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Cocos Creator 3.8 User Manual
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Introduction
下载Cocos Creator
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2023-12-01 09:34:51
Introduction
About Cocos Creator
Support
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Cocos Creator 3.8 User Manual
Cocos Creator 3.8 用户手册
Cocos Creator 3.7 User Manual
Cocos Creator 3.7 用户手册
Cocos Creator 3.6 User Manual
Cocos Creator 3.6 用户手册
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Cocos Creator 3.4 用户手册
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Cocos Creator 3.3 用户手册
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Cocos Creator 3.2 用户手册
Cocos Creator 3.1 User Manual
Cocos Creator v3.1 用户手册
Cocos Creator 3.0 User Manual
Cocos Creator 3.0 用户手册
Cocos Creator v2.4 用户手册
Cocos Creator v2.3 用户手册
Cocos Creator v2.2 用户手册
Cocos Creator v2.1 用户手册
Cocos Creator v2.1 JavaScript API 参考
Cocos Creator v2.0 用户手册
Cocos Creator v1.10 用户手册
Cocos Creator v1.9 用户手册
Cocos Creator v1.5.x 用户手册
Cocos Creator v1.4 用户手册
Cocos Creator v1.3.1 用户手册
Introduction
Introduction
About Cocos Creator
Support
Understanding the Basics
Getting Started
Install and Launch
Dashboard
Hello World!
Project Structure
Editor Interfaces
Scene
Hierarchy
Assets
Inspector
Console
Preferences
Project Settings
Main Menu
Tool Bar
Editor Layout
Preview & Debugging
Glossary
Cocos Creator Quick Guide for Unity Developers
Tutorials
Quick Start: Making Your First 2D Game
Handle Touch Events
Quick Start: Make Your First 3D Game
Advanced: Add Light, Shadow and Skeleton Animation
Examples & Tutorials
Basic Workflow
Upgrade Guide
Cocos Creator 3.0 Upgrade Guide
Cocos Creator 3.0 Material Upgrade Guide
Cocos Creator 3.1 Material Upgrade Guide
Cocos Creator 3.5 Material Upgrade Guide
Cocos Creator 3.5 Native Built Project Upgrade Guide
Cocos Creator 3.6 Native Built Project Upgrade Guide
Cocos Creator 3.6.0 Build Template and settings.json Upgrade Guide
Upgrade Guide: Effect from v3.5.x to v3.6.0
Upgrade Guide: Particle from v3.5.x to v3.6.0
Scene Creation
Scene Assets
Nodes and Components
Coordinate Systems and Transformations
Node Hierarchy and Rendering Order
Build a Scene Image Using the Scene Panel
Level of Details
Assets
Asset Workflow
Images
Sprite Frames
Auto Trim for SpriteFrame
Atlas
Auto Atlas
Label Atlas
Prefab
Fonts
Audio
Material
FBX Smart Material Conversion
Model
Spine Skeletal Animation
DragonBones Skeletal Animation
TiledMap
Scripting Guide and Event System
Programming Language Support
Scripting Basics
Script Creation
Coding Environment Setup
Operating Environment
Decorator
Property Attributes
Life Cycle Callbacks
Using Scripts
Access Nodes and Components
Common Node and Component Interfaces
Create and Destroy Nodes
Scheduler
Components and Component Execution Order
Loading and Switching Scenes
Obtaining and Loading Assets
tsconfig Configuration
Advanced Scripting
Events
Listening to and Launching Events
Input Event System
Node Event System
Event API
Modules
Engine Modules
External Module Usage Case
Module Specification
Import Maps
Plugin Scripts
Cross-platform Publishing
Publishing Android Apps
Android Publishing Example
Build Options - Android
Android Development Environment Setup
Upgrading Android Project to v3.8
Publish to Google Play on PC
Build and Run
Publishing iOS Apps
iOS Publishing Example
Build Options - iOS
Publishing Huawei HarmonyOS Apps
Publishing macOS Desktop Application
macOS Publishing Example
Build Options - macOS
Publishing Windows Desktop Application
Windows Publishing Example
Build Options - Windows
Fundamentals for Publishing to Native Platforms
General Native Build Options
Setting up Native Development Environment
Debugging JavaScript on Native Platforms
Integrating Input SDK
