain Heightmap
Resizing a Terrain Heightmap
Rotating a Terrain Heightmap
Setting Heightmap Properties
Working with Database Libraries
Dynamic vegetation
Dynamic Vegetation Concepts
Dynamic Vegetation Procedures
Adding Scale, Rotation, and Position Modifiers
Blocking Vegetation in Select Areas
Creating a Vegetation Layer
Expanding Vegetation Coverage
Reusing Vegetation in Multiple Areas
Saving the Vegetation Area as a Slice
Using Gradients to Create Random Distribution
Creating Weight\-Based Random Selection
Random Placement Using the Vegetation Distribution Filter
Creating and Customizing Project User Interfaces
Animating the UI
Scripted Tweener Entity System
Tweener Lua Script
Tweener Parameters
Tweener Sample Level
Tweener Supported Components
Tweener Timeline
Understanding Tweeners
Supported Tweener Easing Types
UI Animation Editor
Editing Animation Data
Using the **Curve Editor** in the UI Animation Editor
Using the Node Pane
Using the Track Editor
Playing Animation Sequences
Recording Animation Data
Defining Game and Level Load Screens
Implementing New Fonts
Adding New Fonts
Configuring Font Properties
Configuring Font Rendering Quality
Creating Font Families
TrueType Fonts
UI Components
Dynamic Components
Interactive Components
Button
Checkbox
Draggable
Dropdown
DropdownOption
DropTarget
Properties for Interactive Components
Actions
Auto Activate
Input Enabled
Multi\-Touch Input Enabled
Navigation
First Focus Element
Interactive Element Controls
States
RadioButton
RadioButtonGroup
ScrollBar
ScrollBox
Slider
TextInput
Layout Components
LayoutCell
LayoutColumn
LayoutFitter
LayoutGrid
LayoutRow
Nesting Layout Components
Other Components
Flipbook Animation
Mask
Tooltip Components
Transform2D Component
Managing UI Anchors and Offsets
Scale to Device
UISpawner Component
Visual Components
Image
Particle Emitter
Text
Working with UI Components
UI Elements
Configuring UI Anchors and Offsets
Scaling to Device Resolutions
Searching for UI Elements
Using and Creating UI Prefabs
UI Lua Reference
LyShineLua\.ShowMouseCursor
UI World Components
UIButtonComponent
UICanvasComponent
UICanvasManager
UICheckboxComponent
UiCursorBus
UIDraggableComponent
UiDropdownComponent
UiDropdownOptionComponent
UIDropTargetComponent
UIDynamicLayoutComponent
UIDynamicScrollBoxComponent
UIElementComponent
UIFaderComponent
UIFlipbookAnimationComponent
UIImageComponent
UIInteractableComponent
UiLayout
UiLayoutCellComponent
UILayoutColumnComponent
UILayoutFitterComponent
UILayoutGridComponent
UILayoutRowComponent
UIMaskComponent
UIParticleEmitterComponent
UiRadioButtonComponent
UIScrollBarComponent
UIScrollBoxComponent
UISliderComponent
UITextComponent
UITextInputComponent
UITooltipComponent
UITooltipDisplayComponent
UITransform2dComponent
Using the UI Editor
Asset Drag and Drop
Rulers and Guides
Sprite Editor
Sliced Image Type
Sprite Sheets
Toolbar
Working with UI Canvases
Changing the Canvas Size
Configuring Canvas Properties
Debugging UI Canvases
Loading Canvases in Lua
Navigating the Viewport
Placing UI Canvases in the 3D World
Previewing Canvases
Previewing Canvas Behavior
Setting Canvas Size in Preview
Using Texture Atlases
Adding Texture Atlases to a UI Canvas
Creating a Texture Atlas
Using Texture Atlases to Reduce UI Draw Calls
Working with UI Slices
Creating a Cascaded UI Slice
Creating a Detached UI Slice
Creating a UI Slice
Editing Slices in a New Tab
Flagging Dynamic Slices
Instantiating a UI Slice
Modifying a UI Slice and Pushing Changes
Documentation Archive
Graphics and Rendering in Lumberyard
Adding lighting and shadows
Environment Lighting
Global Environment Lighting
HDR Settings
Illuminance and Auto Exposure Key
Local Environment Lighting
Environment Shadows
Cached Shadows
Object Shadows
Shadow Proxies
Using CVARs to Configure Terrain and Cascade Shadow Maps
Tutorial: Using Console Variables to Tune Cascade Shadows
Create screen effects
Building DirectX 12 Supported Applications
Fog Systems
Standard Fog
Console Variables for Fog
Setting Global \(Time of Day\) Fog
Using Fog Volumes
Volumetric Fog
Best Practices for Volumetric Fog
Console Variables for Volumetric Fog
Setting Global \(Time of Day\) Volumetric Fog
Generating Stars \.dat File
Render Nodes
Temporal Antialiasing and Supersampling
Voxel\-based Global Illumination \(SVOGI\)
Working with camera screen effects
Working with shaders and materials
Concepts
Customizing Post\-Processing Effects
Enabling and Disabling Effect Groups
Post Effect Group XML Files
Setting Effect Strength Based on Camera Distance
Specifying a Blend Curve for Smooth Effect Transitions
Using the Screen Fader Effect
Material ID Mapping in Autodesk 3ds Max
Order\-Independent Transparency
Parallax Mapping
Applying Parallax Occlusion Mapping \(POM\)
Applying Silhouette Parallax Occlusion Mapping \(SPOM\)
Parallax Mapping Best Practices
Using Blend Layers for Parallax Mapping
Selecting Material Surface Type
Setting Material Lighting and Color Settings
Setting Material Opacity
Shader Reference
Common\.Cloud Shader
DistanceClouds Shader
Eye Shader
Fur Shader
3DSMax – Fur Previsualization
Fur Combing
Fur Console Variables
Fur Features
Bending
Wind Bending
Level of Detail
Motion Bending
Material Settings
Maya – Fur Previsualization
GeometryBeam Shader
Glass Shader
Hair Shader
HumanSkin Shader
Illum Shader
LightBeam Shader
ParticleImposter Shader
Particles Shader
Scopes Shader
Sky Shader
SkyHDR Shader
TemplBeamProc Shader
Terrain\.Layer Shader
Vegetation Shader
VolumeObject Shader
Water Shader
Waterfall Shader
WaterVolume Shader
Shader Rendering System
Developing a Custom Shader
Generating Shader Combinations
Hot Reloading of Shaders
Remote Shader Compiler
Shader Development Best Practices
Shader Rendering Pipeline
Environment Probes and Cubemaps
Height Map Ambient Occlusion
Image\-Based Lighting
Toon Shading \(Experimental Feature\)
Using Vertex Colors
Working with Blend Layers
Working with Substances
Working with Textures
Displacement Maps and Tessellation
Displacement Mapping Best Practices
Setting Displacement Mapping Parameters
Tessellation
Fixing Tessellation Seams
Setting Tessellation Parameters
Texture Best Practices
Texture Map Types
Texture Settings Editor
Working with Decals
Debugging Decal Mapping Issues
Decal Projection Types
Placing a Decal
Setting Decal Parameters
Working with Detail Maps
Working with Diffuse Maps
Working with Gloss Maps
Working with Normal Maps
Normal Mapping Best Practices
Using Normals with Gloss Maps
Legal
Alternate Web Services
Lumberyard Redistributables
Platform development in Lumberyard
Create macOS projects in Lumberyard
Building Game Assets for macOS Games
Building macOS Games
Building Shaders for macOS Games
Creating a Project for Your macOS Games
macOS Debugging and Troubleshooting
Running macOS Games
Create virtual reality projects in Lumberyard
Configuring Required Console Variables
Configuring your Project for Virtual Reality
Debugging your Virtual Reality Project
Previewing your Virtual Reality Project
Using EBus Request Bus Interface for Virtual Reality
Using the InstantVR Slice
InstantVR Lua Script Properties
VR Lua Functions
Creating Lumberyard Executables for Linux
Deploy a Lumberyard multiplayer project's server on Linux
Preparing the Amazon GameLift Package
Testing the Windows Client to Linux Server Connection
Developing for Android and iOS with Lumberyard
Adding IP Addresses to Allow Access to the Asset Processor and Remote Console
Design Considerations for Creating Mobile Games Using Lumberyard
iOS Support
Add iOS Frameworks to a Lumberyard project
Building Your iOS App
Creating a Release App
iOS Debugging and Troubleshooting
Quick Start: Running the Samples Project on iOS Devices
Sharing Assets Between Windows and macOS
Universal Remote Console
Using Virtual File System with iOS
Lumberyard Android support
Build and deploy your project for Android
Configure Lumberyard projects for Android
Reference for Android
Releasing Lumberyard projects for Android
Set up your environment to develop for Android with Lumberyard
Troubleshooting Lumberyard issues on Android
Lumberyard Performance Tuning Guidelines for Mobile Devices
Modifying Project Settings for Mobile Device Games
Running the Shader Compiler on Amazon EC2
Updating Graphics Settings for Android and iOS
Using AWS Device Farm in Lumberyard Editor
Programming in Lumberyard
Automating boilerplate with AZ Code Generator
AZ Code Generator Integration with Waf
AZ Code Generator Parameters
Code Generation Templates
Custom Code Generator Annotations
Debugging the AZ Code Generator Utility
Intermediate JSON Data Format
Template Driver Debugging
Template Drivers
Waf Debugging with AZ Code Generator
Setting Up PyCharm for Debugging Waf
Engaging Broadcasters and Viewers on Twitch
Twitch C\+\+ API Reference
TwitchApiNotifyBus
TwitchApiRequestBus
Twitch ChatPlay System
Using the Twitch Chat Gem
Implementing Connected Features with Cloud Canvas
Administering Cloud Canvas
Freeing Up AWS Resources
Setting Up a Project to Use Resource Manager
Initializing Cloud Canvas Resource Manager
Working with Project Stacks
Understanding the Resource Manager Security System
Cloud Canvas Built\-In Roles and Policies
Controlling Access to Resources
Improve Security with a Custom Domain Name
Player Identity
Using the Cloud Canvas Command Line to Manage Roles and Permissions
Working with Deployments
Deleting Cloud Canvas Deployments and Their Resources
Making a Cloud Canvas Deployment Active
Testing Different Mappings
Using Protected Deployments
Cloud Canvas Gameplay Design and Engineering Guide
Cloud Canvas Tools in Lumberyard Editor
Managing Cloud Canvas Profiles
Using Resource Manager in Game Design
Cloud Canvas Overview
Cloud Gems Overview
Pricing
Tutorial: Getting Started with Cloud Canvas
Create IAM Users and Groups to Administer Cloud Canvas Teams
Inspect Your Resources in AWS
Understanding Cloud Canvas Resource Manager
Cloud Canvas Software Engineering Guide
Cloud Gem Framework
Adding AWS Resources to a Cloud Gem
AWS Behavior Context Reflections
Cloud Gem Framework and Resource Manager Versioning
Cloud Gem Framework Resource Manager Hooks
Cloud Gem Framework Service API
Calling a Game API
Cloud Gem Framework Extension Object
Cross\-Gem Communication
Game Clients
Generated Game Client Code Example
Operations
Publishing Your API
Resources
Security
Creating a Cloud Gem
Getting Started With Game Development on the Cloud Gem Portal
Getting Started with the Cloud Gem Framework
Lambda Language Support in the Cloud Gem Framework
Making HTTP Requests Using the Cloud Gem Framework
Running AWS API Jobs Using the Cloud Gem Framework
Updating Projects and Cloud Gems to Version 1\.0\.0 of the Cloud Gem Framework
Using Shared Code
Using the Cloud Gem Framework Command Line
Resource Manager in Depth
Custom Resources
Editing Resource Manager Files
Importing Resource Definitions into Cloud Canvas
Permissions Metadata for Resource Definitions
Resource Definitions
Resource Deployments
Resource Manager Resource Group Parameters
Resource Mappings
Understanding Resource Status Descriptions
Viewing the Cloud Canvas Progress Log
Working with JSON Files
Working with Resource Groups
Cloud Gems
Compute Farm Cloud Gem
Defect Reporter Cloud Gem
Game Metrics Cloud Gem
In\-Game Survey Cloud Gem
Leaderboard Cloud Gem
Message Of The Day Cloud Gem
Player Account Cloud Gem Portal
Building the Menus for the Player Account Cloud Gem
Integrating the Player Account Cloud Gem into an Existing Project
Player Account Cloud Gem Implementation Details
Storing Data Associated with a Player Account
Testing the Player Account Cloud Gem
The Player Account Sample Level
Speech Recognition Cloud Gem
Text to Speech Cloud Gem \(Using Amazon Polly\)
Using Dynamic Content Manager
Dynamic Content Engineering Details
Managing Dynamic Content Packages
Testing the Dynamic Content System
Updating Dynamic Content
Using the Dynamic Content Command Line
Using the AWS Script Behaviors Cloud Gem
Decoding a URL with Script Canvas
Downloading a File from Amazon S3 with Script Canvas
Generating an Amazon S3 Presigned URL With Script Canvas
Invoking an AWS Lambda Function from Script Canvas
Performing HTTP GET with Script Canvas
Uploading a File to Amazon S3 with Script Canvas
Web Communicator Cloud Gem
Communicating to Clients from a Cloud Gem
Testing the Web Communicator Cloud Gem
Web Communicator Cloud Gem Authentication and AWS Policies
Web Communicator Cloud Gem Portal
Web Communicator Cloud Gem Service API
Using the Cloud Canvas Command Line
Command Reorganization
Input in Amazon Lumberyard
Localizing Game Projects
Font Features
Localization Checklist
Localization Initialization
UI System Localization Features
Lumberyard UI 2\.0 Developer Documentation
Object serialization
Object serialization to JSON format
Data types in serialized JSON
Serialize and deserialize JSON objects
Register objects for serialization
Profiling, Testing, and Debugging Game Projects
Debugging Issues
Using the sys_asserts Console Variable CVAR
Profiler
Creating and Using Annotations
Profiler Tutorial
Using GridHub
Using Profiler for Networking
Using Profiler for VRAM
Using the Profiler for CPU Usage
Tracking File Access
Using AZ Test Scanner
Writing Tests for AzTest
Using Lumberyard Networking
Controlling Bandwidth Usage
Creating Dedicated Servers
Overview
Carrier
Carrier Message Structure
The TCP Stream Driver
Using Windows Registered I/O with GridMate
Marshalling
Networking Architecture
Replica Manager
Task Manager
Replicas