Publish to Mini Game Platforms
Publish to HUAWEI AppGallery Connect
Publish to Alipay Mini Game
Publish to Taobao Mini Game
Publish to WeChat Mini Games
WeChat Mini Games Engine Plugin Instructions
Access to WeChat PC Mini Games
Publish to Douyin Mini Games
Publish to Huawei Quick Games
Publish to OPPO Mini Games
Publish to vivo Mini Games
Publish to Xiaomi Quick Games
Publish to Baidu Mini Games
Access to Open Data Context
Mini Game Subpackage
Publish to Facebook Instant Games
Publish to Web Platforms
General Build Options
Publish from the Command Line
Custom Project Build Template
Build Process and FAQ
Function Modules
Graphics
Render Pipeline
Built-in Render Pipeline
Custom rendering of pipelines (experimental/)
Full Screen Post Process
PostProcess Component
BlitScreen Component
Customize a Post Process
Camera
Lighting
Physically Based Lighting
Lights
Directional Lights
Spherical Lights
Spotlights
Ambient Light
Additive Per-Pixel Lights
Shadows
Imaged Based Lighting
Lightmapping
Light Probes
Light Probe Panel
Reflection Probe
Reflection Probe Panel
Reflection Probe Art Workflow
IBL Example
Meshes
MeshRenderer
SkinnedMeshRenderer
SkinnedMeshBatchRenderer
Importing Models Exported from DCC Tools
Export FBX file from 3ds Max
Export FBX file from Maya
glTF
Programmatically Create Meshes
Vertex Animation Texture (VAT/)
Textures
Textures
Texture Cube
Texture Compression
RenderTexture
Material System Overview
Programmatic Use of Materials
Builtin Materials
Material System Classes Diagram
Shader Overview
Create and Use Shader
Built-in Shaders
Physically Based Rendering - PBR
Toon Shading
Unlit Shading
Syntax
Optional Pass Parameters
YAML 101
GLSL
Preprocessor Macro Definition
Chunk
Built-in Uniforms
Common Functions
Render Flow of Forward Rendering and Deferred Shading
Surface Shader
Guide to Built-in Surface Shader
Surface Shader Overview
Surface Shader Execution Flow
Include
Macro Remapping
Function Replacement Using Macros
Surface Shader Built-in Replaceable Functions
Render Usages
Lighting Models
Surface Material Data Structure
Shader Stages
Shader Assembly
VS Inputs
FS Inputs
Customize Surface Shader
Rendering Debug View
Legacy Shader
Guide to Built-in Legacy Shaders
Legacy Shader Key Functions and Structures
Write Shaders
2D Sprite Shader: Gradient
3D Shader: RimLight
Skin material
Instanced Attributes
UBO Layout
Fallback to WebGL 1.0
VSCode Extension - Cocos Effect
Compute Shader
Sorting
Effects
Billboard
Line
Skybox
Global Fog
Geometry Renderer
2D Objects
2D Render
Rendering Order
2D Renderable Component Batching Rules
Custom Materials for 2D Rendering Objects
2D Renderable Components
Sprite Component Reference
Label Component Reference
Mask Component Reference
Graphics Component Reference
RichText Component Reference
UIStaticBatch Component Reference
Spine Skeleton Component Reference
DragonBones ArmatureDisplay Component Reference
TiledMap Component Reference
TiledTile Component Reference
MotionStreak Component Reference
UI System
UI Components
Canvas Component Reference
UITransform Component Reference
Widget Component Reference
Button Component Reference
Layout Component Reference
EditBox Component Reference
ScrollView Component Reference
ScrollBar Component Reference
ProgressBar Component Reference
LabelOutline Component Reference
LabelShadow Component Reference
Toggle Component Reference
ToggleContainer Component Reference
Slider Component Reference
PageView Component Reference
PageViewIndicator Component Reference
UIMeshRenderer Component Reference
UICoordinateTracker Component Reference
UIOpacity Component Reference
BlockInputEvents Component Reference
WebView Component Reference
VideoPlayer Component Reference
SafeArea Component Reference
UI Practice Guide
Multi-Resolution Adaption
Widget Alignment
Label Layout
Auto Layout Container
Create a List of Dynamically Generated Content
Stretchable UI Sprite
Android Large Screen Adaptation
Animation
Animation Clip
Animation Component Reference
Animation Panel
Creating Animation Components and Animation Clips
Get Familiar with the Animation Panel
Editing Animation Clips
Editing Animation Easing Curve
Adding Animation Events
Using Animation Curves
Curve Editor
Skeletal Animation
Joint Texture Layout Settings
Controlling Animation with Scripts
Animation State
Embedded Player
Marionette Animation System
Animation Graph Assets
Animation Controller Reference
Animation Graph Panel
Animation Graph Layer
Animation State Machine
State Transition
Animation Mask
Animation Graph Variants
Procedural Animation
Introduction to Procedural Animation
Enable Procedural Animation
Pose Graph
Pose Graph View
Pose Nodes
Blend Pose
Modify Poses
Play or Sample Animation
Audio System
AudioSource Component Reference
AudioMgr Example
Compatibility Notes
Physics System
Physics 2D
2D Physics Manager
2D RigidBody
2D Physics Collider
2D Contact Callback
2D Physics Joint
Physics 3D
Physics Engines
Physics System Configuration
Group and Mask
Physics Components
Collider
Rigidbody
Constant Force
Constraint
Physics Material
Physics Event
Raycast Detection
Geometry Cast Detection
Continuous Collision Detection
Character Controller
Physics Application Cases
Particle System
2D Particle System
3D Particle System
Particle System Module
Main Module
Shape Module
Velocity Overtime Module
Force Overtime Module
Size Overtime Module
Rotation Overtime Module
Color Over Life Time Module
Texture Animation Module
Limit Velocity Overtime Module
Trail Module
Renderer Module
Particle Properties Editor
Curve Editor
Gradient Editor
Particle Editor
Tween System
Tween Interface
Tween Function
Tween Examples
Terrain System
Asset Manager
AssetManager Upgrade Guide
Asset Bundle Upgrade Guide
Asset Loading
Asset Bundle
Release Of Assets
Download and Parse
Loading and Preloading
Cache Manager
Optional Parameters
Pipeline and Task
Resource Management Considerations —- meta files
Localization
Translation Service Provider
Collect and Count
Compile Language
L10nLabel
Sample
Native Development
Native Platform Secondary Development Guide
JavaScript and Android Communication with Reflection
JavaScript and iOS/macOS Communication with Reflection
JavaScript and Java Communication using JsbBridge
JavaScript and Objective-C Communication using JsbBridge
JsbBridgeWrapper - An Event Mechanism based on JsbBridge
Tutorial: JSB 2.0
JSB Manual Binding
JSB Auto Binding
Swig
Swig Tutorial
CMake Usage Introduction
Native Engine Memory Leak Detection System
Native Scene Culling
Native Profiler
Native Plugins
Cocos Native Plugin Quick Tutorial
Optimization of Cross-Language Invocation
Advanced Tutorials
Editor Extension
Extension Manager
Extension Templates and Compile Builds
Getting Started Example - Menu
Getting Started Example - Panel
Getting Started Example - First Data Interaction
Change the Name of a Extension
Install and Share
Submitting Resources to Cocos Store
Extend Existing Functionality
Customize the Main Menu
Customized Messages
Calling the Engine API and Project Script
Extending the Assets Panel
Custom Asset Database
Custom Inspector Panel
Extending Build Process
Extending Project Settings Panel
Extending the Preferences Panels
Extending Shortcut
Extension Details
Extension Infrastructure
Definition of Extension
Message System
Configuration System
Extension Panel
UI Components
Advanced Topics
Submit Code to Cocos Engine Repository
User Data Storage
Engine Customization Workflow
Web Preview Customization Workflow
Dynamic Atlas
Hot Update Tutorial
AssetManager for Hot Update
HTTP Request
WebSocket Introduction
WebSocket Client
WebSocket Server
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