Datasets
Using Delta Compression in Lumberyard Networking
Remote Procedure Calls \(RPCs\)
Replica
Replica Chunks
Sessions
Hosting a Session
Joining a Session
Reacting to Session Events
Network Session Service Event Descriptions
Searching for a Session
Starting and Stopping the Session Service
Setting up a Lobby
Synchronizing Game State Using Components
Creating a NetBindable Component
Synchronizing Animations Across a Network
Transform Component Interpolation
Providing Your Own Interpolation Logic for the Transform Component
Synchronizing Game State Using Scripts
Tutorial: Getting Started with Multiplayer
Configuring the Multiplayer Sample for Amazon GameLift
Useful Console Commands
Using Amazon GameLift
Testing your Amazon GameLift Integration
Troubleshooting Amazon GameLift integration
Using Bit Packing in Lumberyard Networking
Using Encryption
Building with Encryption
Enabling Encryption
Using GridMate for Large\-Scale Worlds
Writing Your Own Interest Manager Attributes, Rules and Rule Handlers in C\+\+
Using the TCP Stream Driver
Using Memory Allocators in Lumberyard
Code Example: Automatic Unreflection of Module Classes
HPHA Memory Debugging
Overrun Detection
Working with Amazon Lumberyard systems APIs
AZ::Console
AZ::Event
AZ::Interface<T>
Working with the Event Bus EBus system
Common Tasks, EBuses, and Handlers
Direct Access to EBus Handlers
Event Buses in Depth
Usage and Examples
Scripting in Amazon Lumberyard
Creating Gameplay with Script Canvas
Common Tasks
Adding Scripts to Entities
Script Canvas Best Practices
Script Canvas Debugging
Script Canvas Errors and Troubleshooting
Editor Reference
Managing Script Canvas Variables
Using Container Types \(Arrays and Maps\)
Script Canvas Editor Shortcuts
Script Canvas Functions
Working with Nodes
Adding and Connecting Nodes
Adding Variable References in Script Canvas Nodes
Deleting Nodes
Disconnecting Nodes
Organizing Nodes
Adding Bookmarks for Script Canvas
Aligning Nodes
Commenting Nodes
Creating Comment and Group Presets
Grouping Nodes
Navigating Graphs
Selecting Nodes Using Hot Keys
Setting Entity Targets
Understanding Script Canvas Nodes
Learning Guide
More Learning Opportunities with Script Canvas
Installing the Project N\.E\.M\.O\. Sample
Script Canvas Concepts and Terms
Script Canvas Editor Interface
Script Canvas Tutorials
Script Canvas Tutorial: Creating a Controllable Entity
Script Canvas Tutorial: Opening and Closing a Door with Trigger Areas and Variables
Script Canvas Tutorial: Shooting a Target by Spawning Entities and Detecting Collisions
Programmer Guide
Creating Custom Nodes in Script Canvas
Creating Custom Script Canvas Nodes in a Gem
Dynamic Data Slots
Extendable Nodes
Implementing Node Behavior
Node Contracts
Node Libraries
Script Canvas Tags for AZ Code Generator
Script Canvas and the Behavior Context
Script Canvas Node Reference
Rendering Nodes
Environment Nodes
Get Moon Latitude
Get Moon Longitude
Get Sun Latitude
Get Sun Longitude
Get Wind Direction
Set Moon Latitude
Set Moon Longitude
Set Skybox Angle
Set Skybox Material
Set Skybox Stretch
Set Sun Latitude
Set Sun Longitude
Set Wind Direction
Finding the Material Name
Finding the Material Parameter Name
Finding the Texture Name
Material Nodes
Clone
Find by Name
Find Sub\-Material
Get Param Color
Get Param Number
Get Param Vector3
Get Param Vector4
Load by Name
Set Param Color
Set Param Number
Set Param Vector3
Set Param Vector4
Material Owner Nodes
Get Material
Get Param Color
Get Param Number
Get Param Vector3
Get Param Vector4
Is Ready
On Ready
Set Material
Set Param Color
Set Param Number
Set Param Vector3
Set Param Vector4
Material Variables
Post Effects Nodes
Apply Effect Group At Position
Disable Blur
Disable Color Correction
Disable Depth of Field
Disable Directional Blur
Disable Effect Group
Disable Frost
Disable Ghosting
Disable Radial Blur
Disable Rain Drops
Disable Sharpen
Disable Visual Artifacts
Disable Volumetric Scattering
Disable Water Droplets
Disable Water Flow
Enable Blur
Enable Color Correction
Enable Depth of Field
Enable Directional Blur
Enable Effect Group
Enable Frost
Enable Ghosting
Enable Radial Blur
Enable Rain Drops
Enable Sharpen
Enable Visual Artifacts
Enable Volumetric Scattering
Enable Water Droplets
Enable Water Flow
Screen Fader
ScreenFader EBuses
Set Color Chart
Console Variables for Color Charts
Creating a Color Chart
Procedural Material Nodes
Find by Name
Find by Name and Index
Get Input Color
Get Input Number
Get Input String
Get Input Vector2
Get Input Vector3
Get Input Vector4
On Render Finished
Render Asynchronous
Render Synchronous
Set Input Color
Set Input Number
Set Input String
Set Input Vector2
Set Input Vector3
Set Input Vector4
Shadow Nodes
High Quality Shadow
Get Enabled
Set Enabled
Recompute Static Shadows
Time of Day Nodes
Get Speed
Get Time
Load Definition File
Set Speed
Set Time
Using Script Events
Creating Script Events in Script Canvas
Script Events Best Practices
Using Script Events in Lua
Using Script Events in Script Canvas
Writing Lua Scripts
Adding Lua Scripts to Component Entities
Basic Structure of a Component Entity Lua Script
Component Entity Lua API Reference
Debugging Lua Scripts
Lua Editor
Network Binding Properties
Properties Table
The Lua Environment \(Advanced\)
Using EBuses in Lua
Simulating physics behavior with the PhysX system
Configuring the PhysX System
Collision Groups
Creating Collision Layers and Groups Programmatically
Collision Layers
Debugger Configuration
Global Configuration
PhysX World Programming Notes
Create global or localized wind forces with PhysX
Debugging PhysX
Dynamic joints with PhysX
Physics materials
PhysX Best Practices
PhysX Scene Queries
Simulate cloth with NVIDIA Cloth
Cloth for Actor components
Cloth for Mesh components
Cloth simulation constraints
Cloth visual debugger
GPU cloth simulation with NVIDIA CUDA
Per vertex properties for cloth
Simulated destruction with NVIDIA Blast
Create assets for NVIDIA Blast
Install SideFX Houdini plug\-ins for NVIDIA Blast
NVIDIA Blast visual debugger
Partial destruction with NVIDIA Blast
Processing assets for NVIDIA Blast
Script Canvas nodes for NVIDIA Blast
Simulate destruction with NVIDIA Blast
Specify destruction properties with Blast materials
Using Lumberyard Editor
Automating the Lumberyard Editor with the Python Editor Bindings gem
Python Editor Bindings gem examples
Customizing Lumberyard Editor
Demo and Video Capture
Capturing Video and Audio
Recording Time Demos
Lumberyard Editor Interface
Restoring the Default Layout for Lumberyard Editor
Using Keyboard Shortcuts
Using the Bottom Toolbar
Using the Console Window
Console in Depth
Console Variable Tutorial
Using the Menu Bar
Using the Top Toolbar
Using the Viewport
What is Lumberyard?
Key Lumberyard Terminology
Lumberyard Asset File Types
Lumberyard Blog, Forums, and Feedback
Lumberyard Editors and Tools
Lumberyard Programming Concepts and Resources
C\+\+ Best Practices for Amazon Lumberyard
Memory Management
Tracing
Use AzCore Standard Containers
Lumberyard Systems
Setting up Amazon Lumberyard
Enabling a Firewall
Installing Lumberyard
System requirements
Uninstalling Amazon Lumberyard
Upgrading Lumberyard
Files to Exclude When Upgrading Lumberyard
Using Lumberyard Setup Assistant to Set Up Your Development Environment
Customizing Lumberyard Setup Assistant
Running Lumberyard Setup Assistant
Using Lumberyard Setup Assistant Batch
Using the Perforce Plugin with Lumberyard
Supported platforms
Working with assets in Lumberyard
Bundle game assets in Amazon Lumberyard
Amazon Lumberyard Asset List Comparison Operations
Asset Bundler Concepts and Terms
Build and bundle assets for release in Lumberyard
Create content patches with Lumberyard
Creating Multiple Asset Bundles
Default dependencies for Lumberyard projects
Lumberyard Asset Bundler Command\-Line Tool Reference
Migrating a Game Project to the Asset Bundler
Resolving Missing Assets
Using the File Tagging System to Include or Exclude Assets
Verifying that Bundles Contain Required Assets
Using Bundle Mode to Test Bundles
Using the Asset Validation Gem to Verify Seeds
Using the Missing Dependency Scanner
What is the Amazon Lumberyard Asset Bundler?
Customize FBX asset export with FBX Settings
FBX Settings actor export
FBX Settings export properties
FBX Settings Actors tab
FBX Settings Meshes tab
FBX Settings Motions tab
FBX Settings PhysX tab
FBX Settings mesh export
FBX Settings motion export
FBX Settings PhysX export
FBX soft naming conventions
Multiple UV sets for meshes and actors
Process custom assets with Python Asset Builder
Create jobs with Python Asset Builder
Create or modify a bootstrap script
Process job with Python Asset Builder
Register a Python Asset Builder
Working with the Asset Pipeline and asset files
Asset Browser
Compiling Shaders for Release Builds
Configuring Image Processing
Creating Image Processing Presets
Generating Mip Maps
Using Image Naming Conventions
Using the Resource Compiler Image Tool
Configuring the Asset Pipeline
Game Startup Sequence
Live Reloading and VFS
Programming the Lumberyard AZCore Runtime Asset System
Adding an Asset Type to Lumberyard
Asset IDs and File Paths
Creating a Custom Asset Builder
Job Dependency for Asset Pipeline
Raw File Access in Lumberyard
Shader Cache and Generation
Shader Compiler Proxy
Using Asset Processor
Asset Processor Interface
Debugging Asset Processor
Enabling Asset Processor's Faster Scanning Mode
Importing Assets into Lumberyard
Using Resource Compiler
Working with component entities
Component Reference
Actor
Setting Up Actor Entities
Using Multiple Skin Attachments for an Actor
Altitude Gradient
Anim Graph Net Sync
AnimGraph
Area Light
Attachment
Audio Area Environment
Audio Environment
Audio Listener
Audio Preload
Audio Proxy
Audio Rtpc
Audio Switch
Audio Trigger
Behavior Tree
Blast Family component
Blast Family Mesh Data component
Camera
Camera Rig
Cloth component
Comment
Constant Gradient
Decal
Dither Gradient Modifier
Environment Probe
FastNoise Gradient
Fog Volume
Geom Cache
Gradient Mixer
Gradient Transform Modifier
High Quality Shadow
Image Gradient
Infinite Ocean
Additional Workflow
Best Practices Working with the Infinite Ocean Component
Console Variables for the Infinite Ocean Component
Infinite Ocean Component Properties
Infinite Ocean Component Request Bus Interface
Infinite Ocean Component with the Track View Editor
Understanding Water Properties
Using the Infinite Ocean Component with Script Canvas
Water Shader Material for the Infinite Ocean Component
Input
Input Component EBus Interface
Working with the Input Component
Invert Gradient Modifier
Legacy Terrain level component
Lens Flare
Levels Gradient Modifier
Lighting Arc
Lightning
Lua Script
Mesh
Navigation
Navigation Area
Navigation Seed
Network Binding
OccluderArea
Particle
Perlin Noise Gradient
PhysX Ball Joint component
PhysX Character Controller
PhysX Collider
PhysX Fixed Joint component
PhysX Force Region
PhysX Hinge Joint component
PhysX Ragdoll
PhysX Rigid Body
PhysX Shape Collider
PhysX Terrain
Point Light
Polygon Prism Shape
Portal
Posterize Gradient Modifier
Projector Light
Rain
Random Noise Gradient
Random Timed Spawner
Reference Gradient
Render to Texture
River
River Request Bus Interface
Working with the River Component
Road
Script Canvas
Shape Falloff Gradient
Shapes: Cylinder, Capsule, Disk, Box, Sphere, Compound
Simple Motion
Simple State
Sky Cloud
Sky Highlight
Slope Gradient
Smooth\-Step Gradient Modifier
Snow
Spawner
Spline
Surface Mask Gradient
Tag
Threshold Gradient Modifier
Transform
Trigger Area
Tube Shape
UI Canvas Asset Ref
UI Canvas on Mesh
UI Canvas Proxy Ref
Vegetation Layer Spawner
Ebus Request Bus Interface
Vegetation Layer Spawner Properties
Vertex Containers
Video Playback
Video Playback Bink
VisArea
VR Preview
Water Volume
White Box Collider component
White Box component
Converting Entities with the Legacy Converter
Entity Inspector
Customizing the Entity Icon
Pinning an Entity's Inspector
Setting an Entity Status
Entity Outliner
Working with Entities
Creating an Entity
Working with Layers
Gameplay Bus
Programmer's Guide to Entities and Components
Components and EBuses
Components and EBuses: Best Practices
Components and EBuses: Questions and Answers
Creating a Component
Creating System Components
Defining and Using Component Services
Editor Components
Exposing Custom Components to Track View for Animation
Programmer's Guide to Component Mode
Step 1: Choose a Component
Step 2: Add a ComponentModeDelegate
Step 3: Write a New Component Mode
Step 4: Add Shortcuts for Component Mode
Step 5: Handle Selection in the Viewport
Step 6: Building Component Mode
Tips for Working with Component Mode
Reflecting a Component for Serialization and Editing
Registering Your Component
Tick Bus and Components
Reflecting Lumberyard Classes, Methods, and EBus Interfaces
Behavior Context
Behavior Context in Depth
Edit Context
Serialization Context
Avoiding Data Loss when Serializing Component Data
Versioning your Component Serialization
Working with Components
Adding Components to an Entity
Disabling and Enabling Components on Entities
Editing Component Properties
Editing Components in the Viewport
Managing Components
Using Manipulators
Working with the Viewport Interaction Model
Enabling Viewport Interaction Model
Matching the Transform
Modifying the Transform
Reference Space Model
Resetting the Transform
Using Group Selections and Reference Spaces
Using Pivot Mode
Using the Camera Space
Working with Slices
Anatomy of a Slice
Converting Slices with the Slice Upgrade Pipeline
Creating a Slice
Creating Nested Slices
Detaching Entities and Slice Instances
Instantiating a Slice
Modifying a Slice and Saving Changes
Reverting and Forcing Overrides
Slice Favorites
Slice Reloading
Working with Dynamic Slices
Working with Lumberyard projects
Building Lumberyard projects
Adding Custom Game Icons
Game Build Types in Amazon Lumberyard
Using the Waf Build System
Adding Qt 5 Content to Waf
Adding Third\-Party Libraries
Adding User Settings to Waf
Creating Third\-Party Library Configuration Files for Waf
Debugging Waf
Using the Waf Artifacts Cache
Using Uber Files
Using Waf
Adding a Build Module
Adding a Game Project
Adding a Spec
Launching the Game Project
Waf Commands and Options
Waf Extensions
Waf File System
Waf Branch Spec waf_branch_spec.py
Waf File Lists .waf_files
Waf Module Files wscript
Waf Projects File project.json
Waf Spec Files *.json
Waf User Options and Settings
Waf Project Settings
Waf Supported Operating Systems and Compilers
Creating Lumberyard projects
Configuring Advanced Settings
Creating and Switching Game Projects
Managing Game Projects with Lmbr\.exe
Capabilities Commands
Gems Commands
Packages Commands
Projects Commands
ThirdPartySDKs Commands
Troubleshooting
Understanding the Project Configurator
Using Lumberyard sample projects and levels
Advanced\_RinLocomotion Sample
Beach City Sample Project – Legacy
In\-App Purchases Sample
Legacy Sample Project \(GameSDK\)
Multiplayer Sample
Multiplayer Sample Gameplay Architecture
Multiplayer Sample Network Features
Samples Project
Script Canvas Basic Sample
Simple\_JackLocomotion Sample
Starter Game Sample
Virtual Reality Samples Project
VR Box Garden Level
VR Islands Level
VR TV Room Level
VR Xylophone Level
Woodland Asset Package – Legacy
发行说明
存档
23.05.0 Release Notes
23.10.0 Release Notes
23.10.1 Release Notes
22.05.0 发行说明
功能网格
22.10.0 Release Notes
Feature grid
2111.2 Release Notes
2111.1 Release Notes
24.09.2 发行说明
2107.1 Release Notes
开始使用
功能
关键概念
支持的平台
系统要求
设置
为 Windows 安装 O3DE
安装 O3DE for Linux
设置 O3DE from GitHub
为 Windows 构建
为 Linux 构建
并排引擎
设置故障排除
创建项目
使用 Project Manager 创建项目
使用 CLI 创建项目
在 Windows 上创建项目
在 Linux 上创建项目
工作流程导览
使用 O3DE 创建
编辑器导览
社区支持
贡献
路线图
代码
GitHub 工作流
验证错误
文档
概述
入门
处理问题
O3DE 文档结构
Git Runbook
样式指南
快速参考
Writing
Formatting
格式化工具
Metadata
简码
Media
术语
Hugo
博客文章
模板
组件参考文档
安全
前往官方 O3DE 远程存储库
版本控制术语
行为准则
教程和示例
Wiki
[Atom] Screen Capture Image Comparison 测试
[Atom] 场景和渲染管线
[Atom] 开发人员指南 着色器构建参数自定义
[Atom] 着色器作者的网格实例化
[Atom] 附件图像和缓冲区
[Atom] 面向内容创建者的网格实例化
[Atom] 面向引擎维护者的网格实例化贡献者
[Atom]-Shader-Management-Console-(SMC)
[Atom]-在 Gem 中使用通道
[DCCsi]-Blender-Scene-导出器
[DCCsi]-DccScriptingInterface---拥有您的 DCC 工具链
[How-To]-Work-with-Skybox-and-Skylight-Configurations
[Lua]-Hello-World
[Lua]-Reflecting-Properties-to-the-Editor
[Lua]-Using-Tick-Bus
[Lua]-Using-Transform-Bus
[Shader-Management-Console]-User-Guide
[SMC]-development-goals-evolution
[WIP]-Walk‐through_-Let's-create-components-in-c‐plusplus
[构建] 每个目标的构建持续时间 2021-12-17
CPU 分析工具
CPU-&-GPU-Debugging-Tools
git-lfs-故障排除
GPU-Crash-Debugging-and-Reporting
GPU-Memory-Profiling
GPU-Profiling-Tools
How-to-merge-from-stabilization-branches-to-main-for-release
How-To-Use-The-PerformanceCollector-API-To-Instrument-Key-Performance-Metrics
Image Builder
Impactful-Change---Flipped-Bitangents
Jenkins-execution-details
LLDB-Formatters-for-O3DE
Maintaining-O3DE-Roadmap
Multitest-Framework_-Roadmap-2023
Multitest-Framework_-Running-one-or-multiple-tests-in-one-or-multiple-executable(s).
O3DE-3p-Package-System-vs-FetchContent-vs-ExternalProject-investigation
O3DE-DCCsi-Blender-Scene-Exporter
O3DE-Standard-repo-formats
Prefab-Developer-Documentation
Questions-to-build-FAQ
Release-Troubleshooting-Guide
Remote-Console-HowTo
Screen-Capture-in-Editor-with-Python
Shader-Build-Pipeline_-How-To-Use-A-Different-Version-Of-AZSLc
SIG-and-Documentation-Management
The-Android-Project-Generator
Using-VSCode-to-build-O3DE
What-Happens-When-The-Editor-Enters-And-Exits-Game-Mode_
Working-With-An-External-Lua-Debugger
Xcode
分配器标记指南
如何创建模块化物理天空
将第三方软件包从预构建包转换为内置内联包
提交签字
收集图形性能指标
更快的着色器迭代
教程
AI
2D 导航
Lumberyard 到 O3DE
获取 Starter Game 项目
转换材质
转换组件
转换关卡
移植地形
Open 3D Engine游戏开发
引言
第10部分 音效Wwise
第28章 Wwise插件
第29章 导入Wwise项目
第30章 介绍Audio组件
第11部分 多人游戏
第31章 设置多人游戏
第32章 Auto组件
第33章 编辑器中的多人游戏
第34章 简单的Player出生点
第35章 多人游戏输入控制
第36章 多人游戏物理
第37章 移除与生成
第38章 多人游戏动画
第39章 团队出生点
第40章 多人游戏摄像机
第1部分 入门
第1章 在Windows上安装O3DE
第2章 创建新项目
第2部分 实体和组件
第3章 介绍实体和组件
第4章 编写自己的组件
第3部分 介绍组件通信
第5章 FindComponent是什么
第6章 AZ::Interface是什么
第7章 AZ::Event是什么
第8章 AZ::EBus是什么
第9章 使用AZ::TickBus
第4部分 介绍组件反射和预制件
第10章 在编辑器中配置组件
第11章 介绍预制件
第5部分 O3DE中的模块化
第12章 Gem是什么
第13章 Gem Set Window Position
第14章 启用NvCloth Gem
第6部分 O3DE中的单元测试
第15章 为组件编写单元测试
第16章 使用Mock组件进行单元测试
第7部分 角色控制器
第17章 用户输入
第18章 角色移动
第19章 使用鼠标输入转向
第8部分 搭建环境
第20章 为游戏世界添加物理
第21章 介绍材质和光照
第9部分 建立游戏性
第22章 介绍用户界面
第23章 在C++中与UI交互
第24章 踢球
第25章 介绍动画
第26章 动画状态机
第27章 ScriptCanvas
PhysX
风力
动画
根运动
后期处理效果
使用 PostFX Shape Weight Modifier
多人游戏
您的第一个网络组件
实体和Prefab
实体和Prefab基础知识
覆盖Prefab
生成和取消生成
扩展编辑器
在 C++ 中创建自定义工具 Gem
在 Python 中创建自定义工具 Gem
渲染
创建 StandardPBR 材质
材质类型和着色器
自定义照明
顶点变形
环境
创建关卡
了解频率分离
从图像创建地形
创建地形就绪关卡
创建地形资产
创建地形形状
对地形进行纹理处理
物理化地形
进一步实验
资产
网格处理
Actor Processing
PhysX 资产
输入和移动
基于网格的移动
远程存储库
最小模板
示例
跟着做
乒乓球游戏
保护月球
模板
原型
基准测试
功能展示
高级
机器人
使用 O3DE 制作的产品
用户指南
编辑器
自定义编辑器布局
Entity Outliner
Entity Inspector
3D 视口
参考空间
组选择
高级操作
Asset Browser
控制台
自定义控制台
自动化编辑器
项目配置
Project Manager
添加和删除 Gem
注册 Gem
故障排除
O3DE CLI 参考
构建
仅脚本的'Quick Start'项目
配置和构建
项目和Gem模板
构建生成的源文件
引擎和项目分发
O3DE 软件包
故障排除
CMake 设置参考
动作管理器
基本概念
动作
菜单
工具栏
快捷键
注册
标识符
可见性
排序键
设置注册表
命令行参数
脚本 API
控制台命令
发出控制台命令
输出 Settings Registry
开发人员指南
API 示例
Gem 加载和 Settings Registry
Settings Registry Chaining
Gems
Gem 参考
Achievements
Asset Validation
Atom Common Features
Atom Content
Atom O3DE Integration
Atom TressFX
Audio System
AWS Gems
AWS Core
开始使用 AWS Gems
配置 AWS 凭证
部署 AWS CDK 应用程序
Resource Mapping 文件
JSON 资源映射架构
使用Resource Mapping Tool
脚本编程
Metric Data Collection
AWS Client Auth
设置 Client Auth
使用身份验证提供程序
Client Auth脚本编程
使用C++ API
AWS GameLift
安装
会话管理
Session Management 集成
Session Management C++ API
Session Management 脚本编程
FlexMatch 支持
FlexMatch 集成
FlexMatch C++ API
FlexMatch 脚本编程
高级主题
本地测试
适用于 Windows 的生成打包
适用于 Linux 的构建打包
Resource Management
AWS Metrics
设置Metrics
使用已部署的资源
Metrics脚本编程
使用C++ API
高级主题
Event Schema
Camera
Camera Framework
Certificate Manager
Crash Reporting
Custom Asset Example
Debug Draw
Dev Textures
Editor Python Bindings
EMotion FX Animation
Environment
Landscape Canvas
Surface Data
Vegetation
Terrain
Expression Evaluation
Fast Noise
Game State
Game State Samples
Gestures
Gradient Signal
Graph Canvas
Graph Model
HTTP Requestor
Human Worker
Immediate Mode GUI (ImGui)
In-App Purchases
Kythera AI
设置
导航网格生成
八叉树生成
Character Movement APIs
Navigation Splines
The Inspector
BT Editor
BT Editor 节点
Local User
LyShine
LyShine Examples
Maestro Cinematics
Message Popup
Metastream
Microphone
MiniAudio
Multiplayer
Multiplayer Compression
NVIDIA Cloth
O3DE Core (LmbrCentral)
OTTO Robots
PBR Reference Materials
PhysX
PhysX Debug
Prefab Builder
Presence
Primitive Assets
Python Asset Builder
Qt for Python
Recast Navigation
Remote Tools
RGL
ROS 2
Save Data
Scene Logging Example
Scene Processing
Script Canvas
Script Canvas Developer
Script Canvas Physics
Script Canvas Testing
Script Events
Scripted Entity Tweener
Stars
Starting Point Camera
Starting Point Input
Starting Point Movement
Test Asset Builder
Texture Atlas
Tick Bus Order Viewer
Twitch
UI Basics
UR Robots
Video Playback Framework
Virtual Gamepad
White Box
Wwise Audio Engine
核心 Gems
Gem 版本控制和兼容性
组件
组件参考
Animation
Actor
Anim Graph
Attachment
Simple LOD Distance
Simple Motion
Atom
Bloom
Chromatic Aberration
CubeMap Capture
Debug Rendering
Decal
Deferred Fog
Depth of Field
Diffuse Global Illumination
Diffuse Probe Grid
Directional Light
Display Mapper
Entity Reference
Exposure Control
Global Skylight (IBL)
Grid
HDR Color Grading
HDRi Skybox
Light
Look Modification
Material
Mesh
Occlusion Culling Plane
Physical Sky
Post-processing Modifiers
PostFX Gradient Weight Modifier
PostFX Layer
PostFX Radius Weight Modifier
PostFX Shape Weight Modifier
Reflection Probe
Sky Atmosphere
SSAO
Stars
Audio
Audio Area Environment
Audio Environment
Audio Listener
Audio Preload
Audio Proxy
Audio RTPC
Audio Switch
Audio Trigger
MiniAudio Listener
MiniAudio Playback
Multi-Position Audio
Camera
Camera
Camera Rig
Editor
Comment
Gameplay
Fly Camera Input
Input
Input 组件 EBus 接口
Look-At
Simple State
Tag
Gradient Modifiers
Dither Gradient Modifier
Gradient Mixer
Gradient Transform Modifier
Invert Gradient Modifier
Levels Gradient Modifier
Posterize Gradient Modifier
Smooth-Step Gradient Modifier
Threshold Gradient Modifier
Gradients
Altitude Gradient
Constant Gradient
FastNoise Gradient
Gradient Baker
Image Gradient
Perlin Noise Gradient
Random Noise Gradient
Reference Gradient
Shape Falloff Gradient
Slope Gradient
Surface Mask Gradient
Multiplayer
Simple Network Player Spawner
Non-uniform Scale
Non-uniform Scale
NVIDIA PhysX
Cloth
PhysX Ball Joint
PhysX Character Controller
PhysX Character Gameplay
PhysX Dynamic Rigid Body
PhysX Fixed Joint
PhysX Force Region
PhysX Heightfield Collider
PhysX Hinge Joint
PhysX Mesh Collider
PhysX Primitive Collider
PhysX Prismatic Joint
PhysX Ragdoll
PhysX Shape Collider
PhysX Static Rigid Body
Paint Brush
ROS 2
Control
ROS 2 Georeference Level 组件
Core
ROS 2 Frame
ROS 2 System
ROS 2
ROS 2 GNSS Sensor
ROS 2 Lidar Sensor
Sensor Configuration
Scripting
Lua Script
Script Canvas
Shape
Axis Aligned Box Shape
Box Shape
Capsule Shape
Compound Shape
Cylinder Shape
Disk Shape
Polygon Prism Shape
Quad Shape
Shape Reference
Sphere Shape
Spline
Tube Shape
Vertex Container
White Box
White Box Collider
Surface Data
Gradient Surface Tag Emitter
Mesh Surface Tag Emitter
PhysX Collider Surface Tag Emitter
Shape Surface Tag Emitter
Terrain
Terrain Detail Material
Terrain Layer Spawner
Terrain Macro Material
Terrain Physics Heightfield Collider
Terrain Surface Gradient List
Terrain Surface Materials List
Terrain Height Gradient List
Terrain World
Terrain World Debugger
Terrain World Renderer
Test
Transform
UI
UI Canvas Asset Ref
UI Canvas on Mesh
UI Canvas Proxy Ref
Vegetation
Vegetation Asset List
Vegetation Asset List Combiner
Vegetation Asset Weight Selector
Vegetation Layer Blender
Vegetation Layer Blocker
Vegetation Layer Blocker (Mesh)
Vegetation Layer Debugger
Vegetation Layer Spawner
Vegetation Area System
Vegetation Instance System
Vegetation Filters
Vegetation Altitude Filter
Vegetation Distance Between Filter
Vegetation Distribution Filter
Vegetation Shape Intersection Filter
Vegetation Slope Filter
Vegetation Surface Mask Depth Filter
Vegetation Surface Mask Filter
Vegetation Modifiers
Vegetation Position Modifier
Vegetation Rotation Modifier
Vegetation Scale Modifier
Vegetation Slope Alignment Modifier
编程
Gem 开发
概述
创建O3DE Gem
代码Gem
Gem Manifest 文件
组件开发
概述
创建组件
反射上下文
反射组件以便序列化和编辑
序列化上下文
版本化序列化数据
编辑上下文
行为上下文
定义和使用组件服务
编辑器组件
系统组件
组件和EBus
Tick总线和组件
将自定义组件暴露给Track View视图
组件和EBus: 最佳实践
AzAutoGen 源代码生成器
事件消息
概述
EBus
深入EBus
AZ::Interface
AZ::Event
内存管理
HPHA 内存调试
在 O3DE 中使用内存分配器
Metrics API
Google跟踪事件格式
系统库
数学库
添加库
调试
CVAR 断言
崩溃报告
跟踪
AZ 引导过程
AZ::Console
O3DE 中的原始文件访问
内存管理
序列化
注册对象
JSON对象序列化系统
序列化和反序列化
O3DE数据类型的JSON序列化
资产
场景管道
Procedural Prefab
Scene API
Scene Builder
Scene Graph
Scene Manifest
用户定义的属性
资产管道
资产处理
源资产
扫描目录
产品资产
资产生成器
资产依赖性和标识符
中间资产
移动/重命名资产
资产缓存
资产处理器
界面
批处理
配置
快速扫描
跳过启动扫描
调试
移动或删除资产
资产缓存服务器模式
设置
资产数据库
场景源资产
场景格式支持
最佳实践
场景设置
Meshes 标签页
Actors 标签页
Motions 标签页
PhysX 标签页
纹理设置
纹理资产
用户界面
纹理预设
Python Asset Builder
启动
描述符
CreateJobs
ProcessJob
资产类型
运行时资产系统
交互和模拟
Audio
Audio系统概述
Audio 组件
Audio Translation Layer
ATL 默认控件
Audio Controls Editor
ATL 控件窗格
Inspector Pane
Audio Engine Middleware Controls Pane
Audio Console Variables
高级主题
在运行时获取声音持续时间
设置平移模式
Input
使用用户输入
Prefab
导航和寻路
使用 Recast 导航
机器人
概念
项目配置
概念和结构
创建机器人模拟
导入机器人
SDFormat 传感器
SDFormat 插件
导入 Turtlebot 4
车辆动力学
关节操作
Georeference
抓手
部署仿真
故障排除
物理
NVIDIA PhysX
PhysX 配置
全局配置
碰撞层
碰撞组
Create Layers and Groups in Code
调试器配置
PhysX Worlds
物理材质
PhysX Scene Queries
PhysX 模拟体
使用 PhysX 的动态关节
PhysX 最佳实践
NVIDIA Cloth
Mesh 组件的 Cloth
Actor 组件的布料
布料的逐顶点属性
布料模拟约束
NVIDIA Cloth 调试
调试 PhysX
用户解密
UI Editor
UI 编辑器工具栏
标尺和参考线
资产拖放
Sprite Editor
切片图像类型
Sprite Sheets
UI 画布
导航视口
更改画布大小
预览画布
在预览中设置画布大小
预览画布行为
配置 Canvas 属性
在 3D 世界中放置 UI 画布
纹理图集
创建纹理图集
将纹理贴图集添加到 UI 画布
使用纹理贴图集减少 UI 绘制调用
调试 UI 画布
加载 UI 画布
在运行时访问 UI 元素
Creating Load Screens
UI 切片
创建 UI 切片
实例化 UI 切片
级联 UI 切片
分离的 UI 切片
修改 UI 切片
编辑 UI 切片
标记动态切片
UI 元素
配置 UI 锚点和偏移量
缩放到设备分辨率
搜索 UI 元素
UI 组件
使用 UI 组件
UI Transform2D
视觉组件
UI Image
UI Particle Emitter
UI Text
交互组件
UI Button
交互式组件属性
Input Enabled
Multi-Touch Input Enabled
States
Navigation
First Focus Element
交互式元素控件
Auto Activate
Actions
UI Checkbox
UI Radio Button
UI Radio Button Group
UI Slider
UI Text Input
UI Scroll Bar
UI Scroll Box
UI Dynamic Scroll Box
UI Draggable
UI Drop Target
UI Dropdown
UI Dropdown Option
布局组件
UI Layout Column
UI Layout Row
UI Layout Grid
UI Layout Cell
UI Layout Fitter
UI Dynamic Layout
嵌套布局组件
Tooltip 组件
UI Fader
UI Flipbook Animation
UI Mask
UI Spawner
实现新字体
添加新字体
创建字体系列
配置字体渲染质量
配置字体属性
对 UI 进行动画处理
脚本化 Tweener 实体系统
Tweener 概念
缓动类型
Tweener 支持的组件
Tweeners in Lua
Tweener 参数
Tweener Timeline
UI 动画编辑器
录制动画数据
播放动画序列
编辑动画数据
Node Pane
Track Editor
Curve Editor
编写脚本
Script Canvas
开始使用
编辑器界面
概念和术语
编辑器参考
编辑器快捷键
节点
添加和连接节点
断开节点
查找节点
选择节点
删除节点
组织节点
对齐节点
添加注释
分组节点
创建注释预设和组预设
添加书签
引用实体
变量
数组
Map
变量引用
函数
节点文本替换
解释器
创建新节点
程序员指南
从 Behavior Context 创建节点
创建自定义节点
自定义可节点
自定义自由函数节点
节点定义参考
动态数据槽
执行类
最佳实践
调试
Lua
添加 Lua 脚本
Lua 脚本结构
Lua 编辑器
属性表
数学库
在 Lua 中使用事件总线
Lua 环境
调试 Lua 脚本
使用 Lua 编辑器进行调试
Script Events
创建脚本事件
在 Script Canvas 中使用脚本事件
在 Lua 中使用脚本事件
最佳实践
网络
AzNetworking
数据包结构
自动数据包
UDP 加密
序列化器
多人游戏
概述
项目配置
运行 Multiplayer 项目
自动组件
分离 Client 和 Server
在 Editor 中测试
网络实体层次结构
生成玩家
调试多人游戏不同步
版本不匹配
网络和多人设置
可视化
动画
Character editor
MotionEvent 公开成员函数
使用 C++ 创建自定义动作事件和参数
创建 EventData 类型
创建动作事件
动画编辑器文件类型
动画编辑器概念和术语
动画编辑器组件
同步动画图形: 示例
向Actor添加布料碰撞体
动画编辑器
Actions
Advanced_RinLocomotion 案例
Anim Graph 界面
Blend N 节点
Blend Two (Legacy) 节点
Blend Two Additive 节点
Blend Two 节点
Motion Sets 界面
Motions 界面
Pose Subtract 节点
Ragdoll
设置布娃娃
将布娃娃添加到动画图形中
在编辑器中模拟布娃娃
Simple_JackLocomotion Sample
使用 Blend 节点混合姿势
使用Hub节点简化节点组
使用动画图形标签
使用变形目标使角色变形
使用数学节点
创建模拟对象
创建混合树
创建混合空间并将其可视化
利用稀疏动作集定制状态机路由
动画编辑器入门
动画编辑器用户界面
动画编辑器节点
控制器节点
自定义 EMotionFX 对象
重定向动作
Actor LODs
使用多个蒙皮附件
使用调试模式改进模拟
在运行期间使用参数调整动画
引用外部Anim Graph
设置Actor实体
设置模拟对象
设置模拟对象动画图节点
设置模拟物体碰撞体
影片
Track View编辑器节点
为场景中的角色制作动画
使用Track View编辑器
Color Correction 节点
Comment 节点
Component Entities and Component Nodes
Console Variable 节点
Director (Scene) 节点
Environment 节点
Event 节点
Full Screen Effect 节点
Material 节点
Radial Blur Node
Screen Fader 节点
Shadows Setup 节点
Track View 编辑器工具栏
Using Animation Curves
添加 Depth of Field 节点
使用录制模式
使用控制台变量调试电影场景
在场景中移动实体
在轨道上添加和删除动画关键帧
填充场景
控制播放头
放置 Camera
景深动画
添加 Camera
添加 Director (Scene) 节点
添加光源
添加组件实体
移动序列中的组件实体
设置序列属性
采集图像帧
渲染
环境
地形
地形开发者指南
介绍
架构
使用地形系统
扩展地形系统
未来的工作
术语
植被
概念
程序化
图层
添加修改器
扩大覆盖范围
重复使用植被
使用 Gradient
Noise-Based Random Selection
基于权重的随机选择
阻挡植被
分析
CPU 分析
优化
质量系统
测试
入门
最佳实践
AzTest
使用 AzTest
LyTestTools
LyTestTools 入门
并行测试
平台
Windows 10
Android
生成 Android 项目
Linux
打包和发布
Windows 版本Build
内容补丁包
故障排除
资产打包器
什么是 Open 3D Engine Asset Bundler?
捆绑项目资源以进行发布
解决缺失资产
验证捆绑包
使用 Asset Validation Gem 验证种子
Using Bundle Mode to Test Bundles
使用文件标记系统包含或排除资源
资产列表比较操作
O3DE 项目的默认依赖项
概念和术语
CLI 参考
项目导出
Windows和Linux项目导出
适用于 Android 的项目导出
适用于 iOS 的项目导出
手动导出 O3DE Atom Sampleviewer for iOS
远程内容
使用 O3DE 远程存储库
创建 O3DE 远程存储库
更新 O3DE 远程存储库
Repo.json 参考
远程存储库概述
附录
术语
控制台变量 (CVARs)
日志文件
Atom Renderer
概述
功能
Temporal Anti-aliasing 时间抗锯齿
对比度自适应锐化
视觉开发
工具
Atom 工具常用功能
Atom 工具视口
Material Canvas
材质编辑器
材质
材质系统概述
PBR 材质
材质文件规范
材质类型文件规范
着色
Shader 文件规范
颜色管理
开发者指南
帧渲染
渲染管道
Render Pipeline Interface
Overview
RPI System
Working with the Scene and Render Pipeline
通道
通道系统概述
PassTemplate File Specification
编写通道
材质系统
Lua 材质函数 API
Shader System
AZSL
Shader Variant Options
SRG Semantics
The Fallback Key
Unbounded Arrays in AZSL
AZSLc
Shader Build Pipeline
Render Hardware Interface
Overview
Frame Scheduler
故障排除
Glossary
工具 UI 开发人员指南
品牌指南
UI 组件库
Spinbox
Tab
Toggle Switch
上下文菜单
单选按钮
卡片
反射属性编辑器
复选框
按钮
树视图
样式 Dock
浏览编辑
滑块
滚动条
痕迹导航
筛选搜索
组合框
行编辑
表视图
进度指示器
控件库工具
组件开发指南
UI 图标资产
组件图标
Entity Outliner 图标
UX 模式
组件卡
编写准则
错误处理
UI 消息的类型
控制台日志
对话框
Inline Notifications
日志表
文本输入验证
Toasts
消息准则
API Reference
O3DE Framework API reference
O3DE Gem API reference
引擎开发指南
架构
Prefab系统
框架
Gem
Script Canvas
ScenePipeline
Open Asset Importer 库
添加场景文件
工具
O3DE CLI
项目导出
概述
测试影响分析框架
架构概述
自动审查集成
运行时和前端
维护测试影响分析框架
Debugging TIAF Issues
General TIAF Information
Storage Query Tool
项目管理器
启动顺序
源代码映射
启动和屏幕管理类
数据类
资产
元数据重定位系统
文件类型支持
Prefab文件
场景文件
纹理文件
贡献
/
O3DE 文档
/
用户指南
/
交互和模拟
/
交互和模拟
主题
说明
物理
使用 NVIDIA PhysX 模拟碰撞和刚体, NVIDIA Cloth 模拟布料,在 O3DE 中模拟物理交互。
机器人
在 O3DE 中创建与机器人操作系统 (ROS) 2 集成的机器人模拟。
Prefab
了解 O3DE 的Prefab系统。
音频
控制游戏中的音频和声音效果。
输入
允许玩家输入(如按键和鼠标单击)在 O3DE 中创建交互式体验。
用户界面
在游戏中创建用户界面,例如使用图像、文本、按钮、菜单、滚动框和平视显示器 (HUD)。
导航和寻路
创建导航网格并查找实体和位置之间的可行走路径。